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arXiv:2008.12775공식 코드 · Papers with Code

On the model-based stochastic value gradient for continuous reinforcement learning

For over a decade, model-based reinforcement learning has been seen as a way to leverage control-based domain knowledge to improve the sample-efficiency of reinforcement learning agents. While model-based agents are conceptually appealing, their policies tend to lag behind those of model-free agents in terms of final reward, especially in non-trivial environments. In response, researchers have proposed model-based agents with increasingly complex components, from ensembles of probabilistic dynamics models, to heuristics for mitigating model error. In a reversal of this trend, we show that simple model-based agents can be derived from existing ideas that not only match, but outperform state-of-the-art model-free agents in terms of both sample-efficiency and final reward. We find that a model-free soft value estimate for policy evaluation and a model-based stochastic value gradient for policy improvement is an effective combination, achieving state-of-the-art results on a high-dimensional humanoid control task, which most model-based agents are unable to solve. Our findings suggest that model-based policy evaluation deserves closer attention.

arXiv:2008.02430공식 코드 · Papers with Code

Contrastive Variational Reinforcement Learning for Complex Observations

Deep reinforcement learning (DRL) has achieved significant success in various robot tasks: manipulation, navigation, etc. However, complex visual observations in natural environments remains a major challenge. This paper presents Contrastive Variational Reinforcement Learning (CVRL), a model-based method that tackles complex visual observations in DRL. CVRL learns a contrastive variational model by maximizing the mutual information between latent states and observations discriminatively, through contrastive learning. It avoids modeling the complex observation space unnecessarily, as the commonly used generative observation model often does, and is significantly more robust. CVRL achieves comparable performance with state-of-the-art model-based DRL methods on standard Mujoco tasks. It significantly outperforms them on Natural Mujoco tasks and a robot box-pushing task with complex observations, e.g., dynamic shadows. The CVRL code is available publicly at https://github.com/Yusufma03/CVRL.

arXiv:2008.02387공식 코드 · Papers with Code

ClipUp: A Simple and Powerful Optimizer for Distribution-based Policy Evolution

Distribution-based search algorithms are an effective approach for evolutionary reinforcement learning of neural network controllers. In these algorithms, gradients of the total reward with respect to the policy parameters are estimated using a population of solutions drawn from a search distribution, and then used for policy optimization with stochastic gradient ascent. A common choice in the community is to use the Adam optimization algorithm for obtaining an adaptive behavior during gradient ascent, due to its success in a variety of supervised learning settings. As an alternative to Adam, we propose to enhance classical momentum-based gradient ascent with two simple techniques: gradient normalization and update clipping. We argue that the resulting optimizer called ClipUp (short for "clipped updates") is a better choice for distribution-based policy evolution because its working principles are simple and easy to understand and its hyperparameters can be tuned more intuitively in practice. Moreover, it removes the need to re-tune hyperparameters if the reward scale changes. Experiments show that ClipUp is competitive with Adam despite its simplicity and is effective on challenging continuous control benchmarks, including the Humanoid control task based on the Bullet physics simulator.

arXiv:2007.12401공식 코드 · Papers with Code

Predictive Information Accelerates Learning in RL

The Predictive Information is the mutual information between the past and the future, I(X_past; X_future). We hypothesize that capturing the predictive information is useful in RL, since the ability to model what will happen next is necessary for success on many tasks. To test our hypothesis, we train Soft Actor-Critic (SAC) agents from pixels with an auxiliary task that learns a compressed representation of the predictive information of the RL environment dynamics using a contrastive version of the Conditional Entropy Bottleneck (CEB) objective. We refer to these as Predictive Information SAC (PI-SAC) agents. We show that PI-SAC agents can substantially improve sample efficiency over challenging baselines on tasks from the DM Control suite of continuous control environments. We evaluate PI-SAC agents by comparing against uncompressed PI-SAC agents, other compressed and uncompressed agents, and SAC agents directly trained from pixels. Our implementation is given on GitHub.

