LGJun 21, 2022Code
EnvPool: A Highly Parallel Reinforcement Learning Environment Execution EngineJiayi Weng, Min Lin, Shengyi Huang et al. · cmu, pku
There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others, aim to improve the system's overall throughput. In this paper, we aim to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop and a modest workstation, to a high-end machine such as NVIDIA DGX-A100. On a high-end machine, EnvPool achieves one million frames per second for the environment execution on Atari environments and three million frames per second on MuJoCo environments. When running EnvPool on a laptop, the speed is 2.8x that of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has great potential to become the de facto RL environment execution engine. Example runs show that it only takes five minutes to train agents to play Atari Pong and MuJoCo Ant on a laptop. EnvPool is open-sourced at https://github.com/sail-sg/envpool.
LGOct 25, 2023Code
Zephyr: Direct Distillation of LM AlignmentLewis Tunstall, Edward Beeching, Nathan Lambert et al. · salesforce
We aim to produce a smaller language model that is aligned to user intent. Previous research has shown that applying distilled supervised fine-tuning (dSFT) on larger models significantly improves task accuracy; however, these models are unaligned, i.e. they do not respond well to natural prompts. To distill this property, we experiment with the use of preference data from AI Feedback (AIF). Starting from a dataset of outputs ranked by a teacher model, we apply distilled direct preference optimization (dDPO) to learn a chat model with significantly improved intent alignment. The approach requires only a few hours of training without any additional sampling during fine-tuning. The final result, Zephyr-7B, sets the state-of-the-art on chat benchmarks for 7B parameter models, and requires no human annotation. In particular, results on MT-Bench show that Zephyr-7B surpasses Llama2-Chat-70B, the best open-access RLHF-based model. Code, models, data, and tutorials for the system are available at https://github.com/huggingface/alignment-handbook.
LGSep 29, 2023Code
Cleanba: A Reproducible and Efficient Distributed Reinforcement Learning PlatformShengyi Huang, Jiayi Weng, Rujikorn Charakorn et al.
Distributed Deep Reinforcement Learning (DRL) aims to leverage more computational resources to train autonomous agents with less training time. Despite recent progress in the field, reproducibility issues have not been sufficiently explored. This paper first shows that the typical actor-learner framework can have reproducibility issues even if hyperparameters are controlled. We then introduce Cleanba, a new open-source platform for distributed DRL that proposes a highly reproducible architecture. Cleanba implements highly optimized distributed variants of PPO and IMPALA. Our Atari experiments show that these variants can obtain equivalent or higher scores than strong IMPALA baselines in moolib and torchbeast and PPO baseline in CleanRL. However, Cleanba variants present 1) shorter training time and 2) more reproducible learning curves in different hardware settings. Cleanba's source code is available at \url{https://github.com/vwxyzjn/cleanba}
LGMay 18, 2022
A2C is a special case of PPOShengyi Huang, Anssi Kanervisto, Antonin Raffin et al.
Advantage Actor-critic (A2C) and Proximal Policy Optimization (PPO) are popular deep reinforcement learning algorithms used for game AI in recent years. A common understanding is that A2C and PPO are separate algorithms because PPO's clipped objective appears significantly different than A2C's objective. In this paper, however, we show A2C is a special case of PPO. We present theoretical justifications and pseudocode analysis to demonstrate why. To validate our claim, we conduct an empirical experiment using \texttt{Stable-baselines3}, showing A2C and PPO produce the \textit{exact} same models when other settings are controlled.
LGMar 24, 2024Code
The N+ Implementation Details of RLHF with PPO: A Case Study on TL;DR SummarizationShengyi Huang, Michael Noukhovitch, Arian Hosseini et al. · mila
This work is the first to openly reproduce the Reinforcement Learning from Human Feedback (RLHF) scaling behaviors reported in OpenAI's seminal TL;DR summarization work. We create an RLHF pipeline from scratch, enumerate over 20 key implementation details, and share key insights during the reproduction. Our RLHF-trained Pythia models demonstrate significant gains in response quality that scale with model size, with our 2.8B, 6.9B models outperforming OpenAI's released 1.3B checkpoint. We publicly release the trained model checkpoints and code to facilitate further research and accelerate progress in the field (\url{https://github.com/vwxyzjn/summarize_from_feedback_details}).
LGAug 11, 2025Code
Part I: Tricks or Traps? A Deep Dive into RL for LLM ReasoningZihe Liu, Jiashun Liu, Yancheng He et al.
