Deep reinforcement learning has demonstrated remarkable achievements across diverse domains such as video games, robotic control, autonomous driving, and drug discovery. Common methodologies in partially-observable domains largely lean on end-to-end learning from high-dimensional observations, such as images, without explicitly reasoning about true state. We suggest an alternative direction, introducing the Partially Supervised Reinforcement Learning (PSRL) framework. At the heart of PSRL is the fusion of both supervised and unsupervised learning. The approach leverages a state estimator to distill supervised semantic state information from high-dimensional observations which are often fully observable at training time. This yields more interpretable policies that compose state predictions with control. In parallel, it captures an unsupervised latent representation. These two-the semantic state and the latent state-are then fused and utilized as inputs to a policy network. This juxtaposition offers practitioners a flexible and dynamic spectrum: from emphasizing supervised state information to integrating richer, latent insights. Extensive experimental results indicate that by merging these dual representations, PSRL offers a potent balance, enhancing model interpretability while preserving, and often significantly outperforming, the performance benchmarks set by traditional methods in terms of reward and convergence speed.
Multi-cellular robot design aims to create robots comprised of numerous cells that can be efficiently controlled to perform diverse tasks. Previous research has demonstrated the ability to generate robots for various tasks, but these approaches often optimize robots directly in the vast design space, resulting in robots with complicated morphologies that are hard to control. In response, this paper presents a novel coarse-to-fine method for designing multi-cellular robots. Initially, this strategy seeks optimal coarse-grained robots and progressively refines them. To mitigate the challenge of determining the precise refinement juncture during the coarse-to-fine transition, we introduce the Hyperbolic Embeddings for Robot Design (HERD) framework. HERD unifies robots of various granularity within a shared hyperbolic space and leverages a refined Cross-Entropy Method for optimization. This framework enables our method to autonomously identify areas of exploration in hyperbolic space and concentrate on regions demonstrating promise. Finally, the extensive empirical studies on various challenging tasks sourced from EvoGym show our approach's superior efficiency and generalization capability.
Reward-free data is abundant and contains rich prior knowledge of human behaviors, but it is not well exploited by offline reinforcement learning (RL) algorithms. In this paper, we propose UBER, an unsupervised approach to extract useful behaviors from offline reward-free datasets via diversified rewards. UBER assigns different pseudo-rewards sampled from a given prior distribution to different agents to extract a diverse set of behaviors, and reuse them as candidate policies to facilitate the learning of new tasks. Perhaps surprisingly, we show that rewards generated from random neural networks are sufficient to extract diverse and useful behaviors, some even close to expert ones. We provide both empirical and theoretical evidence to justify the use of random priors for the reward function. Experiments on multiple benchmarks showcase UBER's ability to learn effective and diverse behavior sets that enhance sample efficiency for online RL, outperforming existing baselines. By reducing reliance on human supervision, UBER broadens the applicability of RL to real-world scenarios with abundant reward-free data.
Offline reinforcement learning (RL) presents a promising approach for learning reinforced policies from offline datasets without the need for costly or unsafe interactions with the environment. However, datasets collected by humans in real-world environments are often noisy and may even be maliciously corrupted, which can significantly degrade the performance of offline RL. In this work, we first investigate the performance of current offline RL algorithms under comprehensive data corruption, including states, actions, rewards, and dynamics. Our extensive experiments reveal that implicit Q-learning (IQL) demonstrates remarkable resilience to data corruption among various offline RL algorithms. Furthermore, we conduct both empirical and theoretical analyses to understand IQL's robust performance, identifying its supervised policy learning scheme as the key factor. Despite its relative robustness, IQL still suffers from heavy-tail targets of Q functions under dynamics corruption. To tackle this challenge, we draw inspiration from robust statistics to employ the Huber loss to handle the heavy-tailedness and utilize quantile estimators to balance penalization for corrupted data and learning stability. By incorporating these simple yet effective modifications into IQL, we propose a more robust offline RL approach named Robust IQL (RIQL). Extensive experiments demonstrate that RIQL exhibits highly robust performance when subjected to diverse data corruption scenarios.
