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Hierarchical reinforcement learning (HRL) helps address large-scale and sparse reward issues in reinforcement learning. In HRL, the policy model has an inner representation structured in levels. With this structure, the reinforcement learning task is expected to be decomposed into corresponding levels with sub-tasks, and thus the learning can be more efficient. In HRL, although it is intuitive that a high-level policy only needs to make macro decisions in a low frequency, the exact frequency is hard to be simply determined. Previous HRL approaches often employed a fixed-time skip strategy or learn a terminal condition without taking account of the context, which, however, not only requires manual adjustments but also sacrifices some decision granularity. In this paper, we propose the emph{temporal-adaptive hierarchical policy learning} (TEMPLE) structure, which uses a temporal gate to adaptively control the high-level policy decision frequency. We train the TEMPLE structure with PPO and test its performance in a range of environments including 2-D rooms, Mujoco tasks, and Atari games. The results show that the TEMPLE structure can lead to improved performance in these environments with a sequential adaptive high-level control.
Cognitive Psychology and related disciplines have identified several critical mechanisms that enable intelligent biological agents to learn to solve complex problems. There exists pressing evidence that the cognitive mechanisms that enable problem-so
Particle physics experiments often require the reconstruction of decay patterns through a hierarchical clustering of the observed final-state particles. We show that this task can be phrased as a Markov Decision Process and adapt reinforcement learni
Multiagent reinforcement learning (MARL) is commonly considered to suffer from non-stationary environments and exponentially increasing policy space. It would be even more challenging when rewards are sparse and delayed over long trajectories. In thi
This work is inspired by recent advances in hierarchical reinforcement learning (HRL) (Barto and Mahadevan 2003; Hengst 2010), and improvements in learning efficiency from heuristic-based subgoal selection, experience replay (Lin 1993; Andrychowicz e
The design of reward functions in reinforcement learning is a human skill that comes with experience. Unfortunately, there is not any methodology in the literature that could guide a human to design the reward function or to allow a human to transfer