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Eiji Uchibe

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17 papers
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17

TMLR Journal 2025 Journal Article

Evaluation of Best-of-N Sampling Strategies for Language Model Alignment

  • Yuki Ichihara
  • Yuu Jinnai
  • Tetsuro Morimura
  • Kenshi Abe
  • Kaito Ariu
  • Mitsuki Sakamoto
  • Eiji Uchibe

Best-of-N (BoN) sampling with a reward model has been shown to be an effective strategy for aligning Large Language Models (LLMs) with human preferences at the time of decoding. BoN sampling is susceptible to a problem known as reward hacking. Since the reward model is an imperfect proxy for the true objective, an excessive focus on optimizing its value can lead to a compromise of its performance on the true objective. Previous work proposes Regularized BoN sampling (RBoN), a BoN sampling with regularization to the objective, and shows that it outperforms BoN sampling so that it mitigates reward hacking and empirically (Jinnai et al., 2024). However, Jinnai et al. (2024) introduce RBoN based on a heuristic and they lack the analysis of why such regularization strategy improves the performance of BoN sampling. The aim of this study is to analyze the effect of BoN sampling on regularization strategies. Using the regularization strategies corresponds to robust optimization, which maximizes the worst case over a set of possible perturbations in the proxy reward. Although the theoretical guarantees are not directly applicable to RBoN, RBoN corresponds to a practical implementation. This paper proposes an extension of the RBoN framework, called Stochastic RBoN sampling (SRBoN), which is a theoretically guaranteed approach to worst-case RBoN in proxy reward. We then perform an empirical evaluation using the AlpacaFarm and Anthropic’s hh-rlhf datasets to evaluate which factors of the regularization strategies contribute to the improvement of the true proxy reward. In addition, we also propose another simple RBoN method, the Sentence Length Regularized BoN, which has a better performance in the experiment as compared to the previous methods.

RLDM Conference 2019 Conference Abstract

Imitation learning based on entropy-regularized forward and inverse rein- forcement learning

  • Eiji Uchibe

This paper proposes Entropy-Regularized Imitation Learning (ERIL), which is a combination of forward and inverse reinforcement learning under the framework of the entropy-regularized Markov de- cision process. ERIL minimizes ERIL minimizes the reverse Kullback-Leibler (KL) divergence between two probability distributions induced by a learner and an expert, which is also known as an I-projection or information projection. Inverse reinforcement learning (RL) in ERIL evaluates the log-ratio between two distributions using the density ratio trick, which is widely used in generative adversarial networks. More specifically, the log-ratio is estimated by building two binary discriminators. The first discriminator outputs a scalar as the probability that the state comes from the expert data. The second discriminator is constructed from a soft Bellman optimality equation and outputs the probability that a tuple of state, ac- tion, and next-state comes from the expert data. On the other hand, the forward RL minimizes the reverse KL divergence based on the log-ratio estimated by the inverse RL. We show that the minimization of the reverse KL divergence is equivalent to the maximization of an entropy-regularized reward function involv- ing the differential entropy and the KL divergence. Consequently, a new policy is derived by an algorithm that resembles Dynamic Policy Programming and Soft Actor-Critic. Our experimental results on MuJoCo- simulated environments show that ERIL is more sample-efficient than such previous methods as behavior cloning, Generative Adversarial Imitation Learning, and Adversarial Inverse RL because ERIL’s forward RL step is off-policy and can use the data collected in previous iterations.

IROS Conference 2017 Conference Paper

Deep dynamic policy programming for robot control with raw images

  • Yoshihisa Tsurumine
  • Yunduan Cui
  • Eiji Uchibe
  • Takamitsu Matsubara

Deep reinforcement learning has drawn much attention in robot control since it enables agents to learn control policies from very high dimensional states such as raw images. On the other hand, its dependency upon the availability of a significant quantity of training samples and its fragility in learning makes it difficult to apply for real world robot tasks. To alleviate these issues we propose Deep Dynamic Policy Programming (DDPP), which combines the sample efficiency and smooth policy updates of dynamic policy programming with the contemporary deep reinforcement learning framework. The effectiveness of the proposed method is first demonstrated in a simulation of the robot arm control problem, with comparison to Deep Q-Networks. As validation on a real robot system, DDPP also successfully learned the flipping of a handkerchief with a NEXTAGE humanoid robot using a reduced number of learning samples, whereas Deep Q-Networks failed to learn the task.

