LGMay 27, 2022
KL-Entropy-Regularized RL with a Generative Model is Minimax OptimalTadashi Kozuno, Wenhao Yang, Nino Vieillard et al. · deepmind
In this work, we consider and analyze the sample complexity of model-free reinforcement learning with a generative model. Particularly, we analyze mirror descent value iteration (MDVI) by Geist et al. (2019) and Vieillard et al. (2020a), which uses the Kullback-Leibler divergence and entropy regularization in its value and policy updates. Our analysis shows that it is nearly minimax-optimal for finding an $\varepsilon$-optimal policy when $\varepsilon$ is sufficiently small. This is the first theoretical result that demonstrates that a simple model-free algorithm without variance-reduction can be nearly minimax-optimal under the considered setting.
LGSep 2, 2024
Imitating Language via Scalable Inverse Reinforcement LearningMarkus Wulfmeier, Michael Bloesch, Nino Vieillard et al. · deepmind
The majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training.
LGJan 5, 2023
Extreme Q-Learning: MaxEnt RL without EntropyDivyansh Garg, Joey Hejna, Matthieu Geist et al.
Modern Deep Reinforcement Learning (RL) algorithms require estimates of the maximal Q-value, which are difficult to compute in continuous domains with an infinite number of possible actions. In this work, we introduce a new update rule for online and offline RL which directly models the maximal value using Extreme Value Theory (EVT), drawing inspiration from economics. By doing so, we avoid computing Q-values using out-of-distribution actions which is often a substantial source of error. Our key insight is to introduce an objective that directly estimates the optimal soft-value functions (LogSumExp) in the maximum entropy RL setting without needing to sample from a policy. Using EVT, we derive our \emph{Extreme Q-Learning} framework and consequently online and, for the first time, offline MaxEnt Q-learning algorithms, that do not explicitly require access to a policy or its entropy. Our method obtains consistently strong performance in the D4RL benchmark, outperforming prior works by \emph{10+ points} on the challenging Franka Kitchen tasks while offering moderate improvements over SAC and TD3 on online DM Control tasks. Visualizations and code can be found on our website at https://div99.github.io/XQL/.
LGFeb 13Code
Bench-MFG: A Benchmark Suite for Learning in Stationary Mean Field GamesLorenzo Magnino, Jiacheng Shen, Matthieu Geist et al.
The intersection of Mean Field Games (MFGs) and Reinforcement Learning (RL) has fostered a growing family of algorithms designed to solve large-scale multi-agent systems. However, the field currently lacks a standardized evaluation protocol, forcing researchers to rely on bespoke, isolated, and often simplistic environments. This fragmentation makes it difficult to assess the robustness, generalization, and failure modes of emerging methods. To address this gap, we propose a comprehensive benchmark suite for MFGs (Bench-MFG), focusing on the discrete-time, discrete-space, stationary setting for the sake of clarity. We introduce a taxonomy of problem classes, ranging from no-interaction and monotone games to potential and dynamics-coupled games, and provide prototypical environments for each. Furthermore, we propose MF-Garnets, a method for generating random MFG instances to facilitate rigorous statistical testing. We benchmark a variety of learning algorithms across these environments, including a novel black-box approach (MF-PSO) for exploitability minimization. Based on our extensive empirical results, we propose guidelines to standardize future experimental comparisons. Code available at \href{https://github.com/lorenzomagnino/Bench-MFG}{https://github.com/lorenzomagnino/Bench-MFG}.
LGJun 23, 2023
On-Policy Distillation of Language Models: Learning from Self-Generated MistakesRishabh Agarwal, Nino Vieillard, Yongchao Zhou et al.
Knowledge distillation (KD) is widely used for compressing a teacher model to reduce its inference cost and memory footprint, by training a smaller student model. However, current KD methods for auto-regressive sequence models suffer from distribution mismatch between output sequences seen during training and those generated by the student during inference. To address this issue, we introduce Generalized Knowledge Distillation (GKD). Instead of solely relying on a fixed set of output sequences, GKD trains the student on its self-generated output sequences by leveraging feedback from the teacher on such sequences. Unlike supervised KD approaches, GKD also offers the flexibility to employ alternative loss functions between the student and teacher, which can be useful when the student lacks the expressivity to mimic the teacher's distribution. Furthermore, GKD facilitates the seamless integration of distillation with RL fine-tuning (RLHF). We demonstrate the efficacy of GKD for distilling auto-regressive language models on summarization, translation, and arithmetic reasoning tasks, and task-agnostic distillation for instruction-tuning.
LGJan 31, 2023
Policy Gradient for Rectangular Robust Markov Decision ProcessesNavdeep Kumar, Esther Derman, Matthieu Geist et al.
Policy gradient methods have become a standard for training reinforcement learning agents in a scalable and efficient manner. However, they do not account for transition uncertainty, whereas learning robust policies can be computationally expensive. In this paper, we introduce robust policy gradient (RPG), a policy-based method that efficiently solves rectangular robust Markov decision processes (MDPs). We provide a closed-form expression for the worst occupation measure. Incidentally, we find that the worst kernel is a rank-one perturbation of the nominal. Combining the worst occupation measure with a robust Q-value estimation yields an explicit form of the robust gradient. Our resulting RPG can be estimated from data with the same time complexity as its non-robust equivalent. Hence, it relieves the computational burden of convex optimization problems required for training robust policies by current policy gradient approaches.
LGMay 25, 2022
Learning in Mean Field Games: A SurveyMathieu Laurière, Sarah Perrin, Julien Pérolat et al.
Non-cooperative and cooperative games with a very large number of players have many applications but remain generally intractable when the number of players increases. Introduced by Lasry and Lions, and Huang, Caines and Malhamé, Mean Field Games (MFGs) rely on a mean-field approximation to allow the number of players to grow to infinity. Traditional methods for solving these games generally rely on solving partial or stochastic differential equations with a full knowledge of the model. Recently, Reinforcement Learning (RL) has appeared promising to solve complex problems at scale. The combination of RL and MFGs is promising to solve games at a very large scale both in terms of population size and environment complexity. In this survey, we review the quickly growing recent literature on RL methods to learn equilibria and social optima in MFGs. We first identify the most common settings (static, stationary, and evolutive) of MFGs. We then present a general framework for classical iterative methods (based on best-response computation or policy evaluation) to solve MFGs in an exact way. Building on these algorithms and the connection with Markov Decision Processes, we explain how RL can be used to learn MFG solutions in a model-free way. Last, we present numerical illustrations on a benchmark problem, and conclude with some perspectives.
LGMar 22, 2022
Scalable Deep Reinforcement Learning Algorithms for Mean Field GamesMathieu Laurière, Sarah Perrin, Sertan Girgin et al.
Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or $q$-values. This is far from being trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature.
OCDec 29, 2022
Policy Mirror Ascent for Efficient and Independent Learning in Mean Field GamesBatuhan Yardim, Semih Cayci, Matthieu Geist et al.
