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1,248篇论文匹配“Deep RL”
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Reinforcement Learning/Deep RL

Mingxuan Ye, Yufei Kuang, Jie Wang, Yang Rui, Wengang Zhou, Houqiang Li, Feng Wu

While deep reinforcement learning (RL) has been demonstrated effective in solving complex control tasks, sample efficiency remains a key challenge due to the large amounts of data required for remarkable performance. Existing research explores the application of representation learning for data-efficient RL, e.g., learning predictive representations by predicting long-term future states. However, many existing methods do not fully exploit the structural information inherent in sequential state signals, which can potentially improve the quality of long-term decision-making but is difficult to discern in the time domain. To tackle this problem, we propose State Sequences Prediction via Fourier Transform (SPF), a novel method that exploits the frequency domain of state sequences to extract the underlying patterns in time series data for learning expressive representations efficiently. Specifically, we theoretically analyze the existence of structural information in state sequences, which is closely related to policy performance and signal regularity, and then propose to predict the Fourier transform of infinite-step future state sequences to extract such information. One of the appealing features of SPF is that it is simple to implement while not requiring storage of infinite-step future states as prediction targets. Experiments demonstrate that the proposed method outperforms several state-of-the-art algorithms in terms of both sample efficiency and performance.

Reinforcement Learning/Deep RL

Felix Chalumeau, Shikha Surana, Clément Bonnet, Nathan Grinsztajn, Arnu Pretorius, Alexandre Laterre, Tom Barrett

Combinatorial Optimization underpins many real-world applications and yet, designing performant algorithms to solve these complex, typically NP-hard, problems remains a significant research challenge. Reinforcement Learning (RL) provides a versatile framework for designing heuristics across a broad spectrum of problem domains. However, despite notable progress, RL has not yet supplanted industrial solvers as the go-to solution. Current approaches emphasize pre-training heuristics that construct solutions, but often rely on search procedures with limited variance, such as stochastically sampling numerous solutions from a single policy, or employing computationally expensive fine-tuning of the policy on individual problem instances. Building on the intuition that performant search at inference time should be anticipated during pre-training, we propose COMPASS, a novel RL approach that parameterizes a distribution of diverse and specialized policies conditioned on a continuous latent space. We evaluate COMPASS across three canonical problems - Travelling Salesman, Capacitated Vehicle Routing, and Job-Shop Scheduling - and demonstrate that our search strategy (i) outperforms state-of-the-art approaches in 9 out of 11 standard benchmarking tasks and (ii) generalizes better, surpassing all other approaches on a set of 18 procedurally transformed instance distributions.

Reinforcement Learning/Deep RL

Siming Lan, Rui Zhang, Qi Yi, Jiaming Guo, Shaohui Peng, Yunkai Gao, Fan Wu, Ruizhi Chen, Zidong Du, Xing Hu 等

In the field of multi-task reinforcement learning, the modular principle, which involves specializing functionalities into different modules and combining them appropriately, has been widely adopted as a promising approach to prevent the negative transfer problem that performance degradation due to conflicts between tasks. However, most of the existing multi-task RL methods only combine shared modules at the task level, ignoring that there may be conflicts within the task. In addition, these methods do not take into account that without constraints, some modules may learn similar functions, resulting in restricting the model's expressiveness and generalization capability of modular methods.In this paper, we propose the Contrastive Modules with Temporal Attention(CMTA) method to address these limitations. CMTA constrains the modules to be different from each other by contrastive learning and combining shared modules at a finer granularity than the task level with temporal attention, alleviating the negative transfer within the task and improving the generalization ability and the performance for multi-task RL.We conducted the experiment on Meta-World, a multi-task RL benchmark containing various robotics manipulation tasks. Experimental results show that CMTA outperforms learning each task individually for the first time and achieves substantial performance improvements over the baselines.

