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arXiv:2207.07560

Skill-based Model-based Reinforcement Learning

Model-based reinforcement learning (RL) is a sample-efficient way of learning complex behaviors by leveraging a learned single-step dynamics model to plan actions in imagination. However, planning every action for long-horizon tasks is not practical, akin to a human planning out every muscle movement. Instead, humans efficiently plan with high-level skills to solve complex tasks. From this intuition, we propose a Skill-based Model-based RL framework (SkiMo) that enables planning in the skill space using a skill dynamics model, which directly predicts the skill outcomes, rather than predicting all small details in the intermediate states, step by step. For accurate and efficient long-term planning, we jointly learn the skill dynamics model and a skill repertoire from prior experience. We then harness the learned skill dynamics model to accurately simulate and plan over long horizons in the skill space, which enables efficient downstream learning of long-horizon, sparse reward tasks. Experimental results in navigation and manipulation domains show that SkiMo extends the temporal horizon of model-based approaches and improves the sample efficiency for both model-based RL and skill-based RL. Code and videos are available at https://clvrai.com/skimo

arXiv:2206.14846

Provably Efficient Reinforcement Learning for Online Adaptive Influence Maximization

Online influence maximization aims to maximize the influence spread of a content in a social network with unknown network model by selecting a few seed nodes. Recent studies followed a non-adaptive setting, where the seed nodes are selected before the start of the diffusion process and network parameters are updated when the diffusion stops. We consider an adaptive version of content-dependent online influence maximization problem where the seed nodes are sequentially activated based on real-time feedback. In this paper, we formulate the problem as an infinite-horizon discounted MDP under a linear diffusion process and present a model-based reinforcement learning solution. Our algorithm maintains a network model estimate and selects seed users adaptively, exploring the social network while improving the optimal policy optimistically. We establish $\widetilde O(\sqrt{T})$ regret bound for our algorithm. Empirical evaluations on synthetic network demonstrate the efficiency of our algorithm.

arXiv:2206.14576

Using cognitive psychology to understand GPT-3

We study GPT-3, a recent large language model, using tools from cognitive psychology. More specifically, we assess GPT-3's decision-making, information search, deliberation, and causal reasoning abilities on a battery of canonical experiments from the literature. We find that much of GPT-3's behavior is impressive: it solves vignette-based tasks similarly or better than human subjects, is able to make decent decisions from descriptions, outperforms humans in a multi-armed bandit task, and shows signatures of model-based reinforcement learning. Yet we also find that small perturbations to vignette-based tasks can lead GPT-3 vastly astray, that it shows no signatures of directed exploration, and that it fails miserably in a causal reasoning task. These results enrich our understanding of current large language models and pave the way for future investigations using tools from cognitive psychology to study increasingly capable and opaque artificial agents.

arXiv:2206.14244

Masked World Models for Visual Control

Visual model-based reinforcement learning (RL) has the potential to enable sample-efficient robot learning from visual observations. Yet the current approaches typically train a single model end-to-end for learning both visual representations and dynamics, making it difficult to accurately model the interaction between robots and small objects. In this work, we introduce a visual model-based RL framework that decouples visual representation learning and dynamics learning. Specifically, we train an autoencoder with convolutional layers and vision transformers (ViT) to reconstruct pixels given masked convolutional features, and learn a latent dynamics model that operates on the representations from the autoencoder. Moreover, to encode task-relevant information, we introduce an auxiliary reward prediction objective for the autoencoder. We continually update both autoencoder and dynamics model using online samples collected from environment interaction. We demonstrate that our decoupling approach achieves state-of-the-art performance on a variety of visual robotic tasks from Meta-world and RLBench, e.g., we achieve 81.7% success rate on 50 visual robotic manipulation tasks from Meta-world, while the baseline achieves 67.9%. Code is available on the project website: https://sites.google.com/view/mwm-rl.

