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.
Episodic memory-based methods can rapidly latch onto past successful strategies by a non-parametric memory and improve sample efficiency of traditional reinforcement learning. However, little effort is put into the continuous domain, where a state is never visited twice and previous episodic methods fail to efficiently aggregate experience across trajectories. To address this problem, we propose Generalizable Episodic Memory (GEM), which effectively organizes the state-action values of episodic memory in a generalizable manner and supports implicit planning on memorized trajectories. GEM utilizes a double estimator to reduce the overestimation bias induced by value propagation in the planning process. Empirical evaluation shows that our method significantly outperforms existing trajectory-based methods on various MuJoCo continuous control tasks. To further show the general applicability, we evaluate our method on Atari games with discrete action space, which also shows significant improvement over baseline algorithms.