Reinforcement Learning

Jacob Beck, Risto Vuorio, Zheng Xiong, Shimon Whiteson

Deep reinforcement learning (RL) is notoriously impractical to deploy due to sample inefficiency. Meta-RL directly addresses this sample inefficiency by learning to perform few-shot learning when a distribution of related tasks is available for meta-training. While many specialized meta-RL methods have been proposed, recent work suggests that end-to-end learning in conjunction with an off-the-shelf sequential model, such as a recurrent network, is a surprisingly strong baseline. However, such claims have been controversial due to limited supporting evidence, particularly in the face of prior work establishing precisely the opposite. In this paper, we conduct an empirical investigation. While we likewise find that a recurrent network can achieve strong performance, we demonstrate that the use of hypernetworks is crucial to maximizing their potential. Surprisingly, when combined with hypernetworks, the recurrent baselines that are far simpler than existing specialized methods actually achieve the strongest performance of all methods evaluated. We provide code at https://github.com/jacooba/hyper.

Reinforcement Learning

Matthew T Jackson, Minqi Jiang, Jack Parker-Holder, Risto Vuorio, Chris Lu, Greg Farquhar, Shimon Whiteson, Jakob Foerster

The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.

Reinforcement Learning/Deep RL

Milan Ganai, Zheng Gong, Chenning Yu, Sylvia Herbert, Sicun Gao

Ensuring safety is important for the practical deployment of reinforcement learning (RL). Various challenges must be addressed, such as handling stochasticity in the environments, providing rigorous guarantees of persistent state-wise safety satisfaction, and avoiding overly conservative behaviors that sacrifice performance. We propose a new framework, Reachability Estimation for Safe Policy Optimization (RESPO), for safety-constrained RL in general stochastic settings. In the feasible set where there exist violation-free policies, we optimize for rewards while maintaining persistent safety. Outside this feasible set, our optimization produces the safest behavior by guaranteeing entrance into the feasible set whenever possible with the least cumulative discounted violations. We introduce a class of algorithms using our novel reachability estimation function to optimize in our proposed framework and in similar frameworks such as those concurrently handling multiple hard and soft constraints. We theoretically establish that our algorithms almost surely converge to locally optimal policies of our safe optimization framework. We evaluate the proposed methods on a diverse suite of safe RL environments from Safety Gym, PyBullet, and MuJoCo, and show the benefits in improving both reward performance and safety compared with state-of-the-art baselines.

Reinforcement Learning

Jean Tarbouriech, Tor Lattimore, Brendan O'Donoghue

A popular perspective in Reinforcement learning (RL) casts the problem as probabilistic inference on a graphical model of the Markov decision process (MDP). The core object of study is the probability of each state-action pair being visited under the optimal policy. Previous approaches to approximate this quantity can be arbitrarily poor, leading to algorithms that do not implement genuine statistical inference and consequently do not perform well in challenging problems. In this work, we undertake a rigorous Bayesian treatment of the posterior probability of state-action optimality and clarify how it flows through the MDP. We first reveal that this quantity can indeed be used to generate a policy that explores efficiently, as measured by regret. Unfortunately, computing it is intractable, so we derive a new variational Bayesian approximation yielding a tractable convex optimization problem and establish that the resulting policy also explores efficiently. We call our approach VAPOR and show that it has strong connections to Thompson sampling, K-learning, and maximum entropy exploration. We conclude with some experiments demonstrating the performance advantage of a deep RL version of VAPOR.

Reinforcement Learning/Deep RL

Taehyun Cho, Seungyub Han, Heesoo Lee, Kyungjae Lee, Jungwoo Lee

Distributional reinforcement learning algorithms have attempted to utilize estimated uncertainty for exploration, such as optimism in the face of uncertainty. However, using the estimated variance for optimistic exploration may cause biased data collection and hinder convergence or performance. In this paper, we present a novel distributional reinforcement learning that selects actions by randomizing risk criterion without losing the risk-neutral objective. We provide a perturbed distributional Bellman optimality operator by distorting the risk measure. Also,we prove the convergence and optimality of the proposed method with the weaker contraction property. Our theoretical results support that the proposed method does not fall into biased exploration and is guaranteed to converge to an optimal return. Finally, we empirically show that our method outperforms other existing distribution-based algorithms in various environments including Atari 55 games.

