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arXiv:1906.08189

Reward Prediction Error as an Exploration Objective in Deep RL

A major challenge in reinforcement learning is exploration, when local dithering methods such as epsilon-greedy sampling are insufficient to solve a given task. Many recent methods have proposed to intrinsically motivate an agent to seek novel states, driving the agent to discover improved reward. However, while state-novelty exploration methods are suitable for tasks where novel observations correlate well with improved reward, they may not explore more efficiently than epsilon-greedy approaches in environments where the two are not well-correlated. In this paper, we distinguish between exploration tasks in which seeking novel states aids in finding new reward, and those where it does not, such as goal-conditioned tasks and escaping local reward maxima. We propose a new exploration objective, maximizing the reward prediction error (RPE) of a value function trained to predict extrinsic reward. We then propose a deep reinforcement learning method, QXplore, which exploits the temporal difference error of a Q-function to solve hard exploration tasks in high-dimensional MDPs. We demonstrate the exploration behavior of QXplore on several OpenAI Gym MuJoCo tasks and Atari games and observe that QXplore is comparable to or better than a baseline state-novelty method in all cases, outperforming the baseline on tasks where state novelty is not well-correlated with improved reward.

arXiv:1906.07889공식 코드 · Papers with Code

Unsupervised Learning of Object Structure and Dynamics from Videos

Extracting and predicting object structure and dynamics from videos without supervision is a major challenge in machine learning. To address this challenge, we adopt a keypoint-based image representation and learn a stochastic dynamics model of the keypoints. Future frames are reconstructed from the keypoints and a reference frame. By modeling dynamics in the keypoint coordinate space, we achieve stable learning and avoid compounding of errors in pixel space. Our method improves upon unstructured representations both for pixel-level video prediction and for downstream tasks requiring object-level understanding of motion dynamics. We evaluate our model on diverse datasets: a multi-agent sports dataset, the Human3.6M dataset, and datasets based on continuous control tasks from the DeepMind Control Suite. The spatially structured representation outperforms unstructured representations on a range of motion-related tasks such as object tracking, action recognition and reward prediction.

arXiv:1906.07516

Robust Reinforcement Learning for Continuous Control with Model Misspecification

We provide a framework for incorporating robustness -- to perturbations in the transition dynamics which we refer to as model misspecification -- into continuous control Reinforcement Learning (RL) algorithms. We specifically focus on incorporating robustness into a state-of-the-art continuous control RL algorithm called Maximum a-posteriori Policy Optimization (MPO). We achieve this by learning a policy that optimizes for a worst case expected return objective and derive a corresponding robust entropy-regularized Bellman contraction operator. In addition, we introduce a less conservative, soft-robust, entropy-regularized objective with a corresponding Bellman operator. We show that both, robust and soft-robust policies, outperform their non-robust counterparts in nine Mujoco domains with environment perturbations. In addition, we show improved robust performance on a high-dimensional, simulated, dexterous robotic hand. Finally, we present multiple investigative experiments that provide a deeper insight into the robustness framework. This includes an adaptation to another continuous control RL algorithm as well as learning the uncertainty set from offline data. Performance videos can be found online at https://sites.google.com/view/robust-rl.

arXiv:1906.05437

Conditioning of Reinforcement Learning Agents and its Policy Regularization Application

The outcome of Jacobian singular values regularization was studied for supervised learning problems. It also was shown that Jacobian conditioning regularization can help to avoid the ``mode-collapse'' problem in Generative Adversarial Networks. In this paper, we try to answer the following question: Can information about policy conditioning help to shape a more stable and general policy of reinforcement learning agents? To answer this question, we conduct a study of Jacobian conditioning behavior during policy optimization. To the best of our knowledge, this is the first work that research condition number in reinforcement learning agents. We propose a conditioning regularization algorithm and test its performance on the range of continuous control tasks. Finally, we compare algorithms on the CoinRun environment with separated train end test levels to analyze how conditioning regularization contributes to agents' generalization.

arXiv:1906.02457

Clustered Reinforcement Learning

Exploration strategy design is one of the challenging problems in reinforcement learning~(RL), especially when the environment contains a large state space or sparse rewards. During exploration, the agent tries to discover novel areas or high reward~(quality) areas. In most existing methods, the novelty and quality in the neighboring area of the current state are not well utilized to guide the exploration of the agent. To tackle this problem, we propose a novel RL framework, called \underline{c}lustered \underline{r}einforcement \underline{l}earning~(CRL), for efficient exploration in RL. CRL adopts clustering to divide the collected states into several clusters, based on which a bonus reward reflecting both novelty and quality in the neighboring area~(cluster) of the current state is given to the agent. Experiments on a continuous control task and several \emph{Atari 2600} games show that CRL can outperform other state-of-the-art methods to achieve the best performance in most cases.

