Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to design a reward function describing that behavior. Inverse reinforcement learning (IRL) algorithms can infer a reward from demonstrations in low-dimensional continuous control environments, but there has been little work on applying IRL to high-dimensional video games. In our CNN-AIRL baseline, we modify the state-of-the-art adversarial IRL (AIRL) algorithm to use CNNs for the generator and discriminator. To stabilize training, we normalize the reward and increase the size of the discriminator training dataset. We additionally learn a low-dimensional state representation using a novel autoencoder architecture tuned for video game environments. This embedding is used as input to the reward network, improving the sample efficiency of expert demonstrations. Our method achieves high-level performance on the simple Catcher video game, substantially outperforming the CNN-AIRL baseline. We also score points on the Enduro Atari racing game, but do not match expert performance, highlighting the need for further work.
Proximal Policy Optimization (PPO) is a highly popular model-free reinforcement learning (RL) approach. However, we observe that in a continuous action space, PPO can prematurely shrink the exploration variance, which leads to slow progress and may make the algorithm prone to getting stuck in local optima. Drawing inspiration from CMA-ES, a black-box evolutionary optimization method designed for robustness in similar situations, we propose PPO-CMA, a proximal policy optimization approach that adaptively expands the exploration variance to speed up progress. With only minor changes to PPO, our algorithm considerably improves performance in Roboschool continuous control benchmarks. Our results also show that PPO-CMA, as opposed to PPO, is significantly less sensitive to the choice of hyperparameters, allowing one to use it in complex movement optimization tasks without requiring tedious tuning.
Recent analyses of certain gradient descent optimization methods have shown that performance can degrade in some settings - such as with stochasticity or implicit momentum. In deep reinforcement learning (Deep RL), such optimization methods are often used for training neural networks via the temporal difference error or policy gradient. As an agent improves over time, the optimization target changes and thus the loss landscape (and local optima) change. Due to the failure modes of those methods, the ideal choice of optimizer for Deep RL remains unclear. As such, we provide an empirical analysis of the effects that a wide range of gradient descent optimizers and their hyperparameters have on policy gradient methods, a subset of Deep RL algorithms, for benchmark continuous control tasks. We find that adaptive optimizers have a narrow window of effective learning rates, diverging in other cases, and that the effectiveness of momentum varies depending on the properties of the environment. Our analysis suggests that there is significant interplay between the dynamics of the environment and Deep RL algorithm properties which aren't necessarily accounted for by traditional adaptive gradient methods. We provide suggestions for optimal settings of current methods and further lines of research based on our findings.
We study the problem of representation learning in goal-conditioned hierarchical reinforcement learning. In such hierarchical structures, a higher-level controller solves tasks by iteratively communicating goals which a lower-level policy is trained to reach. Accordingly, the choice of representation -- the mapping of observation space to goal space -- is crucial. To study this problem, we develop a notion of sub-optimality of a representation, defined in terms of expected reward of the optimal hierarchical policy using this representation. We derive expressions which bound the sub-optimality and show how these expressions can be translated to representation learning objectives which may be optimized in practice. Results on a number of difficult continuous-control tasks show that our approach to representation learning yields qualitatively better representations as well as quantitatively better hierarchical policies, compared to existing methods (see videos at https://sites.google.com/view/representation-hrl).
Reinforcement learning algorithms struggle when the reward signal is very sparse. In these cases, naive random exploration methods essentially rely on a random walk to stumble onto a rewarding state. Recent works utilize intrinsic motivation to guide the exploration via generative models, predictive forward models, or discriminative modeling of novelty. We propose EMI, which is an exploration method that constructs embedding representation of states and actions that does not rely on generative decoding of the full observation but extracts predictive signals that can be used to guide exploration based on forward prediction in the representation space. Our experiments show competitive results on challenging locomotion tasks with continuous control and on image-based exploration tasks with discrete actions on Atari. The source code is available at https://github.com/snu-mllab/EMI .