Reinforcement Learning/Deep RL

Ibrahim El Shar, Daniel Jiang

We propose weakly coupled deep Q-networks (WCDQN), a novel deep reinforcement learning algorithm that enhances performance in a class of structured problems called weakly coupled Markov decision processes (WCMDP). WCMDPs consist of multiple independent subproblems connected by an action space constraint, which is a structural property that frequently emerges in practice. Despite this appealing structure, WCMDPs quickly become intractable as the number of subproblems grows. WCDQN employs a single network to train multiple DQN ``subagents,'' one for each subproblem, and then combine their solutions to establish an upper bound on the optimal action value. This guides the main DQN agent towards optimality. We show that the tabular version, weakly coupled Q-learning (WCQL), converges almost surely to the optimal action value. Numerical experiments show faster convergence compared to DQN and related techniques in settings with as many as 10 subproblems, $3^{10}$ total actions, and a continuous state space.

Reinforcement Learning/Deep RL

Junmin Zhong, Ruofan Wu, Jennie Si

We introduce a new stage reward estimator named the long $N$-step surrogate stage (LNSS) reward for deep reinforcement learning (RL). It aims at mitigating the high variance problem, which has shown impeding successful convergence of learning, hurting task performance, and hindering applications of deep RL in continuous control problems. In this paper we show that LNSS, which utilizes a long reward trajectory of rewards of future steps, provides consistent performance improvement measured by average reward, convergence speed, learning success rate,and variance reduction in $Q$ values and rewards. Our evaluations are based on a variety of environments in DeepMind Control Suite and OpenAI Gym by using LNSS in baseline deep RL algorithms such as DDPG, D4PG, and TD3. We show that LNSS reward has enabled good results that have been challenging to obtain by deep RL previously. Our analysis also shows that LNSS exponentially reduces the upper bound on the variances of $Q$ values from respective single-step methods.

Reinforcement Learning/Deep RL

Dohyeok Lee, Seungyub Han, Taehyun Cho, Jungwoo Lee

Alleviating overestimation bias is a critical challenge for deep reinforcement learning to achieve successful performance on more complex tasks or offline datasets containing out-of-distribution data. In order to overcome overestimation bias, ensemble methods for Q-learning have been investigated to exploit the diversity of multiple Q-functions. Since network initialization has been the predominant approach to promote diversity in Q-functions, heuristically designed diversity injection methods have been studied in the literature. However, previous studies have not attempted to approach guaranteed independence over an ensemble from a theoretical perspective. By introducing a novel regularization loss for Q-ensemble independence based on random matrix theory, we propose spiked Wishart Q-ensemble independence regularization (SPQR) for reinforcement learning. Specifically, we modify the intractable hypothesis testing criterion for the Q-ensemble independence into a tractable KL divergence between the spectral distribution of the Q-ensemble and the target Wigner's semicircle distribution. We implement SPQR in several online and offline ensemble Q-learning algorithms. In the experiments, SPQR outperforms the baseline algorithms in both online and offline RL benchmarks.

Reinforcement Learning/Deep RL

Janaka Brahmanage, Jiajing LING, Akshat Kumar

Action-constrained reinforcement learning (ACRL) is a popular approach for solving safety-critical and resource-allocation related decision making problems. A major challenge in ACRL is to ensure agent taking a valid action satisfying constraints in each RL step. Commonly used approach of using a projection layer on top of the policy network requires solving an optimization program which can result in longer training time, slow convergence, and zero gradient problem. To address this, first we use a normalizing flow model to learn an invertible, differentiable mapping between the feasible action space and the support of a simple distribution on a latent variable, such as Gaussian. Second, learning the flow model requires sampling from the feasible action space, which is also challenging. We develop multiple methods, based on Hamiltonian Monte-Carlo and probabilistic sentential decision diagrams for such action sampling for convex and non-convex constraints. Third, we integrate the learned normalizing flow with the DDPG algorithm. By design, a well-trained normalizing flow will transform policy output into a valid action without requiring an optimization solver. Empirically, our approach results in significantly fewer constraint violations (upto an order-of-magnitude for several instances) and is multiple times faster on a variety of continuous control tasks.