Mean-field games have been used as a theoretical tool to obtain an approximate Nash equilibrium for symmetric and anonymous $N$-player games. However, limiting applicability, existing theoretical results assume variations of a "population generative model", which allows arbitrary modifications of the population distribution by the learning algorithm. Moreover, learning algorithms typically work on abstract simulators with population instead of the $N$-player game. Instead, we show that $N$ agents running policy mirror ascent converge to the Nash equilibrium of the regularized game within $\widetilde{\mathcal{O}}(\varepsilon^{-2})$ samples from a single sample trajectory without a population generative model, up to a standard $\mathcal{O}(\frac{1}{\sqrt{N}})$ error due to the mean field. Taking a divergent approach from the literature, instead of working with the best-response map we first show that a policy mirror ascent map can be used to construct a contractive operator having the Nash equilibrium as its fixed point. We analyze single-path TD learning for $N$-agent games, proving sample complexity guarantees by only using a sample path from the $N$-agent simulator without a population generative model. Furthermore, we demonstrate that our methodology allows for independent learning by $N$ agents with finite sample guarantees.
LGFeb 10, 2023
Towards Minimax Optimality of Model-based Robust Reinforcement LearningPierre Clavier, Erwan Le Pennec, Matthieu Geist
We study the sample complexity of obtaining an $ε$-optimal policy in \emph{Robust} discounted Markov Decision Processes (RMDPs), given only access to a generative model of the nominal kernel. This problem is widely studied in the non-robust case, and it is known that any planning approach applied to an empirical MDP estimated with $\tilde{\mathcal{O}}(\frac{H^3 \mid S \mid\mid A \mid}{ε^2})$ samples provides an $ε$-optimal policy, which is minimax optimal. Results in the robust case are much more scarce. For $sa$- (resp $s$-)rectangular uncertainty sets, the best known sample complexity is $\tilde{\mathcal{O}}(\frac{H^4 \mid S \mid^2\mid A \mid}{ε^2})$ (resp. $\tilde{\mathcal{O}}(\frac{H^4 \mid S \mid^2\mid A \mid^2}{ε^2})$), for specific algorithms and when the uncertainty set is based on the total variation (TV), the KL or the Chi-square divergences. In this paper, we consider uncertainty sets defined with an $L_p$-ball (recovering the TV case), and study the sample complexity of \emph{any} planning algorithm (with high accuracy guarantee on the solution) applied to an empirical RMDP estimated using the generative model. In the general case, we prove a sample complexity of $\tilde{\mathcal{O}}(\frac{H^4 \mid S \mid\mid A \mid}{ε^2})$ for both the $sa$- and $s$-rectangular cases (improvements of $\mid S \mid$ and $\mid S \mid\mid A \mid$ respectively). When the size of the uncertainty is small enough, we improve the sample complexity to $\tilde{\mathcal{O}}(\frac{H^3 \mid S \mid\mid A \mid }{ε^2})$, recovering the lower-bound for the non-robust case for the first time and a robust lower-bound when the size of the uncertainty is small enough.
LGMar 16, 2022
Lazy-MDPs: Towards Interpretable Reinforcement Learning by Learning When to ActAlexis Jacq, Johan Ferret, Olivier Pietquin et al.
Traditionally, Reinforcement Learning (RL) aims at deciding how to act optimally for an artificial agent. We argue that deciding when to act is equally important. As humans, we drift from default, instinctive or memorized behaviors to focused, thought-out behaviors when required by the situation. To enhance RL agents with this aptitude, we propose to augment the standard Markov Decision Process and make a new mode of action available: being lazy, which defers decision-making to a default policy. In addition, we penalize non-lazy actions in order to encourage minimal effort and have agents focus on critical decisions only. We name the resulting formalism lazy-MDPs. We study the theoretical properties of lazy-MDPs, expressing value functions and characterizing optimal solutions. Then we empirically demonstrate that policies learned in lazy-MDPs generally come with a form of interpretability: by construction, they show us the states where the agent takes control over the default policy. We deem those states and corresponding actions important since they explain the difference in performance between the default and the new, lazy policy. With suboptimal policies as default (pretrained or random), we observe that agents are able to get competitive performance in Atari games while only taking control in a limited subset of states.
LGMar 12, 2023
Twice Regularized Markov Decision Processes: The Equivalence between Robustness and RegularizationEsther Derman, Yevgeniy Men, Matthieu Geist et al.
Robust Markov decision processes (MDPs) aim to handle changing or partially known system dynamics. To solve them, one typically resorts to robust optimization methods. However, this significantly increases computational complexity and limits scalability in both learning and planning. On the other hand, regularized MDPs show more stability in policy learning without impairing time complexity. Yet, they generally do not encompass uncertainty in the model dynamics. In this work, we aim to learn robust MDPs using regularization. We first show that regularized MDPs are a particular instance of robust MDPs with uncertain reward. We thus establish that policy iteration on reward-robust MDPs can have the same time complexity as on regularized MDPs. We further extend this relationship to MDPs with uncertain transitions: this leads to a regularization term with an additional dependence on the value function. We then generalize regularized MDPs to twice regularized MDPs ($\text{R}^2$ MDPs), i.e., MDPs with $\textit{both}$ value and policy regularization. The corresponding Bellman operators enable us to derive planning and learning schemes with convergence and generalization guarantees, thus reducing robustness to regularization. We numerically show this two-fold advantage on tabular and physical domains, highlighting the fact that $\text{R}^2$ preserves its efficacy in continuous environments.
LGJun 26, 2023
On Imitation in Mean-field GamesGiorgia Ramponi, Pavel Kolev, Olivier Pietquin et al.
We explore the problem of imitation learning (IL) in the context of mean-field games (MFGs), where the goal is to imitate the behavior of a population of agents following a Nash equilibrium policy according to some unknown payoff function. IL in MFGs presents new challenges compared to single-agent IL, particularly when both the reward function and the transition kernel depend on the population distribution. In this paper, departing from the existing literature on IL for MFGs, we introduce a new solution concept called the Nash imitation gap. Then we show that when only the reward depends on the population distribution, IL in MFGs can be reduced to single-agent IL with similar guarantees. However, when the dynamics is population-dependent, we provide a novel upper-bound that suggests IL is harder in this setting. To address this issue, we propose a new adversarial formulation where the reinforcement learning problem is replaced by a mean-field control (MFC) problem, suggesting progress in IL within MFGs may have to build upon MFC.
LGMay 19, 2022
Learning Energy Networks with Generalized Fenchel-Young LossesMathieu Blondel, Felipe Llinares-López, Robert Dadashi et al.
Energy-based models, a.k.a. energy networks, perform inference by optimizing an energy function, typically parametrized by a neural network. This allows one to capture potentially complex relationships between inputs and outputs. To learn the parameters of the energy function, the solution to that optimization problem is typically fed into a loss function. The key challenge for training energy networks lies in computing loss gradients, as this typically requires argmin/argmax differentiation. In this paper, building upon a generalized notion of conjugate function, which replaces the usual bilinear pairing with a general energy function, we propose generalized Fenchel-Young losses, a natural loss construction for learning energy networks. Our losses enjoy many desirable properties and their gradients can be computed efficiently without argmin/argmax differentiation. We also prove the calibration of their excess risk in the case of linear-concave energies. We demonstrate our losses on multilabel classification and imitation learning tasks.
