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In Goal-oriented Reinforcement learning, relabeling the raw goals in past experience to provide agents with hindsight ability is a major solution to the reward sparsity problem. In this paper, to enhance the diversity of relabeled goals, we develop FGI (Foresight Goal Inference), a new relabeling strategy that relabels the goals by looking into the future with a learned dynamics model. Besides, to improve sample efficiency, we propose to use the dynamics model to generate simulated trajectories for policy training. By integrating these two improvements, we introduce the MapGo framework (Model-Assisted Policy Optimization for Goal-oriented tasks). In our experiments, we first show the effectiveness of the FGI strategy compared with the hindsight one, and then show that the MapGo framework achieves higher sample efficiency when compared to model-free baselines on a set of complicated tasks.
In high-dimensional state spaces, the usefulness of Reinforcement Learning (RL) is limited by the problem of exploration. This issue has been addressed using potential-based reward shaping (PB-RS) previously. In the present work, we introduce Final-Volume-Preserving Reward Shaping (FV-RS). FV-RS relaxes the strict optimality guarantees of PB-RS to a guarantee of preserved long-term behavior. Being less restrictive, FV-RS allows for reward shaping functions that are even better suited for improving the sample efficiency of RL algorithms. In particular, we consider settings in which the agent has access to an approximate plan. Here, we use examples of simulated robotic manipulation tasks to demonstrate that plan-based FV-RS can indeed significantly improve the sample efficiency of RL over plan-based PB-RS.
Recent work (Takanobu et al., 2020) proposed the system-wise evaluation on dialog systems and found that improvement on individual components (e.g., NLU, policy) in prior work may not necessarily bring benefit to pipeline systems in system-wise evaluation. To improve the system-wise performance, in this paper, we propose new joint system-wise optimization techniques for the pipeline dialog system. First, we propose a new data augmentation approach which automates the labeling process for NLU training. Second, we propose a novel stochastic policy parameterization with Poisson distribution that enables better exploration and offers a principled way to compute policy gradient. Third, we propose a reward bonus to help policy explore successful dialogs. Our approaches outperform the competitive pipeline systems from Takanobu et al. (2020) by big margins of 12% success rate in automatic system-wise evaluation and of 16% success rate in human evaluation on the standard multi-domain benchmark dataset MultiWOZ 2.1, and also outperform the recent state-of-the-art end-to-end trained model from DSTC9.
We tackle the issue of finding a good policy when the number of policy updates is limited. This is done by approximating the expected policy reward as a sequence of concave lower bounds which can be efficiently maximized, drastically reducing the number of policy updates required to achieve good performance. We also extend existing methods to negative rewards, enabling the use of control variates.
Deterministic-policy actor-critic algorithms for continuous control improve the actor by plugging its actions into the critic and ascending the action-value gradient, which is obtained by chaining the actors Jacobian matrix with the gradient of the critic with respect to input actions. However, instead of gradients, the critic is, typically, only trained to accurately predict expected returns, which, on their own, are useless for policy optimization. In this paper, we propose MAGE, a model-based actor-critic algorithm, grounded in the theory of policy gradients, which explicitly learns the action-value gradient. MAGE backpropagates through the learned dynamics to compute gradient targets in temporal difference learning, leading to a critic tailored for policy improvement. On a set of MuJoCo continuous-control tasks, we demonstrate the efficiency of the algorithm in comparison to model-free and model-based state-of-the-art baselines.
This work studies the problem of object goal navigation which involves navigating to an instance of the given object category in unseen environments. End-to-end learning-based navigation methods struggle at this task as they are ineffective at exploration and long-term planning. We propose a modular system called, `Goal-Oriented Semantic Exploration which builds an episodic semantic map and uses it to explore the environment efficiently based on the goal object category. Empirical results in visually realistic simulation environments show that the proposed model outperforms a wide range of baselines including end-to-end learning-based methods as well as modular map-based methods and led to the winning entry of the CVPR-2020 Habitat ObjectNav Challenge. Ablation analysis indicates that the proposed model learns semantic priors of the relative arrangement of objects in a scene, and uses them to explore efficiently. Domain-agnostic module design allow us to transfer our model to a mobile robot platform and achieve similar performance for object goal navigation in the real-world.