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Model-Invariant State Abstractions for Model-Based Reinforcement Learning

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 Added by Manan Tomar Mr.
 Publication date 2021
and research's language is English




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Accuracy and generalization of dynamics models is key to the success of model-based reinforcement learning (MBRL). As the complexity of tasks increases, so does the sample inefficiency of learning accurate dynamics models. However, many complex tasks also exhibit sparsity in the dynamics, i.e., actions have only a local effect on the system dynamics. In this paper, we exploit this property with a causal invariance perspective in the single-task setting, introducing a new type of state abstraction called textit{model-invariance}. Unlike previous forms of state abstractions, a model-invariance state abstraction leverages causal sparsity over state variables. This allows for compositional generalization to unseen states, something that non-factored forms of state abstractions cannot do. We prove that an optimal policy can be learned over this model-invariance state abstraction and show improved generalization in a simple toy domain. Next, we propose a practical method to approximately learn a model-invariant representation for complex domains and validate our approach by showing improved modelling performance over standard maximum likelihood approaches on challenging tasks, such as the MuJoCo-based Humanoid. Finally, within the MBRL setting we show strong performance gains with respect to sample efficiency across a host of other continuous control tasks.



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Model-based reinforcement learning (MBRL) is widely seen as having the potential to be significantly more sample efficient than model-free RL. However, research in model-based RL has not been very standardized. It is fairly common for authors to experiment with self-designed environments, and there are several separate lines of research, which are sometimes closed-sourced or not reproducible. Accordingly, it is an open question how these various existing MBRL algorithms perform relative to each other. To facilitate research in MBRL, in this paper we gather a wide collection of MBRL algorithms and propose over 18 benchmarking environments specially designed for MBRL. We benchmark these algorithms with unified problem settings, including noisy environments. Beyond cataloguing performance, we explore and unify the underlying algorithmic differences across MBRL algorithms. We characterize three key research challenges for future MBRL research: the dynamics bottleneck, the planning horizon dilemma, and the early-termination dilemma. Finally, to maximally facilitate future research on MBRL, we open-source our benchmark in http://www.cs.toronto.edu/~tingwuwang/mbrl.html.
Significant progress has been made in the area of model-based reinforcement learning. State-of-the-art algorithms are now able to match the asymptotic performance of model-free methods while being significantly more data efficient. However, this success has come at a price: state-of-the-art model-based methods require significant computation interleaved with data collection, resulting in run times that take days, even if the amount of agent interaction might be just hours or even minutes. When considering the goal of learning in real-time on real robots, this means these state-of-the-art model-based algorithms still remain impractical. In this work, we propose an asynchronous framework for model-based reinforcement learning methods that brings down the run time of these algorithms to be just the data collection time. We evaluate our asynchronous framework on a range of standard MuJoCo benchmarks. We also evaluate our asynchronous framework on three real-world robotic manipulation tasks. We show how asynchronous learning not only speeds up learning w.r.t wall-clock time through parallelization, but also further reduces the sample complexity of model-based approaches by means of improving the exploration and by means of effectively avoiding the policy overfitting to the deficiencies of learned dynamics models.
The fundamental assumption of reinforcement learning in Markov decision processes (MDPs) is that the relevant decision process is, in fact, Markov. However, when MDPs have rich observations, agents typically learn by way of an abstract state representation, and such representations are not guaranteed to preserve the Markov property. We introduce a novel set of conditions and prove that they are sufficient for learning a Markov abstract state representation. We then describe a practical training procedure that combines inverse model estimation and temporal contrastive learning to learn an abstraction that approximately satisfies these conditions. Our novel training objective is compatible with both online and offline training: it does not require a reward signal, but agents can capitalize on reward information when available. We empirically evaluate our approach on a visual gridworld domain and a set of continuous control benchmarks. Our approach learns representations that capture the underlying structure of the domain and lead to improved sample efficiency over state-of-the-art deep reinforcement learning with visual features -- often matching or exceeding the performance achieved with hand-designed compact state information.
Model-based reinforcement learning (MBRL) has recently gained immense interest due to its potential for sample efficiency and ability to incorporate off-policy data. However, designing stable and efficient MBRL algorithms using rich function approximators have remained challenging. To help expose the practical challenges in MBRL and simplify algorithm design from the lens of abstraction, we develop a new framework that casts MBRL as a game between: (1) a policy player, which attempts to maximize rewards under the learned model; (2) a model player, which attempts to fit the real-world data collected by the policy player. For algorithm development, we construct a Stackelberg game between the two players, and show that it can be solved with approximate bi-level optimization. This gives rise to two natural families of algorithms for MBRL based on which player is chosen as the leader in the Stackelberg game. Together, they encapsulate, unify, and generalize many previous MBRL algorithms. Furthermore, our framework is consistent with and provides a clear basis for heuristics known to be important in practice from prior works. Finally, through experiments we validate that our proposed algorithms are highly sample efficient, match the asymptotic performance of model-free policy gradient, and scale gracefully to high-dimensional tasks like dexterous hand manipulation. Additional details and code can be obtained from the project page at https://sites.google.com/view/mbrl-game
Effective planning in model-based reinforcement learning (MBRL) and model-predictive control (MPC) relies on the accuracy of the learned dynamics model. In many instances of MBRL and MPC, this model is assumed to be stationary and is periodically re-trained from scratch on state transition experience collected from the beginning of environment interactions. This implies that the time required to train the dynamics model - and the pause required between plan executions - grows linearly with the size of the collected experience. We argue that this is too slow for lifelong robot learning and propose HyperCRL, a method that continually learns the encountered dynamics in a sequence of tasks using task-conditional hypernetworks. Our method has three main attributes: first, it includes dynamics learning sessions that do not revisit training data from previous tasks, so it only needs to store the most recent fixed-size portion of the state transition experience; second, it uses fixed-capacity hypernetworks to represent non-stationary and task-aware dynamics; third, it outperforms existing continual learning alternatives that rely on fixed-capacity networks, and does competitively with baselines that remember an ever increasing coreset of past experience. We show that HyperCRL is effective in continual model-based reinforcement learning in robot locomotion and manipulation scenarios, such as tasks involving pushing and door opening. Our project website with videos is at this link https://rvl.cs.toronto.edu/blog/2020/hypercrl

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