ترغب بنشر مسار تعليمي؟ اضغط هنا

Shortest-Path Constrained Reinforcement Learning for Sparse Reward Tasks

240   0   0.0 ( 0 )
 نشر من قبل Sungryull Sohn
 تاريخ النشر 2021
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

We propose the k-Shortest-Path (k-SP) constraint: a novel constraint on the agents trajectory that improves the sample efficiency in sparse-reward MDPs. We show that any optimal policy necessarily satisfies the k-SP constraint. Notably, the k-SP constraint prevents the policy from exploring state-action pairs along the non-k-SP trajectories (e.g., going back and forth). However, in practice, excluding state-action pairs may hinder the convergence of RL algorithms. To overcome this, we propose a novel cost function that penalizes the policy violating SP constraint, instead of completely excluding it. Our numerical experiment in a tabular RL setting demonstrates that the SP constraint can significantly reduce the trajectory space of policy. As a result, our constraint enables more sample efficient learning by suppressing redundant exploration and exploitation. Our experiments on MiniGrid, DeepMind Lab, Atari, and Fetch show that the proposed method significantly improves proximal policy optimization (PPO) and outperforms existing novelty-seeking exploration methods including count-based exploration even in continuous control tasks, indicating that it improves the sample efficiency by preventing the agent from taking redundant actions.

قيم البحث

اقرأ أيضاً

In offline reinforcement learning (RL) agents are trained using a logged dataset. It appears to be the most natural route to attack real-life applications because in domains such as healthcare and robotics interactions with the environment are either expensive or unethical. Training agents usually requires reward functions, but unfortunately, rewards are seldom available in practice and their engineering is challenging and laborious. To overcome this, we investigate reward learning under the constraint of minimizing human reward annotations. We consider two types of supervision: timestep annotations and demonstrations. We propose semi-supervised learning algorithms that learn from limited annotations and incorporate unlabelled data. In our experiments with a simulated robotic arm, we greatly improve upon behavioural cloning and closely approach the performance achieved with ground truth rewards. We further investigate the relationship between the quality of the reward model and the final policies. We notice, for example, that the reward models do not need to be perfect to result in useful policies.
First-person object-interaction tasks in high-fidelity, 3D, simulated environments such as the AI2Thor virtual home-environment pose significant sample-efficiency challenges for reinforcement learning (RL) agents learning from sparse task rewards. To alleviate these challenges, prior work has provided extensive supervision via a combination of reward-shaping, ground-truth object-information, and expert demonstrations. In this work, we show that one can learn object-interaction tasks from scratch without supervision by learning an attentive object-model as an auxiliary task during task learning with an object-centric relational RL agent. Our key insight is that learning an object-model that incorporates object-attention into forward prediction provides a dense learning signal for unsupervised representation learning of both objects and their relationships. This, in turn, enables faster policy learning for an object-centric relational RL agent. We demonstrate our agent by introducing a set of challenging object-interaction tasks in the AI2Thor environment where learning with our attentive object-model is key to strong performance. Specifically, we compare our agent and relational RL agents with alternative auxiliary tasks to a relational RL agent equipped with ground-truth object-information, and show that learning with our object-model best closes the performance gap in terms of both learning speed and maximum success rate. Additionally, we find that incorporating object-attention into an object-models forward predictions is key to learning representations which capture object-category and object-state.
Model-free deep reinforcement learning (RL) has demonstrated its superiority on many complex sequential decision-making problems. However, heavy dependence on dense rewards and high sample-complexity impedes the wide adoption of these methods in real -world scenarios. On the other hand, imitation learning (IL) learns effectively in sparse-rewarded tasks by leveraging the existing expert demonstrations. In practice, collecting a sufficient amount of expert demonstrations can be prohibitively expensive, and the quality of demonstrations typically limits the performance of the learning policy. In this work, we propose Self-Adaptive Imitation Learning (SAIL) that can achieve (near) optimal performance given only a limited number of sub-optimal demonstrations for highly challenging sparse reward tasks. SAIL bridges the advantages of IL and RL to reduce the sample complexity substantially, by effectively exploiting sup-optimal demonstrations and efficiently exploring the environment to surpass the demonstrated performance. Extensive empirical results show that not only does SAIL significantly improve the sample-efficiency but also leads to much better final performance across different continuous control tasks, comparing to the state-of-the-art.
We present HiDe, a novel hierarchical reinforcement learning architecture that successfully solves long horizon control tasks and generalizes to unseen test scenarios. Functional decomposition between planning and low-level control is achieved by exp licitly separating the state-action spaces across the hierarchy, which allows the integration of task-relevant knowledge per layer. We propose an RL-based planner to efficiently leverage the information in the planning layer of the hierarchy, while the control layer learns a goal-conditioned control policy. The hierarchy is trained jointly but allows for the composition of different policies such as transferring layers across multiple agents. We experimentally show that our method generalizes across unseen test environments and can scale to tasks well beyond 3x horizon length compared to both learning and non-learning based approaches. We evaluate on complex continuous control tasks with sparse rewards, including navigation and robot manipulation.
124 - Zichuan Lin , Li Zhao , Derek Yang 2019
Many reinforcement learning (RL) tasks have specific properties that can be leveraged to modify existing RL algorithms to adapt to those tasks and further improve performance, and a general class of such properties is the multiple reward channel. In those environments the full reward can be decomposed into sub-rewards obtained from different channels. Existing work on reward decomposition either requires prior knowledge of the environment to decompose the full reward, or decomposes reward without prior knowledge but with degraded performance. In this paper, we propose Distributional Reward Decomposition for Reinforcement Learning (DRDRL), a novel reward decomposition algorithm which captures the multiple reward channel structure under distributional setting. Empirically, our method captures the multi-channel structure and discovers meaningful reward decomposition, without any requirements on prior knowledge. Consequently, our agent achieves better performance than existing methods on environments with multiple reward channels.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا