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arXiv:2110.13079공식 코드 · Papers with Code

Which Model to Trust: Assessing the Influence of Models on the Performance of Reinforcement Learning Algorithms for Continuous Control Tasks

The need for algorithms able to solve Reinforcement Learning (RL) problems with few trials has motivated the advent of model-based RL methods. The reported performance of model-based algorithms has dramatically increased within recent years. However, it is not clear how much of the recent progress is due to improved algorithms or due to improved models. While different modeling options are available to choose from when applying a model-based approach, the distinguishing traits and particular strengths of different models are not clear. The main contribution of this work lies precisely in assessing the model influence on the performance of RL algorithms. A set of commonly adopted models is established for the purpose of model comparison. These include Neural Networks (NNs), ensembles of NNs, two different approximations of Bayesian NNs (BNNs), that is, the Concrete Dropout NN and the Anchored Ensembling, and Gaussian Processes (GPs). The model comparison is evaluated on a suite of continuous control benchmarking tasks. Our results reveal that significant differences in model performance do exist. The Concrete Dropout NN reports persistently superior performance. We summarize these differences for the benefit of the modeler and suggest that the model choice is tailored to the standards required by each specific application.

arXiv:2110.11443

Off-Dynamics Inverse Reinforcement Learning from Hetero-Domain

We propose an approach for inverse reinforcement learning from hetero-domain which learns a reward function in the simulator, drawing on the demonstrations from the real world. The intuition behind the method is that the reward function should not only be oriented to imitate the experts, but should encourage actions adjusted for the dynamics difference between the simulator and the real world. To achieve this, the widely used GAN-inspired IRL method is adopted, and its discriminator, recognizing policy-generating trajectories, is modified with the quantification of dynamics difference. The training process of the discriminator can yield the transferable reward function suitable for simulator dynamics, which can be guaranteed by derivation. Effectively, our method assigns higher rewards for demonstration trajectories which do not exploit discrepancies between the two domains. With extensive experiments on continuous control tasks, our method shows its effectiveness and demonstrates its scalability to high-dimensional tasks.

arXiv:2110.11222

Is High Variance Unavoidable in RL? A Case Study in Continuous Control

Reinforcement learning (RL) experiments have notoriously high variance, and minor details can have disproportionately large effects on measured outcomes. This is problematic for creating reproducible research and also serves as an obstacle for real-world applications, where safety and predictability are paramount. In this paper, we investigate causes for this perceived instability. To allow for an in-depth analysis, we focus on a specifically popular setup with high variance -- continuous control from pixels with an actor-critic agent. In this setting, we demonstrate that variance mostly arises early in training as a result of poor "outlier" runs, but that weight initialization and initial exploration are not to blame. We show that one cause for early variance is numerical instability which leads to saturating nonlinearities. We investigate several fixes to this issue and find that one particular method is surprisingly effective and simple -- normalizing penultimate features. Addressing the learning instability allows for larger learning rates, and significantly decreases the variance of outcomes. This demonstrates that the perceived variance in RL is not necessarily inherent to the problem definition and may be addressed through simple architectural modifications.

arXiv:2110.10809공식 코드 · Papers with Code

Hierarchical Skills for Efficient Exploration

In reinforcement learning, pre-trained low-level skills have the potential to greatly facilitate exploration. However, prior knowledge of the downstream task is required to strike the right balance between generality (fine-grained control) and specificity (faster learning) in skill design. In previous work on continuous control, the sensitivity of methods to this trade-off has not been addressed explicitly, as locomotion provides a suitable prior for navigation tasks, which have been of foremost interest. In this work, we analyze this trade-off for low-level policy pre-training with a new benchmark suite of diverse, sparse-reward tasks for bipedal robots. We alleviate the need for prior knowledge by proposing a hierarchical skill learning framework that acquires skills of varying complexity in an unsupervised manner. For utilization on downstream tasks, we present a three-layered hierarchical learning algorithm to automatically trade off between general and specific skills as required by the respective task. In our experiments, we show that our approach performs this trade-off effectively and achieves better results than current state-of-the-art methods for end- to-end hierarchical reinforcement learning and unsupervised skill discovery. Code and videos are available at https://facebookresearch.github.io/hsd3 .