Reinforcement Learning/Deep RL

Boyuan Chen, Chuning Zhu, Pulkit Agrawal, Kaiqing Zhang, Abhishek Gupta

Model-free reinforcement learning algorithms have exhibited great potential in solving single-task sequential decision-making problems with high-dimensional observations and long horizons, but are known to be hard to generalize across tasks. Model-based RL, on the other hand, learns task-agnostic models of the world that naturally enables transfer across different reward functions, but struggles to scale to complex environments due to the compounding error. To get the best of both worlds, we propose a self-supervised reinforcement learning method that enables the transfer of behaviors across tasks with different rewards, while circumventing the challenges of model-based RL. In particular, we show self-supervised pre-training of model-free reinforcement learning with a number of random features as rewards allows implicit modeling of long-horizon environment dynamics. Then, planning techniques like model-predictive control using these implicit models enable fast adaptation to problems with new reward functions. Our method is self-supervised in that it can be trained on offline datasets without reward labels, but can then be quickly deployed on new tasks. We validate that our proposed method enables transfer across tasks on a variety of manipulation and locomotion domains in simulation, opening the door to generalist decision-making agents.

Reinforcement Learning/Deep RL

Johan Obando Ceron, Marc Bellemare, Pablo Samuel Castro

In value-based deep reinforcement learning with replay memories, the batch size parameter specifies how many transitions to sample for each gradient update. Although critical to the learning process, this value is typically not adjusted when proposing new algorithms. In this work we present a broad empirical study that suggests reducing the batch size can result in a number of significant performance gains; this is surprising, as the general tendency when training neural networks is towards larger batch sizes for improved performance. We complement our experimental findings with a set of empirical analyses towards better understanding this phenomenon.

Reinforcement Learning/Deep RL

Toru Lin, Allan Jabri

Exploring in environments with high-dimensional observations is hard. One promising approach for exploration is to use intrinsic rewards, which often boils down to estimating "novelty" of states, transitions, or trajectories with deep networks. Prior works have shown that conditional prediction objectives such as masked autoencoding can be seen as stochastic estimation of pseudo-likelihood. We show how this perspective naturally leads to a unified view on existing intrinsic reward approaches: they are special cases of conditional prediction, where the estimation of novelty can be seen as pseudo-likelihood estimation with different mask distributions. From this view, we propose a general framework for deriving intrinsic rewards -- Masked Input Modeling for Exploration (MIMEx) -- where the mask distribution can be flexibly tuned to control the difficulty of the underlying conditional prediction task. We demonstrate that MIMEx can achieve superior results when compared against competitive baselines on a suite of challenging sparse-reward visuomotor tasks.

Deep Learning/Generative Models and Autoencoders

Shashank Hegde, Sumeet Batra, K.R. Zentner, Gaurav Sukhatme

Recent progress in Quality Diversity Reinforcement Learning (QD-RL) has enabled learning a collection of behaviorally diverse, high performing policies. However, these methods typically involve storing thousands of policies, which results in high space-complexity and poor scaling to additional behaviors. Condensing the archive into a single model while retaining the performance and coverage of theoriginal collection of policies has proved challenging. In this work, we propose using diffusion models to distill the archive into a single generative model over policy parameters. We show that our method achieves a compression ratio of 13x while recovering 98% of the original rewards and 89% of the original humanoid archive coverage. Further, the conditioning mechanism of diffusion models allowsfor flexibly selecting and sequencing behaviors, including using language. Project website: https://sites.google.com/view/policydiffusion/home.