arXiv:1906.02275

Continuous Control for Automated Lane Change Behavior Based on Deep Deterministic Policy Gradient Algorithm

Lane change is a challenging task which requires delicate actions to ensure safety and comfort. Some recent studies have attempted to solve the lane-change control problem with Reinforcement Learning (RL), yet the action is confined to discrete action space. To overcome this limitation, we formulate the lane change behavior with continuous action in a model-free dynamic driving environment based on Deep Deterministic Policy Gradient (DDPG). The reward function, which is critical for learning the optimal policy, is defined by control values, position deviation status, and maneuvering time to provide the RL agent informative signals. The RL agent is trained from scratch without resorting to any prior knowledge of the environment and vehicle dynamics since they are not easy to obtain. Seven models under different hyperparameter settings are compared. A video showing the learning progress of the driving behavior is available. It demonstrates the RL vehicle agent initially runs out of road boundary frequently, but eventually has managed to smoothly and stably change to the target lane with a success rate of 100% under diverse driving situations in simulation.

arXiv:1906.00949

Stabilizing Off-Policy Q-Learning via Bootstrapping Error Reduction

Off-policy reinforcement learning aims to leverage experience collected from prior policies for sample-efficient learning. However, in practice, commonly used off-policy approximate dynamic programming methods based on Q-learning and actor-critic methods are highly sensitive to the data distribution, and can make only limited progress without collecting additional on-policy data. As a step towards more robust off-policy algorithms, we study the setting where the off-policy experience is fixed and there is no further interaction with the environment. We identify bootstrapping error as a key source of instability in current methods. Bootstrapping error is due to bootstrapping from actions that lie outside of the training data distribution, and it accumulates via the Bellman backup operator. We theoretically analyze bootstrapping error, and demonstrate how carefully constraining action selection in the backup can mitigate it. Based on our analysis, we propose a practical algorithm, bootstrapping error accumulation reduction (BEAR). We demonstrate that BEAR is able to learn robustly from different off-policy distributions, including random and suboptimal demonstrations, on a range of continuous control tasks.

arXiv:1905.12842

Finite-time Analysis of Approximate Policy Iteration for the Linear Quadratic Regulator

We study the sample complexity of approximate policy iteration (PI) for the Linear Quadratic Regulator (LQR), building on a recent line of work using LQR as a testbed to understand the limits of reinforcement learning (RL) algorithms on continuous control tasks. Our analysis quantifies the tension between policy improvement and policy evaluation, and suggests that policy evaluation is the dominant factor in terms of sample complexity. Specifically, we show that to obtain a controller that is within $\varepsilon$ of the optimal LQR controller, each step of policy evaluation requires at most $(n+d)^3/\varepsilon^2$ samples, where $n$ is the dimension of the state vector and $d$ is the dimension of the input vector. On the other hand, only $\log(1/\varepsilon)$ policy improvement steps suffice, resulting in an overall sample complexity of $(n+d)^3 \varepsilon^{-2} \log(1/\varepsilon)$. We furthermore build on our analysis and construct a simple adaptive procedure based on $\varepsilon$-greedy exploration which relies on approximate PI as a sub-routine and obtains $T^{2/3}$ regret, improving upon a recent result of Abbasi-Yadkori et al.

arXiv:1905.11100

Disentangling Dynamics and Returns: Value Function Decomposition with Future Prediction

Value functions are crucial for model-free Reinforcement Learning (RL) to obtain a policy implicitly or guide the policy updates. Value estimation heavily depends on the stochasticity of environmental dynamics and the quality of reward signals. In this paper, we propose a two-step understanding of value estimation from the perspective of future prediction, through decomposing the value function into a reward-independent future dynamics part and a policy-independent trajectory return part. We then derive a practical deep RL algorithm from the above decomposition, consisting of a convolutional trajectory representation model, a conditional variational dynamics model to predict the expected representation of future trajectory and a convex trajectory return model that maps a trajectory representation to its return. Our algorithm is evaluated in MuJoCo continuous control tasks and shows superior results under both common settings and delayed reward settings.

