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arXiv:2107.06405공식 코드 · Papers with Code

Shortest-Path Constrained Reinforcement Learning for Sparse Reward Tasks

We propose the k-Shortest-Path (k-SP) constraint: a novel constraint on the agent's trajectory that improves the sample efficiency in sparse-reward MDPs. We show that any optimal policy necessarily satisfies the k-SP constraint. Notably, the k-SP constraint prevents the policy from exploring state-action pairs along the non-k-SP trajectories (e.g., going back and forth). However, in practice, excluding state-action pairs may hinder the convergence of RL algorithms. To overcome this, we propose a novel cost function that penalizes the policy violating SP constraint, instead of completely excluding it. Our numerical experiment in a tabular RL setting demonstrates that the SP constraint can significantly reduce the trajectory space of policy. As a result, our constraint enables more sample efficient learning by suppressing redundant exploration and exploitation. Our experiments on MiniGrid, DeepMind Lab, Atari, and Fetch show that the proposed method significantly improves proximal policy optimization (PPO) and outperforms existing novelty-seeking exploration methods including count-based exploration even in continuous control tasks, indicating that it improves the sample efficiency by preventing the agent from taking redundant actions.

arXiv:2107.01825공식 코드 · Papers with Code

Sample Efficient Reinforcement Learning via Model-Ensemble Exploration and Exploitation

Model-based deep reinforcement learning has achieved success in various domains that require high sample efficiencies, such as Go and robotics. However, there are some remaining issues, such as planning efficient explorations to learn more accurate dynamic models, evaluating the uncertainty of the learned models, and more rational utilization of models. To mitigate these issues, we present MEEE, a model-ensemble method that consists of optimistic exploration and weighted exploitation. During exploration, unlike prior methods directly selecting the optimal action that maximizes the expected accumulative return, our agent first generates a set of action candidates and then seeks out the optimal action that takes both expected return and future observation novelty into account. During exploitation, different discounted weights are assigned to imagined transition tuples according to their model uncertainty respectively, which will prevent model predictive error propagation in agent training. Experiments on several challenging continuous control benchmark tasks demonstrated that our approach outperforms other model-free and model-based state-of-the-art methods, especially in sample complexity.

arXiv:2106.14080공식 코드 · Papers with Code

Model-Advantage and Value-Aware Models for Model-Based Reinforcement Learning: Bridging the Gap in Theory and Practice

This work shows that value-aware model learning, known for its numerous theoretical benefits, is also practically viable for solving challenging continuous control tasks in prevalent model-based reinforcement learning algorithms. First, we derive a novel value-aware model learning objective by bounding the model-advantage i.e. model performance difference, between two MDPs or models given a fixed policy, achieving superior performance to prior value-aware objectives in most continuous control environments. Second, we identify the issue of stale value estimates in naively substituting value-aware objectives in place of maximum-likelihood in dyna-style model-based RL algorithms. Our proposed remedy to this issue bridges the long-standing gap in theory and practice of value-aware model learning by enabling successful deployment of all value-aware objectives in solving several continuous control robotic manipulation and locomotion tasks. Our results are obtained with minimal modifications to two popular and open-source model-based RL algorithms -- SLBO and MBPO, without tuning any existing hyper-parameters, while also demonstrating better performance of value-aware objectives than these baseline in some environments.

arXiv:2106.12534공식 코드 · Papers with Code

Coarse-to-Fine Q-attention: Efficient Learning for Visual Robotic Manipulation via Discretisation

We present a coarse-to-fine discretisation method that enables the use of discrete reinforcement learning approaches in place of unstable and data-inefficient actor-critic methods in continuous robotics domains. This approach builds on the recently released ARM algorithm, which replaces the continuous next-best pose agent with a discrete one, with coarse-to-fine Q-attention. Given a voxelised scene, coarse-to-fine Q-attention learns what part of the scene to 'zoom' into. When this 'zooming' behaviour is applied iteratively, it results in a near-lossless discretisation of the translation space, and allows the use of a discrete action, deep Q-learning method. We show that our new coarse-to-fine algorithm achieves state-of-the-art performance on several difficult sparsely rewarded RLBench vision-based robotics tasks, and can train real-world policies, tabula rasa, in a matter of minutes, with as little as 3 demonstrations.