RLDM Conference 2017 Conference Abstract

Fast Adaptation of Behavior to Changing Goals with a Gamma Ensemble

  • Chris Reinke
  • Eiji Uchibe
  • Kenji Doya

Humans and artificial agents not only have to cope with changes in their environments, but also with changes in the goals that they want to achieve in those environments. For example, during foraging the goal could change from obtaining the most desirable food to securing food as rapidly as possible if there is time pressure. In reinforcement learning, the goal is defined by the reward function and how strongly rewards are discounted over time. If the goal changes, model-free value-based methods need to adapt their values to the new reward function or discounting strategy. This relearning is time-intensive and does not allow quick adaptation. We propose a new model-free algorithm, the Independent Gamma-Ensemble (IGE). It is inspired by the finding that the striatum has distinct regions to encode values computed by different discount factors. Similarly, the IGE has a set of distinct modules, which are Q-functions with a different discount factors. This allows the IGE to learn and store a repertoire of different behaviors. Furthermore, it allows information about the outcome of each behavior to be decoded, making it possible to choose the best behavior for a new goal without relearning values. In a task with changing goals, the IGE outperformed a classical Q-learning agent. The IGE is a step toward adaptive artificial agents that can cope with dynamic environments in which goals also change. Furthermore, the IGE provides a model for the potential function of the modular structure in the striatum. The striatum, which is involved in habit learning, may learn different habits in its distinct regions with different discounting factors. Depending on the context, which could be indicated by the stress level, for example, the most appropriate habit could be used without the need to relearn. This may mean that the striatum is able to learn and retain several habits for the same environment and to select them in a context-dependent manner.

RLDM Conference 2017 Conference Abstract

Model-Free Deep Inverse Reinforcement Learning by Logistic Regression

  • Eiji Uchibe

This paper proposes model-free deep inverse reinforcement learning to find nonlinear reward function structures. We formulate inverse reinforcement learning as a problem of density ratio estimation, and show that the log of the ratio between an optimal state transition and a baseline one is given by a part of reward and the difference of the value functions under the framework of linearly solvable Markov decision processes. The logarithm of density ratio is efficiently calculated by binomial logistic regression, of which the classifier is constructed by the reward and state value function. The classifier tries to discriminate between samples drawn from the optimal state transition probability and those from the baseline one. Then, in order to exploit the estimated state value function, we use the dueling deep neural network architecture that explicitly separates the representation of state value and action advantage to compute a state-action value function. The proposed deep forward and inverse reinforcement learning is applied into two benchmark games: Atari 2600 and Reversi. Simulation results show that our method reaches the best performance substantially faster than the standard combination of forward and inverse reinforcement learning as well as behavior cloning.

RLDM Conference 2015 Conference Abstract

Inverse Reinforcement Learning with Density Ratio Estimation

  • Eiji Uchibe
  • Kenji Doya

This paper proposes a novel model-free inverse reinforcement learning method based on density ratio estimation under the framework of Dynamic Policy Programming. We show that the logarithm of the ratio between the optimal policy and the baseline policy is represented by the state-dependent reward and the value function. Our proposal is a two-stage learning procedure. At first, some density ratio estimation methods are used to estimate the density ratio of policies. Next, the least squares method with regularization is applied to estimate the state-dependent reward and the value function that satisfies the relation. Our method is data-efficient because those functions can be estimated from a set of state transitions while most of previous methods require a set of trajectories. In addition, we do not need to compute the integral such as evaluation of the partition function. The proposed method is applied into a real-robot navigation task and experimental results show its superiority over conventional methods. In particular, we show that the estimated reward and value functions are useful when forward reinforcement learning is performed with the theory of shaping reward. Poster M15*: Learning Dynamic Locomotion Skills for Terrains with Obstacles Xue Bin Peng*, University of British Columbia; Michiel van de Panne, University of British Columbia Using reinforcement learning to develop motor skills for articulated figures is challenging be- cause of state spaces and action spaces that are high dimensional and continuous. In this work, we learn control policies for dynamic gaits across terrains having sequences of gaps, walls, and steps. Results are demonstrated using physics-based simulations of a 21 link planar dog and a 7-link planar biped. Our ap- proach is characterized by a number of features, including: non-parametric representation of the value function and the control policy; value iteration using batched positive-TD updates; localized epsilon-greedy exploration; and an action parameterization that is tailored for the problem domain. In support of the non- parametric representation, we further optimize for a task-specific distance metric. The policies are computed offline using repeated iterations of epsilon-greedy exploration and value iteration. The final control policies then run in real time over novel terrains. We evaluate the impact of the key features of our skill learning pipeline on the resulting performance.