Through many recent successes in simulation, model-free reinforcement learning has emerged as a promising approach to solving continuous control robotic tasks. The research community is now able to reproduce, analyze and build quickly on these results due to open source implementations of learning algorithms and simulated benchmark tasks. To carry forward these successes to real-world applications, it is crucial to withhold utilizing the unique advantages of simulations that do not transfer to the real world and experiment directly with physical robots. However, reinforcement learning research with physical robots faces substantial resistance due to the lack of benchmark tasks and supporting source code. In this work, we introduce several reinforcement learning tasks with multiple commercially available robots that present varying levels of learning difficulty, setup, and repeatability. On these tasks, we test the learning performance of off-the-shelf implementations of four reinforcement learning algorithms and analyze sensitivity to their hyper-parameters to determine their readiness for applications in various real-world tasks. Our results show that with a careful setup of the task interface and computations, some of these implementations can be readily applicable to physical robots. We find that state-of-the-art learning algorithms are highly sensitive to their hyper-parameters and their relative ordering does not transfer across tasks, indicating the necessity of re-tuning them for each task for best performance. On the other hand, the best hyper-parameter configuration from one task may often result in effective learning on held-out tasks even with different robots, providing a reasonable default. We make the benchmark tasks publicly available to enhance reproducibility in real-world reinforcement learning.
Policy optimization is an effective reinforcement learning approach to solve continuous control tasks. Recent achievements have shown that alternating online and offline optimization is a successful choice for efficient trajectory reuse. However, deciding when to stop optimizing and collect new trajectories is non-trivial, as it requires to account for the variance of the objective function estimate. In this paper, we propose a novel, model-free, policy search algorithm, POIS, applicable in both action-based and parameter-based settings. We first derive a high-confidence bound for importance sampling estimation; then we define a surrogate objective function, which is optimized offline whenever a new batch of trajectories is collected. Finally, the algorithm is tested on a selection of continuous control tasks, with both linear and deep policies, and compared with state-of-the-art policy optimization methods.
GAIL is a recent successful imitation learning architecture that exploits the adversarial training procedure introduced in GANs. Albeit successful at generating behaviours similar to those demonstrated to the agent, GAIL suffers from a high sample complexity in the number of interactions it has to carry out in the environment in order to achieve satisfactory performance. We dramatically shrink the amount of interactions with the environment necessary to learn well-behaved imitation policies, by up to several orders of magnitude. Our framework, operating in the model-free regime, exhibits a significant increase in sample-efficiency over previous methods by simultaneously a) learning a self-tuned adversarially-trained surrogate reward and b) leveraging an off-policy actor-critic architecture. We show that our approach is simple to implement and that the learned agents remain remarkably stable, as shown in our experiments that span a variety of continuous control tasks. Video visualisations available at: \url{https://youtu.be/-nCsqUJnRKU}.
Model-based reinforcement learning (RL) is considered to be a promising approach to reduce the sample complexity that hinders model-free RL. However, the theoretical understanding of such methods has been rather limited. This paper introduces a novel algorithmic framework for designing and analyzing model-based RL algorithms with theoretical guarantees. We design a meta-algorithm with a theoretical guarantee of monotone improvement to a local maximum of the expected reward. The meta-algorithm iteratively builds a lower bound of the expected reward based on the estimated dynamical model and sample trajectories, and then maximizes the lower bound jointly over the policy and the model. The framework extends the optimism-in-face-of-uncertainty principle to non-linear dynamical models in a way that requires \textit{no explicit} uncertainty quantification. Instantiating our framework with simplification gives a variant of model-based RL algorithms Stochastic Lower Bounds Optimization (SLBO). Experiments demonstrate that SLBO achieves state-of-the-art performance when only one million or fewer samples are permitted on a range of continuous control benchmark tasks.
Integrating model-free and model-based approaches in reinforcement learning has the potential to achieve the high performance of model-free algorithms with low sample complexity. However, this is difficult because an imperfect dynamics model can degrade the performance of the learning algorithm, and in sufficiently complex environments, the dynamics model will almost always be imperfect. As a result, a key challenge is to combine model-based approaches with model-free learning in such a way that errors in the model do not degrade performance. We propose stochastic ensemble value expansion (STEVE), a novel model-based technique that addresses this issue. By dynamically interpolating between model rollouts of various horizon lengths for each individual example, STEVE ensures that the model is only utilized when doing so does not introduce significant errors. Our approach outperforms model-free baselines on challenging continuous control benchmarks with an order-of-magnitude increase in sample efficiency, and in contrast to previous model-based approaches, performance does not degrade in complex environments.