LGJul 25, 2023
Offline Reinforcement Learning with On-Policy Q-Function RegularizationLaixi Shi, Robert Dadashi, Yuejie Chi et al.
The core challenge of offline reinforcement learning (RL) is dealing with the (potentially catastrophic) extrapolation error induced by the distribution shift between the history dataset and the desired policy. A large portion of prior work tackles this challenge by implicitly/explicitly regularizing the learning policy towards the behavior policy, which is hard to estimate reliably in practice. In this work, we propose to regularize towards the Q-function of the behavior policy instead of the behavior policy itself, under the premise that the Q-function can be estimated more reliably and easily by a SARSA-style estimate and handles the extrapolation error more straightforwardly. We propose two algorithms taking advantage of the estimated Q-function through regularizations, and demonstrate they exhibit strong performance on the D4RL benchmarks.
LGFeb 26
Multi-agent imitation learning with function approximation: Linear Markov games and beyondLuca Viano, Till Freihaut, Emanuele Nevali et al.
In this work, we present the first theoretical analysis of multi-agent imitation learning (MAIL) in linear Markov games where both the transition dynamics and each agent's reward function are linear in some given features. We demonstrate that by leveraging this structure, it is possible to replace the state-action level "all policy deviation concentrability coefficient" (Freihaut et al., arXiv:2510.09325) with a concentrability coefficient defined at the feature level which can be much smaller than the state-action analog when the features are informative about states' similarity. Furthermore, to circumvent the need for any concentrability coefficient, we turn to the interactive setting. We provide the first, computationally efficient, interactive MAIL algorithm for linear Markov games and show that its sample complexity depends only on the dimension of the feature map $d$. Building on these theoretical findings, we propose a deep MAIL interactive algorithm which clearly outperforms BC on games such as Tic-Tac-Toe and Connect4.
AINov 7, 2022
On the importance of data collection for training general goal-reaching policiesAlexis Jacq, Manu Orsini, Gabriel Dulac-Arnold et al.
Recent advances in ML suggest that the quantity of data available to a model is one of the primary bottlenecks to high performance. Although for language-based tasks there exist almost unlimited amounts of reasonably coherent data to train from, this is generally not the case for Reinforcement Learning, especially when dealing with a novel environment. In effect, even a relatively trivial continuous environment has an almost limitless number of states, but simply sampling random states and actions will likely not provide transitions that are interesting or useful for any potential downstream task. How should one generate massive amounts of useful data given only an MDP with no indication of downstream tasks? Are the quantity and quality of data truly transformative to the performance of a general controller? We propose to answer both of these questions. First, we introduce a principled unsupervised exploration method, ChronoGEM, which aims to achieve uniform coverage over the manifold of achievable states, which we believe is the most reasonable goal given no prior task information. Secondly, we investigate the effects of both data quantity and data quality on the training of a downstream goal-achievement policy, and show that both large quantities and high-quality of data are essential to train a general controller: a high-precision pose-achievement policy capable of attaining a large number of poses over numerous continuous control embodiments including humanoid.
79.1SDApr 4
Audio-to-Image Bird Species Retrieval without Audio-Image Pairs via Text DistillationIlyass Moummad, Marius Miron, Lukas Rauch et al.
Audio-to-image retrieval offers an interpretable alternative to audio-only classification for bioacoustic species recognition, but learning aligned audio-image representations is challenging due to the scarcity of paired audio-image data. We propose a simple and data-efficient approach that enables audio-to-image retrieval without any audio-image supervision. Our proposed method uses text as a semantic intermediary: we distill the text embedding space of a pretrained image-text model (BioCLIP-2), which encodes rich visual and taxonomic structure, into a pretrained audio-text model (BioLingual) by fine-tuning its audio encoder with a contrastive objective. This distillation transfers visually grounded semantics into the audio representation, inducing emergent alignment between audio and image embeddings without using images during training. We evaluate the resulting model on multiple bioacoustic benchmarks. The distilled audio encoder preserves audio discriminative power while substantially improving audio-text alignment on focal recordings and soundscape datasets. Most importantly, on the SSW60 benchmark, the proposed approach achieves strong audio-to-image retrieval performance exceeding baselines based on zero-shot model combinations or learned mappings between text embeddings, despite not training on paired audio-image data. These results demonstrate that indirect semantic transfer through text is sufficient to induce meaningful audio-image alignment, providing a practical solution for visually grounded species recognition in data-scarce bioacoustic settings.
LGJul 8, 2024
Periodic agent-state based Q-learning for POMDPsAmit Sinha, Matthieu Geist, Aditya Mahajan
The standard approach for Partially Observable Markov Decision Processes (POMDPs) is to convert them to a fully observed belief-state MDP. However, the belief state depends on the system model and is therefore not viable in reinforcement learning (RL) settings. A widely used alternative is to use an agent state, which is a model-free, recursively updateable function of the observation history. Examples include frame stacking and recurrent neural networks. Since the agent state is model-free, it is used to adapt standard RL algorithms to POMDPs. However, standard RL algorithms like Q-learning learn a stationary policy. Our main thesis that we illustrate via examples is that because the agent state does not satisfy the Markov property, non-stationary agent-state based policies can outperform stationary ones. To leverage this feature, we propose PASQL (periodic agent-state based Q-learning), which is a variant of agent-state-based Q-learning that learns periodic policies. By combining ideas from periodic Markov chains and stochastic approximation, we rigorously establish that PASQL converges to a cyclic limit and characterize the approximation error of the converged periodic policy. Finally, we present a numerical experiment to highlight the salient features of PASQL and demonstrate the benefit of learning periodic policies over stationary policies.
IRJan 30
Compact Hypercube Embeddings for Fast Text-based Wildlife Observation RetrievalIlyass Moummad, Marius Miron, David Robinson et al.
Large-scale biodiversity monitoring platforms increasingly rely on multimodal wildlife observations. While recent foundation models enable rich semantic representations across vision, audio, and language, retrieving relevant observations from massive archives remains challenging due to the computational cost of high-dimensional similarity search. In this work, we introduce compact hypercube embeddings for fast text-based wildlife observation retrieval, a framework that enables efficient text-based search over large-scale wildlife image and audio databases using compact binary representations. Building on the cross-view code alignment hashing framework, we extend lightweight hashing beyond a single-modality setup to align natural language descriptions with visual or acoustic observations in a shared Hamming space. Our approach leverages pretrained wildlife foundation models, including BioCLIP and BioLingual, and adapts them efficiently for hashing using parameter-efficient fine-tuning. We evaluate our method on large-scale benchmarks, including iNaturalist2024 for text-to-image retrieval and iNatSounds2024 for text-to-audio retrieval, as well as multiple soundscape datasets to assess robustness under domain shift. Results show that retrieval using discrete hypercube embeddings achieves competitive, and in several cases superior, performance compared to continuous embeddings, while drastically reducing memory and search cost. Moreover, we observe that the hashing objective consistently improves the underlying encoder representations, leading to stronger retrieval and zero-shot generalization. These results demonstrate that binary, language-based retrieval enables scalable and efficient search over large wildlife archives for biodiversity monitoring systems.