arXiv:2110.09712공식 코드 · Papers with Code

Balancing Value Underestimation and Overestimation with Realistic Actor-Critic

Model-free deep reinforcement learning (RL) has been successfully applied to challenging continuous control domains. However, poor sample efficiency prevents these methods from being widely used in real-world domains. This paper introduces a novel model-free algorithm, Realistic Actor-Critic(RAC), which can be incorporated with any off-policy RL algorithms to improve sample efficiency. RAC employs Universal Value Function Approximators (UVFA) to simultaneously learn a policy family with the same neural network, each with different trade-offs between underestimation and overestimation. To learn such policies, we introduce uncertainty punished Q-learning, which uses uncertainty from the ensembling of multiple critics to build various confidence-bounds of Q-function. We evaluate RAC on the MuJoCo benchmark, achieving 10x sample efficiency and 25\% performance improvement on the most challenging Humanoid environment compared to SAC.

arXiv:2110.10149공식 코드 · Papers with Code

Continuous Control with Action Quantization from Demonstrations

In this paper, we propose a novel Reinforcement Learning (RL) framework for problems with continuous action spaces: Action Quantization from Demonstrations (AQuaDem). The proposed approach consists in learning a discretization of continuous action spaces from human demonstrations. This discretization returns a set of plausible actions (in light of the demonstrations) for each input state, thus capturing the priors of the demonstrator and their multimodal behavior. By discretizing the action space, any discrete action deep RL technique can be readily applied to the continuous control problem. Experiments show that the proposed approach outperforms state-of-the-art methods such as SAC in the RL setup, and GAIL in the Imitation Learning setup. We provide a website with interactive videos: https://google-research.github.io/aquadem/ and make the code available: https://github.com/google-research/google-research/tree/master/aquadem.

arXiv:2110.07395

Offline Reinforcement Learning with Soft Behavior Regularization

Most prior approaches to offline reinforcement learning (RL) utilize \textit{behavior regularization}, typically augmenting existing off-policy actor critic algorithms with a penalty measuring divergence between the policy and the offline data. However, these approaches lack guaranteed performance improvement over the behavior policy. In this work, we start from the performance difference between the learned policy and the behavior policy, we derive a new policy learning objective that can be used in the offline setting, which corresponds to the advantage function value of the behavior policy, multiplying by a state-marginal density ratio. We propose a practical way to compute the density ratio and demonstrate its equivalence to a state-dependent behavior regularization. Unlike state-independent regularization used in prior approaches, this \textit{soft} regularization allows more freedom of policy deviation at high confidence states, leading to better performance and stability. We thus term our resulting algorithm Soft Behavior-regularized Actor Critic (SBAC). Our experimental results show that SBAC matches or outperforms the state-of-the-art on a set of continuous control locomotion and manipulation tasks.

arXiv:2110.06149공식 코드 · Papers with Code

Planning from Pixels in Environments with Combinatorially Hard Search Spaces

The ability to form complex plans based on raw visual input is a litmus test for current capabilities of artificial intelligence, as it requires a seamless combination of visual processing and abstract algorithmic execution, two traditionally separate areas of computer science. A recent surge of interest in this field brought advances that yield good performance in tasks ranging from arcade games to continuous control; these methods however do not come without significant issues, such as limited generalization capabilities and difficulties when dealing with combinatorially hard planning instances. Our contribution is two-fold: (i) we present a method that learns to represent its environment as a latent graph and leverages state reidentification to reduce the complexity of finding a good policy from exponential to linear (ii) we introduce a set of lightweight environments with an underlying discrete combinatorial structure in which planning is challenging even for humans. Moreover, we show that our methods achieves strong empirical generalization to variations in the environment, even across highly disadvantaged regimes, such as "one-shot" planning, or in an offline RL paradigm which only provides low-quality trajectories.

