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arXiv:1812.07452

Domain Adaptation for Reinforcement Learning on the Atari

Deep reinforcement learning agents have recently been successful across a variety of discrete and continuous control tasks; however, they can be slow to train and require a large number of interactions with the environment to learn a suitable policy. This is borne out by the fact that a reinforcement learning agent has no prior knowledge of the world, no pre-existing data to depend on and so must devote considerable time to exploration. Transfer learning can alleviate some of the problems by leveraging learning done on some source task to help learning on some target task. Our work presents an algorithm for initialising the hidden feature representation of the target task. We propose a domain adaptation method to transfer state representations and demonstrate transfer across domains, tasks and action spaces. We utilise adversarial domain adaptation ideas combined with an adversarial autoencoder architecture. We align our new policies' representation space with a pre-trained source policy, taking target task data generated from a random policy. We demonstrate that this initialisation step provides significant improvement when learning a new reinforcement learning task, which highlights the wide applicability of adversarial adaptation methods; even as the task and label/action space also changes.

arXiv:1812.03399

Efficient transfer learning and online adaptation with latent variable models for continuous control

Traditional model-based RL relies on hand-specified or learned models of transition dynamics of the environment. These methods are sample efficient and facilitate learning in the real world but fail to generalize to subtle variations in the underlying dynamics, e.g., due to differences in mass, friction, or actuators across robotic agents or across time. We propose using variational inference to learn an explicit latent representation of unknown environment properties that accelerates learning and facilitates generalization on novel environments at test time. We use Online Bayesian Inference of these learned latents to rapidly adapt online to changes in environments without retaining large replay buffers of recent data. Combined with a neural network ensemble that models dynamics and captures uncertainty over dynamics, our approach demonstrates positive transfer during training and online adaptation on the continuous control task HalfCheetah.

arXiv:1812.03565

The Gap Between Model-Based and Model-Free Methods on the Linear Quadratic Regulator: An Asymptotic Viewpoint

The effectiveness of model-based versus model-free methods is a long-standing question in reinforcement learning (RL). Motivated by recent empirical success of RL on continuous control tasks, we study the sample complexity of popular model-based and model-free algorithms on the Linear Quadratic Regulator (LQR). We show that for policy evaluation, a simple model-based plugin method requires asymptotically less samples than the classical least-squares temporal difference (LSTD) estimator to reach the same quality of solution; the sample complexity gap between the two methods can be at least a factor of state dimension. For policy evaluation, we study a simple family of problem instances and show that nominal (certainty equivalence principle) control also requires several factors of state and input dimension fewer samples than the policy gradient method to reach the same level of control performance on these instances. Furthermore, the gap persists even when employing commonly used baselines. To the best of our knowledge, this is the first theoretical result which demonstrates a separation in the sample complexity between model-based and model-free methods on a continuous control task.

arXiv:1812.02900공식 코드 · Papers with Code

Off-Policy Deep Reinforcement Learning without Exploration

Many practical applications of reinforcement learning constrain agents to learn from a fixed batch of data which has already been gathered, without offering further possibility for data collection. In this paper, we demonstrate that due to errors introduced by extrapolation, standard off-policy deep reinforcement learning algorithms, such as DQN and DDPG, are incapable of learning with data uncorrelated to the distribution under the current policy, making them ineffective for this fixed batch setting. We introduce a novel class of off-policy algorithms, batch-constrained reinforcement learning, which restricts the action space in order to force the agent towards behaving close to on-policy with respect to a subset of the given data. We present the first continuous control deep reinforcement learning algorithm which can learn effectively from arbitrary, fixed batch data, and empirically demonstrate the quality of its behavior in several tasks.

