Adversarial imitation learning has become a popular framework for imitation in continuous control. Over the years, several variations of its components were proposed to enhance the performance of the learned policies as well as the sample complexity of the algorithm. In practice, these choices are rarely tested all together in rigorous empirical studies. It is therefore difficult to discuss and understand what choices, among the high-level algorithmic options as well as low-level implementation details, matter. To tackle this issue, we implement more than 50 of these choices in a generic adversarial imitation learning framework and investigate their impacts in a large-scale study (>500k trained agents) with both synthetic and human-generated demonstrations. While many of our findings confirm common practices, some of them are surprising or even contradict prior work. In particular, our results suggest that artificial demonstrations are not a good proxy for human data and that the very common practice of evaluating imitation algorithms only with synthetic demonstrations may lead to algorithms which perform poorly in the more realistic scenarios with human demonstrations.
We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10'000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.
Offline Reinforcement Learning methods seek to learn a policy from logged transitions of an environment, without any interaction. In the presence of function approximation, and under the assumption of limited coverage of the state-action space of the environment, it is necessary to enforce the policy to visit state-action pairs close to the support of logged transitions. In this work, we propose an iterative procedure to learn a pseudometric (closely related to bisimulation metrics) from logged transitions, and use it to define this notion of closeness. We show its convergence and extend it to the function approximation setting. We then use this pseudometric to define a new lookup based bonus in an actor-critic algorithm: PLOff. This bonus encourages the actor to stay close, in terms of the defined pseudometric, to the support of logged transitions. Finally, we evaluate the method on hand manipulation and locomotion tasks.
The study of exploration in Reinforcement Learning (RL) has a long history but it remains an unsolved problem. Recent approaches applied to Deep RL are based on the concept of intrinsic motivation and are implemented in the shape of an exploration bonus, added to the environment reward, that encourages visiting exhaustively the whole state-action space as fast as possible. This approach is supported by the vast theory of RL for which convergence to optimality assumes exhaustive exploration. Yet, Human Beings and mammals do not exhaustively explore the world and their motivation is not only based on novelty but also on diverse other factors (e.g., curiosity, fun, style, pleasure, safety, competition, etc.). They optimize for life-long learning and train to learn transferable skills in playgrounds without obvious goals. They also apply innate or learned priors to save time and stay safe. For these reasons, we propose a method for learning an exploration bonus from demonstrations that could transfer these motivations to an artificial agent without explicitly modeling them. Using an inverse RL approach, we show that different exploration behaviors can be learnt and efficiently used by RL agents to solve tasks for which exhaustive exploration is prohibitive.
Imitation Learning (IL) methods seek to match the behavior of an agent with that of an expert. In the present work, we propose a new IL method based on a conceptually simple algorithm: Primal Wasserstein Imitation Learning (PWIL), which ties to the primal form of the Wasserstein distance between the expert and the agent state-action distributions. We present a reward function which is derived offline, as opposed to recent adversarial IL algorithms that learn a reward function through interactions with the environment, and which requires little fine-tuning. We show that we can recover expert behavior on a variety of continuous control tasks of the MuJoCo domain in a sample efficient manner in terms of agent interactions and of expert interactions with the environment. Finally, we show that the behavior of the agent we train matches the behavior of the expert with the Wasserstein distance, rather than the commonly used proxy of performance.
In value-based reinforcement learning (RL), unlike in supervised learning, the agent faces not a single, stationary, approximation problem, but a sequence of value prediction problems. Each time the policy improves, the nature of the problem changes, shifting both the distribution of states and their values. In this paper we take a novel perspective, arguing that the value prediction problems faced by an RL agent should not be addressed in isolation, but rather as a single, holistic, prediction problem. An RL algorithm generates a sequence of policies that, at least approximately, improve towards the optimal policy. We explicitly characterize the associated sequence of value functions and call it the value-improvement path. Our main idea is to approximate the value-improvement path holistically, rather than to solely track the value function of the current policy. Specifically, we discuss the impact that this holistic view of RL has on representation learning. We demonstrate that a representation that spans the past value-improvement path will also provide an accurate value approximation for future policy improvements. We use this insight to better understand existing approaches to auxiliary tasks and to propose new ones. To test our hypothesis empirically, we augmented a standard deep RL agent with an auxiliary task of learning the value-improvement path. In a study of Atari 2600 games, the augmented agent achieved approximately double the mean and median performance of the baseline agent.
We present a unifying framework for designing and analysing distributional reinforcement learning (DRL) algorithms in terms of recursively estimating statistics of the return distribution. Our key insight is that DRL algorithms can be decomposed as the combination of some statistical estimator and a method for imputing a return distribution consistent with that set of statistics. With this new understanding, we are able to provide improved analyses of existing DRL algorithms as well as construct a new algorithm (EDRL) based upon estimation of the expectiles of the return distribution. We compare EDRL with existing methods on a variety of MDPs to illustrate concrete aspects of our analysis, and develop a deep RL variant of the algorithm, ER-DQN, which we evaluate on the Atari-57 suite of games.
We establish geometric and topological properties of the space of value functions in finite state-action Markov decision processes. Our main contribution is the characterization of the nature of its shape: a general polytope (Aigner et al., 2010). To demonstrate this result, we exhibit several properties of the structural relationship between policies and value functions including the line theorem, which shows that the value functions of policies constrained on all but one state describe a line segment. Finally, we use this novel perspective to introduce visualizations to enhance the understanding of the dynamics of reinforcement learning algorithms.
This paper proposes a new approach to representation learning based on geometric properties of the space of value functions. We study a two-part approximation of the value function: a nonlinear map from states to vectors, or representation, followed by a linear map from vectors to values. Our formulation considers adapting the representation to minimize the (linear) approximation of the value function of all stationary policies for a given environment. We show that this optimization reduces to making accurate predictions regarding a special class of value functions which we call adversarial value functions (AVFs). We argue that these AVFs make excellent auxiliary tasks, and use them to construct a loss which can be efficiently minimized to find a near-optimal representation for reinforcement learning. We highlight characteristics of the method in a series of experiments on the four-room domain.