arXiv:2110.04686

Braxlines: Fast and Interactive Toolkit for RL-driven Behavior Engineering beyond Reward Maximization

The goal of continuous control is to synthesize desired behaviors. In reinforcement learning (RL)-driven approaches, this is often accomplished through careful task reward engineering for efficient exploration and running an off-the-shelf RL algorithm. While reward maximization is at the core of RL, reward engineering is not the only -- sometimes nor the easiest -- way for specifying complex behaviors. In this paper, we introduce \braxlines, a toolkit for fast and interactive RL-driven behavior generation beyond simple reward maximization that includes Composer, a programmatic API for generating continuous control environments, and set of stable and well-tested baselines for two families of algorithms -- mutual information maximization (MiMax) and divergence minimization (DMin) -- supporting unsupervised skill learning and distribution sketching as other modes of behavior specification. In addition, we discuss how to standardize metrics for evaluating these algorithms, which can no longer rely on simple reward maximization. Our implementations build on a hardware-accelerated Brax simulator in Jax with minimal modifications, enabling behavior synthesis within minutes of training. We hope Braxlines can serve as an interactive toolkit for rapid creation and testing of environments and behaviors, empowering explosions of future benchmark designs and new modes of RL-driven behavior generation and their algorithmic research.

arXiv:2110.03684

Cross-Domain Imitation Learning via Optimal Transport

Cross-domain imitation learning studies how to leverage expert demonstrations of one agent to train an imitation agent with a different embodiment or morphology. Comparing trajectories and stationary distributions between the expert and imitation agents is challenging because they live on different systems that may not even have the same dimensionality. We propose Gromov-Wasserstein Imitation Learning (GWIL), a method for cross-domain imitation that uses the Gromov-Wasserstein distance to align and compare states between the different spaces of the agents. Our theory formally characterizes the scenarios where GWIL preserves optimality, revealing its possibilities and limitations. We demonstrate the effectiveness of GWIL in non-trivial continuous control domains ranging from simple rigid transformation of the expert domain to arbitrary transformation of the state-action space.

arXiv:2110.03375

Learning Pessimism for Robust and Efficient Off-Policy Reinforcement Learning

Off-policy deep reinforcement learning algorithms commonly compensate for overestimation bias during temporal-difference learning by utilizing pessimistic estimates of the expected target returns. In this work, we propose Generalized Pessimism Learning (GPL), a strategy employing a novel learnable penalty to enact such pessimism. In particular, we propose to learn this penalty alongside the critic with dual TD-learning, a new procedure to estimate and minimize the magnitude of the target returns bias with trivial computational cost. GPL enables us to accurately counteract overestimation bias throughout training without incurring the downsides of overly pessimistic targets. By integrating GPL with popular off-policy algorithms, we achieve state-of-the-art results in both competitive proprioceptive and pixel-based benchmarks.

arXiv:2110.03363

Evaluating model-based planning and planner amortization for continuous control

There is a widespread intuition that model-based control methods should be able to surpass the data efficiency of model-free approaches. In this paper we attempt to evaluate this intuition on various challenging locomotion tasks. We take a hybrid approach, combining model predictive control (MPC) with a learned model and model-free policy learning; the learned policy serves as a proposal for MPC. We find that well-tuned model-free agents are strong baselines even for high DoF control problems but MPC with learned proposals and models (trained on the fly or transferred from related tasks) can significantly improve performance and data efficiency in hard multi-task/multi-goal settings. Finally, we show that it is possible to distil a model-based planner into a policy that amortizes the planning computation without any loss of performance. Videos of agents performing different tasks can be seen at https://sites.google.com/view/mbrl-amortization/home.

