LECO: Learnable Episodic Count for Task-Specific Intrinsic RewardDaejin Jo, Sungwoong Kim, Daniel Wontae Nam et al.
Episodic count has been widely used to design a simple yet effective intrinsic motivation for reinforcement learning with a sparse reward. However, the use of episodic count in a high-dimensional state space as well as over a long episode time requires a thorough state compression and fast hashing, which hinders rigorous exploitation of it in such hard and complex exploration environments. Moreover, the interference from task-irrelevant observations in the episodic count may cause its intrinsic motivation to overlook task-related important changes of states, and the novelty in an episodic manner can lead to repeatedly revisit the familiar states across episodes. In order to resolve these issues, in this paper, we propose a learnable hash-based episodic count, which we name LECO, that efficiently performs as a task-specific intrinsic reward in hard exploration problems. In particular, the proposed intrinsic reward consists of the episodic novelty and the task-specific modulation where the former employs a vector quantized variational autoencoder to automatically obtain the discrete state codes for fast counting while the latter regulates the episodic novelty by learning a modulator to optimize the task-specific extrinsic reward. The proposed LECO specifically enables the automatic transition from exploration to exploitation during reinforcement learning. We experimentally show that in contrast to the previous exploration methods LECO successfully solves hard exploration problems and also scales to large state spaces through the most difficult tasks in MiniGrid and DMLab environments.
11.4LGJul 31, 2025
Policy Learning from Large Vision-Language Model Feedback without Reward ModelingTung M. Luu, Donghoon Lee, Younghwan Lee et al.
Offline reinforcement learning (RL) provides a powerful framework for training robotic agents using pre-collected, suboptimal datasets, eliminating the need for costly, time-consuming, and potentially hazardous online interactions. This is particularly useful in safety-critical real-world applications, where online data collection is expensive and impractical. However, existing offline RL algorithms typically require reward labeled data, which introduces an additional bottleneck: reward function design is itself costly, labor-intensive, and requires significant domain expertise. In this paper, we introduce PLARE, a novel approach that leverages large vision-language models (VLMs) to provide guidance signals for agent training. Instead of relying on manually designed reward functions, PLARE queries a VLM for preference labels on pairs of visual trajectory segments based on a language task description. The policy is then trained directly from these preference labels using a supervised contrastive preference learning objective, bypassing the need to learn explicit reward models. Through extensive experiments on robotic manipulation tasks from the MetaWorld, PLARE achieves performance on par with or surpassing existing state-of-the-art VLM-based reward generation methods. Furthermore, we demonstrate the effectiveness of PLARE in real-world manipulation tasks with a physical robot, further validating its practical applicability.
1.2LGMay 18, 2020
Entropy-Augmented Entropy-Regularized Reinforcement Learning and a Continuous Path from Policy Gradient to Q-LearningDonghoon Lee
Entropy augmented to reward is known to soften the greedy argmax policy to softmax policy. Entropy augmentation is reformulated and leads to a motivation to introduce an additional entropy term to the objective function in the form of KL-divergence to regularize optimization process. It results in a policy which monotonically improves while interpolating from the current policy to the softmax greedy policy. This policy is used to build a continuously parameterized algorithm which optimize policy and Q-function simultaneously and whose extreme limits correspond to policy gradient and Q-learning, respectively. Experiments show that there can be a performance gain using an intermediate algorithm.
9.0CVMar 15, 2019
Inserting Videos into VideosDonghoon Lee, Tomas Pfister, Ming-Hsuan Yang
In this paper, we introduce a new problem of manipulating a given video by inserting other videos into it. Our main task is, given an object video and a scene video, to insert the object video at a user-specified location in the scene video so that the resulting video looks realistic. We aim to handle different object motions and complex backgrounds without expensive segmentation annotations. As it is difficult to collect training pairs for this problem, we synthesize fake training pairs that can provide helpful supervisory signals when training a neural network with unpaired real data. The proposed network architecture can take both real and fake pairs as input and perform both supervised and unsupervised training in an adversarial learning scheme. To synthesize a realistic video, the network renders each frame based on the current input and previous frames. Within this framework, we observe that injecting noise into previous frames while generating the current frame stabilizes training. We conduct experiments on real-world videos in object tracking and person re-identification benchmark datasets. Experimental results demonstrate that the proposed algorithm is able to synthesize long sequences of realistic videos with a given object video inserted.