arXiv:1905.11041

Policy Search by Target Distribution Learning for Continuous Control

We observe that several existing policy gradient methods (such as vanilla policy gradient, PPO, A2C) may suffer from overly large gradients when the current policy is close to deterministic (even in some very simple environments), leading to an unstable training process. To address this issue, we propose a new method, called \emph{target distribution learning} (TDL), for policy improvement in reinforcement learning. TDL alternates between proposing a target distribution and training the policy network to approach the target distribution. TDL is more effective in constraining the KL divergence between updated policies, and hence leads to more stable policy improvements over iterations. Our experiments show that TDL algorithms perform comparably to (or better than) state-of-the-art algorithms for most continuous control tasks in the MuJoCo environment while being more stable in training.

arXiv:1905.09855공식 코드 · Papers with Code

Distributional Policy Optimization: An Alternative Approach for Continuous Control

We identify a fundamental problem in policy gradient-based methods in continuous control. As policy gradient methods require the agent's underlying probability distribution, they limit policy representation to parametric distribution classes. We show that optimizing over such sets results in local movement in the action space and thus convergence to sub-optimal solutions. We suggest a novel distributional framework, able to represent arbitrary distribution functions over the continuous action space. Using this framework, we construct a generative scheme, trained using an off-policy actor-critic paradigm, which we call the Generative Actor Critic (GAC). Compared to policy gradient methods, GAC does not require knowledge of the underlying probability distribution, thereby overcoming these limitations. Empirical evaluation shows that our approach is comparable and often surpasses current state-of-the-art baselines in continuous domains.

arXiv:1905.09808공식 코드 · Papers with Code

MCP: Learning Composable Hierarchical Control with Multiplicative Compositional Policies

Humans are able to perform a myriad of sophisticated tasks by drawing upon skills acquired through prior experience. For autonomous agents to have this capability, they must be able to extract reusable skills from past experience that can be recombined in new ways for subsequent tasks. Furthermore, when controlling complex high-dimensional morphologies, such as humanoid bodies, tasks often require coordination of multiple skills simultaneously. Learning discrete primitives for every combination of skills quickly becomes prohibitive. Composable primitives that can be recombined to create a large variety of behaviors can be more suitable for modeling this combinatorial explosion. In this work, we propose multiplicative compositional policies (MCP), a method for learning reusable motor skills that can be composed to produce a range of complex behaviors. Our method factorizes an agent's skills into a collection of primitives, where multiple primitives can be activated simultaneously via multiplicative composition. This flexibility allows the primitives to be transferred and recombined to elicit new behaviors as necessary for novel tasks. We demonstrate that MCP is able to extract composable skills for highly complex simulated characters from pre-training tasks, such as motion imitation, and then reuse these skills to solve challenging continuous control tasks, such as dribbling a soccer ball to a goal, and picking up an object and transporting it to a target location.

arXiv:1905.09562

Recurrent Value Functions

Despite recent successes in Reinforcement Learning, value-based methods often suffer from high variance hindering performance. In this paper, we illustrate this in a continuous control setting where state of the art methods perform poorly whenever sensor noise is introduced. To overcome this issue, we introduce Recurrent Value Functions (RVFs) as an alternative to estimate the value function of a state. We propose to estimate the value function of the current state using the value function of past states visited along the trajectory. Due to the nature of their formulation, RVFs have a natural way of learning an emphasis function that selectively emphasizes important states. First, we establish RVF's asymptotic convergence properties in tabular settings. We then demonstrate their robustness on a partially observable domain and continuous control tasks. Finally, we provide a qualitative interpretation of the learned emphasis function.

arXiv:1905.09492

Combine PPO with NES to Improve Exploration

We introduce two approaches for combining neural evolution strategy (NES) and proximal policy optimization (PPO): parameter transfer and parameter space noise. Parameter transfer is a PPO agent with parameters transferred from a NES agent. Parameter space noise is to directly add noise to the PPO agent`s parameters. We demonstrate that PPO could benefit from both methods through experimental comparison on discrete action environments as well as continuous control tasks

arXiv:1905.09275공식 코드 · Papers with Code

COBRA: Data-Efficient Model-Based RL through Unsupervised Object Discovery and Curiosity-Driven Exploration

Data efficiency and robustness to task-irrelevant perturbations are long-standing challenges for deep reinforcement learning algorithms. Here we introduce a modular approach to addressing these challenges in a continuous control environment, without using hand-crafted or supervised information. Our Curious Object-Based seaRch Agent (COBRA) uses task-free intrinsically motivated exploration and unsupervised learning to build object-based models of its environment and action space. Subsequently, it can learn a variety of tasks through model-based search in very few steps and excel on structured hold-out tests of policy robustness.