ICRA Conference 2014 Conference Paper

Combining learned controllers to achieve new goals based on linearly solvable MDPs

  • Eiji Uchibe
  • Kenji Doya

Learning complicated behaviors usually involves intensive manual tuning and expensive computational optimization because we have to solve a nonlinear Hamilton-Jacobi-Bellman (HJB) equation. Recently, Todorov proposed a class of the so-called Linearly solvable Markov Decision Process (LMDP) which converts a nonlinear HJB equation to a linear differential equation. Linearity of the simplified HJB equation allows us to apply superposition to derive a new composite controller from a set of learned primitive controllers. However, his method was a model-based approach and it was not evaluated in a real domain. This study proposes a model-free method which is similar to the Least Squares Temporal Difference (LSTD) learning. In this method, the exponentially transformed cost function can be regarded as the discount factor in LSTD. Our proposed method is applied to learning walking behaviors with the quadruped robot to evaluate in real robot experiments. The goal of each primitive task is to go to the specific target position in the environment and that of the composite task is to approach arbitrary region represented by the primitives' target positions. Experimental results show that the composite policy can be used as a good initial policy for the new task.

RLDM Conference 2013 Conference Abstract

Inverse Reinforcement Learning for Analysis of Human Behaviors

  • Eiji Uchibe
  • Shoko Ota
  • Kenji Doya

Reinforcement Learning (RL) is a computational framework for investigating decision-making processes of both biological and artificial systems that can learn an optimal policy by interacting with an en- vironment. Previous studies assume that the reward/cost from the environment is identical to the reward/cost used by subjects, but it is not necessarily true because the learning process and results may differ between subjects. Although reward/cost strongly influences behavior, it is mainly explained by the difference of learning frameworks such as model-based and model-free RL, as well as by that of meta-parameters such as the learning rate, discount factor, and so on. Recently, several methods of Inverse Reinforcement Learning (IRL) have been proposed in the field of machine learning and robotics in order to implement imitation learning. IRL can infer the reward/cost function from the observed behaviors which are assumed to be opti- mal. As opposed to previous IRL studies, we use IRL as a tool to investigate the behaviors of human experts in order to find simple representation of reward/cost functions. We extend the IRL method proposed by Dvijotham and Todorov, in which the optimal state transition is parameterized by the value function. The value function is estimated from the observed behaviors by maximizing the log-likelihood. The gradient of the log-likelihood is numerically evaluated by the Metropolis-Hastings algorithm in which the uncontrolled dynamics is used as a proposed density. Next, the cost function is retrieved from the estimated value func- tion by minimizing the Bellman residual. To evaluate our method, we identify the cost function from human behaviors in performing a pole balancing task and elucidate difference of the cost functions among seven subjects and evaluate how the cost functions affect their performance.

