We introduce Adaptive Procedural Task Generation (APT-Gen), an approach to progressively generate a sequence of tasks as curricula to facilitate reinforcement learning in hard-exploration problems. At the heart of our approach, a task generator learns to create tasks from a parameterized task space via a black-box procedural generation module. To enable curriculum learning in the absence of a direct indicator of learning progress, we propose to train the task generator by balancing the agent's performance in the generated tasks and the similarity to the target tasks. Through adversarial training, the task similarity is adaptively estimated by a task discriminator defined on the agent's experiences, allowing the generated tasks to approximate target tasks of unknown parameterization or outside of the predefined task space. Our experiments on the grid world and robotic manipulation task domains show that APT-Gen achieves substantially better performance than various existing baselines by generating suitable tasks of rich variations.
Exploration under sparse reward is a long-standing challenge of model-free reinforcement learning. The state-of-the-art methods address this challenge by introducing intrinsic rewards to encourage exploration in novel states or uncertain environment dynamics. Unfortunately, methods based on intrinsic rewards often fall short in procedurally-generated environments, where a different environment is generated in each episode so that the agent is not likely to visit the same state more than once. Motivated by how humans distinguish good exploration behaviors by looking into the entire episode, we …
Facebook AI Research(脸书人工智能研究院);New York University(纽约大学);University College London(伦敦大学学院)
Exploration in sparse reward environments remains one of the key challenges of model-free reinforcement learning. Instead of solely relying on extrinsic rewards provided by the environment, many state-of-the-art methods use intrinsic rewards to encourage exploration. However, we show that existing methods fall short in procedurally-generated environments where an agent is unlikely to visit a state more than once. We propose a novel type of intrinsic reward which encourages the agent to take actions that lead to significant changes in its learned state representation. We evaluate our method on …
Democritus University of Thrace(色雷斯德谟克利特大学);The Centre for Research & Technology, Hellas(希腊研究与科技中心)
This paper is an initial endeavor to bridge the gap between powerful Deep Reinforcement Learning methodologies and the problem of exploration/coverage of unknown terrains. Within this scope, MarsExplorer, an openai-gym compatible environment tailored to exploration/coverage of unknown areas, is presented. MarsExplorer translates the original robotics problem into a Reinforcement Learning setup that various off-the-shelf algorithms can tackle. Any learned policy can be straightforwardly applied to a robotic platform without an elaborate simulation model of the robot's dynamics to apply a differ…
University of California, Berkeley(加州大学伯克利分校);Tsinghua University(清华大学);Facebook AI Research(Facebook人工智能研究院)
Efficient exploration under sparse rewards remains a key challenge in deep reinforcement learning. To guide exploration, previous work makes extensive use of intrinsic reward (IR). There are many heuristics for IR, including visitation counts, curiosity, and state-difference. In this paper, we analyze the pros and cons of each method and propose the regulated difference of inverse visitation counts as a simple but effective criterion for IR. The criterion helps the agent explore Beyond the Boundary of explored regions and mitigates common issues in count-based methods, such as short-sightednes…
Enhanced Generalization through Prioritization and Diversity in Self-Imitation Reinforcement Learning over Procedural Environments with Sparse Rewards
TECNALIA, Basque Research and Technology Alliance (BRTA)(TECNALIA,巴斯克研究与技术联盟(BRTA));University of the Basque Country (UPV/EHU)(巴斯克大学(UPV/EHU));Rice University(莱斯大学)
Can we learn how to explore unknown spaces efficiently? To answer this question, we study the problem of Online Graph Exploration, the online version of the Traveling Salesperson Problem. We reformulate graph exploration as a reinforcement learning problem and apply Direct Future Prediction (Dosovitskiy and Koltun, 2017) to solve it. As the graph is discovered online, the corresponding Markov Decision Process entails a dynamic state space, namely the observable graph and a dynamic action space, namely the nodes forming the graph's frontier. To the best of our knowledge, this is the first attem…
How to best explore in domains with sparse, delayed, and deceptive rewards is an important open problem for reinforcement learning (RL). This paper considers one such domain, the recently-proposed multi-agent benchmark of Pommerman. This domain is very challenging for RL --- past work has shown that model-free RL algorithms fail to achieve significant learning without artificially reducing the environment's complexity. In this paper, we illuminate reasons behind this failure by providing a thorough analysis on the hardness of random exploration in Pommerman. While model-free random exploration…