ROOct 6, 2023
DRIFT: Deep Reinforcement Learning for Intelligent Floating Platforms TrajectoriesMatteo El-Hariry, Antoine Richard, Vivek Muralidharan et al.
This investigation introduces a novel deep reinforcement learning-based suite to control floating platforms in both simulated and real-world environments. Floating platforms serve as versatile test-beds to emulate micro-gravity environments on Earth, useful to test autonomous navigation systems for space applications. Our approach addresses the system and environmental uncertainties in controlling such platforms by training policies capable of precise maneuvers amid dynamic and unpredictable conditions. Leveraging Deep Reinforcement Learning (DRL) techniques, our suite achieves robustness, adaptability, and good transferability from simulation to reality. Our deep reinforcement learning framework provides advantages such as fast training times, large-scale testing capabilities, rich visualization options, and ROS bindings for integration with real-world robotic systems. Being open access, our suite serves as a comprehensive platform for practitioners who want to replicate similar research in their own simulated environments and labs.
31.0CLApr 17
BAGEL: Benchmarking Animal Knowledge Expertise in Language ModelsJiacheng Shen, Masato Hagiwara, Milad Alizadeh et al.
Large language models have shown strong performance on broad-domain knowledge and reasoning benchmarks, but it remains unclear how well language models handle specialized animal-related knowledge under a unified closed-book evaluation protocol. We introduce BAGEL, a benchmark for evaluating animal knowledge expertise in language models. BAGEL is constructed from diverse scientific and reference sources, including bioRxiv, Global Biotic Interactions, Xeno-canto, and Wikipedia, using a combination of curated examples and automatically generated closed-book question-answer pairs. The benchmark covers multiple aspects of animal knowledge, including taxonomy, morphology, habitat, behavior, vocalization, geographic distribution, and species interactions. By focusing on closed-book evaluation, BAGEL measures animal-related knowledge of models without external retrieval at inference time. BAGEL further supports fine-grained analysis across source domains, taxonomic groups, and knowledge categories, enabling a more precise characterization of model strengths and systematic failure modes. Our benchmark provides a new testbed for studying domain-specific knowledge generalization in language models and for improving their reliability in biodiversity-related applications.
SDNov 11, 2024Code
NatureLM-audio: an Audio-Language Foundation Model for BioacousticsDavid Robinson, Marius Miron, Masato Hagiwara et al.
Large language models (LLMs) prompted with text and audio have achieved state-of-the-art performance across various auditory tasks, including speech, music, and general audio, showing emergent abilities on unseen tasks. However, their potential has yet to be fully demonstrated in bioacoustics tasks, such as detecting animal vocalizations in large recordings, classifying rare and endangered species, and labeling context and behavior -- tasks that are crucial for conservation, biodiversity monitoring, and animal behavior studies. In this work, we present NatureLM-audio, the first audio-language foundation model specifically designed for bioacoustics. Our training dataset consists of carefully curated text-audio pairs spanning bioacoustics, speech, and music, designed to address the field's limited availability of annotated data. We demonstrate successful transfer of learned representations from music and speech to bioacoustics, and our model shows promising generalization to unseen taxa and tasks. We evaluate NatureLM-audio on a novel benchmark (BEANS-Zero) and it sets a new state of the art on several bioacoustics tasks, including zero-shot classification of unseen species. To advance bioacoustics research, we release our model weights, benchmark data, and open-source the code for training and benchmark data generation and model training.
ROSep 27, 2025Code
Space Robotics Bench: Robot Learning Beyond EarthAndrej Orsula, Matthieu Geist, Miguel Olivares-Mendez et al.
The growing ambition for space exploration demands robust autonomous systems that can operate in unstructured environments under extreme extraterrestrial conditions. The adoption of robot learning in this domain is severely hindered by the prohibitive cost of technology demonstrations and the limited availability of data. To bridge this gap, we introduce the Space Robotics Bench, an open-source simulation framework for robot learning in space. It offers a modular architecture that integrates on-demand procedural generation with massively parallel simulation environments to support the creation of vast and diverse training distributions for learning-based agents. To ground research and enable direct comparison, the framework includes a comprehensive suite of benchmark tasks that span a wide range of mission-relevant scenarios. We establish performance baselines using standard reinforcement learning algorithms and present a series of experimental case studies that investigate key challenges in generalization, end-to-end learning, adaptive control, and sim-to-real transfer. Our results reveal insights into the limitations of current methods and demonstrate the utility of the framework in producing policies capable of real-world operation. These contributions establish the Space Robotics Bench as a valuable resource for developing, benchmarking, and deploying the robust autonomous systems required for the final frontier.
72.9SDMay 11
Multi-layer attentive probing improves transfer of audio representations for bioacousticsMarius Miron, David Robinson, Masato Hagiwara et al.
Probing heads map the representations learned from audio by a machine learning model to downstream task labels and are a key component in evaluating representation learning. Most bioacoustic benchmarks use a fixed, low-capacity probe, such as a linear layer on the final encoder layer. While this standardization enables model comparisons, it may bias results by overlooking the interaction between encoder features and probe design. In this work, we systematically study different probing strategies across two bioacoustic benchmarks, BEANs and BirdSet. We evaluate last- and multi-layer probing, across linear and attention probes. We show that larger probe heads that leverage time information have superior performance. Our results suggest that current benchmarks may misrepresent encoder quality when relying on a last-layer probing setup. Multi-layer probing improves downstream task performance across all tested models, while attention probing has superior performance to linear probing for transformer models.
ROMay 20, 2025Code
RoboRAN: A Unified Robotics Framework for Reinforcement Learning-Based Autonomous NavigationMatteo El-Hariry, Antoine Richard, Ricard M. Castan et al.
Autonomous robots must navigate and operate in diverse environments, from terrestrial and aquatic settings to aerial and space domains. While Reinforcement Learning (RL) has shown promise in training policies for specific autonomous robots, existing frameworks and benchmarks are often constrained to unique platforms, limiting generalization and fair comparisons across different mobility systems. In this paper, we present a multi-domain framework for training, evaluating and deploying RL-based navigation policies across diverse robotic platforms and operational environments. Our work presents four key contributions: (1) a scalable and modular framework, facilitating seamless robot-task interchangeability and reproducible training pipelines; (2) sim-to-real transfer demonstrated through real-world experiments with multiple robots, including a satellite robotic simulator, an unmanned surface vessel, and a wheeled ground vehicle; (3) the release of the first open-source API for deploying Isaac Lab-trained policies to real robots, enabling lightweight inference and rapid field validation; and (4) uniform tasks and metrics for cross-medium evaluation, through a unified evaluation testbed to assess performance of navigation tasks in diverse operational conditions (aquatic, terrestrial and space). By ensuring consistency between simulation and real-world deployment, RoboRAN lowers the barrier to developing adaptable RL-based navigation strategies. Its modular design enables straightforward integration of new robots and tasks through predefined templates, fostering reproducibility and extension to diverse domains. To support the community, we release RoboRAN as open-source.