NeurIPS Conference 2009 Conference Paper

A Generalized Natural Actor-Critic Algorithm

  • Tetsuro Morimura
  • Eiji Uchibe
  • Junichiro Yoshimoto
  • Kenji Doya

Policy gradient Reinforcement Learning (RL) algorithms have received much attention in seeking stochastic policies that maximize the average rewards. In addition, extensions based on the concept of the Natural Gradient (NG) show promising learning efficiency because these regard metrics for the task. Though there are two candidate metrics, Kakades Fisher Information Matrix (FIM) and Morimuras FIM, all RL algorithms with NG have followed the Kakades approach. In this paper, we describe a generalized Natural Gradient (gNG) by linearly interpolating the two FIMs and propose an efficient implementation for the gNG learning based on a theory of the estimating function, generalized Natural Actor-Critic (gNAC). The gNAC algorithm involves a near optimal auxiliary function to reduce the variance of the gNG estimates. Interestingly, the gNAC can be regarded as a natural extension of the current state-of-the-art NAC algorithm, as long as the interpolating parameter is appropriately selected. Numerical experiments showed that the proposed gNAC algorithm can estimate gNG efficiently and outperformed the NAC algorithm.

IROS Conference 2004 Conference Paper

Multi-agent reinforcement learning: using macro actions to learn a mating task

  • Stefan Elfwing
  • Eiji Uchibe
  • Kenji Doya
  • Henrik I. Christensen

Standard reinforcement learning methods are inefficient and often inadequate for learning cooperative multi-agent tasks. For these kinds of tasks the behavior of one agent strongly depends on dynamic interaction with other agents, not only with the interaction with a static environment as in standard reinforcement learning. The success of the learning is therefore coupled to the agents' ability to predict the other agents behaviors. In this study we try to overcome this problem by adding a few simple macro actions, actions that are extended in time for more than one time step. The macro actions improve the learning by making search of the state space more effective and thereby making the behavior more predictable for the other agent. In this study we have considered a cooperative mating task, which is the first step towards our aim to perform embodied evolution, where the evolutionary selection process is an integrated part of the task. We show, in simulation and hardware, that in the case of learning without macro actions, the agents fail to learn a meaningful behavior. In contrast, for the learning with macro action the agents learn a good mating behavior in reasonable time, in both simulation and hardware.

ICRA Conference 2001 Conference Paper

Dynamic Task Assignment in a Multiagent/Multitask Environment based on Module Conflict Resolution

  • Eiji Uchibe
  • Tatsunori Kato
  • Koh Hosoda
  • Minoru Asada

It is necessary to coordinate multiple tasks in order to cope with larger-scaled and more complicated tasks. However, it seems very hard to accomplish the multiple tasks at the same time. The paper proposes a method to resolve a conflict between task modules through the processes of their executions. Based on the proposed method, the robot can select an appropriate module according to the priority. In addition, we apply the module conflict resolution to a multiagent environment. Consequently, multiple tasks are automatically allocated to the multiple robots. As a task example, a soccer game is selected to show the validity of the proposed method. Real experiments are shown, and a discussion is given.

AIJ Journal 1999 Journal Article

Cooperative behavior acquisition for mobile robots in dynamically changing real worlds via vision-based reinforcement learning and development

  • Minoru Asada
  • Eiji Uchibe
  • Koh Hosoda

In this paper, we first discuss the meaning of physical embodiment and the complexity of the environment in the context of multi-agent learning. We then propose a vision-based reinforcement learning method that acquires cooperative behaviors in a dynamic environment. We use the robot soccer game initiated by RoboCup (Kitano et al. , 1997) to illustrate the effectiveness of our method. Each agent works with other team members to achieve a common goal against opponents. Our method estimates the relationships between a learner's behaviors and those of other agents in the environment through interactions (observations and actions) using a technique from system identification. In order to identify the model of each agent, Akaike's Information Criterion is applied to the results of Canonical Variate Analysis to clarify the relationship between the observed data in terms of actions and future observations. Next, reinforcement learning based on the estimated state vectors is performed to obtain the optimal behavior policy. The proposed method is applied to a soccer playing situation. The method successfully models a rolling ball and other moving agents and acquires the learner's behaviors. Computer simulations and real experiments are shown and a discussion is given.

IROS Conference 1998 Conference Paper

Co-evolution for cooperative behavior acquisition in a multiple mobile robot environment

  • Eiji Uchibe
  • Masateru Nakamura
  • Minoru Asada

Co-evolution has been receiving increased attention as a method for multi agent simultaneous learning. This paper discusses how multiple robots can emerge cooperative behaviors through co-evolutionary processes. As an example task, a simplified soccer game with three learning robots is selected and a genetic programming method is applied to individual population corresponding to each robot so as to obtain cooperative and competitive behaviors. The complexity of the problem can be explained twofold: co-evolution for cooperative behaviors needs exact synchronization of mutual evolutions, and three robot co-evolution requires well-complicated environment setups that may gradually change from, simpler to more complicated situations. Simulation results are shown, and a discussion is given.