The most data-efficient algorithms for reinforcement learning in robotics are model-based policy search algorithms, which alternate between learning a dynamical model of the robot and optimizing a policy to maximize the expected return given the model and its uncertainties. However, the current algorithms lack an effective exploration strategy to deal with sparse or misleading reward scenarios: if they do not experience any state with a positive reward during the initial random exploration, it is very unlikely to solve the problem. Here, we propose a novel model-based policy search algorithm, Multi-DEX, that leverages a learned dynamical model to efficiently explore the task space and solve tasks with sparse rewards in a few episodes. To achieve this, we frame the policy search problem as a multi-objective, model-based policy optimization problem with three objectives: (1) generate maximally novel state trajectories, (2) maximize the expected return and (3) keep the system in state-space regions for which the model is as accurate as possible. We then optimize these objectives using a Pareto-based multi-objective optimization algorithm. The experiments show that Multi-DEX is able to solve sparse reward scenarios (with a simulated robotic arm) in much lower interaction time than VIME, TRPO, GEP-PG, CMA-ES and Black-DROPS.
Recently, researchers have made significant progress combining the advances in deep learning for learning feature representations with reinforcement learning. Some notable examples include training agents to play Atari games based on raw pixel data and to acquire advanced manipulation skills using raw sensory inputs. However, it has been difficult to quantify progress in the domain of continuous control due to the lack of a commonly adopted benchmark. In this work, we present a benchmark suite of continuous control tasks, including classic tasks like cart-pole swing-up, tasks with very high state and action dimensionality such as 3D humanoid locomotion, tasks with partial observations, and tasks with hierarchical structure. We report novel findings based on the systematic evaluation of a range of implemented reinforcement learning algorithms. Both the benchmark and reference implementations are released at https://github.com/rllab/rllab in order to facilitate experimental reproducibility and to encourage adoption by other researchers.
Model-free deep reinforcement learning (RL) methods have been successful in a wide variety of simulated domains. However, a major obstacle facing deep RL in the real world is their high sample complexity. Batch policy gradient methods offer stable learning, but at the cost of high variance, which often requires large batches. TD-style methods, such as off-policy actor-critic and Q-learning, are more sample-efficient but biased, and often require costly hyperparameter sweeps to stabilize. In this work, we aim to develop methods that combine the stability of policy gradients with the efficiency of off-policy RL. We present Q-Prop, a policy gradient method that uses a Taylor expansion of the off-policy critic as a control variate. Q-Prop is both sample efficient and stable, and effectively combines the benefits of on-policy and off-policy methods. We analyze the connection between Q-Prop and existing model-free algorithms, and use control variate theory to derive two variants of Q-Prop with conservative and aggressive adaptation. We show that conservative Q-Prop provides substantial gains in sample efficiency over trust region policy optimization (TRPO) with generalized advantage estimation (GAE), and improves stability over deep deterministic policy gradient (DDPG), the state-of-the-art on-policy and off-policy methods, on OpenAI Gym's MuJoCo continuous control environments.
We describe a framework for multitask deep reinforcement learning guided by policy sketches. Sketches annotate tasks with sequences of named subtasks, providing information about high-level structural relationships among tasks but not how to implement them---specifically not providing the detailed guidance used by much previous work on learning policy abstractions for RL (e.g. intermediate rewards, subtask completion signals, or intrinsic motivations). To learn from sketches, we present a model that associates every subtask with a modular subpolicy, and jointly maximizes reward over full task-specific policies by tying parameters across shared subpolicies. Optimization is accomplished via a decoupled actor--critic training objective that facilitates learning common behaviors from multiple dissimilar reward functions. We evaluate the effectiveness of our approach in three environments featuring both discrete and continuous control, and with sparse rewards that can be obtained only after completing a number of high-level subgoals. Experiments show that using our approach to learn policies guided by sketches gives better performance than existing techniques for learning task-specific or shared policies, while naturally inducing a library of interpretable primitive behaviors that can be recombined to rapidly adapt to new tasks.