arXiv:1812.02256

Relative Entropy Regularized Policy Iteration

We present an off-policy actor-critic algorithm for Reinforcement Learning (RL) that combines ideas from gradient-free optimization via stochastic search with learned action-value function. The result is a simple procedure consisting of three steps: i) policy evaluation by estimating a parametric action-value function; ii) policy improvement via the estimation of a local non-parametric policy; and iii) generalization by fitting a parametric policy. Each step can be implemented in different ways, giving rise to several algorithm variants. Our algorithm draws on connections to existing literature on black-box optimization and 'RL as an inference' and it can be seen either as an extension of the Maximum a Posteriori Policy Optimisation algorithm (MPO) [Abdolmaleki et al., 2018a], or as an extension of Trust Region Covariance Matrix Adaptation Evolutionary Strategy (CMA-ES) [Abdolmaleki et al., 2017b; Hansen et al., 1997] to a policy iteration scheme. Our comparison on 31 continuous control tasks from parkour suite [Heess et al., 2017], DeepMind control suite [Tassa et al., 2018] and OpenAI Gym [Brockman et al., 2016] with diverse properties, limited amount of compute and a single set of hyperparameters, demonstrate the effectiveness of our method and the state of art results. Videos, summarizing results, can be found at goo.gl/HtvJKR .

arXiv:1812.02216

Composing Entropic Policies using Divergence Correction

Composing previously mastered skills to solve novel tasks promises dramatic improvements in the data efficiency of reinforcement learning. Here, we analyze two recent works composing behaviors represented in the form of action-value functions and show that they perform poorly in some situations. As part of this analysis, we extend an important generalization of policy improvement to the maximum entropy framework and introduce an algorithm for the practical implementation of successor features in continuous action spaces. Then we propose a novel approach which addresses the failure cases of prior work and, in principle, recovers the optimal policy during transfer. This method works by explicitly learning the (discounted, future) divergence between base policies. We study this approach in the tabular case and on non-trivial continuous control problems with compositional structure and show that it outperforms or matches existing methods across all tasks considered.

arXiv:1812.00202

Traversing the Continuous Spectrum of Image Retrieval with Deep Dynamic Models

We introduce the first work to tackle the image retrieval problem as a continuous operation. While the proposed approaches in the literature can be roughly categorized into two main groups: category- and instance-based retrieval, in this work we show that the retrieval task is much richer and more complex. Image similarity goes beyond this discrete vantage point and spans a continuous spectrum among the classical operating points of category and instance similarity. However, current retrieval models are static and incapable of exploring this rich structure of the retrieval space since they are trained and evaluated with a single operating point as a target objective. Hence, we introduce a novel retrieval model that for a given query is capable of producing a dynamic embedding that can target an arbitrary point along the continuous retrieval spectrum. Our model disentangles the visual signal of a query image into its basic components of categorical and attribute information. Furthermore, using a continuous control parameter our model learns to reconstruct a dynamic embedding of the query by mixing these components with different proportions to target a specific point along the retrieval simplex. We demonstrate our idea in a comprehensive evaluation of the proposed model and highlight the advantages of our approach against a set of well-established discrete retrieval models.

arXiv:1812.01483공식 코드 · Papers with Code

CompILE: Compositional Imitation Learning and Execution

We introduce Compositional Imitation Learning and Execution (CompILE): a framework for learning reusable, variable-length segments of hierarchically-structured behavior from demonstration data. CompILE uses a novel unsupervised, fully-differentiable sequence segmentation module to learn latent encodings of sequential data that can be re-composed and executed to perform new tasks. Once trained, our model generalizes to sequences of longer length and from environment instances not seen during training. We evaluate CompILE in a challenging 2D multi-task environment and a continuous control task, and show that it can find correct task boundaries and event encodings in an unsupervised manner. Latent codes and associated behavior policies discovered by CompILE can be used by a hierarchical agent, where the high-level policy selects actions in the latent code space, and the low-level, task-specific policies are simply the learned decoders. We found that our CompILE-based agent could learn given only sparse rewards, where agents without task-specific policies struggle.

arXiv:1811.11296

Taking Control of Intra-class Variation in Conditional GANs Under Weak Supervision

