Self-imitation learning is a Reinforcement Learning (RL) method that encourages actions whose returns were higher than expected, which helps in hard exploration and sparse reward problems. It was shown to improve the performance of on-policy actor-critic methods in several discrete control tasks. Nevertheless, applying self-imitation to the mostly action-value based off-policy RL methods is not straightforward. We propose SAIL, a novel generalization of self-imitation learning for off-policy RL, based on a modification of the Bellman optimality operator that we connect to Advantage Learning. Crucially, our method mitigates the problem of stale returns by choosing the most optimistic return estimate between the observed return and the current action-value for self-imitation. We demonstrate the empirical effectiveness of SAIL on the Arcade Learning Environment, with a focus on hard exploration games.
Self-imitation learning motivated by lower-bound Q-learning is a novel and effective approach for off-policy learning. In this work, we propose a n-step lower bound which generalizes the original return-based lower-bound Q-learning, and introduce a new family of self-imitation learning algorithms. To provide a formal motivation for the potential performance gains provided by self-imitation learning, we show that n-step lower bound Q-learning achieves a trade-off between fixed point bias and contraction rate, drawing close connections to the popular uncorrected n-step Q-learning. We finally sho…
Despite the numerous breakthroughs achieved with Reinforcement Learning (RL), solving environments with sparse rewards remains a challenging task that requires sophisticated exploration. Learning from Demonstrations (LfD) remedies this issue by guiding the agent's exploration towards states experienced by an expert. Naturally, the benefits of this approach hinge on the quality of demonstrations, which are rarely optimal in realistic scenarios. Modern LfD algorithms require meticulous tuning of hyperparameters that control the influence of demonstrations and, as we show in the paper, struggle w…
Deep reinforcement learning (DRL) provides a new way to generate robot control policy. However, the process of training control policy requires lengthy exploration, resulting in a low sample efficiency of reinforcement learning (RL) in real-world tasks. Both imitation learning (IL) and learning from demonstrations (LfD) improve the training process by using expert demonstrations, but imperfect expert demonstrations can mislead policy improvement. Offline to Online reinforcement learning requires a lot of offline data to initialize the policy, and distribution shift can easily lead to performan…
This paper explores a simple regularizer for reinforcement learning by proposing Generative Adversarial Self-Imitation Learning (GASIL), which encourages the agent to imitate past good trajectories via generative adversarial imitation learning framework. Instead of directly maximizing rewards, GASIL focuses on reproducing past good trajectories, which can potentially make long-term credit assignment easier when rewards are sparse and delayed. GASIL can be easily combined with any policy gradient objective by using GASIL as a learned shaped reward function. Our experimental results show that GA…
Québec AI institute (Mila)(魁北克人工智能研究所(Mila));McGill University(麦吉尔大学);Polytechnique Montréal(蒙特利尔理工学院);Facebook AI Research(Facebook人工智能研究院);Element AI;Ubisoft Montreal’s La Forge R&D laboratory(育碧蒙特利尔La Forge研发实验室)
Adversarial Imitation Learning alternates between learning a discriminator -- which tells apart expert's demonstrations from generated ones -- and a generator's policy to produce trajectories that can fool this discriminator. This alternated optimization is known to be delicate in practice since it compounds unstable adversarial training with brittle and sample-inefficient reinforcement learning. We propose to remove the burden of the policy optimization steps by leveraging a novel discriminator formulation. Specifically, our discriminator is explicitly conditioned on two policies: the one fro…
This paper proposes Self-Imitation Learning (SIL), a simple off-policy actor-critic algorithm that learns to reproduce the agent's past good decisions. This algorithm is designed to verify our hypothesis that exploiting past good experiences can indirectly drive deep exploration. Our empirical results show that SIL significantly improves advantage actor-critic (A2C) on several hard exploration Atari games and is competitive to the state-of-the-art count-based exploration methods. We also show that SIL improves proximal policy optimization (PPO) on MuJoCo tasks.