Reinforcement learning for LLM reasoning has rapidly emerged as a prominent research area, marked by a significant surge in related studies on both algorithmic innovations and practical applications. Despite this progress, several critical challenges remain, including the absence of standardized guidelines for employing RL techniques and a fragmented understanding of their underlying mechanisms. Additionally, inconsistent experimental settings, variations in training data, and differences in model initialization have led to conflicting conclusions, obscuring the key characteristics of these techniques and creating confusion among practitioners when selecting appropriate techniques. This paper systematically reviews widely adopted RL techniques through rigorous reproductions and isolated evaluations within a unified open-source framework. We analyze the internal mechanisms, applicable scenarios, and core principles of each technique through fine-grained experiments, including datasets of varying difficulty, model sizes, and architectures. Based on these insights, we present clear guidelines for selecting RL techniques tailored to specific setups, and provide a reliable roadmap for practitioners navigating the RL for the LLM domain. Finally, we reveal that a minimalist combination of two techniques can unlock the learning capability of critic-free policies using vanilla PPO loss. The results demonstrate that our simple combination consistently improves performance, surpassing strategies like GRPO and DAPO.
LGOct 26, 2023
Reward Scale Robustness for Proximal Policy Optimization via DreamerV3 TricksRyan Sullivan, Akarsh Kumar, Shengyi Huang et al.
Most reinforcement learning methods rely heavily on dense, well-normalized environment rewards. DreamerV3 recently introduced a model-based method with a number of tricks that mitigate these limitations, achieving state-of-the-art on a wide range of benchmarks with a single set of hyperparameters. This result sparked discussion about the generality of the tricks, since they appear to be applicable to other reinforcement learning algorithms. Our work applies DreamerV3's tricks to PPO and is the first such empirical study outside of the original work. Surprisingly, we find that the tricks presented do not transfer as general improvements to PPO. We use a high quality PPO reference implementation and present extensive ablation studies totaling over 10,000 A100 hours on the Arcade Learning Environment and the DeepMind Control Suite. Though our experiments demonstrate that these tricks do not generally outperform PPO, we identify cases where they succeed and offer insight into the relationship between the implementation tricks. In particular, PPO with these tricks performs comparably to PPO on Atari games with reward clipping and significantly outperforms PPO without reward clipping.
CLNov 22, 2024
Tulu 3: Pushing Frontiers in Open Language Model Post-TrainingNathan Lambert, Jacob Morrison, Valentina Pyatkin et al. · allen-ai, cambridge
Language model post-training is applied to refine behaviors and unlock new skills across a wide range of recent language models, but open recipes for applying these techniques lag behind proprietary ones. The underlying training data and recipes for post-training are simultaneously the most important pieces of the puzzle and the portion with the least transparency. To bridge this gap, we introduce Tulu 3, a family of fully-open state-of-the-art post-trained models, alongside its data, code, and training recipes, serving as a comprehensive guide for modern post-training techniques. Tulu 3, which builds on Llama 3.1 base models, achieves results surpassing the instruct versions of Llama 3.1, Qwen 2.5, Mistral, and even closed models such as GPT-4o-mini and Claude 3.5-Haiku. The training algorithms for our models include supervised finetuning (SFT), Direct Preference Optimization (DPO), and a novel method we call Reinforcement Learning with Verifiable Rewards (RLVR). With Tulu 3, we introduce a multi-task evaluation scheme for post-training recipes with development and unseen evaluations, standard benchmark implementations, and substantial decontamination of existing open datasets on said benchmarks. We conclude with analysis and discussion of training methods that did not reliably improve performance. In addition to the Tulu 3 model weights and demo, we release the complete recipe -- including datasets for diverse core skills, a robust toolkit for data curation and evaluation, the training code and infrastructure, and, most importantly, a detailed report for reproducing and further adapting the Tulu 3 approach to more domains.
CLDec 31, 2024
2 OLMo 2 FuriousTeam OLMo, Pete Walsh, Luca Soldaini et al. · allen-ai, cambridge
We present OLMo 2, the next generation of our fully open language models. OLMo 2 includes a family of dense autoregressive language models at 7B, 13B and 32B scales with fully released artifacts -- model weights, full training data, training code and recipes, training logs and thousands of intermediate checkpoints. In this work, we describe our modified model architecture and training recipe, focusing on techniques for achieving better training stability and improved per-token efficiency. Our updated pretraining data mixture introduces a new, specialized data mix called Dolmino Mix 1124, which significantly improves model capabilities across many downstream task benchmarks when introduced via late-stage curriculum training (i.e. specialized data during the annealing phase of pretraining). Finally, we incorporate best practices from Tülu 3 to develop OLMo 2-Instruct, focusing on permissive data and extending our final-stage reinforcement learning with verifiable rewards (RLVR). Our OLMo 2 base models sit at the Pareto frontier of performance to training compute, often matching or outperforming open-weight only models like Llama 3.1, Qwen 2.5, and Gemma 2 while using fewer FLOPs and with fully transparent training data, code, and recipe. Our fully open OLMo 2-Instruct models are competitive with open-weight only models of comparable size and even some proprietary models like GPT-3.5 Turbo and GPT 4o Mini.
LGNov 16, 2021Code
CleanRL: High-quality Single-file Implementations of Deep Reinforcement Learning AlgorithmsShengyi Huang, Rousslan Fernand Julien Dossa, Chang Ye et al.
CleanRL is an open-source library that provides high-quality single-file implementations of Deep Reinforcement Learning algorithms. It provides a simpler yet scalable developing experience by having a straightforward codebase and integrating production tools to help interact and scale experiments. In CleanRL, we put all details of an algorithm into a single file, making these performance-relevant details easier to recognize. Additionally, an experiment tracking feature is available to help log metrics, hyperparameters, videos of an agent's gameplay, dependencies, and more to the cloud. Despite succinct implementations, we have also designed tools to help scale, at one point orchestrating experiments on more than 2000 machines simultaneously via Docker and cloud providers. Finally, we have ensured the quality of the implementations by benchmarking against a variety of environments. The source code of CleanRL can be found at https://github.com/vwxyzjn/cleanrl
LGMay 21, 2021Code
Gym-$μ$RTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement LearningShengyi Huang, Santiago Ontañón, Chris Bamford et al.
In recent years, researchers have achieved great success in applying Deep Reinforcement Learning (DRL) algorithms to Real-time Strategy (RTS) games, creating strong autonomous agents that could defeat professional players in StarCraft~II. However, existing approaches to tackle full games have high computational costs, usually requiring the use of thousands of GPUs and CPUs for weeks. This paper has two main contributions to address this issue: 1) We introduce Gym-$μ$RTS (pronounced "gym-micro-RTS") as a fast-to-run RL environment for full-game RTS research and 2) we present a collection of techniques to scale DRL to play full-game $μ$RTS as well as ablation studies to demonstrate their empirical importance. Our best-trained bot can defeat every $μ$RTS bot we tested from the past $μ$RTS competitions when working in a single-map setting, resulting in a state-of-the-art DRL agent while only taking about 60 hours of training using a single machine (one GPU, three vCPU, 16GB RAM). See the blog post at https://wandb.ai/vwxyzjn/gym-microrts-paper/reports/Gym-RTS-Toward-Affordable-Deep-Reinforcement-Learning-Research-in-Real-Time-Strategy-Games--Vmlldzo2MDIzMTg and the source code at https://github.com/vwxyzjn/gym-microrts-paper
LGJun 25, 2020Code
A Closer Look at Invalid Action Masking in Policy Gradient AlgorithmsShengyi Huang, Santiago Ontañón
In recent years, Deep Reinforcement Learning (DRL) algorithms have achieved state-of-the-art performance in many challenging strategy games. Because these games have complicated rules, an action sampled from the full discrete action distribution predicted by the learned policy is likely to be invalid according to the game rules (e.g., walking into a wall). The usual approach to deal with this problem in policy gradient algorithms is to "mask out" invalid actions and just sample from the set of valid actions. The implications of this process, however, remain under-investigated. In this paper, we 1) show theoretical justification for such a practice, 2) empirically demonstrate its importance as the space of invalid actions grows, and 3) provide further insights by evaluating different action masking regimes, such as removing masking after an agent has been trained using masking. The source code can be found at https://github.com/vwxyzjn/invalid-action-masking
LGOct 23, 2024
Asynchronous RLHF: Faster and More Efficient Off-Policy RL for Language ModelsMichael Noukhovitch, Shengyi Huang, Sophie Xhonneux et al. · mila
The dominant paradigm for RLHF is online and on-policy RL: synchronously generating from the large language model (LLM) policy, labelling with a reward model, and learning using feedback on the LLM's own outputs. While performant, this paradigm is computationally inefficient. Inspired by classical deep RL literature, we propose separating generation and learning in RLHF. This enables asynchronous generation of new samples while simultaneously training on old samples, leading to faster training and more compute-optimal scaling. However, asynchronous training relies on an underexplored regime, online but off-policy RLHF: learning on samples from previous iterations of our model which give a worse training signal. We tackle the fundamental challenge in this regime: how much off-policyness can we tolerate for asynchronous training to speed up learning but maintain performance? Among several RLHF algorithms we test, online DPO is found to be most robust to off-policy data, and robustness increases with the scale of the policy model. We study further compute optimizations for asynchronous RLHF but find that they come at a performance cost, giving rise to a trade-off. We verify the scalability of asynchronous RLHF by training a general-purpose chatbot from LLaMA 3.1 8B on an instruction-following task ~40% faster than a synchronous run while matching final performance. Finally, we extend our results to math and reasoning to demonstrate asynchronous RL can finetune Rho 1B on GSM8k ~70% faster while matching synchronous accuracy.