The most data-efficient algorithms for reinforcement learning (RL) in robotics are based on uncertain dynamical models: after each episode, they first learn a dynamical model of the robot, then they use an optimization algorithm to find a policy that maximizes the expected return given the model and its uncertainties. It is often believed that this optimization can be tractable only if analytical, gradient-based algorithms are used; however, these algorithms require using specific families of reward functions and policies, which greatly limits the flexibility of the overall approach. In this paper, we introduce a novel model-based RL algorithm, called Black-DROPS (Black-box Data-efficient RObot Policy Search) that: (1) does not impose any constraint on the reward function or the policy (they are treated as black-boxes), (2) is as data-efficient as the state-of-the-art algorithm for data-efficient RL in robotics, and (3) is as fast (or faster) than analytical approaches when several cores are available. The key idea is to replace the gradient-based optimization algorithm with a parallel, black-box algorithm that takes into account the model uncertainties. We demonstrate the performance of our new algorithm on two standard control benchmark problems (in simulation) and a low-cost robotic manipulator (with a real robot).
Policy gradient methods in reinforcement learning have become increasingly prevalent for state-of-the-art performance in continuous control tasks. Novel methods typically benchmark against a few key algorithms such as deep deterministic policy gradients and trust region policy optimization. As such, it is important to present and use consistent baselines experiments. However, this can be difficult due to general variance in the algorithms, hyper-parameter tuning, and environment stochasticity. We investigate and discuss: the significance of hyper-parameters in policy gradients for continuous control, general variance in the algorithms, and reproducibility of reported results. We provide guidelines on reporting novel results as comparisons against baseline methods such that future researchers can make informed decisions when investigating novel methods.
In this work, we propose to apply trust region optimization to deep reinforcement learning using a recently proposed Kronecker-factored approximation to the curvature. We extend the framework of natural policy gradient and propose to optimize both the actor and the critic using Kronecker-factored approximate curvature (K-FAC) with trust region; hence we call our method Actor Critic using Kronecker-Factored Trust Region (ACKTR). To the best of our knowledge, this is the first scalable trust region natural gradient method for actor-critic methods. It is also a method that learns non-trivial tasks in continuous control as well as discrete control policies directly from raw pixel inputs. We tested our approach across discrete domains in Atari games as well as continuous domains in the MuJoCo environment. With the proposed methods, we are able to achieve higher rewards and a 2- to 3-fold improvement in sample efficiency on average, compared to previous state-of-the-art on-policy actor-critic methods. Code is available at https://github.com/openai/baselines
Discrete-action algorithms have been central to numerous recent successes of deep reinforcement learning. However, applying these algorithms to high-dimensional action tasks requires tackling the combinatorial increase of the number of possible actions with the number of action dimensions. This problem is further exacerbated for continuous-action tasks that require fine control of actions via discretization. In this paper, we propose a novel neural architecture featuring a shared decision module followed by several network branches, one for each action dimension. This approach achieves a linear increase of the number of network outputs with the number of degrees of freedom by allowing a level of independence for each individual action dimension. To illustrate the approach, we present a novel agent, called Branching Dueling Q-Network (BDQ), as a branching variant of the Dueling Double Deep Q-Network (Dueling DDQN). We evaluate the performance of our agent on a set of challenging continuous control tasks. The empirical results show that the proposed agent scales gracefully to environments with increasing action dimensionality and indicate the significance of the shared decision module in coordination of the distributed action branches. Furthermore, we show that the proposed agent performs competitively against a state-of-the-art continuous control algorithm, Deep Deterministic Policy Gradient (DDPG).
Reinforcement learning has shown promise in learning policies that can solve complex problems. However, manually specifying a good reward function can be difficult, especially for intricate tasks. Inverse reinforcement learning offers a useful paradigm to learn the underlying reward function directly from expert demonstrations. Yet in reality, the corpus of demonstrations may contain trajectories arising from a diverse set of underlying reward functions rather than a single one. Thus, in inverse reinforcement learning, it is useful to consider such a decomposition. The options framework in reinforcement learning is specifically designed to decompose policies in a similar light. We therefore extend the options framework and propose a method to simultaneously recover reward options in addition to policy options. We leverage adversarial methods to learn joint reward-policy options using only observed expert states. We show that this approach works well in both simple and complex continuous control tasks and shows significant performance increases in one-shot transfer learning.
Policy gradient methods have had great success in solving continuous control tasks, yet the stochastic nature of such problems makes deterministic value estimation difficult. We propose an approach which instead estimates a distribution by fitting the value function with a Bayesian Neural Network. We optimize an $\alpha$-divergence objective with Bayesian dropout approximation to learn and estimate this distribution. We show that using the Monte Carlo posterior mean of the Bayesian value function distribution, rather than a deterministic network, improves stability and performance of policy gradient methods in continuous control MuJoCo simulations.