Beihang University(北京航空航天大学);Nanjing Research Institute of Electronics Technology(南京电子技术研究所)
The application of reinforcement learning (RL) in robotic control is still limited in the environments with sparse and delayed rewards. In this paper, we propose a practical self-imitation learning method named Self-Imitation Learning with Constant Reward (SILCR). Instead of requiring hand-defined immediate rewards from environments, our method assigns the immediate rewards at each timestep with constant values according to their final episodic rewards. In this way, even if the dense rewards from environments are unavailable, every action taken by the agents would be guided properly. We demons…
Duke University(杜克大学);University at Buffalo(布法罗大学);Microsoft Dynamics 365 AI Research(微软Dynamics 365人工智能研究院);DeepMind(深度思维)
Reinforcement learning (RL) has been widely studied for improving sequence-generation models. However, the conventional rewards used for RL training typically cannot capture sufficient semantic information and therefore render model bias. Further, the sparse and delayed rewards make RL exploration inefficient. To alleviate these issues, we propose the concept of nested-Wasserstein distance for distributional semantic matching. To further exploit it, a novel nested-Wasserstein self-imitation learning framework is developed, encouraging the model to exploit historical high-rewarded sequences for…
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…
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)
In the search for more sample-efficient reinforcement-learning (RL) algorithms, a promising direction is to leverage as much external off-policy data as possible. For instance, expert demonstrations. In the past, multiple ideas have been proposed to make good use of the demonstrations added to the replay buffer, such as pretraining on demonstrations only or minimizing additional cost functions. We present a new method, able to leverage both demonstrations and episodes collected online in any sparse-reward environment with any off-policy algorithm. Our method is based on a reward bonus given to…
Animation and machine learning research have shown great advancements in the past decade, leading to robust and powerful methods for learning complex physically-based animations. However, learning can take hours or days, especially if no reference movement data is available. In this paper, we propose and evaluate a novel combination of techniques for accelerating the learning of stable locomotion movements through self-imitation learning of synthetic animations. First, we produce synthetic and cyclic reference movement using a recent online tree search approach that can discover stable walking…
Going Beyond Expert Performance via Deep Implicit Imitation Reinforcement Learning
Department of Physics, J.K. Institute of Science(J.K.科学研究院物理系);World Scientific University(世界科学大学);University of Intelligent Studies(智能研究大学);Technical University of Crete(克里特技术大学)
This paper proposes a new reinforcement learning (RL) algorithm that enhances exploration by amplifying the imitation effect (AIE). This algorithm consists of self-imitation learning and random network distillation algorithms. We argue that these two algorithms complement each other and that combining these two algorithms can amplify the imitation effect for exploration. In addition, by adding an intrinsic penalty reward to the state that the RL agent frequently visits and using replay memory for learning the feature state when using an exploration bonus, the proposed approach leads to deep ex…
Developing agents that can perform challenging complex tasks is the goal of reinforcement learning. The model-free reinforcement learning has been considered as a feasible solution. However, the state of the art research has been to develop increasingly complicated techniques. This increasing complexity makes the reconstruction difficult. Furthermore, the problem of reward dependency is still exists. As a result, research on imitation learning, which learns policy from a demonstration of experts, has begun to attract attention. Imitation learning directly learns policy based on data on the beh…
Institute for Interdisciplinary Information Sciences, Tsinghua University(清华大学交叉信息研究院);Shanghai Qi Zhi Institute(上海期智研究院);UC Berkeley(加州大学伯克利分校);UCSD(加州大学圣迭戈分校)
We propose a novel learning paradigm, Self-Imitation via Reduction (SIR), for solving compositional reinforcement learning problems. SIR is based on two core ideas: task reduction and self-imitation. Task reduction tackles a hard-to-solve task by actively reducing it to an easier task whose solution is known by the RL agent. Once the original hard task is successfully solved by task reduction, the agent naturally obtains a self-generated solution trajectory to imitate. By continuously collecting and imitating such demonstrations, the agent is able to progressively expand the solved subspace in…
Asian Institute of Technology(亚洲理工学院);The University of Tokyo(东京大学)
Compared to traditional imitation learning methods such as DAgger and DART, intervention-based imitation offers a more convenient and sample efficient data collection process to users. In this paper, we introduce Reinforced Intervention-based Learning (ReIL), a framework consisting of a general intervention-based learning algorithm and a multi-task imitation learning model aimed at enabling non-expert users to train agents in real environments with little supervision or fine tuning. ReIL achieves this with an algorithm that combines the advantages of imitation learning and reinforcement learni…