Despite definite success in deep reinforcement learning problems, actor-critic algorithms are still confronted with sample inefficiency in complex environments, particularly in tasks where efficient exploration is a bottleneck. These methods consider a policy (the actor) and a value function (the critic) whose respective losses are built using different motivations and approaches. This paper introduces a third protagonist: the adversary. While the adversary mimics the actor by minimizing the KL-divergence between their respective action distributions, the actor, in addition to learning to solv…
A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exp…
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by focusing on the next best task to learn. We explore curriculum learning in a complex, visual domain with many hard exploration challenges: Minecraft. We find that learning progress (defined as a change in success probability of a task) is a reliable measure of learnability for automatically constructing an effective curriculum. We introduce a learning-progres…
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent's exact environment setup and the demonstrator's action and reward trajectories. Here we propose a two-stage method that overcomes these limitations by relying on noisy, unaligned footage without access to such data. First, we learn to map una…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of wha…
Sparse rewards are double-edged training signals in reinforcement learning: easy to design but hard to optimize. Intrinsic motivation guidances have thus been developed toward alleviating the resulting exploration problem. They usually incentivize agents to look for new states through novelty signals. Yet, such methods encourage exhaustive exploration of the state space rather than focusing on the environment's salient interaction opportunities. We propose a new exploration method, called Don't Do What Doesn't Matter (DoWhaM), shifting the emphasis from state novelty to state with relevant act…
We study the Combinatorial Pure Exploration problem with Continuous and Separable reward functions (CPE-CS) in the stochastic multi-armed bandit setting. In a CPE-CS instance, we are given several stochastic arms with unknown distributions, as well as a collection of possible decisions. Each decision has a reward according to the distributions of arms. The goal is to identify the decision with the maximum reward, using as few arm samples as possible. The problem generalizes the combinatorial pure exploration problem with linear rewards, which has attracted significant attention in recent years…
TECNALIA(泰克纳利亚);Basque Research & Technology Alliance (BRTA)(巴斯克研究与技术联盟(BRTA));University of the Basque Country (UPV/EHU)(巴斯克大学(UPV/EHU))
In the last few years, the research activity around reinforcement learning tasks formulated over environments with sparse rewards has been especially notable. Among the numerous approaches proposed to deal with these hard exploration problems, intrinsic motivation mechanisms are arguably among the most studied alternatives to date. Advances reported in this area over time have tackled the exploration issue by proposing new algorithmic ideas to generate alternative mechanisms to measure the novelty. However, most efforts in this direction have overlooked the influence of different design choice…
TECNALIA, Basque Research and Technology Alliance (BRTA)(TECNALIA,巴斯克研究与技术联盟(BRTA));University of the Basque Country (UPV/EHU)(巴斯克大学(UPV/EHU))
Reinforcement Learning has emerged as a strong alternative to solve optimization tasks efficiently. The use of these algorithms highly depends on the feedback signals provided by the environment in charge of informing about how good (or bad) the decisions made by the learned agent are. Unfortunately, in a broad range of problems the design of a good reward function is not trivial, so in such cases sparse reward signals are instead adopted. The lack of a dense reward function poses new challenges, mostly related to exploration. Imitation Learning has addressed those problems by leveraging demon…
University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Microsoft(微软);Microsoft Research(微软研究院);Google Research(谷歌研究院)
We study reward-free reinforcement learning (RL) under general non-linear function approximation, and establish sample efficiency and hardness results under various standard structural assumptions. On the positive side, we propose the RFOLIVE (Reward-Free OLIVE) algorithm for sample-efficient reward-free exploration under minimal structural assumptions, which covers the previously studied settings of linear MDPs (Jin et al., 2020b), linear completeness (Zanette et al., 2020b) and low-rank MDPs with unknown representation (Modi et al., 2021). Our analyses indicate that the explorability or reac…
Robert Bosch GmbH(罗伯特·博世有限公司);University of Tübingen(图宾根大学);Heidelberg University(海德堡大学)
The process of optimizing the latency of DNN operators with ML models and hardware-in-the-loop, called auto-tuning, has established itself as a pervasive method for the deployment of neural networks. From a search space of loop-optimizations, the candidate providing the best performance has to be selected. Performance of individual configurations is evaluated through hardware measurements. The combinatorial explosion of possible configurations, together with the cost of hardware evaluation makes exhaustive explorations of the search space infeasible in practice. Machine Learning methods, like …