arXiv:2106.12142공식 코드 · Papers with Code

IQ-Learn: Inverse soft-Q Learning for Imitation

In many sequential decision-making problems (e.g., robotics control, game playing, sequential prediction), human or expert data is available containing useful information about the task. However, imitation learning (IL) from a small amount of expert data can be challenging in high-dimensional environments with complex dynamics. Behavioral cloning is a simple method that is widely used due to its simplicity of implementation and stable convergence but doesn't utilize any information involving the environment's dynamics. Many existing methods that exploit dynamics information are difficult to train in practice due to an adversarial optimization process over reward and policy approximators or biased, high variance gradient estimators. We introduce a method for dynamics-aware IL which avoids adversarial training by learning a single Q-function, implicitly representing both reward and policy. On standard benchmarks, the implicitly learned rewards show a high positive correlation with the ground-truth rewards, illustrating our method can also be used for inverse reinforcement learning (IRL). Our method, Inverse soft-Q learning (IQ-Learn) obtains state-of-the-art results in offline and online imitation learning settings, significantly outperforming existing methods both in the number of required environment interactions and scalability in high-dimensional spaces, often by more than 3x.

arXiv:2106.08918공식 코드 · Papers with Code

Towards Automatic Actor-Critic Solutions to Continuous Control

Model-free off-policy actor-critic methods are an efficient solution to complex continuous control tasks. However, these algorithms rely on a number of design tricks and hyperparameters, making their application to new domains difficult and computationally expensive. This paper creates an evolutionary approach that automatically tunes these design decisions and eliminates the RL-specific hyperparameters from the Soft Actor-Critic algorithm. Our design is sample efficient and provides practical advantages over baseline approaches, including improved exploration, generalization over multiple control frequencies, and a robust ensemble of high-performance policies. Empirically, we show that our agent outperforms well-tuned hyperparameter settings in popular benchmarks from the DeepMind Control Suite. We then apply it to less common control tasks outside of simulated robotics to find high-performance solutions with minimal compute and research effort.

arXiv:2106.08832공식 코드 · Papers with Code

Solving Continuous Control with Episodic Memory

Episodic memory lets reinforcement learning algorithms remember and exploit promising experience from the past to improve agent performance. Previous works on memory mechanisms show benefits of using episodic-based data structures for discrete action problems in terms of sample-efficiency. The application of episodic memory for continuous control with a large action space is not trivial. Our study aims to answer the question: can episodic memory be used to improve agent's performance in continuous control? Our proposed algorithm combines episodic memory with Actor-Critic architecture by modifying critic's objective. We further improve performance by introducing episodic-based replay buffer prioritization. We evaluate our algorithm on OpenAI gym domains and show greater sample-efficiency compared with the state-of-the art model-free off-policy algorithms.

arXiv:2106.07995공식 코드 · Papers with Code

Learning of feature points without additional supervision improves reinforcement learning from images

In many control problems that include vision, optimal controls can be inferred from the location of the objects in the scene. This information can be represented using feature points, which is a list of spatial locations in learned feature maps of an input image. Previous works show that feature points learned using unsupervised pre-training or human supervision can provide good features for control tasks. In this paper, we show that it is possible to learn efficient feature point representations end-to-end, without the need for unsupervised pre-training, decoders, or additional losses. Our proposed architecture consists of a differentiable feature point extractor that feeds the coordinates of the estimated feature points directly to a soft actor-critic agent. The proposed algorithm yields performance competitive to the state-of-the art on DeepMind Control Suite tasks.