Generative Adversarial Networks (GANs) are able to learn mappings between simple, relatively low-dimensional, random distributions and points on the manifold of realistic images in image-space. The semantics of this mapping, however, are typically entangled such that meaningful image properties cannot be controlled independently of one another. Conditional GANs (cGANs) provide a potential solution to this problem, allowing specific semantics to be enforced during training. This solution, however, depends on the availability of precise labels, which are sometimes difficult or near impossible to obtain, e.g. labels representing lighting conditions or describing the background. In this paper we introduce a new formulation of the cGAN that is able to learn disentangled, multivariate models of semantically meaningful variation and which has the advantage of requiring only the weak supervision of binary attribute labels. For example, given only labels of ambient / non-ambient lighting, our method is able to learn multivariate lighting models disentangled from other factors such as the identity and pose. We coin the method intra-class variation isolation (IVI) and the resulting network the IVI-GAN. We evaluate IVI-GAN on the CelebA dataset and on synthetic 3D morphable model data, learning to disentangle attributes such as lighting, pose, expression, and even the background.

arXiv:1811.10264

PNS: Population-Guided Novelty Search for Reinforcement Learning in Hard Exploration Environments

Reinforcement Learning (RL) has made remarkable achievements, but it still suffers from inadequate exploration strategies, sparse reward signals, and deceptive reward functions. To alleviate these problems, a Population-guided Novelty Search (PNS) parallel learning method is proposed in this paper. In PNS, the population is divided into multiple sub-populations, each of which has one chief agent and several exploring agents. The chief agent evaluates the policies learned by exploring agents and shares the optimal policy with all sub-populations. The exploring agents learn their policies in collaboration with the guidance of the optimal policy and, simultaneously, upload their policies to the chief agent. To balance exploration and exploitation, the Novelty Search (NS) is employed in every chief agent to encourage policies with high novelty while maximizing per-episode performance. We apply PNS to the twin delayed deep deterministic (TD3) policy gradient algorithm. The effectiveness of PNS to promote exploration and improve performance in continuous control domains is demonstrated in the experimental section. Notably, PNS-TD3 achieves rewards that far exceed the SOTA methods in environments with sparse or delayed reward signals. We also demonstrate that PNS enables robotic agents to learn control policies directly from pixels for sparse-reward manipulation in both simulated and real-world settings.

arXiv:1811.08086공식 코드 · Papers with Code

Model Learning for Look-ahead Exploration in Continuous Control

We propose an exploration method that incorporates look-ahead search over basic learnt skills and their dynamics, and use it for reinforcement learning (RL) of manipulation policies . Our skills are multi-goal policies learned in isolation in simpler environments using existing multigoal RL formulations, analogous to options or macroactions. Coarse skill dynamics, i.e., the state transition caused by a (complete) skill execution, are learnt and are unrolled forward during lookahead search. Policy search benefits from temporal abstraction during exploration, though itself operates over low-level primitive actions, and thus the resulting policies does not suffer from suboptimality and inflexibility caused by coarse skill chaining. We show that the proposed exploration strategy results in effective learning of complex manipulation policies faster than current state-of-the-art RL methods, and converges to better policies than methods that use options or parametrized skills as building blocks of the policy itself, as opposed to guiding exploration. We show that the proposed exploration strategy results in effective learning of complex manipulation policies faster than current state-of-the-art RL methods, and converges to better policies than methods that use options or parameterized skills as building blocks of the policy itself, as opposed to guiding exploration.

arXiv:1811.04551공식 코드 · Papers with Code

Learning Latent Dynamics for Planning from Pixels

Planning has been very successful for control tasks with known environment dynamics. To leverage planning in unknown environments, the agent needs to learn the dynamics from interactions with the world. However, learning dynamics models that are accurate enough for planning has been a long-standing challenge, especially in image-based domains. We propose the Deep Planning Network (PlaNet), a purely model-based agent that learns the environment dynamics from images and chooses actions through fast online planning in latent space. To achieve high performance, the dynamics model must accurately predict the rewards ahead for multiple time steps. We approach this using a latent dynamics model with both deterministic and stochastic transition components. Moreover, we propose a multi-step variational inference objective that we name latent overshooting. Using only pixel observations, our agent solves continuous control tasks with contact dynamics, partial observability, and sparse rewards, which exceed the difficulty of tasks that were previously solved by planning with learned models. PlaNet uses substantially fewer episodes and reaches final performance close to and sometimes higher than strong model-free algorithms.

arXiv:1811.04179공식 코드 · Papers with Code

Mapping Navigation Instructions to Continuous Control Actions with Position-Visitation Prediction

