Boosting Robustness in Preference-Based Reinforcement Learning with Dynamic Sparsity

TL;DR

R2N boosts PbRL robustness via dynamic sparsity, improving 15 baseline-environment settings on noisy DMControl tasks.

cs.LG 🔴 Advanced 2024-06-11 37 views
Calarina Muslimani Bram Grooten Deepak Ranganatha Sastry Mamillapalli Mykola Pechenizkiy Decebal Constantin Mocanu Matthew E. Taylor
Preference-based RL Dynamic sparse training Robustness RigL DMControl

Key Findings

Methodology

R2N (Robust-to-Noise) injects dynamic sparse training into PbRL. It first randomly prunes the reward model input layer to 80% sparsity, then every 100 reward updates prunes the smallest-magnitude active weights and regrows the same number of connections using RigL, i.e., gradient-magnitude-based activation. The same DST recipe is also applied to the actor/critic input layers of SAC. Reward learning follows the Bradley-Terry preference model and the binary cross-entropy loss L_CE over preference tuples (σ0, σ1, y), so the entire system learns from comparisons rather than ground-truth rewards.

Key Results

  • Across five DMControl Extremely Noisy Environment (ENE) tasks—Cartpole-swingup, Walker-walk, Quadruped-walk, Cheetah-run, and Humanoid-stand—R2N-PEBBLE is the only method that remains consistently competitive or better against sparse-training baselines. Compared with L1 Regularization and DropConnect, it achieves significantly better learning efficiency in 4/5 environments (p≤0.034), showing that dynamic sparsity can actively suppress irrelevant inputs under severe noise.
  • When R2N is added to three PbRL algorithms—PEBBLE, SURF, and RUNE—it significantly improves learning efficiency across all 15 tested algorithm-environment pairs (p≤0.021) and final return across the same 15 pairs (p≤0.006). The paper also reports strong gains on Humanoid-stand, where R2N outperforms Static-PEBBLE and SET-PEBBLE on AUC and final return (p≤0.024), and on Cheetah-run, where it improves AUC over Static-PEBBLE (p≤0.018).
  • Ablation analysis shows that applying DST only to the reward module or only to the RL module underperforms the full R2N design, demonstrating that robust PbRL requires sparsification on both reward inference and policy learning pathways. The authors also show that RigL is better suited than SET for the reward model, consistent with the supervised-learning nature of preference fitting.

Significance

This work moves PbRL from relatively clean benchmark assumptions toward the noisy, cluttered conditions that define real human-centered environments. Its significance lies in showing that agents trained from preferences should not treat every sensory feature as equally informative; instead, they can learn to allocate connectivity to task-relevant dimensions while discarding distractors. For academia, this establishes ENE as an important benchmark for preference learning and opens a new line of research on sparse inductive biases in human feedback learning. For robotics and interactive AI, it suggests a practical route to robust reward modeling without requiring hand-crafted feature selection.

Technical Contribution

The main technical contribution is the first application of dynamic sparse training to the reward learning module in PbRL. Prior noisy-RL work focused on policy networks alone (e.g., SET, RigL, and related DST methods), whereas R2N sparsifies both the reward model and the actor/critic input layers. This yields a two-level filter: one for learning a robust reward surrogate from preferences, and one for optimizing the policy under that surrogate. The paper also makes a methodological contribution by comparing RigL and SET in the preference-learning setting, and by showing that DST can be beneficial not only for parameter efficiency but also for feature robustness under severe distractor expansion.

Novelty

R2N is novel in two distinct ways: it is the first PbRL algorithm explicitly designed for Extremely Noisy Environments, and it is the first to use DST for preference-based reward learning. Unlike static pruning, L1 regularization, or DropConnect, R2N continuously rewires the network during training, allowing it to discover and reinforce task-relevant inputs. Compared with prior sparse-RL methods, the fundamental shift is that the reward model itself becomes sparse and adaptive, not just the policy network.

Limitations

  • The experiments rely on a simulated teacher whose preferences are generated from the ground-truth reward. This avoids human-subject cost, but it does not test preference noise, ambiguity, or fatigue in real annotators, so real-world robustness remains unverified.
  • Evaluation is limited to five continuous-control DMControl tasks under ENE. The paper does not establish whether the same sparse-reward learning mechanism transfers to discrete action spaces, long-horizon planning, or multimodal perception settings.
  • R2N introduces additional hyperparameters—reward sparsity, topology update period, and drop fraction—and dynamic rewiring increases implementation complexity. The compute overhead and sensitivity at larger scales are not fully characterized.

