Search arXivSearch

arXiv · 2410.14803

DistRL: An Asynchronous Distributed Reinforcement Learning Framework for On-Device Control Agents

Abstract

On-device control agents, especially on mobile devices, are responsible for operating mobile devices to fulfill users' requests, enabling seamless and intuitive interactions. Integrating Multimodal Large Language Models (MLLMs) into these agents enhances their ability to understand and execute complex commands, thereby improving user experience. However, fine-tuning MLLMs for on-device control presents significant challenges due to limited data availability and inefficient online training processes. This paper introduces DistRL, a novel framework designed to enhance the efficiency of online RL fine-tuning for mobile device control agents. DistRL employs centralized training and decentralized data acquisition to ensure efficient fine-tuning in the context of dynamic online interactions. Additionally, the framework is backed by our tailor-made RL algorithm, which effectively balances exploration with the prioritized utilization of collected data to ensure stable and robust training. Our experiments show that, on average, DistRL delivers a 3X improvement in training efficiency and enables training data collection 2.4X faster than the leading synchronous multi-machine methods. Notably, after training, DistRL achieves a 20% relative improvement in success rate compared to state-of-the-art methods on general Android tasks from an open benchmark, significantly outperforming existing approaches while maintaining the same training time. These results validate DistRL as a scalable and efficient solution, offering substantial improvements in both training efficiency and agent performance for real-world, in-the-wild device control tasks.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Taiyi Wang, Zhihao Wu, Jianheng Liu, Jianye Hao, Jun Wang, Kun Shao. 2025-02-21. DistRL: An Asynchronous Distributed Reinforcement Learning Framework for On-Device Control Agents. https://arxiv.org/abs/2410.14803

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Rollout Total Correlation for Deep Reinforcement Learning

Learning task-relevant representations is crucial for reinforcement learning. Recent approaches aim to learn such representations by improving the temporal consistency in the observed transitions. However, they only consider individual transitions and can fail to achieve long-term consistency. Instead, we argue that capturing aspects of the state that correlate with other states and actions of the trajectory---even more distant in the future---could further help in extracting task-relevant information. Hence, in this paper we investigate how to learn representations by maximizing the rollout total correlation, the correlation among all learned representations and actions within the trajectories produced by the agent. For improving rollout total correlation, we propose to combine two complementary lower bounds based on a generative and a discriminative model, combined with a simple and effective technique of chunk-wise mini-batching. Furthermore, we propose an intrinsic reward based on the learned representation for better exploration. Experimental evaluations on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to leading baselines.

cs.LG

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement learning from human feedback (RLHF) is widely used to align large language models (LLMs) with human preferences. However, RLHF remains vulnerable to \emph{reward hacking}, whereby a policy exploits imperfections in the reward function instead of learning the intended behavior, thereby undermining alignment. Although reward shaping can stabilize RLHF training and partially mitigate reward hacking, shaping methods and their underlying design principles have not been systematically investigated. To address this gap, we conduct a comprehensive study of prevalent reward-shaping techniques. Our analysis identifies two key design principles: (1) the reinforcement-learning reward should be bounded, and (2) it should grow rapidly at first and then gradually saturate. Motivated by these principles, we propose Preference as Reward (PAR), a novel method that uses the latent preferences encoded in the reward model as the reinforcement-learning signal. We further show that PAR possesses two variance-reduction properties that stabilize RLHF training and substantially widen the practical window for early stopping. Our evaluation consists of two parts. First, we compare PAR with several other reward-shaping strategies using Proximal Policy Optimization (PPO) as the reinforcement-learning algorithm and Gemma2-2B as the base model. Second, we compare PAR with the vanilla baseline (i.e., unshaped reward) across four base models and four reinforcement-learning algorithms. In the first set of experiments, PAR consistently outperforms other reward-shaping methods and also reflects high data efficiency and robustness. The second set of experiments shows that PAR is particularly effective for actor-critic RL algorithms when value estimates become unstable and demonstrates its effectiveness across different base models. The code is available at https://github.com/PorUna-byte/PAR.

cs.LG

Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

cs.LG