arXiv:2106.05262공식 코드 · Papers with Code

TempoRL: Learning When to Act

Reinforcement learning is a powerful approach to learn behaviour through interactions with an environment. However, behaviours are usually learned in a purely reactive fashion, where an appropriate action is selected based on an observation. In this form, it is challenging to learn when it is necessary to execute new decisions. This makes learning inefficient, especially in environments that need various degrees of fine and coarse control. To address this, we propose a proactive setting in which the agent not only selects an action in a state but also for how long to commit to that action. Our TempoRL approach introduces skip connections between states and learns a skip-policy for repeating the same action along these skips. We demonstrate the effectiveness of TempoRL on a variety of traditional and deep RL environments, showing that our approach is capable of learning successful policies up to an order of magnitude faster than vanilla Q-learning.

arXiv:2106.04217공식 코드 · Papers with Code

Dynamic Sparse Training for Deep Reinforcement Learning

Deep reinforcement learning (DRL) agents are trained through trial-and-error interactions with the environment. This leads to a long training time for dense neural networks to achieve good performance. Hence, prohibitive computation and memory resources are consumed. Recently, learning efficient DRL agents has received increasing attention. Yet, current methods focus on accelerating inference time. In this paper, we introduce for the first time a dynamic sparse training approach for deep reinforcement learning to accelerate the training process. The proposed approach trains a sparse neural network from scratch and dynamically adapts its topology to the changing data distribution during training. Experiments on continuous control tasks show that our dynamic sparse agents achieve higher performance than the equivalent dense methods, reduce the parameter count and floating-point operations (FLOPs) by 50%, and have a faster learning speed that enables reaching the performance of dense agents with 40-50% reduction in the training steps.

arXiv:2106.04379공식 코드 · Papers with Code

Learning Markov State Abstractions for Deep Reinforcement Learning

A fundamental assumption of reinforcement learning in Markov decision processes (MDPs) is that the relevant decision process is, in fact, Markov. However, when MDPs have rich observations, agents typically learn by way of an abstract state representation, and such representations are not guaranteed to preserve the Markov property. We introduce a novel set of conditions and prove that they are sufficient for learning a Markov abstract state representation. We then describe a practical training procedure that combines inverse model estimation and temporal contrastive learning to learn an abstraction that approximately satisfies these conditions. Our novel training objective is compatible with both online and offline training: it does not require a reward signal, but agents can capitalize on reward information when available. We empirically evaluate our approach on a visual gridworld domain and a set of continuous control benchmarks. Our approach learns representations that capture the underlying structure of the domain and lead to improved sample efficiency over state-of-the-art deep reinforcement learning with visual features -- often matching or exceeding the performance achieved with hand-designed compact state information.

arXiv:2106.03207공식 코드 · Papers with Code

Mitigating Covariate Shift in Imitation Learning via Offline Data Without Great Coverage

This paper studies offline Imitation Learning (IL) where an agent learns to imitate an expert demonstrator without additional online environment interactions. Instead, the learner is presented with a static offline dataset of state-action-next state transition triples from a potentially less proficient behavior policy. We introduce Model-based IL from Offline data (MILO): an algorithmic framework that utilizes the static dataset to solve the offline IL problem efficiently both in theory and in practice. In theory, even if the behavior policy is highly sub-optimal compared to the expert, we show that as long as the data from the behavior policy provides sufficient coverage on the expert state-action traces (and with no necessity for a global coverage over the entire state-action space), MILO can provably combat the covariate shift issue in IL. Complementing our theory results, we also demonstrate that a practical implementation of our approach mitigates covariate shift on benchmark MuJoCo continuous control tasks. We demonstrate that with behavior policies whose performances are less than half of that of the expert, MILO still successfully imitates with an extremely low number of expert state-action pairs while traditional offline IL method such as behavior cloning (BC) fails completely. Source code is provided at https://github.com/jdchang1/milo.