arXiv:2007.09569공식 코드 · Papers with Code

Understanding and Mitigating the Limitations of Prioritized Experience Replay

Prioritized Experience Replay (ER) has been empirically shown to improve sample efficiency across many domains and attracted great attention; however, there is little theoretical understanding of why such prioritized sampling helps and its limitations. In this work, we take a deep look at the prioritized ER. In a supervised learning setting, we show the equivalence between the error-based prioritized sampling method for mean squared error and uniform sampling for cubic power loss. We then provide theoretical insight into why it improves convergence rate upon uniform sampling during early learning. Based on the insight, we further point out two limitations of the prioritized ER method: 1) outdated priorities and 2) insufficient coverage of the sample space. To mitigate the limitations, we propose our model-based stochastic gradient Langevin dynamics sampling method. We show that our method does provide states distributed close to an ideal prioritized sampling distribution estimated by the brute-force method, which does not suffer from the two limitations. We conduct experiments on both discrete and continuous control problems to show our approach's efficacy and examine the practical implication of our method in an autonomous driving application.

arXiv:2007.04640공식 코드 · Papers with Code

Task-Agnostic Exploration via Policy Gradient of a Non-Parametric State Entropy Estimate

In a reward-free environment, what is a suitable intrinsic objective for an agent to pursue so that it can learn an optimal task-agnostic exploration policy? In this paper, we argue that the entropy of the state distribution induced by finite-horizon trajectories is a sensible target. Especially, we present a novel and practical policy-search algorithm, Maximum Entropy POLicy optimization (MEPOL), to learn a policy that maximizes a non-parametric, $k$-nearest neighbors estimate of the state distribution entropy. In contrast to known methods, MEPOL is completely model-free as it requires neither to estimate the state distribution of any policy nor to model transition dynamics. Then, we empirically show that MEPOL allows learning a maximum-entropy exploration policy in high-dimensional, continuous-control domains, and how this policy facilitates learning a variety of meaningful reward-based tasks downstream.

arXiv:2006.16785공식 코드 · Papers with Code

Lipschitzness Is All You Need To Tame Off-policy Generative Adversarial Imitation Learning

Despite the recent success of reinforcement learning in various domains, these approaches remain, for the most part, deterringly sensitive to hyper-parameters and are often riddled with essential engineering feats allowing their success. We consider the case of off-policy generative adversarial imitation learning, and perform an in-depth review, qualitative and quantitative, of the method. We show that forcing the learned reward function to be local Lipschitz-continuous is a sine qua non condition for the method to perform well. We then study the effects of this necessary condition and provide several theoretical results involving the local Lipschitzness of the state-value function. We complement these guarantees with empirical evidence attesting to the strong positive effect that the consistent satisfaction of the Lipschitzness constraint on the reward has on imitation performance. Finally, we tackle a generic pessimistic reward preconditioning add-on spawning a large class of reward shaping methods, which makes the base method it is plugged into provably more robust, as shown in several additional theoretical guarantees. We then discuss these through a fine-grained lens and share our insights. Crucially, the guarantees derived and reported in this work are valid for any reward satisfying the Lipschitzness condition, nothing is specific to imitation. As such, these may be of independent interest.

arXiv:2006.15637공식 코드 · Papers with Code

Deep Bayesian Quadrature Policy Optimization

We study the problem of obtaining accurate policy gradient estimates using a finite number of samples. Monte-Carlo methods have been the default choice for policy gradient estimation, despite suffering from high variance in the gradient estimates. On the other hand, more sample efficient alternatives like Bayesian quadrature methods have received little attention due to their high computational complexity. In this work, we propose deep Bayesian quadrature policy gradient (DBQPG), a computationally efficient high-dimensional generalization of Bayesian quadrature, for policy gradient estimation. We show that DBQPG can substitute Monte-Carlo estimation in policy gradient methods, and demonstrate its effectiveness on a set of continuous control benchmarks. In comparison to Monte-Carlo estimation, DBQPG provides (i) more accurate gradient estimates with a significantly lower variance, (ii) a consistent improvement in the sample complexity and average return for several deep policy gradient algorithms, and, (iii) the uncertainty in gradient estimation that can be incorporated to further improve the performance.