Future Work

The authors explicitly point toward real human teachers as the next step. Beyond that, promising directions include handling human inconsistency and noisy labels, extending R2N to offline PbRL and multimodal inputs, and testing whether the same sparse rewiring principle can improve alignment-style problems for large models. Another open direction is more adaptive sparsity scheduling to reduce hyperparameter tuning and improve scalability.

AI Executive Summary

In human-centered environments, robots and agents are rarely exposed to clean, task-only signals. They must operate amid irrelevant colors, sounds, sensor clutter, and pure random distractors. This paper addresses that reality with R2N (Robust-to-Noise), a new preference-based reinforcement learning (PbRL) algorithm built on dynamic sparse training. The authors evaluate an Extremely Noisy Environment (ENE) setting, where Gaussian noise features N(0,1) are concatenated to the original state, inflating the state space dramatically. The challenge is not merely to learn, but to learn what to ignore.

R2N’s design is elegant: it continuously prunes weak connections and regrows informative ones. In the reward model, the input layer is randomly initialized to 80% sparsity, then every 100 updates the weakest 20% of active weights are removed and new connections are grown with RigL using gradient magnitude. The same sparse-training logic is applied to the SAC actor and critic input layers. Preference learning itself follows the Bradley-Terry model, trained with binary cross-entropy over pairwise trajectory preferences, so the method learns entirely from comparisons rather than ground-truth reward labels.

The empirical story is strong. The benchmark spans five DMControl tasks—Cartpole-swingup, Walker-walk, Quadruped-walk, Cheetah-run, and Humanoid-stand—with 70% or 90% added noise, expanding state dimensions from 5, 17, 24, 68, and 67 to 51, 171, 241, 260, and 224, respectively. Using 1 million training timesteps and simulated-teacher preferences, R2N-PEBBLE is the only sparse baseline that remains consistently competitive across all five settings. Against L1 Regularization and DropConnect, it improves learning efficiency in four out of five environments with statistical significance (p≤0.034). More broadly, when plugged into PEBBLE, SURF, and RUNE, R2N yields significant gains in learning efficiency (p≤0.021) and final return (p≤0.006) across all 15 algorithm-environment combinations tested.

The broader implication is that robust preference learning may depend as much on representation selection as on clever preference modeling. R2N shows that dynamic sparsity can be used not only to compress networks, but to help them discover task-relevant structure in noise-heavy observations. The paper therefore opens a practical path for household robots, assistive agents, and other human-facing systems that must learn from preferences in cluttered worlds.

At the same time, the work is still a controlled step rather than a full real-world solution. It uses a simulated teacher, not human annotators, and it focuses on continuous-control DMControl tasks rather than broader multimodal or long-horizon settings. Even so, the message is clear: if agents are to learn from humans in the wild, they may need networks that can literally change their wiring to avoid being distracted by the world.

Deep Analysis

Background

Preference-based reinforcement learning (PbRL) learns reward functions from pairwise comparisons of trajectory segments, making it attractive when humans cannot provide dense numeric rewards. Representative methods such as PEBBLE, SURF, and RUNE improve efficiency through unsupervised exploration, semi-supervised learning, data augmentation, and uncertainty-aware querying. Separately, sparse training has become a major tool for reducing parameter count and improving robustness. Dynamic sparse training (DST) methods such as SET and RigL start from sparse networks and evolve topology during learning, while L1 regularization and DropConnect offer alternative sparsification mechanisms. Prior noisy-RL work showed that sparsifying input layers can help filter irrelevant state features, but the intersection of DST and PbRL had not been explored.

Core Problem

The paper studies a precise and difficult problem: in PbRL, can an agent learn a reliable reward model and policy when the state contains a large fraction of irrelevant Gaussian noise features? In the ENE setting, the observation vector is expanded by concatenating random features sampled i.i.d. from N(0,1), with noise fractions as high as 90%. This creates a confounding feature-selection problem: the agent receives only preference labels, yet must infer which inputs matter for reward and control. The challenge is compounded by sparse preference feedback, making standard dense models prone to overfitting distractors and learning brittle policies.

Innovation

R2N introduces three linked innovations.

  • �� Reward-model DST: the reward learner itself is sparsified, not just the policy network. This is necessary because in PbRL the reward estimator is the bottleneck that converts preferences into a learning signal.
  • �� RigL-based rewiring: unlike SET, which regrows random connections, RigL grows weights at locations with highest gradient magnitude. The paper argues this is especially appropriate for supervised preference fitting.
  • �� Dual-module sparsification: the actor and critic input layers are also sparsified, so both reward inference and policy optimization can suppress noisy features. This differs from prior noisy-RL work that only modified the control side, and from static sparsity methods that keep topology fixed throughout training.