We propose an approach for mapping natural language instructions and raw observations to continuous control of a quadcopter drone. Our model predicts interpretable position-visitation distributions indicating where the agent should go during execution and where it should stop, and uses the predicted distributions to select the actions to execute. This two-step model decomposition allows for simple and efficient training using a combination of supervised learning and imitation learning. We evaluate our approach with a realistic drone simulator, and demonstrate absolute task-completion accuracy improvements of 16.85% over two state-of-the-art instruction-following methods.

arXiv:1811.03376

Meta-Learning for Multi-objective Reinforcement Learning

Multi-objective reinforcement learning (MORL) is the generalization of standard reinforcement learning (RL) approaches to solve sequential decision making problems that consist of several, possibly conflicting, objectives. Generally, in such formulations, there is no single optimal policy which optimizes all the objectives simultaneously, and instead, a number of policies has to be found each optimizing a preference of the objectives. In other words, the MORL is framed as a meta-learning problem, with the task distribution given by a distribution over the preferences. We demonstrate that such a formulation results in a better approximation of the Pareto optimal solutions in terms of both the optimality and the computational efficiency. We evaluated our method on obtaining Pareto optimal policies using a number of continuous control problems with high degrees of freedom.

arXiv:1811.02696공식 코드 · Papers with Code

ACE: An Actor Ensemble Algorithm for Continuous Control with Tree Search

In this paper, we propose an actor ensemble algorithm, named ACE, for continuous control with a deterministic policy in reinforcement learning. In ACE, we use actor ensemble (i.e., multiple actors) to search the global maxima of the critic. Besides the ensemble perspective, we also formulate ACE in the option framework by extending the option-critic architecture with deterministic intra-option policies, revealing a relationship between ensemble and options. Furthermore, we perform a look-ahead tree search with those actors and a learned value prediction model, resulting in a refined value estimation. We demonstrate a significant performance boost of ACE over DDPG and its variants in challenging physical robot simulators.

arXiv:1810.11388

Deep Intrinsically Motivated Continuous Actor-Critic for Efficient Robotic Visuomotor Skill Learning

In this paper, we present a new intrinsically motivated actor-critic algorithm for learning continuous motor skills directly from raw visual input. Our neural architecture is composed of a critic and an actor network. Both networks receive the hidden representation of a deep convolutional autoencoder which is trained to reconstruct the visual input, while the centre-most hidden representation is also optimized to estimate the state value. Separately, an ensemble of predictive world models generates, based on its learning progress, an intrinsic reward signal which is combined with the extrinsic reward to guide the exploration of the actor-critic learner. Our approach is more data-efficient and inherently more stable than the existing actor-critic methods for continuous control from pixel data. We evaluate our algorithm for the task of learning robotic reaching and grasping skills on a realistic physics simulator and on a humanoid robot. The results show that the control policies learned with our approach can achieve better performance than the compared state-of-the-art and baseline algorithms in both dense-reward and challenging sparse-reward settings.

arXiv:1810.10593공식 코드 · Papers with Code

Inverse reinforcement learning for video games

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.

arXiv:1810.06746

Using Deep Reinforcement Learning for the Continuous Control of Robotic Arms

Deep reinforcement learning enables algorithms to learn complex behavior, deal with continuous action spaces and find good strategies in environments with high dimensional state spaces. With deep reinforcement learning being an active area of research and many concurrent inventions, we decided to focus on a relatively simple robotic task to evaluate a set of ideas that might help to solve recent reinforcement learning problems. We test a newly created combination of two commonly used reinforcement learning methods, whether it is able to learn more effectively than a baseline. We also compare different ideas to preprocess information before it is fed to the reinforcement learning algorithm. The goal of this strategy is to reduce training time and eventually help the algorithm to converge. The concluding evaluation proves the general applicability of the described concepts by testing them using a simulated environment. These concepts might be reused for future experiments.

arXiv:1810.02541공식 코드 · Papers with Code

PPO-CMA: Proximal Policy Optimization with Covariance Matrix Adaptation

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.

arXiv:1810.02525공식 코드 · Papers with Code

Where Did My Optimum Go?: An Empirical Analysis of Gradient Descent Optimization in Policy Gradient Methods

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.