arXiv:2006.12983공식 코드 · Papers with Code

dm_control: Software and Tasks for Continuous Control

The dm_control software package is a collection of Python libraries and task suites for reinforcement learning agents in an articulated-body simulation. A MuJoCo wrapper provides convenient bindings to functions and data structures. The PyMJCF and Composer libraries enable procedural model manipulation and task authoring. The Control Suite is a fixed set of tasks with standardised structure, intended to serve as performance benchmarks. The Locomotion framework provides high-level abstractions and examples of locomotion tasks. A set of configurable manipulation tasks with a robot arm and snap-together bricks is also included. dm_control is publicly available at https://www.github.com/deepmind/dm_control

arXiv:2006.11485공식 코드 · Papers with Code

Generating Adjacency-Constrained Subgoals in Hierarchical Reinforcement Learning

Goal-conditioned hierarchical reinforcement learning (HRL) is a promising approach for scaling up reinforcement learning (RL) techniques. However, it often suffers from training inefficiency as the action space of the high-level, i.e., the goal space, is often large. Searching in a large goal space poses difficulties for both high-level subgoal generation and low-level policy learning. In this paper, we show that this problem can be effectively alleviated by restricting the high-level action space from the whole goal space to a $k$-step adjacent region of the current state using an adjacency constraint. We theoretically prove that the proposed adjacency constraint preserves the optimal hierarchical policy in deterministic MDPs, and show that this constraint can be practically implemented by training an adjacency network that can discriminate between adjacent and non-adjacent subgoals. Experimental results on discrete and continuous control tasks show that incorporating the adjacency constraint improves the performance of state-of-the-art HRL approaches in both deterministic and stochastic environments.

arXiv:2006.08875공식 코드 · Papers with Code

Model-based Adversarial Meta-Reinforcement Learning

Meta-reinforcement learning (meta-RL) aims to learn from multiple training tasks the ability to adapt efficiently to unseen test tasks. Despite the success, existing meta-RL algorithms are known to be sensitive to the task distribution shift. When the test task distribution is different from the training task distribution, the performance may degrade significantly. To address this issue, this paper proposes Model-based Adversarial Meta-Reinforcement Learning (AdMRL), where we aim to minimize the worst-case sub-optimality gap -- the difference between the optimal return and the return that the algorithm achieves after adaptation -- across all tasks in a family of tasks, with a model-based approach. We propose a minimax objective and optimize it by alternating between learning the dynamics model on a fixed task and finding the adversarial task for the current model -- the task for which the policy induced by the model is maximally suboptimal. Assuming the family of tasks is parameterized, we derive a formula for the gradient of the suboptimality with respect to the task parameters via the implicit function theorem, and show how the gradient estimator can be efficiently implemented by the conjugate gradient method and a novel use of the REINFORCE estimator. We evaluate our approach on several continuous control benchmarks and demonstrate its efficacy in the worst-case performance over all tasks, the generalization power to out-of-distribution tasks, and in training and test time sample efficiency, over existing state-of-the-art meta-RL algorithms.

arXiv:2006.08718공식 코드 · Papers with Code

Analytic Manifold Learning: Unifying and Evaluating Representations for Continuous Control

We address the problem of learning reusable state representations from streaming high-dimensional observations. This is important for areas like Reinforcement Learning (RL), which yields non-stationary data distributions during training. We make two key contributions. First, we propose an evaluation suite that measures alignment between latent and true low-dimensional states. We benchmark several widely used unsupervised learning approaches. This uncovers the strengths and limitations of existing approaches that impose additional constraints/objectives on the latent space. Our second contribution is a unifying mathematical formulation for learning latent relations. We learn analytic relations on source domains, then use these relations to help structure the latent space when learning on target domains. This formulation enables a more general, flexible and principled way of shaping the latent space. It formalizes the notion of learning independent relations, without imposing restrictive simplifying assumptions or requiring domain-specific information. We present mathematical properties, concrete algorithms for implementation and experimental validation of successful learning and transfer of latent relations.