LGJun 12, 2024Code
RRLS : Robust Reinforcement Learning SuiteAdil Zouitine, David Bertoin, Pierre Clavier et al.
Robust reinforcement learning is the problem of learning control policies that provide optimal worst-case performance against a span of adversarial environments. It is a crucial ingredient for deploying algorithms in real-world scenarios with prevalent environmental uncertainties and has been a long-standing object of attention in the community, without a standardized set of benchmarks. This contribution endeavors to fill this gap. We introduce the Robust Reinforcement Learning Suite (RRLS), a benchmark suite based on Mujoco environments. RRLS provides six continuous control tasks with two types of uncertainty sets for training and evaluation. Our benchmark aims to standardize robust reinforcement learning tasks, facilitating reproducible and comparable experiments, in particular those from recent state-of-the-art contributions, for which we demonstrate the use of RRLS. It is also designed to be easily expandable to new environments. The source code is available at \href{https://github.com/SuReLI/RRLS}{https://github.com/SuReLI/RRLS}.
LGOct 19, 2021Code
Continuous Control with Action Quantization from DemonstrationsRobert Dadashi, Léonard Hussenot, Damien Vincent et al.
In this paper, we propose a novel Reinforcement Learning (RL) framework for problems with continuous action spaces: Action Quantization from Demonstrations (AQuaDem). The proposed approach consists in learning a discretization of continuous action spaces from human demonstrations. This discretization returns a set of plausible actions (in light of the demonstrations) for each input state, thus capturing the priors of the demonstrator and their multimodal behavior. By discretizing the action space, any discrete action deep RL technique can be readily applied to the continuous control problem. Experiments show that the proposed approach outperforms state-of-the-art methods such as SAC in the RL setup, and GAIL in the Imitation Learning setup. We provide a website with interactive videos: https://google-research.github.io/aquadem/ and make the code available: https://github.com/google-research/google-research/tree/master/aquadem.
LGFeb 6, 2024
MusicRL: Aligning Music Generation to Human PreferencesGeoffrey Cideron, Sertan Girgin, Mauro Verzetti et al.
We propose MusicRL, the first music generation system finetuned from human feedback. Appreciation of text-to-music models is particularly subjective since the concept of musicality as well as the specific intention behind a caption are user-dependent (e.g. a caption such as "upbeat work-out music" can map to a retro guitar solo or a techno pop beat). Not only this makes supervised training of such models challenging, but it also calls for integrating continuous human feedback in their post-deployment finetuning. MusicRL is a pretrained autoregressive MusicLM (Agostinelli et al., 2023) model of discrete audio tokens finetuned with reinforcement learning to maximise sequence-level rewards. We design reward functions related specifically to text-adherence and audio quality with the help from selected raters, and use those to finetune MusicLM into MusicRL-R. We deploy MusicLM to users and collect a substantial dataset comprising 300,000 pairwise preferences. Using Reinforcement Learning from Human Feedback (RLHF), we train MusicRL-U, the first text-to-music model that incorporates human feedback at scale. Human evaluations show that both MusicRL-R and MusicRL-U are preferred to the baseline. Ultimately, MusicRL-RU combines the two approaches and results in the best model according to human raters. Ablation studies shed light on the musical attributes influencing human preferences, indicating that text adherence and quality only account for a part of it. This underscores the prevalence of subjectivity in musical appreciation and calls for further involvement of human listeners in the finetuning of music generation models.
CLApr 1, 2025
Command A: An Enterprise-Ready Large Language ModelTeam Cohere, Aakanksha, Arash Ahmadian et al. · mila
In this report we describe the development of Command A, a powerful large language model purpose-built to excel at real-world enterprise use cases. Command A is an agent-optimised and multilingual-capable model, with support for 23 languages of global business, and a novel hybrid architecture balancing efficiency with top of the range performance. It offers best-in-class Retrieval Augmented Generation (RAG) capabilities with grounding and tool use to automate sophisticated business processes. These abilities are achieved through a decentralised training approach, including self-refinement algorithms and model merging techniques. We also include results for Command R7B which shares capability and architectural similarities to Command A. Weights for both models have been released for research purposes. This technical report details our original training pipeline and presents an extensive evaluation of our models across a suite of enterprise-relevant tasks and public benchmarks, demonstrating excellent performance and efficiency.
75.9LGApr 30
Beyond the Baseband: Adaptive Multi-Band Encoding for Full-Spectrum Bioacoustics ClassificationEklavya Sarkar, Marius Miron, David Robinson et al.
Animals hear and vocalize across frequency ranges that differ substantially from humans, often extending into the ultrasonic domain. Yet most computational bioacoustics systems rely on audio models pre-trained at 16 kHz, restricting their usable bandwidth to the 0-8 kHz baseband and discarding higher-frequency information present in many bioacoustic recordings. We investigate a multi-band encoding framework that decomposes the full spectrum of animal calls into band features and fuses them into a unified representation. Similarity analyses on models show that certain encoders produce decorrelated band embeddings that improve class separation after fusion. Classification experiments on three bioacoustic datasets using eight pre-trained models and five fusion strategies show that fused representations consistently outperform the baseband and time-expansion baselines on two datasets, showing the potential of multi-band methods for full-spectrum encoding of animal calls.
CLOct 15, 2024
Understanding Likelihood Over-optimisation in Direct Alignment AlgorithmsZhengyan Shi, Sander Land, Acyr Locatelli et al.
Direct Alignment Algorithms (DAAs), such as Direct Preference Optimisation (DPO) and Identity Preference Optimisation (IPO), have emerged as alternatives to online Reinforcement Learning from Human Feedback (RLHF) algorithms such as Proximal Policy Optimisation (PPO) for aligning language models to human preferences, without the need for explicit reward modelling. These methods generally aim to increase the likelihood of generating better (preferred) completions while discouraging worse (non-preferred) ones, while staying close to the original model's behaviour. In this work, we explore the relationship between completion likelihood and model performance in state-of-the-art DAAs, and identify a critical issue of likelihood over-optimisation. Contrary to expectations, we find that higher likelihood of better completions and larger margins between better and worse completion likelihoods do not necessarily lead to better performance, and may even degrade it. Our analysis reveals that while higher likelihood correlates with better memorisation of factual knowledge patterns, a slightly lower completion likelihood tends to improve output diversity, thus leading to better generalisation to unseen scenarios. Moreover, we identify two key indicators that signal when over-optimised output diversity begins to harm performance: Decreasing Entropy over Top-k Tokens and Diminishing Top-k Probability Mass. Our experimental results validate that these indicators are reliable signs of declining performance under different regularisations, helping prevent over-optimisation and improve alignment with human preferences.
