Goal-conditioned planning benefits from learned low-dimensional representations of rich, high-dimensional observations. While compact latent representations, typically learned from variational autoencoders or inverse dynamics, enable goal-conditioned planning they ignore state affordances, thus hampering their sample-efficient planning capabilities. In this paper, we learn a representation that associates reachable states together for effective onward planning. We first learn a latent representation with multi-step inverse dynamics (to remove distracting information); and then transform this representation to associate reachable states together in $\ell_2$ space. Our proposals are rigorously tested in various simulation testbeds. Numerical results in reward-based and reward-free settings show significant improvements in sampling efficiency, and yields layered state abstractions that enable computationally efficient hierarchical planning.
While bisimulation-based approaches hold promise for learning robust state representations for Reinforcement Learning (RL) tasks, their efficacy in offline RL tasks has not been up to par. In some instances, their performance has even significantly underperformed alternative methods. We aim to understand why bisimulation methods succeed in online settings, but falter in offline tasks. Our analysis reveals that missing transitions in the dataset are particularly harmful to the bisimulation principle, leading to ineffective estimation. We also shed light on the critical role of reward scaling in bounding the scale of bisimulation measurements and of the value error they induce. Based on these findings, we propose to apply the expectile operator for representation learning to our offline RL setting, which helps to prevent overfitting to incomplete data. Meanwhile, by introducing an appropriate reward scaling strategy, we avoid the risk of feature collapse in representation space. We implement these recommendations on two state-of-the-art bisimulation-based algorithms, MICo and SimSR, and demonstrate performance gains on two benchmark suites: D4RL and Visual D4RL. Codes are provided at \url{https://github.com/zanghyu/Offline_Bisimulation}.
Informational parsimony -- i.e., using the minimal information required for a task, -- provides a useful inductive bias for learning representations that achieve better generalization by being robust to noise and spurious correlations. We propose information gating in the pixel space as a way to learn more parsimonious representations. Information gating works by learning masks that capture only the minimal information required to solve a given task. Intuitively, our models learn to identify which visual cues actually matter for a given task. We gate information using a differentiable parameterization of the signal-to-noise ratio, which can be applied to arbitrary values in a network, e.g.~masking out pixels at the input layer. We apply our approach, which we call InfoGating, to various objectives such as: multi-step forward and inverse dynamics, Q-learning, behavior cloning, and standard self-supervised tasks. Our experiments show that learning to identify and use minimal information can improve generalization in downstream tasks -- e.g., policies based on info-gated images are considerably more robust to distracting/irrelevant visual features.
Learning policies from fixed offline datasets is a key challenge to scale up reinforcement learning (RL) algorithms towards practical applications. This is often because off-policy RL algorithms suffer from distributional shift, due to mismatch between dataset and the target policy, leading to high variance and over-estimation of value functions. In this work, we propose variance regularization for offline RL algorithms, using stationary distribution corrections. We show that by using Fenchel duality, we can avoid double sampling issues for computing the gradient of the variance regularizer. The proposed algorithm for offline variance regularization (OVAR) can be used to augment any existing offline policy optimization algorithms. We show that the regularizer leads to a lower bound to the offline policy optimization objective, which can help avoid over-estimation errors, and explains the benefits of our approach across a range of continuous control domains when compared to existing state-of-the-art algorithms.
Several self-supervised representation learning methods have been proposed for reinforcement learning (RL) with rich observations. For real-world applications of RL, recovering underlying latent states is crucial, particularly when sensory inputs contain irrelevant and exogenous information. In this work, we study how information bottlenecks can be used to construct latent states efficiently in the presence of task-irrelevant information. We propose architectures that utilize variational and discrete information bottlenecks, coined as RepDIB, to learn structured factorized representations. Exploiting the expressiveness bought by factorized representations, we introduce a simple, yet effective, bottleneck that can be integrated with any existing self-supervised objective for RL. We demonstrate this across several online and offline RL benchmarks, along with a real robot arm task, where we find that compressed representations with RepDIB can lead to strong performance improvements, as the learned bottlenecks help predict only the relevant state while ignoring irrelevant information.