arXiv:2110.01954

Continuous-Time Fitted Value Iteration for Robust Policies

Solving the Hamilton-Jacobi-Bellman equation is important in many domains including control, robotics and economics. Especially for continuous control, solving this differential equation and its extension the Hamilton-Jacobi-Isaacs equation, is important as it yields the optimal policy that achieves the maximum reward on a give task. In the case of the Hamilton-Jacobi-Isaacs equation, which includes an adversary controlling the environment and minimizing the reward, the obtained policy is also robust to perturbations of the dynamics. In this paper we propose continuous fitted value iteration (cFVI) and robust fitted value iteration (rFVI). These algorithms leverage the non-linear control-affine dynamics and separable state and action reward of many continuous control problems to derive the optimal policy and optimal adversary in closed form. This analytic expression simplifies the differential equations and enables us to solve for the optimal value function using value iteration for continuous actions and states as well as the adversarial case. Notably, the resulting algorithms do not require discretization of states or actions. We apply the resulting algorithms to the Furuta pendulum and cartpole. We show that both algorithms obtain the optimal policy. The robustness Sim2Real experiments on the physical systems show that the policies successfully achieve the task in the real-world. When changing the masses of the pendulum, we observe that robust value iteration is more robust compared to deep reinforcement learning algorithm and the non-robust version of the algorithm. Videos of the experiments are shown at https://sites.google.com/view/rfvi

arXiv:2109.14325

Improving Safety in Deep Reinforcement Learning using Unsupervised Action Planning

One of the key challenges to deep reinforcement learning (deep RL) is to ensure safety at both training and testing phases. In this work, we propose a novel technique of unsupervised action planning to improve the safety of on-policy reinforcement learning algorithms, such as trust region policy optimization (TRPO) or proximal policy optimization (PPO). We design our safety-aware reinforcement learning by storing all the history of "recovery" actions that rescue the agent from dangerous situations into a separate "safety" buffer and finding the best recovery action when the agent encounters similar states. Because this functionality requires the algorithm to query similar states, we implement the proposed safety mechanism using an unsupervised learning algorithm, k-means clustering. We evaluate the proposed algorithm on six robotic control tasks that cover navigation and manipulation. Our results show that the proposed safety RL algorithm can achieve higher rewards compared with multiple baselines in both discrete and continuous control problems. The supplemental video can be found at: https://youtu.be/AFTeWSohILo.

arXiv:2109.13477

Exploring More When It Needs in Deep Reinforcement Learning

We propose a exploration mechanism of policy in Deep Reinforcement Learning, which is exploring more when agent needs, called Add Noise to Noise (AN2N). The core idea is: when the Deep Reinforcement Learning agent is in a state of poor performance in history, it needs to explore more. So we use cumulative rewards to evaluate which past states the agents have not performed well, and use cosine distance to measure whether the current state needs to be explored more. This method shows that the exploration mechanism of the agent's policy is conducive to efficient exploration. We combining the proposed exploration mechanism AN2N with Deep Deterministic Policy Gradient (DDPG), Soft Actor-Critic (SAC) algorithms, and apply it to the field of continuous control tasks, such as halfCheetah, Hopper, and Swimmer, achieving considerable improvement in performance and convergence speed.

arXiv:2109.11767

Improved Soft Actor-Critic: Mixing Prioritized Off-Policy Samples with On-Policy Experience

Soft Actor-Critic (SAC) is an off-policy actor-critic reinforcement learning algorithm, essentially based on entropy regularization. SAC trains a policy by maximizing the trade-off between expected return and entropy (randomness in the policy). It has achieved state-of-the-art performance on a range of continuous-control benchmark tasks, outperforming prior on-policy and off-policy methods. SAC works in an off-policy fashion where data are sampled uniformly from past experiences (stored in a buffer) using which parameters of the policy and value function networks are updated. We propose certain crucial modifications for boosting the performance of SAC and make it more sample efficient. In our proposed improved SAC, we firstly introduce a new prioritization scheme for selecting better samples from the experience replay buffer. Secondly we use a mixture of the prioritized off-policy data with the latest on-policy data for training the policy and the value function networks. We compare our approach with the vanilla SAC and some recent variants of SAC and show that our approach outperforms the said algorithmic benchmarks. It is comparatively more stable and sample efficient when tested on a number of continuous control tasks in MuJoCo environments.

arXiv:2109.11788공식 코드 · Papers with Code

Parameter-free Reduction of the Estimation Bias in Deep Reinforcement Learning for Deterministic Policy Gradients