GTMar 6, 2024
Population-aware Online Mirror Descent for Mean-Field Games by Deep Reinforcement LearningZida Wu, Mathieu Lauriere, Samuel Jia Cong Chua et al.
Mean Field Games (MFGs) have the ability to handle large-scale multi-agent systems, but learning Nash equilibria in MFGs remains a challenging task. In this paper, we propose a deep reinforcement learning (DRL) algorithm that achieves population-dependent Nash equilibrium without the need for averaging or sampling from history, inspired by Munchausen RL and Online Mirror Descent. Through the design of an additional inner-loop replay buffer, the agents can effectively learn to achieve Nash equilibrium from any distribution, mitigating catastrophic forgetting. The resulting policy can be applied to various initial distributions. Numerical experiments on four canonical examples demonstrate our algorithm has better convergence properties than SOTA algorithms, in particular a DRL version of Fictitious Play for population-dependent policies.
GTDec 17, 2023
Learning Discrete-Time Major-Minor Mean Field GamesKai Cui, Gökçe Dayanıklı, Mathieu Laurière et al.
Recent techniques based on Mean Field Games (MFGs) allow the scalable analysis of multi-player games with many similar, rational agents. However, standard MFGs remain limited to homogeneous players that weakly influence each other, and cannot model major players that strongly influence other players, severely limiting the class of problems that can be handled. We propose a novel discrete time version of major-minor MFGs (M3FGs), along with a learning algorithm based on fictitious play and partitioning the probability simplex. Importantly, M3FGs generalize MFGs with common noise and can handle not only random exogeneous environment states but also major players. A key challenge is that the mean field is stochastic and not deterministic as in standard MFGs. Our theoretical investigation verifies both the M3FG model and its algorithmic solution, showing firstly the well-posedness of the M3FG model starting from a finite game of interest, and secondly convergence and approximation guarantees of the fictitious play algorithm. Then, we empirically verify the obtained theoretical results, ablating some of the theoretical assumptions made, and show successful equilibrium learning in three example problems. Overall, we establish a learning framework for a novel and broad class of tractable games.
ROAug 15, 2025
Sim2Dust: Mastering Dynamic Waypoint Tracking on Granular MediaAndrej Orsula, Matthieu Geist, Miguel Olivares-Mendez et al.
Reliable autonomous navigation across the unstructured terrains of distant planetary surfaces is a critical enabler for future space exploration. However, the deployment of learning-based controllers is hindered by the inherent sim-to-real gap, particularly for the complex dynamics of wheel interactions with granular media. This work presents a complete sim-to-real framework for developing and validating robust control policies for dynamic waypoint tracking on such challenging surfaces. We leverage massively parallel simulation to train reinforcement learning agents across a vast distribution of procedurally generated environments with randomized physics. These policies are then transferred zero-shot to a physical wheeled rover operating in a lunar-analogue facility. Our experiments systematically compare multiple reinforcement learning algorithms and action smoothing filters to identify the most effective combinations for real-world deployment. Crucially, we provide strong empirical evidence that agents trained with procedural diversity achieve superior zero-shot performance compared to those trained on static scenarios. We also analyze the trade-offs of fine-tuning with high-fidelity particle physics, which offers minor gains in low-speed precision at a significant computational cost. Together, these contributions establish a validated workflow for creating reliable learning-based navigation systems, marking a substantial step towards deploying autonomous robots in the final frontier.
ROMay 2, 2024
Leveraging Procedural Generation for Learning Autonomous Peg-in-Hole Assembly in SpaceAndrej Orsula, Matthieu Geist, Miguel Olivares-Mendez et al.
The ability to autonomously assemble structures is crucial for the development of future space infrastructure. However, the unpredictable conditions of space pose significant challenges for robotic systems, necessitating the development of advanced learning techniques to enable autonomous assembly. In this study, we present a novel approach for learning autonomous peg-in-hole assembly in the context of space robotics. Our focus is on enhancing the generalization and adaptability of autonomous systems through deep reinforcement learning. By integrating procedural generation and domain randomization, we train agents in a highly parallelized simulation environment across a spectrum of diverse scenarios with the aim of acquiring a robust policy. The proposed approach is evaluated using three distinct reinforcement learning algorithms to investigate the trade-offs among various paradigms. We demonstrate the adaptability of our agents to novel scenarios and assembly sequences while emphasizing the potential of leveraging advanced simulation techniques for robot learning in space. Our findings set the stage for future advancements in intelligent robotic systems capable of supporting ambitious space missions and infrastructure development beyond Earth.
20.4MAApr 10
Risk-seeking conservative policy iteration with agent-state based policies for Dec-POMDPs with guaranteed convergenceAmit Sinha, Matthieu Geist, Aditya Mahajan
Optimally solving decentralized decision-making problems modeled as Dec-POMDPs is known to be NEXP-complete. These optimal solutions are policies based on the entire history of observations and actions of an agent. However, some applications may require more compact policies because of limited compute capabilities, which can be modeled by considering a limited number of memory states (or agent states). While such an agent-state based policy class may not contain the optimal solution, it is still of practical interest to find the best agent-state policy within the class. We focus on an iterated best response style algorithm which guarantees monotonic improvements and convergence to a local optimum in polynomial runtime in the Dec-POMDP model size. In order to obtain a better local optimum, we use a modified objective which incentivizes risk-seeking alongside a conservative policy iteration update. Our empirical results show that our approach performs as well as state-of-the-art approaches on several benchmark Dec-POMDPs, achieving near-optimal performance while having polynomial runtime despite the limited memory. We also show that using more agent states (a larger memory) leads to greater performance. Our approach provides a novel way of incorporating memory constraints on the agents in the Dec-POMDP problem.
LGMay 23, 2025
Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation LearningTill Freihaut, Luca Viano, Volkan Cevher et al.
This paper provides the first expert sample complexity characterization for learning a Nash equilibrium from expert data in Markov Games. We show that a new quantity named the single policy deviation concentrability coefficient is unavoidable in the non-interactive imitation learning setting, and we provide an upper bound for behavioral cloning (BC) featuring such coefficient. BC exhibits substantial regret in games with high concentrability coefficient, leading us to utilize expert queries to develop and introduce two novel solution algorithms: MAIL-BRO and MURMAIL. The former employs a best response oracle and learns an $\varepsilon$-Nash equilibrium with $\mathcal{O}(\varepsilon^{-4})$ expert and oracle queries. The latter bypasses completely the best response oracle at the cost of a worse expert query complexity of order $\mathcal{O}(\varepsilon^{-8})$. Finally, we provide numerical evidence, confirming our theoretical findings.
LGOct 10, 2025
Rate optimal learning of equilibria from dataTill Freihaut, Luca Viano, Emanuele Nevali et al.