Reinforcement Learning (RL) has made remarkable achievements, but it still suffers from inadequate exploration strategies, sparse reward signals, and deceptive reward functions. To alleviate these problems, a Population-guided Novelty Search (PNS) parallel learning method is proposed in this paper. In PNS, the population is divided into multiple sub-populations, each of which has one chief agent and several exploring agents. The chief agent evaluates the policies learned by exploring agents and shares the optimal policy with all sub-populations. The exploring agents learn their policies in col…
Moscow Institute of Physics and Technology(莫斯科物理技术学院);Artificial Intelligence Research Institute FRC CSC RAS(俄罗斯科学院联邦研究中心计算机科学研究所人工智能研究院)
Exploration is an essential part of reinforcement learning, which restricts the quality of learned policy. Hard-exploration environments are defined by huge state space and sparse rewards. In such conditions, an exhaustive exploration of the environment is often impossible, and the successful training of an agent requires a lot of interaction steps. In this paper, we propose an exploration method called Rollback-Explore (RbExplore), which utilizes the concept of the persistent Markov decision process, in which agents during training can roll back to visited states. We test our algorithm in the…
MILA, Université de Montréal(蒙特利尔大学米拉研究所);Google Brain(谷歌大脑)
Research on exploration in reinforcement learning, as applied to Atari 2600 game-playing, has emphasized tackling difficult exploration problems such as Montezuma's Revenge (Bellemare et al., 2016). Recently, bonus-based exploration methods, which explore by augmenting the environment reward, have reached above-human average performance on such domains. In this paper we reassess popular bonus-based exploration methods within a common evaluation framework. We combine Rainbow (Hessel et al., 2018) with different exploration bonuses and evaluate its performance on Montezuma's Revenge, Bellemare e…
Massachusetts Institute of Technology(麻省理工学院);IBM Research(IBM研究院)
Deploying deep reinforcement learning in safety-critical settings requires developing algorithms that obey hard constraints during exploration. This paper contributes a first approach toward enforcing formal safety constraints on end-to-end policies with visual inputs. Our approach draws on recent advances in object detection and automated reasoning for hybrid dynamical systems. The approach is evaluated on a novel benchmark that emphasizes the challenge of safely exploring in the presence of hard constraints. Our benchmark draws from several proposed problem sets for safe learning and include…
Building agents that can explore their environments intelligently is a challenging open problem. In this paper, we make a step towards understanding how a hierarchical design of the agent's policy can affect its exploration capabilities. First, we design EscapeRoom environments, where the agent must figure out how to navigate to the exit by accomplishing a number of intermediate tasks (\emph{subgoals}), such as finding keys or opening doors. Our environments are procedurally generated and vary in complexity, which can be controlled by the number of subgoals and relationships between them. Next…
Co-exploration of an optimal neural architecture and its hardware accelerator is an approach of rising interest which addresses the computational cost problem, especially in low-profile systems. The large co-exploration space is often handled by adopting the idea of differentiable neural architecture search. However, despite the superior search efficiency of the differentiable co-exploration, it faces a critical challenge of not being able to systematically satisfy hard constraints such as frame rate. To handle the hard constraint problem of differentiable co-exploration, we propose HDX, which…
State of the art reinforcement learning has enabled training agents on tasks of ever increasing complexity. However, the current paradigm tends to favor training agents from scratch on every new task or on collections of tasks with a view towards generalizing to novel task configurations. The former suffers from poor data efficiency while the latter is difficult when test tasks are out-of-distribution. Agents that can effectively transfer their knowledge about the world pose a potential solution to these issues. In this paper, we investigate transfer learning in the context of model-based agen…
This paper introduces R2D3, an agent that makes efficient use of demonstrations to solve hard exploration problems in partially observable environments with highly variable initial conditions. We also introduce a suite of eight tasks that combine these three properties, and show that R2D3 can solve several of the tasks where other state of the art methods (both with and without demonstrations) fail to see even a single successful trajectory after tens of billions of steps of exploration.