Offline reinforcement learning (RL) struggles in environments with rich and noisy inputs, where the agent only has access to a fixed dataset without environment interactions. Past works have proposed common workarounds based on the pre-training of state representations, followed by policy training. In this work, we introduce a simple, yet effective approach for learning state representations. Our method, Behavior Prior Representation (BPR), learns state representations with an easy-to-integrate objective based on behavior cloning of the dataset: we first learn a state representation by mimicking actions from the dataset, and then train a policy on top of the fixed representation, using any off-the-shelf Offline RL algorithm. Theoretically, we prove that BPR carries out performance guarantees when integrated into algorithms that have either policy improvement guarantees (conservative algorithms) or produce lower bounds of the policy values (pessimistic algorithms). Empirically, we show that BPR combined with existing state-of-the-art Offline RL algorithms leads to significant improvements across several offline control benchmarks.
Goal-conditioned reinforcement learning (RL) is a promising direction for training agents that are capable of solving multiple tasks and reach a diverse set of objectives. How to \textit{specify} and \textit{ground} these goals in such a way that we can both reliably reach goals during training as well as generalize to new goals during evaluation remains an open area of research. Defining goals in the space of noisy and high-dimensional sensory inputs poses a challenge for training goal-conditioned agents, or even for generalization to novel goals. We propose to address this by learning factorial representations of goals and processing the resulting representation via a discretization bottleneck, for coarser goal specification, through an approach we call DGRL. We show that applying a discretizing bottleneck can improve performance in goal-conditioned RL setups, by experimentally evaluating this method on tasks ranging from maze environments to complex robotic navigation and manipulation. Additionally, we prove a theorem lower-bounding the expected return on out-of-distribution goals, while still allowing for specifying goals with expressive combinatorial structure.
Learning to control an agent from data collected offline in a rich pixel-based visual observation space is vital for real-world applications of reinforcement learning (RL). A major challenge in this setting is the presence of input information that is hard to model and irrelevant to controlling the agent. This problem has been approached by the theoretical RL community through the lens of exogenous information, i.e, any control-irrelevant information contained in observations. For example, a robot navigating in busy streets needs to ignore irrelevant information, such as other people walking in the background, textures of objects, or birds in the sky. In this paper, we focus on the setting with visually detailed exogenous information, and introduce new offline RL benchmarks offering the ability to study this problem. We find that contemporary representation learning techniques can fail on datasets where the noise is a complex and time dependent process, which is prevalent in practical applications. To address these, we propose to use multi-step inverse models, which have seen a great deal of interest in the RL theory community, to learn Agent-Controller Representations for Offline-RL (ACRO). Despite being simple and requiring no reward, we show theoretically and empirically that the representation created by this objective greatly outperforms baselines.
A person walking along a city street who tries to model all aspects of the world would quickly be overwhelmed by a multitude of shops, cars, and people moving in and out of view, following their own complex and inscrutable dynamics. Exploration and navigation in such an environment is an everyday task, requiring no vast exertion of mental resources. Is it possible to turn this fire hose of sensory information into a minimal latent state which is necessary and sufficient for an agent to successfully act in the world? We formulate this question concretely, and propose the Agent-Controllable State Discovery algorithm (AC-State), which has theoretical guarantees and is practically demonstrated to discover the \textit{minimal controllable latent state} which contains all of the information necessary for controlling the agent, while fully discarding all irrelevant information. This algorithm consists of a multi-step inverse model (predicting actions from distant observations) with an information bottleneck. AC-State enables localization, exploration, and navigation without reward or demonstrations. We demonstrate the discovery of controllable latent state in three domains: localizing a robot arm with distractions (e.g., changing lighting conditions and background), exploring in a maze alongside other agents, and navigating in the Matterport house simulator.
We hypothesize that empirically studying the sample complexity of offline reinforcement learning (RL) is crucial for the practical applications of RL in the real world. Several recent works have demonstrated the ability to learn policies directly from offline data. In this work, we ask the question of the dependency on the number of samples for learning from offline data. Our objective is to emphasize that studying sample complexity for offline RL is important, and is an indicator of the usefulness of existing offline algorithms. We propose an evaluation approach for sample complexity analysis of offline RL.