We close open theoretical gaps in Multi-Agent Imitation Learning (MAIL) by characterizing the limits of non-interactive MAIL and presenting the first interactive algorithm with near-optimal sample complexity. In the non-interactive setting, we prove a statistical lower bound that identifies the all-policy deviation concentrability coefficient as the fundamental complexity measure, and we show that Behavior Cloning (BC) is rate-optimal. For the interactive setting, we introduce a framework that combines reward-free reinforcement learning with interactive MAIL and instantiate it with an algorithm, MAIL-WARM. It improves the best previously known sample complexity from $\mathcal{O}(\varepsilon^{-8})$ to $\mathcal{O}(\varepsilon^{-2}),$ matching the dependence on $\varepsilon$ implied by our lower bound. Finally, we provide numerical results that support our theory and illustrate, in environments such as grid worlds, where Behavior Cloning fails to learn.
ROSep 5, 2025
Learning Tool-Aware Adaptive Compliant Control for Autonomous Regolith ExcavationAndrej Orsula, Matthieu Geist, Miguel Olivares-Mendez et al.
Autonomous regolith excavation is a cornerstone of in-situ resource utilization for a sustained human presence beyond Earth. However, this task is fundamentally hindered by the complex interaction dynamics of granular media and the operational need for robots to use diverse tools. To address these challenges, this work introduces a framework where a model-based reinforcement learning agent learns within a parallelized simulation. This environment leverages high-fidelity particle physics and procedural generation to create a vast distribution of both lunar terrains and excavation tool geometries. To master this diversity, the agent learns an adaptive interaction strategy by dynamically modulating its own stiffness and damping at each control step through operational space control. Our experiments demonstrate that training with a procedural distribution of tools is critical for generalization and enables the development of sophisticated tool-aware behavior. Furthermore, we show that augmenting the agent with visual feedback significantly improves task success. These results represent a validated methodology for developing the robust and versatile autonomous systems required for the foundational tasks of future space missions.
LGSep 3, 2025
Population-aware Online Mirror Descent for Mean-Field Games with Common Noise by Deep Reinforcement LearningZida Wu, Mathieu Lauriere, Matthieu Geist et al.
Mean Field Games (MFGs) offer a powerful framework for studying large-scale multi-agent systems. Yet, learning Nash equilibria in MFGs remains a challenging problem, particularly when the initial distribution is unknown or when the population is subject to common noise. In this paper, we introduce an efficient deep reinforcement learning (DRL) algorithm designed to achieve population-dependent Nash equilibria without relying on averaging or historical sampling, inspired by Munchausen RL and Online Mirror Descent. The resulting policy is adaptable to various initial distributions and sources of common noise. Through numerical experiments on seven canonical examples, we demonstrate that our algorithm exhibits superior convergence properties compared to state-of-the-art algorithms, particularly a DRL version of Fictitious Play for population-dependent policies. The performance in the presence of common noise underscores the robustness and adaptability of our approach.
LGAug 29, 2025
Convergence of regularized agent-state-based Q-learning in POMDPsAmit Sinha, Matthieu Geist, Aditya Mahajan
In this paper, we present a framework to understand the convergence of commonly used Q-learning reinforcement learning algorithms in practice. Two salient features of such algorithms are: (i)~the Q-table is recursively updated using an agent state (such as the state of a recurrent neural network) which is not a belief state or an information state and (ii)~policy regularization is often used to encourage exploration and stabilize the learning algorithm. We investigate the simplest form of such Q-learning algorithms which we call regularized agent-state-based Q-learning (RASQL) and show that it converges under mild technical conditions to the fixed point of an appropriately defined regularized MDP, which depends on the stationary distribution induced by the behavioral policy. We also show that a similar analysis continues to work for a variant of RASQL that learns periodic policies. We present numerical examples to illustrate that the empirical convergence behavior matches with the proposed theoretical limit.
SDAug 15, 2025
What Matters for Bioacoustic EncodingMarius Miron, David Robinson, Milad Alizadeh et al.
Bioacoustics, the study of sounds produced by living organisms, plays a vital role in conservation, biodiversity monitoring, and behavioral studies. Many tasks in this field, such as species, individual, and behavior classification and detection, are well-suited to machine learning. However, they often suffer from limited annotated data, highlighting the need for a general-purpose bioacoustic encoder capable of extracting useful representations for diverse downstream tasks. Such encoders have been proposed before, but are often limited in scope due to a focus on a narrow range of species (typically birds), and a reliance on a single model architecture or training paradigm. Moreover, they are usually evaluated on a small set of tasks and datasets. In this work, we present a large-scale empirical study that covers aspects of bioacoustics that are relevant to research but have previously been scarcely considered: training data diversity and scale, model architectures and training recipes, and the breadth of evaluation tasks and datasets. We obtain encoders that are state-of-the-art on the existing and proposed benchmarks. We also identify what matters for training these encoders, such that this work can be extended when more data are available or better architectures are proposed. Specifically, across 26 datasets with tasks including species classification, detection, individual ID, and vocal repertoire discovery, we find self-supervised pre-training followed by supervised post-training on a mixed bioacoustics + general-audio corpus yields the strongest in- and out-of-distribution performance. We show the importance of data diversity in both stages. To support ongoing research and application, we will release the model checkpoints.
LGJun 27, 2024
Averaging log-likelihoods in direct alignmentNathan Grinsztajn, Yannis Flet-Berliac, Mohammad Gheshlaghi Azar et al.
To better align Large Language Models (LLMs) with human judgment, Reinforcement Learning from Human Feedback (RLHF) learns a reward model and then optimizes it using regularized RL. Recently, direct alignment methods were introduced to learn such a fine-tuned model directly from a preference dataset without computing a proxy reward function. These methods are built upon contrastive losses involving the log-likelihood of (dis)preferred completions according to the trained model. However, completions have various lengths, and the log-likelihood is not length-invariant. On the other side, the cross-entropy loss used in supervised training is length-invariant, as batches are typically averaged token-wise. To reconcile these approaches, we introduce a principled approach for making direct alignment length-invariant. Formally, we introduce a new averaging operator, to be composed with the optimality operator giving the best policy for the underlying RL problem. It translates into averaging the log-likelihood within the loss. We empirically study the effect of such averaging, observing a trade-off between the length of generations and their scores.
LGJun 27, 2024
Contrastive Policy Gradient: Aligning LLMs on sequence-level scores in a supervised-friendly fashionYannis Flet-Berliac, Nathan Grinsztajn, Florian Strub et al.