We present BYOL-Explore, a conceptually simple yet general approach for curiosity-driven exploration in visually-complex environments. BYOL-Explore learns a world representation, the world dynamics, and an exploration policy all-together by optimizing a single prediction loss in the latent space with no additional auxiliary objective. We show that BYOL-Explore is effective in DM-HARD-8, a challenging partially-observable continuous-action hard-exploration benchmark with visually-rich 3-D environments. On this benchmark, we solve the majority of the tasks purely through augmenting the extrinsic…
IT University of Copenhagen(哥本哈根信息技术大学);University of Malta(马耳他大学)
We introduce DeLeNoX (Deep Learning Novelty Explorer), a system that autonomously creates artifacts in constrained spaces according to its own evolving interestingness criterion. DeLeNoX proceeds in alternating phases of exploration and transformation. In the exploration phases, a version of novelty search augmented with constraint handling searches for maximally diverse artifacts using a given distance function. In the transformation phases, a deep learning autoencoder learns to compress the variation between the found artifacts into a lower-dimensional space. The newly trained encoder is the…
Institute of Digital Games, University of Malta(马耳他大学数字游戏研究所)
This paper proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal we evaluate individuals' novelty in the latent space using a 3D autoencoder, and alternate between phases of exploration and transformation. During exploration the system evolves multiple populations of CPPNs through CPPN-NEAT and constrained novelty search in the latent space (defined by the current autoencoder). We apply a set of repair and constraint functions to ensure candidates adhere to basic structural rules and constr…
Massachusetts Institute of Technology(麻省理工学院);MIT-IBM Watson AI Lab(麻省理工学院-IBM沃森人工智能实验室);Aalto University(阿尔托大学)
State-of-the-art reinforcement learning (RL) algorithms typically use random sampling (e.g., $ε$-greedy) for exploration, but this method fails on hard exploration tasks like Montezuma's Revenge. To address the challenge of exploration, prior works incentivize exploration by rewarding the agent when it visits novel states. Such intrinsic rewards (also called exploration bonus or curiosity) often lead to excellent performance on hard exploration tasks. However, on easy exploration tasks, the agent gets distracted by intrinsic rewards and performs unnecessary exploration even when sufficient tas…
Nanjing University(南京大学);Zhejiang University(浙江大学);Key Laboratory of Collaborative Sensing and Autonomous Unmanned Systems of Zhejiang Province(浙江省协同感知与自主无人系统重点实验室)
With the popularity of deep learning, the hardware implementation platform of deep learning has received increasing interest. Unlike the general purpose devices, e.g., CPU, or GPU, where the deep learning algorithms are executed at the software level, neural network hardware accelerators directly execute the algorithms to achieve higher both energy efficiency and performance improvements. However, as the deep learning algorithms evolve frequently, the engineering effort and cost of designing the hardware accelerators are greatly increased. To improve the design quality while saving the cost, d…
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校)
In recent years, hardware accelerators based on field-programmable gate arrays (FPGAs) have been widely adopted, thanks to FPGAs' extraordinary flexibility. However, with the high flexibility comes the difficulty in design and optimization. Conventionally, these accelerators are designed with low-level hardware descriptive languages, which means creating large designs with complex behavior is extremely difficult. Therefore, high-level synthesis (HLS) tools were created to simplify hardware designs for FPGAs. They enable the user to create hardware designs using high-level languages and provide…
Technische Universität Wien (TU Wien)(维也纳工业大学);National University of Sciences and Technology (NUST)(巴基斯坦国立科技大学);New York University Abu Dhabi (NYU-AD)(纽约大学阿布扎比分校)
In this work, we propose the BioNetExplorer framework to systematically generate and explore multiple DNN architectures for bio-signal processing in wearables. Our framework adapts key neural architecture parameters to search for an embedded DNN with a low hardware overhead, which can be deployed in wearable edge devices to analyse the bio-signal data and to extract the relevant information, such as arrhythmia and seizure. Our framework also enables hardware-aware DNN architecture search using genetic algorithms by imposing user requirements and hardware constraints (storage, FLOPs, etc.) duri…