Humans often acquire new skills through observation and imitation. For robotic agents, learning from the plethora of unlabeled video demonstration data available on the Internet necessitates imitating the expert without access to its action, presenting a challenge known as Imitation Learning from Observations (ILfO). A common approach to tackle ILfO problems is to convert them into inverse reinforcement learning problems, utilizing a proxy reward computed from the agent's and the expert's observations. Nonetheless, we identify that tasks characterized by a progress dependency property pose significant challenges for such approaches; in these tasks, the agent needs to initially learn the expert's preceding behaviors before mastering the subsequent ones. Our investigation reveals that the main cause is that the reward signals assigned to later steps hinder the learning of initial behaviors. To address this challenge, we present a novel ILfO framework that enables the agent to master earlier behaviors before advancing to later ones. We introduce an Automatic Discount Scheduling (ADS) mechanism that adaptively alters the discount factor in reinforcement learning during the training phase, prioritizing earlier rewards initially and gradually engaging later rewards only when the earlier behaviors have been mastered. Our experiments, conducted on nine Meta-World tasks, demonstrate that our method significantly outperforms state-of-the-art methods across all tasks, including those that are unsolvable by them.
In the realm of multi-agent reinforcement learning, intrinsic motivations have emerged as a pivotal tool for exploration. While the computation of many intrinsic rewards relies on estimating variational posteriors using neural network approximators, a notable challenge has surfaced due to the limited expressive capability of these neural statistics approximators. We pinpoint this challenge as the "revisitation" issue, where agents recurrently explore confined areas of the task space. To combat this, we propose a dynamic reward scaling approach. This method is crafted to stabilize the significant fluctuations in intrinsic rewards in previously explored areas and promote broader exploration, effectively curbing the revisitation phenomenon. Our experimental findings underscore the efficacy of our approach, showcasing enhanced performance in demanding environments like Google Research Football and StarCraft II micromanagement tasks, especially in sparse reward settings.
Humans have the ability to reuse previously learned policies to solve new tasks quickly, and reinforcement learning (RL) agents can do the same by transferring knowledge from source policies to a related target task. Transfer RL methods can reshape the policy optimization objective (optimization transfer) or influence the behavior policy (behavior transfer) using source policies. However, selecting the appropriate source policy with limited samples to guide target policy learning has been a challenge. Previous methods introduce additional components, such as hierarchical policies or estimations of source policies' value functions, which can lead to non-stationary policy optimization or heavy sampling costs, diminishing transfer effectiveness. To address this challenge, we propose a novel transfer RL method that selects the source policy without training extra components. Our method utilizes the Q function in the actor-critic framework to guide policy selection, choosing the source policy with the largest one-step improvement over the current target policy. We integrate optimization transfer and behavior transfer (IOB) by regularizing the learned policy to mimic the guidance policy and combining them as the behavior policy. This integration significantly enhances transfer effectiveness, surpasses state-of-the-art transfer RL baselines in benchmark tasks, and improves final performance and knowledge transferability in continual learning scenarios. Additionally, we show that our optimization transfer technique is guaranteed to improve target policy learning.
Demonstrations are widely used in Deep Reinforcement Learning (DRL) for facilitating solving tasks with sparse rewards. However, the tasks in real-world scenarios can often have varied initial conditions from the demonstration, which would require additional prior behaviours. For example, consider we are given the demonstration for the task of \emph{picking up an object from an open drawer}, but the drawer is closed in the training. Without acquiring the prior behaviours of opening the drawer, the robot is unlikely to solve the task. To address this, in this paper we propose an Intrinsic Rewards Driven Example-based Control \textbf{(IRDEC)}. Our method can endow agents with the ability to explore and acquire the required prior behaviours and then connect to the task-specific behaviours in the demonstration to solve sparse-reward tasks without requiring additional demonstration of the prior behaviours. The performance of our method outperforms other baselines on three navigation tasks and one robotic manipulation task with sparse rewards. Codes are available at https://github.com/Ricky-Zhu/IRDEC.
Offline goal-conditioned RL (GCRL) offers a way to train general-purpose agents from fully offline datasets. In addition to being conservative within the dataset, the generalization ability to achieve unseen goals is another fundamental challenge for offline GCRL. However, to the best of our knowledge, this problem has not been well studied yet. In this paper, we study out-of-distribution (OOD) generalization of offline GCRL both theoretically and empirically to identify factors that are important. In a number of experiments, we observe that weighted imitation learning enjoys better generalization than pessimism-based offline RL method. Based on this insight, we derive a theory for OOD generalization, which characterizes several important design choices. We then propose a new offline GCRL method, Generalizable Offline goAl-condiTioned RL (GOAT), by combining the findings from our theoretical and empirical studies. On a new benchmark containing 9 independent identically distributed (IID) tasks and 17 OOD tasks, GOAT outperforms current state-of-the-art methods by a large margin.