Methodology

  • �� Problem setup: each environment is converted to an ENE by appending task-irrelevant Gaussian noise features, producing high-dimensional observations with 70% or 90% noise.
  • �� Preference collection: a simulated teacher compares two trajectory segments (σ0, σ1) and returns a label y∈{0,0.5,1}, stored as tuples (σ0, σ1, y).
  • �� Reward learning: the reward model ˆr_θ is trained with the Bradley-Terry preference predictor P_θ and binary cross-entropy L_CE. This learns a scalar reward surrogate from pairwise comparisons.
  • �� DST initialization: the reward input layer is randomly pruned to sparsity s_R=80%.
  • �� Topology updates: every ΔT_R=100 gradient steps, the smallest-magnitude active weights are pruned at a fraction d_f^R=0.2, then the same number of new weights are grown using RigL.
  • �� RL control: the same sparse-training schedule is applied to actor and critic input layers while the policy is optimized with SAC.
  • �� Evaluation: all methods train for 1 million timesteps, with offline greedy evaluation every 5,000 timesteps on the ground-truth reward.
  • �� Statistics: final return and learning efficiency (AUC) are compared using one-tailed Welch’s t-tests at p<0.05.

Experiments

The benchmark is the DeepMind Control Suite (DMControl) with five tasks: Cartpole-swingup, Walker-walk, Quadruped-walk, Cheetah-run, and Humanoid-stand. The noise fractions are 0.90 for Cartpole-swingup, Walker-walk, and Cheetah-run, and 0.70 for Quadruped-walk and Humanoid-stand, chosen so the ENE state sizes remain comparable across tasks. The resulting observation dimensions are expanded from 5→51, 17→171, 24→241, 68→260, and 67→224. Baselines include SET, Static Sparse Training, L1 Regularization, and DropConnect for sparse-training comparisons, plus PEBBLE, SURF, and RUNE when testing R2N as a plug-in improvement. The RL backend is SAC throughout. Preference budgets are increased to 400, 1000, 4000, 4000, and 10000 depending on task difficulty.

Results

The strongest result is breadth: R2N improves PbRL across all 15 tested baseline-environment combinations when inserted into PEBBLE, SURF, and RUNE, with significant gains in learning efficiency (p≤0.021) and final return (p≤0.006). On the sparse-training side, R2N-PEBBLE is the only method that stays consistently strong across all five noisy tasks; it significantly outperforms L1 Regularization and DropConnect in 4/5 environments on learning efficiency (p≤0.034). The paper also reports significant gains in Humanoid-stand versus both Static-PEBBLE and SET-PEBBLE on AUC and final return (p≤0.024), and in Cheetah-run versus Static-PEBBLE on AUC (p≤0.018). Ablations show that sparsifying only the reward model or only the policy side is not enough: the full dual-module design is needed.

Applications

Household robotics: a cleaning robot can use preference feedback to learn a cleaning style while ignoring irrelevant sensory clutter such as colors, sounds, or temperatures. The benefit is lower sample complexity and better robustness without manual feature engineering.


Interactive RL systems: PbRL frameworks like PEBBLE, SURF, or RUNE can be upgraded with R2N as a drop-in sparsity module. This is valuable for research labs and industrial teams that already rely on SAC-based control stacks and want better robustness under noisy observations.

Limitations & Outlook

The method assumes that many observed features are irrelevant noise and that relevance can be discovered by sparse rewiring. If distractors are highly correlated with the task or if the true signal is extremely weak, dynamic sparsity may still struggle. Moreover, the current experiments do not measure human preference elicitation cost, latency, or safety implications in real deployments. More work is needed to quantify scalability and robustness under non-Gaussian, structured, or adversarial noise.

Plain Language Accessible to non-experts

Imagine you run a huge kitchen where every day dozens of helpers bring in ingredients, tools, and random junk. Your job is to cook one dish well, but the counter is crowded: some items matter, many do not. If you try to use everything, you get confused and slow down. R2N is like a smart kitchen manager that keeps changing which shelves and drawers are connected to the cooking station. At first, it connects to many places. Then it slowly cuts off the useless paths and opens new ones when they seem more helpful.

Now think of learning from a taste tester who only tells you which of two soups is better. They never give you the recipe. R2N listens to those comparisons and learns which kitchen items helped the better soup appear. If a noisy alarm, a bright lamp, or extra clutter keeps showing up but never helps, R2N learns to ignore it. It does this not by memorizing everything, but by building a smaller, smarter set of links.

The result is that the cooking station becomes less distracted and more focused. In the paper’s robot tasks, this meant better performance even when most of the input was junk. So the big idea is simple: when the world is messy, a good learner should not try to pay attention to every single thing. It should learn where the useful paths are and keep those paths open.

ELI14 Explained like you're 14

Picture a game where you get tons of useless pop-ups while trying to beat a level. Some pop-ups are real clues, but most are junk. If your brain tried to read every single one, you’d get wrecked, right? R2N is basically a training trick that helps an AI do the opposite: it learns to ignore the junk and pay attention to the clues that actually matter.

Here’s the cool part. The AI in this paper doesn’t get a perfect score sheet from a teacher. It only gets pairwise opinions like “this move was better than that move.” That’s a lot like choosing between two strategies in a video game without knowing the hidden formula. R2N still figures out what’s useful by constantly cutting weak connections and making room for better ones. It’s like deleting useless apps from your phone and installing better ones when needed.

The authors tested this on five robot-style control tasks in a super noisy setting. In some cases, they made the input space 10 times bigger by adding random junk! Even then, R2N often beat older sparse-training methods like SET, Static Sparse Training, L1 Regularization, and DropConnect. In fact, when R2N was plugged into three different preference-learning methods, it improved all 15 tested combinations. That’s a pretty strong sign that this isn’t just a small hack.

So the big lesson? When the world is noisy, intelligence isn’t just about learning more—it’s about learning what not to listen to. That’s a pretty useful superpower, whether you’re a robot, an app, or a person trying to focus in a chaotic group chat!

Glossary

Preference-based Reinforcement Learning (偏好强化学习)

A learning setup where an agent is trained from human or simulated comparisons between two behavior segments instead of numeric rewards. Technically, the comparisons supervise a learned reward model that then drives RL policy optimization.

The paper’s main learning paradigm; R2N is designed as a PbRL method.

Dynamic Sparse Training (动态稀疏训练)

A training strategy that starts from a sparse network and periodically prunes weak connections while growing new ones. The goal is to keep the model compact while allowing topology to adapt to useful features.

R2N applies DST to both the reward model and the RL agent.

RigL (Gradient-based sparse rewiring)

A DST method that regrows connections at positions with the highest gradient magnitude rather than random positions. In practice, this helps sparse networks discover informative weights more efficiently.

Used by R2N for reward-model topology updates.

Bradley-Terry model (Bradley-Terry偏好模型)

A probabilistic model for pairwise comparisons that converts cumulative predicted rewards into preference probabilities. It assigns higher preference probability to the segment with larger total predicted return.

Equation (1) defines the preference predictor in the paper.

Extremely Noisy Environment, ENE (极端噪声环境)

An experimental setting where many irrelevant Gaussian noise features are concatenated to the original state. This makes feature selection difficult because the agent must distinguish task-relevant signals from distractors.

The main benchmark setting introduced and studied in the paper.

Open Questions Unanswered questions from this research

  • 1 Can R2N handle real human preference noise, disagreement, and fatigue, or does it mainly solve distractor-feature noise? The simulated-teacher setup cannot answer this, so human-subject studies are needed.
  • 2 How does dynamic sparsity scale to larger models, multimodal observations, or long-horizon tasks? The paper shows strong DMControl results, but broader generalization and compute tradeoffs remain open.
  • 3 What sparsity schedules are optimal under different noise structures? The current method uses fixed hyperparameters, but structured or adversarial noise may require adaptive rewiring policies.

Applications

Immediate Applications

Noisy household robotics

A cleaning or service robot can learn from pairwise human preferences while ignoring irrelevant sensor clutter such as background motion, colors, or room conditions. R2N is useful when engineers do not know in advance which state features matter.

Preference-learning upgrades for SAC-based agents

Labs using PEBBLE, SURF, or RUNE can add R2N as a sparsity module to improve robustness under noisy observations. The prerequisite is a SAC-style actor-critic stack and preference data from segment comparisons.

Long-term Vision

Robust alignment for embodied AI

In the long run, dynamic sparsity could become a standard ingredient for aligning robots and agents with human intent in cluttered environments. The obstacle is validating the idea with real annotators and richer sensory streams.

Abstract

To integrate into human-centered environments, autonomous agents must learn from and adapt to humans in their native settings. Preference-based reinforcement learning (PbRL) can enable this by learning reward functions from human preferences. However, humans live in a world full of diverse information, most of which is irrelevant to completing any particular task. It then becomes essential that agents learn to focus on the subset of task-relevant state features. To that end, this work proposes R2N (Robust-to-Noise), the first PbRL algorithm that leverages principles of dynamic sparse training to learn robust reward models that can focus on task-relevant features. In experiments with a simulated teacher, we demonstrate that R2N can adapt the sparse connectivity of its neural networks to focus on task-relevant features, enabling R2N to significantly outperform several sparse training and PbRL algorithms across simulated robotic environments.

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