arXiv:1905.07628

Evolving Rewards to Automate Reinforcement Learning

Many continuous control tasks have easily formulated objectives, yet using them directly as a reward in reinforcement learning (RL) leads to suboptimal policies. Therefore, many classical control tasks guide RL training using complex rewards, which require tedious hand-tuning. We automate the reward search with AutoRL, an evolutionary layer over standard RL that treats reward tuning as hyperparameter optimization and trains a population of RL agents to find a reward that maximizes the task objective. AutoRL, evaluated on four Mujoco continuous control tasks over two RL algorithms, shows improvements over baselines, with the the biggest uplift for more complex tasks. The video can be found at: \url{https://youtu.be/svdaOFfQyC8}.

arXiv:1905.06424

Meta reinforcement learning as task inference

Humans achieve efficient learning by relying on prior knowledge about the structure of naturally occurring tasks. There is considerable interest in designing reinforcement learning (RL) algorithms with similar properties. This includes proposals to learn the learning algorithm itself, an idea also known as meta learning. One formal interpretation of this idea is as a partially observable multi-task RL problem in which task information is hidden from the agent. Such unknown task problems can be reduced to Markov decision processes (MDPs) by augmenting an agent's observations with an estimate of the belief about the task based on past experience. However estimating the belief state is intractable in most partially-observed MDPs. We propose a method that separately learns the policy and the task belief by taking advantage of various kinds of privileged information. Our approach can be very effective at solving standard meta-RL environments, as well as a complex continuous control environment with sparse rewards and requiring long-term memory.

논문 ID: publication/3214062

A novel DDPG method with prioritized experience replay

Recently, a state-of-the-art algorithm, called deep deterministic policy gradient (DDPG), has achieved good performance in many continuous control tasks in the MuJoCo simulator. To further improve the efficiency of the experience replay mechanism in DDPG and thus speeding up the training process, in this paper, a prioritized experience replay method is proposed for the DDPG algorithm, where prioritized sampling is adopted instead of uniform sampling. The proposed DDPG with prioritized experience replay is tested with an inverted pendulum task via OpenAI Gym. The experimental results show that DDPG with prioritized experience replay can reduce the training time and improve the stability of the training process, and is less sensitive to the changes of some hyperparameters such as the size of replay buffer, minibatch and the updating rate of the target network.

arXiv:1905.06893공식 코드 · Papers with Code

Leveraging exploration in off-policy algorithms via normalizing flows

The ability to discover approximately optimal policies in domains with sparse rewards is crucial to applying reinforcement learning (RL) in many real-world scenarios. Approaches such as neural density models and continuous exploration (e.g., Go-Explore) have been proposed to maintain the high exploration rate necessary to find high performing and generalizable policies. Soft actor-critic(SAC) is another method for improving exploration that aims to combine efficient learning via off-policy updates while maximizing the policy entropy. In this work, we extend SAC to a richer class of probability distributions (e.g., multimodal) through normalizing flows (NF) and show that this significantly improves performance by accelerating the discovery of good policies while using much smaller policy representations. Our approach, which we call SAC-NF, is a simple, efficient,easy-to-implement modification and improvement to SAC on continuous control baselines such as MuJoCo and PyBullet Roboschool domains. Finally, SAC-NF does this while being significantly parameter efficient, using as few as 5.5% the parameters for an equivalent SAC model.

arXiv:1905.05710공식 코드 · Papers with Code

Trajectory-Based Off-Policy Deep Reinforcement Learning

Policy gradient methods are powerful reinforcement learning algorithms and have been demonstrated to solve many complex tasks. However, these methods are also data-inefficient, afflicted with high variance gradient estimates, and frequently get stuck in local optima. This work addresses these weaknesses by combining recent improvements in the reuse of off-policy data and exploration in parameter space with deterministic behavioral policies. The resulting objective is amenable to standard neural network optimization strategies like stochastic gradient descent or stochastic gradient Hamiltonian Monte Carlo. Incorporation of previous rollouts via importance sampling greatly improves data-efficiency, whilst stochastic optimization schemes facilitate the escape from local optima. We evaluate the proposed approach on a series of continuous control benchmark tasks. The results show that the proposed algorithm is able to successfully and reliably learn solutions using fewer system interactions than standard policy gradient methods.