arXiv:2206.13452공식 코드 · Papers with Code

Causal Dynamics Learning for Task-Independent State Abstraction

Learning dynamics models accurately is an important goal for Model-Based Reinforcement Learning (MBRL), but most MBRL methods learn a dense dynamics model which is vulnerable to spurious correlations and therefore generalizes poorly to unseen states. In this paper, we introduce Causal Dynamics Learning for Task-Independent State Abstraction (CDL), which first learns a theoretically proved causal dynamics model that removes unnecessary dependencies between state variables and the action, thus generalizing well to unseen states. A state abstraction can then be derived from the learned dynamics, which not only improves sample efficiency but also applies to a wider range of tasks than existing state abstraction methods. Evaluated on two simulated environments and downstream tasks, both the dynamics model and policies learned by the proposed method generalize well to unseen states and the derived state abstraction improves sample efficiency compared to learning without it.

arXiv:2206.09328

A Survey on Model-based Reinforcement Learning

Reinforcement learning (RL) solves sequential decision-making problems via a trial-and-error process interacting with the environment. While RL achieves outstanding success in playing complex video games that allow huge trial-and-error, making errors is always undesired in the real world. To improve the sample efficiency and thus reduce the errors, model-based reinforcement learning (MBRL) is believed to be a promising direction, which builds environment models in which the trial-and-errors can take place without real costs. In this survey, we take a review of MBRL with a focus on the recent progress in deep RL. For non-tabular environments, there is always a generalization error between the learned environment model and the real environment. As such, it is of great importance to analyze the discrepancy between policy training in the environment model and that in the real environment, which in turn guides the algorithm design for better model learning, model usage, and policy training. Besides, we also discuss the recent advances of model-based techniques in other forms of RL, including offline RL, goal-conditioned RL, multi-agent RL, and meta-RL. Moreover, we discuss the applicability and advantages of MBRL in real-world tasks. Finally, we end this survey by discussing the promising prospects for the future development of MBRL. We think that MBRL has great potential and advantages in real-world applications that were overlooked, and we hope this survey could attract more research on MBRL.

arXiv:2206.10249

Incorporating Voice Instructions in Model-Based Reinforcement Learning for Self-Driving Cars

This paper presents a novel approach that supports natural language voice instructions to guide deep reinforcement learning (DRL) algorithms when training self-driving cars. DRL methods are popular approaches for autonomous vehicle (AV) agents. However, most existing methods are sample- and time-inefficient and lack a natural communication channel with the human expert. In this paper, how new human drivers learn from human coaches motivates us to study new ways of human-in-the-loop learning and a more natural and approachable training interface for the agents. We propose incorporating natural language voice instructions (NLI) in model-based deep reinforcement learning to train self-driving cars. We evaluate the proposed method together with a few state-of-the-art DRL methods in the CARLA simulator. The results show that NLI can help ease the training process and significantly boost the agents' learning speed.

arXiv:2206.10101

Model-Based Imitation Learning Using Entropy Regularization of Model and Policy

Approaches based on generative adversarial networks for imitation learning are promising because they are sample efficient in terms of expert demonstrations. However, training a generator requires many interactions with the actual environment because model-free reinforcement learning is adopted to update a policy. To improve the sample efficiency using model-based reinforcement learning, we propose model-based Entropy-Regularized Imitation Learning (MB-ERIL) under the entropy-regularized Markov decision process to reduce the number of interactions with the actual environment. MB-ERIL uses two discriminators. A policy discriminator distinguishes the actions generated by a robot from expert ones, and a model discriminator distinguishes the counterfactual state transitions generated by the model from the actual ones. We derive structured discriminators so that the learning of the policy and the model is efficient. Computer simulations and real robot experiments show that MB-ERIL achieves a competitive performance and significantly improves the sample efficiency compared to baseline methods.

arXiv:2206.09743

Guided Safe Shooting: model based reinforcement learning with safety constraints

In the last decade, reinforcement learning successfully solved complex control tasks and decision-making problems, like the Go board game. Yet, there are few success stories when it comes to deploying those algorithms to real-world scenarios. One of the reasons is the lack of guarantees when dealing with and avoiding unsafe states, a fundamental requirement in critical control engineering systems. In this paper, we introduce Guided Safe Shooting (GuSS), a model-based RL approach that can learn to control systems with minimal violations of the safety constraints. The model is learned on the data collected during the operation of the system in an iterated batch fashion, and is then used to plan for the best action to perform at each time step. We propose three different safe planners, one based on a simple random shooting strategy and two based on MAP-Elites, a more advanced divergent-search algorithm. Experiments show that these planners help the learning agent avoid unsafe situations while maximally exploring the state space, a necessary aspect when learning an accurate model of the system. Furthermore, compared to model-free approaches, learning a model allows GuSS reducing the number of interactions with the real-system while still reaching high rewards, a fundamental requirement when handling engineering systems.