arXiv:2106.03050공식 코드 · Papers with Code

Efficient Continuous Control with Double Actors and Regularized Critics

How to obtain good value estimation is one of the key problems in Reinforcement Learning (RL). Current value estimation methods, such as DDPG and TD3, suffer from unnecessary over- or underestimation bias. In this paper, we explore the potential of double actors, which has been neglected for a long time, for better value function estimation in continuous setting. First, we uncover and demonstrate the bias alleviation property of double actors by building double actors upon single critic and double critics to handle overestimation bias in DDPG and underestimation bias in TD3 respectively. Next, we interestingly find that double actors help improve the exploration ability of the agent. Finally, to mitigate the uncertainty of value estimate from double critics, we further propose to regularize the critic networks under double actors architecture, which gives rise to Double Actors Regularized Critics (DARC) algorithm. Extensive experimental results on challenging continuous control tasks show that DARC significantly outperforms state-of-the-art methods with higher sample efficiency.

arXiv:2105.14750공식 코드 · Papers with Code

Active Hierarchical Exploration with Stable Subgoal Representation Learning

Goal-conditioned hierarchical reinforcement learning (GCHRL) provides a promising approach to solving long-horizon tasks. Recently, its success has been extended to more general settings by concurrently learning hierarchical policies and subgoal representations. Although GCHRL possesses superior exploration ability by decomposing tasks via subgoals, existing GCHRL methods struggle in temporally extended tasks with sparse external rewards, since the high-level policy learning relies on external rewards. As the high-level policy selects subgoals in an online learned representation space, the dynamic change of the subgoal space severely hinders effective high-level exploration. In this paper, we propose a novel regularization that contributes to both stable and efficient subgoal representation learning. Building upon the stable representation, we design measures of novelty and potential for subgoals, and develop an active hierarchical exploration strategy that seeks out new promising subgoals and states without intrinsic rewards. Experimental results show that our approach significantly outperforms state-of-the-art baselines in continuous control tasks with sparse rewards.

arXiv:2105.03733공식 코드 · Papers with Code

Generative Actor-Critic: An Off-policy Algorithm Using the Push-forward Model

Model-free deep reinforcement learning has achieved great success in many domains, such as video games, recommendation systems and robotic control tasks. In continuous control tasks, widely used policies with Gaussian distributions results in ineffective exploration of environments and limited performance of algorithms in many cases. In this paper, we propose a density-free off-policy algorithm, Generative Actor-Critic(GAC), using the push-forward model to increase the expressiveness of policies, which also includes an entropy-like technique, MMD-entropy regularizer, to balance the exploration and exploitation. Additionnally, we devise an adaptive mechanism to automatically scale this regularizer, which further improves the stability and robustness of GAC. The experiment results show that push-forward policies possess desirable features, such as multi-modality, which can improve the efficiency of exploration and asymptotic performance of algorithms obviously.

arXiv:2105.03310공식 코드 · Papers with Code

Context-Based Soft Actor Critic for Environments with Non-stationary Dynamics

The performance of deep reinforcement learning methods prone to degenerate when applied to environments with non-stationary dynamics. In this paper, we utilize the latent context recurrent encoders motivated by recent Meta-RL materials, and propose the Latent Context-based Soft Actor Critic (LC-SAC) method to address aforementioned issues. By minimizing the contrastive prediction loss function, the learned context variables capture the information of the environment dynamics and the recent behavior of the agent. Then combined with the soft policy iteration paradigm, the LC-SAC method alternates between soft policy evaluation and soft policy improvement until it converges to the optimal policy. Experimental results show that the performance of LC-SAC is significantly better than the SAC algorithm on the MetaWorld ML1 tasks whose dynamics changes drasticly among different episodes, and is comparable to SAC on the continuous control benchmark task MuJoCo whose dynamics changes slowly or doesn't change between different episodes. In addition, we also conduct relevant experiments to determine the impact of different hyperparameter settings on the performance of the LC-SAC algorithm and give the reasonable suggestions of hyperparameter setting.

