FML-bench: A Controlled Study of AI Research Agent Strategies from the Perspective of Search DynamicsQiran Zou, Hou Hei Lam, Wenhao Zhao et al.
AI research agents accelerate ML research by automating hypothesis generation, experimentation, and empirical refinement. Existing agent strategies range from greedy hill-climbing to tree search and evolutionary optimization, yet which strategy choices drive performance remains unclear. Answering this question requires a benchmark that separates agent strategy (e.g., search topology) from execution infrastructure (e.g., code editor), so that performance differences are attributable to strategy rather than infrastructure, and that provides process-level metrics beyond final scores to analyze exploration behaviors. Existing benchmarks offer limited support. We propose FML-Bench, a benchmark of 18 fundamental ML research tasks across 10 domains that separates agent strategy from execution infrastructure and defines 12 process-level behavioral metrics. Evaluating six representative agents, we find that: (1) strategy complexity alone does not guarantee strong performance: a simple greedy hill-climber nearly matches the best-performing tree-search agent, both well above the remaining agents; (2) our analysis suggests this pattern relates to improvement opportunity structure: greedy search tends to be more effective when opportunities are dense, while tree-search and evolutionary strategies tend to be more effective when opportunities are sparse; an adaptive agent built on this insight switches to broader exploration upon detecting improvement stagnation and outperforms the other six agents, lending initial support to this observation; and (3) process-level analysis reveals that early convergence and directionally focused exploration are significantly associated with final performance, while solution diversity and compute cost are not. Our benchmark is available at: https://github.com/qrzou/FML-bench.
Efficient Planning in a Compact Latent Action SpaceZhengyao Jiang, Tianjun Zhang, Michael Janner et al.
Planning-based reinforcement learning has shown strong performance in tasks in discrete and low-dimensional continuous action spaces. However, planning usually brings significant computational overhead for decision-making, and scaling such methods to high-dimensional action spaces remains challenging. To advance efficient planning for high-dimensional continuous control, we propose Trajectory Autoencoding Planner (TAP), which learns low-dimensional latent action codes with a state-conditional VQ-VAE. The decoder of the VQ-VAE thus serves as a novel dynamics model that takes latent actions and current state as input and reconstructs long-horizon trajectories. During inference time, given a starting state, TAP searches over discrete latent actions to find trajectories that have both high probability under the training distribution and high predicted cumulative reward. Empirical evaluation in the offline RL setting demonstrates low decision latency which is indifferent to the growing raw action dimensionality. For Adroit robotic hand manipulation tasks with high-dimensional continuous action space, TAP surpasses existing model-based methods by a large margin and also beats strong model-free actor-critic baselines.
Optimal Transport for Offline Imitation LearningYicheng Luo, Zhengyao Jiang, Samuel Cohen et al.
With the advent of large datasets, offline reinforcement learning (RL) is a promising framework for learning good decision-making policies without the need to interact with the real environment. However, offline RL requires the dataset to be reward-annotated, which presents practical challenges when reward engineering is difficult or when obtaining reward annotations is labor-intensive. In this paper, we introduce Optimal Transport Reward labeling (OTR), an algorithm that assigns rewards to offline trajectories, with a few high-quality demonstrations. OTR's key idea is to use optimal transport to compute an optimal alignment between an unlabeled trajectory in the dataset and an expert demonstration to obtain a similarity measure that can be interpreted as a reward, which can then be used by an offline RL algorithm to learn the policy. OTR is easy to implement and computationally efficient. On D4RL benchmarks, we show that OTR with a single demonstration can consistently match the performance of offline RL with ground-truth rewards.
Graph Backup: Data Efficient Backup Exploiting Markovian TransitionsZhengyao Jiang, Tianjun Zhang, Robert Kirk et al.
The successes of deep Reinforcement Learning (RL) are limited to settings where we have a large stream of online experiences, but applying RL in the data-efficient setting with limited access to online interactions is still challenging. A key to data-efficient RL is good value estimation, but current methods in this space fail to fully utilise the structure of the trajectory data gathered from the environment. In this paper, we treat the transition data of the MDP as a graph, and define a novel backup operator, Graph Backup, which exploits this graph structure for better value estimation. Compared to multi-step backup methods such as $n$-step $Q$-Learning and TD($λ$), Graph Backup can perform counterfactual credit assignment and gives stable value estimates for a state regardless of which trajectory the state is sampled from. Our method, when combined with popular value-based methods, provides improved performance over one-step and multi-step methods on a suite of data-efficient RL benchmarks including MiniGrid, Minatar and Atari100K. We further analyse the reasons for this performance boost through a novel visualisation of the transition graphs of Atari games.
Mildly Constrained Evaluation Policy for Offline Reinforcement LearningLinjie Xu, Zhengyao Jiang, Jinyu Wang et al.
Offline reinforcement learning (RL) methodologies enforce constraints on the policy to adhere closely to the behavior policy, thereby stabilizing value learning and mitigating the selection of out-of-distribution (OOD) actions during test time. Conventional approaches apply identical constraints for both value learning and test time inference. However, our findings indicate that the constraints suitable for value estimation may in fact be excessively restrictive for action selection during test time. To address this issue, we propose a \textit{Mildly Constrained Evaluation Policy (MCEP)} for test time inference with a more constrained \textit{target policy} for value estimation. Since the \textit{target policy} has been adopted in various prior approaches, MCEP can be seamlessly integrated with them as a plug-in. We instantiate MCEP based on TD3BC (Fujimoto & Gu, 2021), AWAC (Nair et al., 2020) and DQL (Wang et al., 2023) algorithms. The empirical results on D4RL MuJoCo locomotion, high-dimensional humanoid and a set of 16 robotic manipulation tasks show that the MCEP brought significant performance improvement on classic offline RL methods and can further improve SOTA methods. The codes are open-sourced at \url{https://github.com/egg-west/MCEP.git}.
13.7LGDec 5, 2023
H-GAP: Humanoid Control with a Generalist PlannerZhengyao Jiang, Yingchen Xu, Nolan Wagener et al.
Humanoid control is an important research challenge offering avenues for integration into human-centric infrastructures and enabling physics-driven humanoid animations. The daunting challenges in this field stem from the difficulty of optimizing in high-dimensional action spaces and the instability introduced by the bipedal morphology of humanoids. However, the extensive collection of human motion-captured data and the derived datasets of humanoid trajectories, such as MoCapAct, paves the way to tackle these challenges. In this context, we present Humanoid Generalist Autoencoding Planner (H-GAP), a state-action trajectory generative model trained on humanoid trajectories derived from human motion-captured data, capable of adeptly handling downstream control tasks with Model Predictive Control (MPC). For 56 degrees of freedom humanoid, we empirically demonstrate that H-GAP learns to represent and generate a wide range of motor behaviours. Further, without any learning from online interactions, it can also flexibly transfer these behaviors to solve novel downstream control tasks via planning. Notably, H-GAP excels established MPC baselines that have access to the ground truth dynamics model, and is superior or comparable to offline RL methods trained for individual tasks. Finally, we do a series of empirical studies on the scaling properties of H-GAP, showing the potential for performance gains via additional data but not computing. Code and videos are available at https://ycxuyingchen.github.io/hgap/.