arXiv:2006.09226공식 코드 · Papers with Code

Parameter-Based Value Functions

Traditional off-policy actor-critic Reinforcement Learning (RL) algorithms learn value functions of a single target policy. However, when value functions are updated to track the learned policy, they forget potentially useful information about old policies. We introduce a class of value functions called Parameter-Based Value Functions (PBVFs) whose inputs include the policy parameters. They can generalize across different policies. PBVFs can evaluate the performance of any policy given a state, a state-action pair, or a distribution over the RL agent's initial states. First we show how PBVFs yield novel off-policy policy gradient theorems. Then we derive off-policy actor-critic algorithms based on PBVFs trained by Monte Carlo or Temporal Difference methods. We show how learned PBVFs can zero-shot learn new policies that outperform any policy seen during training. Finally our algorithms are evaluated on a selection of discrete and continuous control tasks using shallow policies and deep neural networks. Their performance is comparable to state-of-the-art methods.

arXiv:2006.04779공식 코드 · Papers with Code

Conservative Q-Learning for Offline Reinforcement Learning

Effectively leveraging large, previously collected datasets in reinforcement learning (RL) is a key challenge for large-scale real-world applications. Offline RL algorithms promise to learn effective policies from previously-collected, static datasets without further interaction. However, in practice, offline RL presents a major challenge, and standard off-policy RL methods can fail due to overestimation of values induced by the distributional shift between the dataset and the learned policy, especially when training on complex and multi-modal data distributions. In this paper, we propose conservative Q-learning (CQL), which aims to address these limitations by learning a conservative Q-function such that the expected value of a policy under this Q-function lower-bounds its true value. We theoretically show that CQL produces a lower bound on the value of the current policy and that it can be incorporated into a policy learning procedure with theoretical improvement guarantees. In practice, CQL augments the standard Bellman error objective with a simple Q-value regularizer which is straightforward to implement on top of existing deep Q-learning and actor-critic implementations. On both discrete and continuous control domains, we show that CQL substantially outperforms existing offline RL methods, often learning policies that attain 2-5 times higher final return, especially when learning from complex and multi-modal data distributions.

arXiv:2006.04678공식 코드 · Papers with Code

Primal Wasserstein Imitation Learning

Imitation Learning (IL) methods seek to match the behavior of an agent with that of an expert. In the present work, we propose a new IL method based on a conceptually simple algorithm: Primal Wasserstein Imitation Learning (PWIL), which ties to the primal form of the Wasserstein distance between the expert and the agent state-action distributions. We present a reward function which is derived offline, as opposed to recent adversarial IL algorithms that learn a reward function through interactions with the environment, and which requires little fine-tuning. We show that we can recover expert behavior on a variety of continuous control tasks of the MuJoCo domain in a sample efficient manner in terms of agent interactions and of expert interactions with the environment. Finally, we show that the behavior of the agent we train matches the behavior of the expert with the Wasserstein distance, rather than the commonly used proxy of performance.

arXiv:2006.03503공식 코드 · Papers with Code

Wasserstein Distance guided Adversarial Imitation Learning with Reward Shape Exploration

The generative adversarial imitation learning (GAIL) has provided an adversarial learning framework for imitating expert policy from demonstrations in high-dimensional continuous tasks. However, almost all GAIL and its extensions only design a kind of reward function of logarithmic form in the adversarial training strategy with the Jensen-Shannon (JS) divergence for all complex environments. The fixed logarithmic type of reward function may be difficult to solve all complex tasks, and the vanishing gradients problem caused by the JS divergence will harm the adversarial learning process. In this paper, we propose a new algorithm named Wasserstein Distance guided Adversarial Imitation Learning (WDAIL) for promoting the performance of imitation learning (IL). There are three improvements in our method: (a) introducing the Wasserstein distance to obtain more appropriate measure in the adversarial training process, (b) using proximal policy optimization (PPO) in the reinforcement learning stage which is much simpler to implement and makes the algorithm more efficient, and (c) exploring different reward function shapes to suit different tasks for improving the performance. The experiment results show that the learning procedure remains remarkably stable, and achieves significant performance in the complex continuous control tasks of MuJoCo.