CLJul 3, 2025
Generalizing Verifiable Instruction FollowingValentina Pyatkin, Saumya Malik, Victoria Graf et al. · allen-ai, uw
A crucial factor for successful human and AI interaction is the ability of language models or chatbots to follow human instructions precisely. A common feature of instructions are output constraints like ``only answer with yes or no" or ``mention the word `abrakadabra' at least 3 times" that the user adds to craft a more useful answer. Even today's strongest models struggle with fulfilling such constraints. We find that most models strongly overfit on a small set of verifiable constraints from the benchmarks that test these abilities, a skill called precise instruction following, and are not able to generalize well to unseen output constraints. We introduce a new benchmark, IFBench, to evaluate precise instruction following generalization on 58 new, diverse, and challenging verifiable out-of-domain constraints. In addition, we perform an extensive analysis of how and on what data models can be trained to improve precise instruction following generalization. Specifically, we carefully design constraint verification modules and show that reinforcement learning with verifiable rewards (RLVR) significantly improves instruction following. In addition to IFBench, we release 29 additional new hand-annotated training constraints and verification functions, RLVR training prompts, and code.
LGFeb 5, 2024
Open RL Benchmark: Comprehensive Tracked Experiments for Reinforcement LearningShengyi Huang, Quentin Gallouédec, Florian Felten et al.
In many Reinforcement Learning (RL) papers, learning curves are useful indicators to measure the effectiveness of RL algorithms. However, the complete raw data of the learning curves are rarely available. As a result, it is usually necessary to reproduce the experiments from scratch, which can be time-consuming and error-prone. We present Open RL Benchmark, a set of fully tracked RL experiments, including not only the usual data such as episodic return, but also all algorithm-specific and system metrics. Open RL Benchmark is community-driven: anyone can download, use, and contribute to the data. At the time of writing, more than 25,000 runs have been tracked, for a cumulative duration of more than 8 years. Open RL Benchmark covers a wide range of RL libraries and reference implementations. Special care is taken to ensure that each experiment is precisely reproducible by providing not only the full parameters, but also the versions of the dependencies used to generate it. In addition, Open RL Benchmark comes with a command-line interface (CLI) for easy fetching and generating figures to present the results. In this document, we include two case studies to demonstrate the usefulness of Open RL Benchmark in practice. To the best of our knowledge, Open RL Benchmark is the first RL benchmark of its kind, and the authors hope that it will improve and facilitate the work of researchers in the field.
AINov 12, 2020
Griddly: A platform for AI research in gamesChris Bamford, Shengyi Huang, Simon Lucas
In recent years, there have been immense breakthroughs in Game AI research, particularly with Reinforcement Learning (RL). Despite their success, the underlying games are usually implemented with their own preset environments and game mechanics, thus making it difficult for researchers to prototype different game environments. However, testing the RL agents against a variety of game environments is critical for recent effort to study generalization in RL and avoid the problem of overfitting that may otherwise occur. In this paper, we present Griddly as a new platform for Game AI research that provides a unique combination of highly configurable games, different observer types and an efficient C++ core engine. Additionally, we present a series of baseline experiments to study the effect of different observation configurations and generalization ability of RL agents.
LGOct 5, 2020
Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy GamesShengyi Huang, Santiago Ontañón
Training agents using Reinforcement Learning in games with sparse rewards is a challenging problem, since large amounts of exploration are required to retrieve even the first reward. To tackle this problem, a common approach is to use reward shaping to help exploration. However, an important drawback of reward shaping is that agents sometimes learn to optimize the shaped reward instead of the true objective. In this paper, we present a novel technique that we call action guidance that successfully trains agents to eventually optimize the true objective in games with sparse rewards while maintaining most of the sample efficiency that comes with reward shaping. We evaluate our approach in a simplified real-time strategy (RTS) game simulator called $μ$RTS.
LGOct 26, 2019
Comparing Observation and Action Representations for Deep Reinforcement Learning in $μ$RTSShengyi Huang, Santiago Ontañón
This paper presents a preliminary study comparing different observation and action space representations for Deep Reinforcement Learning (DRL) in the context of Real-time Strategy (RTS) games. Specifically, we compare two representations: (1) a global representation where the observation represents the whole game state, and the RL agent needs to choose which unit to issue actions to, and which actions to execute; and (2) a local representation where the observation is represented from the point of view of an individual unit, and the RL agent picks actions for each unit independently. We evaluate these representations in $μ$RTS showing that the local representation seems to outperform the global representation when training agents with the task of harvesting resources.