Reinforcement Learning (RL) has been used to finetune Large Language Models (LLMs) using a reward model trained from preference data, to better align with human judgment. The recently introduced direct alignment methods, which are often simpler, more stable, and computationally lighter, can more directly achieve this. However, these approaches cannot optimize arbitrary rewards, and the preference-based ones are not the only rewards of interest for LLMs (eg., unit tests for code generation or textual entailment for summarization, among others). RL-finetuning is usually done with a variation of policy gradient, which calls for on-policy or near-on-policy samples, requiring costly generations. We introduce Contrastive Policy Gradient, or CoPG, a simple and mathematically principled new RL algorithm that can estimate the optimal policy even from off-policy data. It can be seen as an off-policy policy gradient approach that does not rely on important sampling techniques and highlights the importance of using (the right) state baseline. We show this approach to generalize the direct alignment method IPO (identity preference optimization) and classic policy gradient. We experiment with the proposed CoPG on a toy bandit problem to illustrate its properties, as well as for finetuning LLMs on a summarization task, using a learned reward function considered as ground truth for the purpose of the experiments.
LGJun 12, 2024
Time-Constrained Robust MDPsAdil Zouitine, David Bertoin, Pierre Clavier et al.
Robust reinforcement learning is essential for deploying reinforcement learning algorithms in real-world scenarios where environmental uncertainty predominates. Traditional robust reinforcement learning often depends on rectangularity assumptions, where adverse probability measures of outcome states are assumed to be independent across different states and actions. This assumption, rarely fulfilled in practice, leads to overly conservative policies. To address this problem, we introduce a new time-constrained robust MDP (TC-RMDP) formulation that considers multifactorial, correlated, and time-dependent disturbances, thus more accurately reflecting real-world dynamics. This formulation goes beyond the conventional rectangularity paradigm, offering new perspectives and expanding the analytical framework for robust RL. We propose three distinct algorithms, each using varying levels of environmental information, and evaluate them extensively on continuous control benchmarks. Our results demonstrate that these algorithms yield an efficient tradeoff between performance and robustness, outperforming traditional deep robust RL methods in time-constrained environments while preserving robustness in classical benchmarks. This study revisits the prevailing assumptions in robust RL and opens new avenues for developing more practical and realistic RL applications.
LGJun 6, 2024
Bootstrapping Expectiles in Reinforcement LearningPierre Clavier, Emmanuel Rachelson, Erwan Le Pennec et al.
Many classic Reinforcement Learning (RL) algorithms rely on a Bellman operator, which involves an expectation over the next states, leading to the concept of bootstrapping. To introduce a form of pessimism, we propose to replace this expectation with an expectile. In practice, this can be very simply done by replacing the $L_2$ loss with a more general expectile loss for the critic. Introducing pessimism in RL is desirable for various reasons, such as tackling the overestimation problem (for which classic solutions are double Q-learning or the twin-critic approach of TD3) or robust RL (where transitions are adversarial). We study empirically these two cases. For the overestimation problem, we show that the proposed approach, ExpectRL, provides better results than a classic twin-critic. On robust RL benchmarks, involving changes of the environment, we show that our approach is more robust than classic RL algorithms. We also introduce a variation of ExpectRL combined with domain randomization which is competitive with state-of-the-art robust RL agents. Eventually, we also extend \ExpectRL with a mechanism for choosing automatically the expectile value, that is the degree of pessimism
LGJun 3, 2024
Self-Improving Robust Preference OptimizationEugene Choi, Arash Ahmadian, Matthieu Geist et al.
Online and offline RLHF methods, such as PPO and DPO, have been highly successful in aligning AI with human preferences. Despite their success, however, these methods suffer from fundamental limitations: (a) Models trained with RLHF can learn from mistakes or negative examples through RL mechanism or contrastive loss during training. However, at inference time, they lack an innate self-improvement mechanism for error corrections. (b) The optimal solution of existing methods is highly task-dependent, making it difficult for them to generalize to new tasks. To address these challenges, we propose Self-Improving Robust Preference Optimization (SRPO), a practical and mathematically principled offline RLHF framework. The key idea behind SRPO is to cast the problem of learning from human preferences as a self-improvement process, mathematically formulated as a min-max objective that jointly optimizes a self-improvement policy and a generative policy in an adversarial fashion. Crucially, the solution for this optimization problem is independent of the training task, which makes it robust to its changes. We then show that this objective can be reformulated as a non-adversarial offline loss, which can be efficiently optimized using standard supervised learning techniques at scale. To demonstrate SRPO's effectiveness, we evaluate it using AI Win-Rate (WR) against human (GOLD) completions. When tested on the XSum dataset, SRPO outperforms DPO by a margin of 15% after 5 self revisions, achieving an impressive 90% WR. Moreover, on the challenging Arena-Hard prompts, SRPO outperforms both DPO and IPO (by 4% without revision and 6% after a single revision), reaching a 56% WR against against Llama-3.1-8B-Instruct.
LGJan 20, 2024
Closing the Gap between TD Learning and Supervised Learning -- A Generalisation Point of ViewRaj Ghugare, Matthieu Geist, Glen Berseth et al.
Some reinforcement learning (RL) algorithms can stitch pieces of experience to solve a task never seen before during training. This oft-sought property is one of the few ways in which RL methods based on dynamic-programming differ from RL methods based on supervised-learning (SL). Yet, certain RL methods based on off-the-shelf SL algorithms achieve excellent results without an explicit mechanism for stitching; it remains unclear whether those methods forgo this important stitching property. This paper studies this question for the problems of achieving a target goal state and achieving a target return value. Our main result is to show that the stitching property corresponds to a form of combinatorial generalization: after training on a distribution of (state, goal) pairs, one would like to evaluate on (state, goal) pairs not seen together in the training data. Our analysis shows that this sort of generalization is different from i.i.d. generalization. This connection between stitching and generalisation reveals why we should not expect SL-based RL methods to perform stitching, even in the limit of large datasets and models. Based on this analysis, we construct new datasets to explicitly test for this property, revealing that SL-based methods lack this stitching property and hence fail to perform combinatorial generalization. Nonetheless, the connection between stitching and combinatorial generalisation also suggests a simple remedy for improving generalisation in SL: data augmentation. We propose a temporal data augmentation and demonstrate that adding it to SL-based methods enables them to successfully complete tasks not seen together during training. On a high level, this connection illustrates the importance of combinatorial generalization for data efficiency in time-series data beyond tasks beyond RL, like audio, video, or text.
CLDec 19, 2023
Gemini: A Family of Highly Capable Multimodal ModelsGemini Team, Rohan Anil, Sebastian Borgeaud et al.
This report introduces a new family of multimodal models, Gemini, that exhibit remarkable capabilities across image, audio, video, and text understanding. The Gemini family consists of Ultra, Pro, and Nano sizes, suitable for applications ranging from complex reasoning tasks to on-device memory-constrained use-cases. Evaluation on a broad range of benchmarks shows that our most-capable Gemini Ultra model advances the state of the art in 30 of 32 of these benchmarks - notably being the first model to achieve human-expert performance on the well-studied exam benchmark MMLU, and improving the state of the art in every one of the 20 multimodal benchmarks we examined. We believe that the new capabilities of the Gemini family in cross-modal reasoning and language understanding will enable a wide variety of use cases. We discuss our approach toward post-training and deploying Gemini models responsibly to users through services including Gemini, Gemini Advanced, Google AI Studio, and Cloud Vertex AI.