arXiv:2104.06521공식 코드 · Papers with Code

TAAC: Temporally Abstract Actor-Critic for Continuous Control

We present temporally abstract actor-critic (TAAC), a simple but effective off-policy RL algorithm that incorporates closed-loop temporal abstraction into the actor-critic framework. TAAC adds a second-stage binary policy to choose between the previous action and a new action output by an actor. Crucially, its "act-or-repeat" decision hinges on the actually sampled action instead of the expected behavior of the actor. This post-acting switching scheme let the overall policy make more informed decisions. TAAC has two important features: a) persistent exploration, and b) a new compare-through Q operator for multi-step TD backup, specially tailored to the action repetition scenario. We demonstrate TAAC's advantages over several strong baselines across 14 continuous control tasks. Our surprising finding reveals that while achieving top performance, TAAC is able to "mine" a significant number of repeated actions with the trained policy even on continuous tasks whose problem structures on the surface seem to repel action repetition. This suggests that aside from encouraging persistent exploration, action repetition can find its place in a good policy behavior. Code is available at https://github.com/hnyu/taac.

arXiv:2103.16596공식 코드 · Papers with Code

Benchmarks for Deep Off-Policy Evaluation

Off-policy evaluation (OPE) holds the promise of being able to leverage large, offline datasets for both evaluating and selecting complex policies for decision making. The ability to learn offline is particularly important in many real-world domains, such as in healthcare, recommender systems, or robotics, where online data collection is an expensive and potentially dangerous process. Being able to accurately evaluate and select high-performing policies without requiring online interaction could yield significant benefits in safety, time, and cost for these applications. While many OPE methods have been proposed in recent years, comparing results between papers is difficult because currently there is a lack of a comprehensive and unified benchmark, and measuring algorithmic progress has been challenging due to the lack of difficult evaluation tasks. In order to address this gap, we present a collection of policies that in conjunction with existing offline datasets can be used for benchmarking off-policy evaluation. Our tasks include a range of challenging high-dimensional continuous control problems, with wide selections of datasets and policies for performing policy selection. The goal of our benchmark is to provide a standardized measure of progress that is motivated from a set of principles designed to challenge and test the limits of existing OPE methods. We perform an evaluation of state-of-the-art algorithms and provide open-source access to our data and code to foster future research in this area.

arXiv:2103.14274공식 코드 · Papers with Code

Character Controllers Using Motion VAEs

A fundamental problem in computer animation is that of realizing purposeful and realistic human movement given a sufficiently-rich set of motion capture clips. We learn data-driven generative models of human movement using autoregressive conditional variational autoencoders, or Motion VAEs. The latent variables of the learned autoencoder define the action space for the movement and thereby govern its evolution over time. Planning or control algorithms can then use this action space to generate desired motions. In particular, we use deep reinforcement learning to learn controllers that achieve goal-directed movements. We demonstrate the effectiveness of the approach on multiple tasks. We further evaluate system-design choices and describe the current limitations of Motion VAEs.

arXiv:2103.12726공식 코드 · Papers with Code

Policy Information Capacity: Information-Theoretic Measure for Task Complexity in Deep Reinforcement Learning

Progress in deep reinforcement learning (RL) research is largely enabled by benchmark task environments. However, analyzing the nature of those environments is often overlooked. In particular, we still do not have agreeable ways to measure the difficulty or solvability of a task, given that each has fundamentally different actions, observations, dynamics, rewards, and can be tackled with diverse RL algorithms. In this work, we propose policy information capacity (PIC) -- the mutual information between policy parameters and episodic return -- and policy-optimal information capacity (POIC) -- between policy parameters and episodic optimality -- as two environment-agnostic, algorithm-agnostic quantitative metrics for task difficulty. Evaluating our metrics across toy environments as well as continuous control benchmark tasks from OpenAI Gym and DeepMind Control Suite, we empirically demonstrate that these information-theoretic metrics have higher correlations with normalized task solvability scores than a variety of alternatives. Lastly, we show that these metrics can also be used for fast and compute-efficient optimizations of key design parameters such as reward shaping, policy architectures, and MDP properties for better solvability by RL algorithms without ever running full RL experiments.