arXiv:2005.13239공식 코드 · Papers with Code

MOPO: Model-based Offline Policy Optimization

Offline reinforcement learning (RL) refers to the problem of learning policies entirely from a large batch of previously collected data. This problem setting offers the promise of utilizing such datasets to acquire policies without any costly or dangerous active exploration. However, it is also challenging, due to the distributional shift between the offline training data and those states visited by the learned policy. Despite significant recent progress, the most successful prior methods are model-free and constrain the policy to the support of data, precluding generalization to unseen states. In this paper, we first observe that an existing model-based RL algorithm already produces significant gains in the offline setting compared to model-free approaches. However, standard model-based RL methods, designed for the online setting, do not provide an explicit mechanism to avoid the offline setting's distributional shift issue. Instead, we propose to modify the existing model-based RL methods by applying them with rewards artificially penalized by the uncertainty of the dynamics. We theoretically show that the algorithm maximizes a lower bound of the policy's return under the true MDP. We also characterize the trade-off between the gain and risk of leaving the support of the batch data. Our algorithm, Model-based Offline Policy Optimization (MOPO), outperforms standard model-based RL algorithms and prior state-of-the-art model-free offline RL algorithms on existing offline RL benchmarks and two challenging continuous control tasks that require generalizing from data collected for a different task. The code is available at https://github.com/tianheyu927/mopo.

arXiv:2005.11164공식 코드 · Papers with Code

Decentralized Deep Reinforcement Learning for a Distributed and Adaptive Locomotion Controller of a Hexapod Robot

Locomotion is a prime example for adaptive behavior in animals and biological control principles have inspired control architectures for legged robots. While machine learning has been successfully applied to many tasks in recent years, Deep Reinforcement Learning approaches still appear to struggle when applied to real world robots in continuous control tasks and in particular do not appear as robust solutions that can handle uncertainties well. Therefore, there is a new interest in incorporating biological principles into such learning architectures. While inducing a hierarchical organization as found in motor control has shown already some success, we here propose a decentralized organization as found in insect motor control for coordination of different legs. A decentralized and distributed architecture is introduced on a simulated hexapod robot and the details of the controller are learned through Deep Reinforcement Learning. We first show that such a concurrent local structure is able to learn better walking behavior. Secondly, that the simpler organization is learned faster compared to holistic approaches.

arXiv:2005.09814공식 코드 · Papers with Code

Mirror Descent Policy Optimization

Mirror descent (MD), a well-known first-order method in constrained convex optimization, has recently been shown as an important tool to analyze trust-region algorithms in reinforcement learning (RL). However, there remains a considerable gap between such theoretically analyzed algorithms and the ones used in practice. Inspired by this, we propose an efficient RL algorithm, called {\em mirror descent policy optimization} (MDPO). MDPO iteratively updates the policy by {\em approximately} solving a trust-region problem, whose objective function consists of two terms: a linearization of the standard RL objective and a proximity term that restricts two consecutive policies to be close to each other. Each update performs this approximation by taking multiple gradient steps on this objective function. We derive {\em on-policy} and {\em off-policy} variants of MDPO, while emphasizing important design choices motivated by the existing theory of MD in RL. We highlight the connections between on-policy MDPO and two popular trust-region RL algorithms: TRPO and PPO, and show that explicitly enforcing the trust-region constraint is in fact {\em not} a necessity for high performance gains in TRPO. We then show how the popular soft actor-critic (SAC) algorithm can be derived by slight modifications of off-policy MDPO. Overall, MDPO is derived from the MD principles, offers a unified approach to viewing a number of popular RL algorithms, and performs better than or on-par with TRPO, PPO, and SAC in a number of continuous control tasks. Code is available at \url{https://github.com/manantomar/Mirror-Descent-Policy-Optimization}.

arXiv:2005.05440공식 코드 · Papers with Code

Delay-Aware Model-Based Reinforcement Learning for Continuous Control

Action delays degrade the performance of reinforcement learning in many real-world systems. This paper proposes a formal definition of delay-aware Markov Decision Process and proves it can be transformed into standard MDP with augmented states using the Markov reward process. We develop a delay-aware model-based reinforcement learning framework that can incorporate the multi-step delay into the learned system models without learning effort. Experiments with the Gym and MuJoCo platforms show that the proposed delay-aware model-based algorithm is more efficient in training and transferable between systems with various durations of delay compared with off-policy model-free reinforcement learning methods. Codes available at: https://github.com/baimingc/dambrl.