arXiv:2206.08442

A Look at Value-Based Decision-Time vs. Background Planning Methods Across Different Settings

In model-based reinforcement learning (RL), an agent can leverage a learned model to improve its way of behaving in different ways. Two of the prevalent ways to do this are through decision-time and background planning methods. In this study, we are interested in understanding how the value-based versions of these two planning methods will compare against each other across different settings. Towards this goal, we first consider the simplest instantiations of value-based decision-time and background planning methods and provide theoretical results on which one will perform better in the regular RL and transfer learning settings. Then, we consider the modern instantiations of them and provide hypotheses on which one will perform better in the same settings. Finally, we perform illustrative experiments to validate these theoretical results and hypotheses. Overall, our findings suggest that even though value-based versions of the two planning methods perform on par in their simplest instantiations, the modern instantiations of value-based decision-time planning methods can perform on par or better than the modern instantiations of value-based background planning methods in both the regular RL and transfer learning settings.

arXiv:2206.04551공식 코드 · Papers with Code

A Relational Intervention Approach for Unsupervised Dynamics Generalization in Model-Based Reinforcement Learning

The generalization of model-based reinforcement learning (MBRL) methods to environments with unseen transition dynamics is an important yet challenging problem. Existing methods try to extract environment-specified information $Z$ from past transition segments to make the dynamics prediction model generalizable to different dynamics. However, because environments are not labelled, the extracted information inevitably contains redundant information unrelated to the dynamics in transition segments and thus fails to maintain a crucial property of $Z$: $Z$ should be similar in the same environment and dissimilar in different ones. As a result, the learned dynamics prediction function will deviate from the true one, which undermines the generalization ability. To tackle this problem, we introduce an interventional prediction module to estimate the probability of two estimated $\hat{z}_i, \hat{z}_j$ belonging to the same environment. Furthermore, by utilizing the $Z$'s invariance within a single environment, a relational head is proposed to enforce the similarity between $\hat{{Z}}$ from the same environment. As a result, the redundant information will be reduced in $\hat{Z}$. We empirically show that $\hat{{Z}}$ estimated by our method enjoy less redundant information than previous methods, and such $\hat{{Z}}$ can significantly reduce dynamics prediction errors and improve the performance of model-based RL methods on zero-shot new environments with unseen dynamics. The codes of this method are available at \url{https://github.com/CR-Gjx/RIA}.

arXiv:2206.04384공식 코드 · Papers with Code

Value Memory Graph: A Graph-Structured World Model for Offline Reinforcement Learning

Reinforcement Learning (RL) methods are typically applied directly in environments to learn policies. In some complex environments with continuous state-action spaces, sparse rewards, and/or long temporal horizons, learning a good policy in the original environments can be difficult. Focusing on the offline RL setting, we aim to build a simple and discrete world model that abstracts the original environment. RL methods are applied to our world model instead of the environment data for simplified policy learning. Our world model, dubbed Value Memory Graph (VMG), is designed as a directed-graph-based Markov decision process (MDP) of which vertices and directed edges represent graph states and graph actions, separately. As state-action spaces of VMG are finite and relatively small compared to the original environment, we can directly apply the value iteration algorithm on VMG to estimate graph state values and figure out the best graph actions. VMG is trained from and built on the offline RL dataset. Together with an action translator that converts the abstract graph actions in VMG to real actions in the original environment, VMG controls agents to maximize episode returns. Our experiments on the D4RL benchmark show that VMG can outperform state-of-the-art offline RL methods in several goal-oriented tasks, especially when environments have sparse rewards and long temporal horizons. Code is available at https://github.com/TsuTikgiau/ValueMemoryGraph

arXiv:2206.03567

A Model-Based Reinforcement Learning Approach for PID Design

Proportional-integral-derivative (PID) controller is widely used across various industrial process control applications because of its straightforward implementation. However, it can be challenging to fine-tune the PID parameters in practice to achieve robust performance. The paper proposes a model-based reinforcement learning (RL) framework to design PID controllers leveraging the probabilistic inference for learning control (PILCO) method and Kullback-Leibler divergence (KLD). Since PID controllers have a much more interpretable control structure than a network basis function, an optimal policy given by PILCO is transformed into a set of robust PID tuning parameters for underactuated mechanical systems. The presented method is general and can blend with several model-based and model-free algorithms. The performance of the devised PID controllers is demonstrated with simulation studies for a benchmark cart-pole system under disturbances and system parameter uncertainties.

arXiv:2206.04044

Model-Based Reinforcement Learning for Offline Zero-Sum Markov Games

This paper makes progress towards learning Nash equilibria in two-player zero-sum Markov games from offline data. Specifically, consider a $\gamma$-discounted infinite-horizon Markov game with $S$ states, where the max-player has $A$ actions and the min-player has $B$ actions. We propose a pessimistic model-based algorithm with Bernstein-style lower confidence bounds -- called VI-LCB-Game -- that provably finds an $\varepsilon$-approximate Nash equilibrium with a sample complexity no larger than $\frac{C_{\mathsf{clipped}}^{\star}S(A+B)}{(1-\gamma)^{3}\varepsilon^{2}}$ (up to some log factor). Here, $C_{\mathsf{clipped}}^{\star}$ is some unilateral clipped concentrability coefficient that reflects the coverage and distribution shift of the available data (vis-\`a-vis the target data), and the target accuracy $\varepsilon$ can be any value within $\big(0,\frac{1}{1-\gamma}\big]$. Our sample complexity bound strengthens prior art by a factor of $\min\{A,B\}$, achieving minimax optimality for the entire $\varepsilon$-range. An appealing feature of our result lies in algorithmic simplicity, which reveals the unnecessity of variance reduction and sample splitting in achieving sample optimality.

arXiv:2206.02902

Goal-Space Planning with Subgoal Models

This paper investigates a new approach to model-based reinforcement learning using background planning: mixing (approximate) dynamic programming updates and model-free updates, similar to the Dyna architecture. Background planning with learned models is often worse than model-free alternatives, such as Double DQN, even though the former uses significantly more memory and computation. The fundamental problem is that learned models can be inaccurate and often generate invalid states, especially when iterated many steps. In this paper, we avoid this limitation by constraining background planning to a set of (abstract) subgoals and learning only local, subgoal-conditioned models. This goal-space planning (GSP) approach is more computationally efficient, naturally incorporates temporal abstraction for faster long-horizon planning and avoids learning the transition dynamics entirely. We show that our GSP algorithm can propagate value from an abstract space in a manner that helps a variety of base learners learn significantly faster in different domains.

arXiv:2206.02072

Deciding What to Model: Value-Equivalent Sampling for Reinforcement Learning

The quintessential model-based reinforcement-learning agent iteratively refines its estimates or prior beliefs about the true underlying model of the environment. Recent empirical successes in model-based reinforcement learning with function approximation, however, eschew the true model in favor of a surrogate that, while ignoring various facets of the environment, still facilitates effective planning over behaviors. Recently formalized as the value equivalence principle, this algorithmic technique is perhaps unavoidable as real-world reinforcement learning demands consideration of a simple, computationally-bounded agent interacting with an overwhelmingly complex environment, whose underlying dynamics likely exceed the agent's capacity for representation. In this work, we consider the scenario where agent limitations may entirely preclude identifying an exactly value-equivalent model, immediately giving rise to a trade-off between identifying a model that is simple enough to learn while only incurring bounded sub-optimality. To address this problem, we introduce an algorithm that, using rate-distortion theory, iteratively computes an approximately-value-equivalent, lossy compression of the environment which an agent may feasibly target in lieu of the true model. We prove an information-theoretic, Bayesian regret bound for our algorithm that holds for any finite-horizon, episodic sequential decision-making problem. Crucially, our regret bound can be expressed in one of two possible forms, providing a performance guarantee for finding either the simplest model that achieves a desired sub-optimality gap or, alternatively, the best model given a limit on agent capacity.

arXiv:2206.02025

Between Rate-Distortion Theory & Value Equivalence in Model-Based Reinforcement Learning