Reinforcement Learning/Deep RL

Zizhao Wang, Jiaheng Hu, Peter Stone, Roberto Martín-Martín

Tasks with large state space and sparse rewards present a longstanding challenge to reinforcement learning. In these tasks, an agent needs to explore the state space efficiently until it finds a reward. To deal with this problem, the community has proposed to augment the reward function with intrinsic reward, a bonus signal that encourages the agent to visit interesting states. In this work, we propose a new way of defining interesting states for environments with factored state spaces and complex chained dependencies, where an agent's actions may change the value of one entity that, in order, may affect the value of another entity. Our insight is that, in these environments, interesting states for exploration are states where the agent is uncertain whether (as opposed to how) entities such as the agent or objects have some influence on each other. We present ELDEN, Exploration via Local DepENdencies, a novel intrinsic reward that encourages the discovery of new interactions between entities. ELDEN utilizes a novel scheme --- the partial derivative of the learned dynamics to model the local dependencies between entities accurately and computationally efficiently. The uncertainty of the predicted dependencies is then used as an intrinsic reward to encourage exploration toward new interactions. We evaluate the performance of ELDEN on four different domains with complex dependencies, ranging from 2D grid worlds to 3D robotic tasks. In all domains, ELDEN correctly identifies local dependencies and learns successful policies, significantly outperforming previous state-of-the-art exploration methods.

Reinforcement Learning/Deep RL

Tankred Saanum, Noémi Éltető, Peter Dayan, Marcel Binz, Eric Schulz

In reinforcement learning (RL), simplicity is typically quantified on an action-by-action basis -- but this timescale ignores temporal regularities, like repetitions, often present in sequential strategies. We therefore propose an RL algorithm that learns to solve tasks with sequences of actions that are compressible. We explore two possible sources of simple action sequences: Sequences that can be learned by autoregressive models, and sequences that are compressible with off-the-shelf data compression algorithms. Distilling these preferences into sequence priors, we derive a novel information-theoretic objective that incentivizes agents to learn policies that maximize rewards while conforming to these priors. We show that the resulting RL algorithm leads to faster learning, and attains higher returns than state-of-the-art model-free approaches in a series of continuous control tasks from the DeepMind Control Suite. These priors also produce a powerful information-regularized agent that is robust to noisy observations and can perform open-loop control.

Reinforcement Learning/Deep RL

Seungyong Moon, Junyoung Yeom, Bumsoo Park, Hyun Oh Song

Discovering achievements with a hierarchical structure in procedurally generated environments presents a significant challenge.This requires an agent to possess a broad range of abilities, including generalization and long-term reasoning. Many prior methods have been built upon model-based or hierarchical approaches, with the belief that an explicit module for long-term planning would be advantageous for learning hierarchical dependencies. However, these methods demand an excessive number of environment interactions or large model sizes, limiting their practicality. In this work, we demonstrate that proximal policy optimization (PPO), a simple yet versatile model-free algorithm, outperforms previous methods when optimized with recent implementation practices. Moreover, we find that the PPO agent can predict the next achievement to be unlocked to some extent, albeit with limited confidence. Based on this observation, we introduce a novel contrastive learning method, called achievement distillation, which strengthens the agent's ability to predict the next achievement. Our method exhibits a strong capacity for discovering hierarchical achievements and shows state-of-the-art performance on the challenging Crafter environment in a sample-efficient manner while utilizing fewer model parameters.

Reinforcement Learning/Deep RL

HYUNSEUNG KIM, BYUNG KUN LEE, Hojoon Lee, Dongyoon Hwang, Sejik Park, Kyushik Min, Jaegul Choo

In the field of unsupervised skill discovery (USD), a major challenge is limited exploration, primarily due to substantial penalties when skills deviate from their initial trajectories. To enhance exploration, recent methodologies employ auxiliary rewards to maximize the epistemic uncertainty or entropy of states. However, we have identified that the effectiveness of these rewards declines as the environmental complexity rises. Therefore, we present a novel USD algorithm, skill **disco**very with gui**dance** (**DISCO-DANCE**), which (1) selects the guide skill that possesses the highest potential to reach unexplored states, (2) guides other skills to follow guide skill, then (3) the guided skills are dispersed to maximize their discriminability in unexplored states. Empirical evaluation demonstrates that DISCO-DANCE outperforms other USD baselines in challenging environments, including two navigation benchmarks and a continuous control benchmark. Qualitative visualizations and code of DISCO-DANCE are available at https://mynsng.github.io/discodance/.