Approximation of the value functions in value-based deep reinforcement learning induces overestimation bias, resulting in suboptimal policies. We show that when the reinforcement signals received by the agents have a high variance, deep actor-critic approaches that overcome the overestimation bias lead to a substantial underestimation bias. We first address the detrimental issues in the existing approaches that aim to overcome such underestimation error. Then, through extensive statistical analysis, we introduce a novel, parameter-free Deep Q-learning variant to reduce this underestimation bias in deterministic policy gradients. By sampling the weights of a linear combination of two approximate critics from a highly shrunk estimation bias interval, our Q-value update rule is not affected by the variance of the rewards received by the agents throughout learning. We test the performance of the introduced improvement on a set of MuJoCo and Box2D continuous control tasks and demonstrate that it considerably outperforms the existing approaches and improves the state-of-the-art by a significant margin.

arXiv:2109.10736

Estimation Error Correction in Deep Reinforcement Learning for Deterministic Actor-Critic Methods

In value-based deep reinforcement learning methods, approximation of value functions induces overestimation bias and leads to suboptimal policies. We show that in deep actor-critic methods that aim to overcome the overestimation bias, if the reinforcement signals received by the agent have a high variance, a significant underestimation bias arises. To minimize the underestimation, we introduce a parameter-free, novel deep Q-learning variant. Our Q-value update rule combines the notions behind Clipped Double Q-learning and Maxmin Q-learning by computing the critic objective through the nested combination of maximum and minimum operators to bound the approximate value estimates. We evaluate our modification on the suite of several OpenAI Gym continuous control tasks, improving the state-of-the-art in every environment tested.

arXiv:2109.05549

Federated Ensemble Model-based Reinforcement Learning in Edge Computing

Federated learning (FL) is a privacy-preserving distributed machine learning paradigm that enables collaborative training among geographically distributed and heterogeneous devices without gathering their data. Extending FL beyond the supervised learning models, federated reinforcement learning (FRL) was proposed to handle sequential decision-making problems in edge computing systems. However, the existing FRL algorithms directly combine model-free RL with FL, thus often leading to high sample complexity and lacking theoretical guarantees. To address the challenges, we propose a novel FRL algorithm that effectively incorporates model-based RL and ensemble knowledge distillation into FL for the first time. Specifically, we utilise FL and knowledge distillation to create an ensemble of dynamics models for clients, and then train the policy by solely using the ensemble model without interacting with the environment. Furthermore, we theoretically prove that the monotonic improvement of the proposed algorithm is guaranteed. The extensive experimental results demonstrate that our algorithm obtains much higher sample efficiency compared to classic model-free FRL algorithms in the challenging continuous control benchmark environments under edge computing settings. The results also highlight the significant impact of heterogeneous client data and local model update steps on the performance of FRL, validating the insights obtained from our theoretical analysis.

arXiv:2109.03975

Membership Inference Attacks Against Temporally Correlated Data in Deep Reinforcement Learning

While significant research advances have been made in the field of deep reinforcement learning, there have been no concrete adversarial attack strategies in literature tailored for studying the vulnerability of deep reinforcement learning algorithms to membership inference attacks. In such attacking systems, the adversary targets the set of collected input data on which the deep reinforcement learning algorithm has been trained. To address this gap, we propose an adversarial attack framework designed for testing the vulnerability of a state-of-the-art deep reinforcement learning algorithm to a membership inference attack. In particular, we design a series of experiments to investigate the impact of temporal correlation, which naturally exists in reinforcement learning training data, on the probability of information leakage. Moreover, we compare the performance of \emph{collective} and \emph{individual} membership attacks against the deep reinforcement learning algorithm. Experimental results show that the proposed adversarial attack framework is surprisingly effective at inferring data with an accuracy exceeding $84\%$ in individual and $97\%$ in collective modes in three different continuous control Mujoco tasks, which raises serious privacy concerns in this regard. Finally, we show that the learning state of the reinforcement learning algorithm influences the level of privacy breaches significantly.