The quintessential model-based reinforcement-learning agent iteratively refines its estimates or prior beliefs about the true underlying model of the environment. Recent empirical successes in model-based reinforcement learning with function approximation, however, eschew the true model in favor of a surrogate that, while ignoring various facets of the environment, still facilitates effective planning over behaviors. Recently formalized as the value equivalence principle, this algorithmic technique is perhaps unavoidable as real-world reinforcement learning demands consideration of a simple, computationally-bounded agent interacting with an overwhelmingly complex environment. In this work, we entertain an extreme scenario wherein some combination of immense environment complexity and limited agent capacity entirely precludes identifying an exactly value-equivalent model. In light of this, we embrace a notion of approximate value equivalence and introduce an algorithm for incrementally synthesizing simple and useful approximations of the environment from which an agent might still recover near-optimal behavior. Crucially, we recognize the information-theoretic nature of this lossy environment compression problem and use the appropriate tools of rate-distortion theory to make mathematically precise how value equivalence can lend tractability to otherwise intractable sequential decision-making problems.

arXiv:2206.02380

Adaptive Rollout Length for Model-Based RL Using Model-Free Deep RL

Model-based reinforcement learning promises to learn an optimal policy from fewer interactions with the environment compared to model-free reinforcement learning by learning an intermediate model of the environment in order to predict future interactions. When predicting a sequence of interactions, the rollout length, which limits the prediction horizon, is a critical hyperparameter as accuracy of the predictions diminishes in the regions that are further away from real experience. As a result, with a longer rollout length, an overall worse policy is learned in the long run. Thus, the hyperparameter provides a trade-off between quality and efficiency. In this work, we frame the problem of tuning the rollout length as a meta-level sequential decision-making problem that optimizes the final policy learned by model-based reinforcement learning given a fixed budget of environment interactions by adapting the hyperparameter dynamically based on feedback from the learning process, such as accuracy of the model and the remaining budget of interactions. We use model-free deep reinforcement learning to solve the meta-level decision problem and demonstrate that our approach outperforms common heuristic baselines on two well-known reinforcement learning environments.

arXiv:2206.01474

Offline Reinforcement Learning with Causal Structured World Models

Model-based methods have recently shown promising for offline reinforcement learning (RL), aiming to learn good policies from historical data without interacting with the environment. Previous model-based offline RL methods learn fully connected nets as world-models that map the states and actions to the next-step states. However, it is sensible that a world-model should adhere to the underlying causal effect such that it will support learning an effective policy generalizing well in unseen states. In this paper, We first provide theoretical results that causal world-models can outperform plain world-models for offline RL by incorporating the causal structure into the generalization error bound. We then propose a practical algorithm, oFfline mOdel-based reinforcement learning with CaUsal Structure (FOCUS), to illustrate the feasibility of learning and leveraging causal structure in offline RL. Experimental results on two benchmarks show that FOCUS reconstructs the underlying causal structure accurately and robustly. Consequently, it performs better than the plain model-based offline RL algorithms and other causal model-based RL algorithms.

arXiv:2206.01162

Posterior Coreset Construction with Kernelized Stein Discrepancy for Model-Based Reinforcement Learning

Model-based approaches to reinforcement learning (MBRL) exhibit favorable performance in practice, but their theoretical guarantees in large spaces are mostly restricted to the setting when transition model is Gaussian or Lipschitz, and demands a posterior estimate whose representational complexity grows unbounded with time. In this work, we develop a novel MBRL method (i) which relaxes the assumptions on the target transition model to belong to a generic family of mixture models; (ii) is applicable to large-scale training by incorporating a compression step such that the posterior estimate consists of a Bayesian coreset of only statistically significant past state-action pairs; and (iii) exhibits a sublinear Bayesian regret. To achieve these results, we adopt an approach based upon Stein's method, which, under a smoothness condition on the constructed posterior and target, allows distributional distance to be evaluated in closed form as the kernelized Stein discrepancy (KSD). The aforementioned compression step is then computed in terms of greedily retaining only those samples which are more than a certain KSD away from the previous model estimate. Experimentally, we observe that this approach is competitive with several state-of-the-art RL methodologies, and can achieve up-to 50 percent reduction in wall clock time in some continuous control environments.