ICRA Conference 1998 Conference Paper

Cooperative Behavior Acquisition in Multi Mobile Robots Environment by Reinforcement Learning Based on State Vector Estimation

  • Eiji Uchibe
  • Minoru Asada
  • Koh Hosoda

This paper proposes a method that acquires robots' behaviors based on the estimation of the state vectors. In order to acquire the cooperative behaviors in multi-robot environments, each learning robot estimates the local predictive model between the learner and the other objects separately. Based on the local predictive models, the robots learn the desired behaviors using reinforcement learning. The proposed method is applied to a soccer playing situation, where a rolling ball and other moving robots are well modeled and the learner's behaviors are successfully acquired by the method. Computer simulations and real experiments are shown and a discussion is given.

ICRA Conference 1998 Conference Paper

Environmental Complexity Control for Vision-Based Learning Mobile Robot

  • Eiji Uchibe
  • Minoru Asada
  • Koh Hosoda

Discusses how a robot can develop its state vector according to the complexity of the interactions with its environment. A method for controlling the complexity is proposed for a vision-based mobile robot whose task is to shoot a ball into a goal avoiding collisions with a goalkeeper. First, we provide the most difficult situation (the maximum speed of the goalkeeper with chasing-a-ball behavior), and the robot estimates the full set of state vectors with the order of the major vector components by a method of system identification. The environmental complexity is defined in terms of the speed of the goalkeeper while the complexity of the state vector is the number of the dimensions of the state vector. According to the increase of the speed of the goalkeeper, the dimension of the state vector is increased by taking a trade-off between the size of the state space (the dimension) and the learning time. Simulations are shown, and other issues for the complexity control are discussed.

IROS Conference 1996 Conference Paper

Behavior coordination for a mobile robot using modular reinforcement learning

  • Eiji Uchibe
  • Minoru Asada
  • Koh Hosoda

Coordination of multiple behaviors independently obtained by a reinforcement learning method is one of the issues in order for the method to be scaled to larger and more complex robot learning tasks. Direct combination of all the state spaces for individual modules (subtasks) needs enormous learning time, and it causes hidden states. This paper presents a method of modular learning which coordinates multiple behaviors taking account of a trade-off between learning time and performance. First, in order to reduce the learning time the whole state space is classified into two categories based on the action values separately obtained by Q learning: the area where one of the learned behaviors is directly applicable (no more learning area), and the area where learning is necessary due to competition of multiple behaviors (re-learning area). Second, hidden states are detected by model fitting to the learned action values based on the information criterion. Finally, the initial action valves in the re-learning area are adjusted so that they can be consistent with the values in the no more learning area. The method is applied to one to one soccer playing robots. Computer simulation and real robot experiments are given, to show the validity of the proposed method.

IROS Conference 1994 Conference Paper

Coordination of multiple behaviors acquired by a vision-based reinforcement learning

  • Minoru Asada
  • Eiji Uchibe
  • Shoichi Noda
  • Sukoya Tawaratsumida
  • Koh Hosoda

A method is proposed which accomplishes a whole task consisting of plural subtasks by coordinating multiple behaviors acquired by a vision-based reinforcement learning. First, individual behaviors which achieve the corresponding subtasks are independently acquired by Q-learning, a widely used reinforcement learning method. Each learned behavior can be represented by an action-value function in terms of state of the environment and robot action. Next, three kinds of coordinations of multiple behaviors are considered; simple summation of different action-value functions, switching action-value functions according to situations, and learning with previously obtained action-value functions as initial values of a new action-value function. A task of shooting a ball into the goal avoiding collisions with an enemy is examined. The task can be decomposed into a ball shooting subtask and a collision avoiding subtask. These subtasks should be accomplished simultaneously, but they are not independent of each other. >

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