Reinforcement learning, evolutionary algorithms and imitation learning are three principal methods to deal with continuous control tasks. Reinforcement learning is sample efficient, yet sensitive to hyper-parameters setting and needs efficient exploration; Evolutionary algorithms are stable, but with low sample efficiency; Imitation learning is both sample efficient and stable, however it requires the guidance of expert data. In this paper, we propose Recruitment-imitation Mechanism (RIM) for evolutionary reinforcement learning, a scalable framework that combines advantages of the three method…
Generative Adversarial Imitation Learning (GAIL) is a powerful and practical approach for learning sequential decision-making policies. Different from Reinforcement Learning (RL), GAIL takes advantage of demonstration data by experts (e.g., human), and learns both the policy and reward function of the unknown environment. Despite the significant empirical progresses, the theory behind GAIL is still largely unknown. The major difficulty comes from the underlying temporal dependency of the demonstration data and the minimax computational formulation of GAIL without convex-concave structure. To b…
Offline reinforcement learning (RL) tasks require the agent to learn from a pre-collected dataset with no further interactions with the environment. Despite the potential to surpass the behavioral policies, RL-based methods are generally impractical due to the training instability and bootstrapping the extrapolation errors, which always require careful hyperparameter tuning via online evaluation. In contrast, offline imitation learning (IL) has no such issues since it learns the policy directly without estimating the value function by bootstrapping. However, IL is usually limited in the capabi…
University of Geneva(日内瓦大学);Geneva School of Business Administration, HES-SO(瑞士西部高等专业学院日内瓦工商管理学院)
GAIL is a recent successful imitation learning architecture that exploits the adversarial training procedure introduced in GANs. Albeit successful at generating behaviours similar to those demonstrated to the agent, GAIL suffers from a high sample complexity in the number of interactions it has to carry out in the environment in order to achieve satisfactory performance. We dramatically shrink the amount of interactions with the environment necessary to learn well-behaved imitation policies, by up to several orders of magnitude. Our framework, operating in the model-free regime, exhibits a sig…
Active-GRPO: Adaptive Imitation and Self-Improving Reasoning for Molecular Optimization
School of Medicine, Stanford University(斯坦福大学医学院);Data Science Institute, University of Chicago(芝加哥大学数据科学研究所);Pritzker School of Molecular Engineering, University of Chicago(芝加哥大学普利兹克分子工程学院);Department of Computer Science, University of Chicago(芝加哥大学计算机科学系);Argonne National Laboratory(阿贡国家实验室)
The University of Texas at Austin(德克萨斯大学奥斯汀分校);Microsoft Research(微软研究院);University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校)
We propose a new framework for imitation learning -- treating imitation as a two-player ranking-based game between a policy and a reward. In this game, the reward agent learns to satisfy pairwise performance rankings between behaviors, while the policy agent learns to maximize this reward. In imitation learning, near-optimal expert data can be difficult to obtain, and even in the limit of infinite data cannot imply a total ordering over trajectories as preferences can. On the other hand, learning from preferences alone is challenging as a large number of preferences are required to infer a hig…
Deep Reinforcement Learning (RL) techniques can benefit greatly from leveraging prior experience, which can be either self-generated or acquired from other entities. Action advising is a framework that provides a flexible way to transfer such knowledge in the form of actions between teacher-student peers. However, due to the realistic concerns, the number of these interactions is limited with a budget; therefore, it is crucial to perform these in the most appropriate moments. There have been several promising studies recently that address this problem setting especially from the student's pers…
Univ Paris Est Creteil(巴黎东克雷泰伊大学);Huawei Technologies France(华为技术法国公司)
Traffic simulation has gained a lot of interest for quantitative evaluation of self driving vehicles performance. In order for a simulator to be a valuable test bench, it is required that the driving policy animating each traffic agent in the scene acts as humans would do while maintaining minimal safety guarantees. Learning the driving policies of traffic agents from recorded human driving data or through reinforcement learning seems to be an attractive solution for the generation of realistic and highly interactive traffic situations in uncontrolled intersections or roundabouts. In this work…
Offline Imitation Learning with Model-based Reverse Augmentation
National Key Laboratory for Novel Software Technology(计算机软件新技术国家重点实验室);Nanjing University(南京大学);School of Intelligence Science and Technology(智能科学与技术学院);School of Artificial Intelligence(人工智能学院)
Adversarial Imitation Learning (AIL) is a class of popular state-of-the-art Imitation Learning algorithms commonly used in robotics. In AIL, an artificial adversary's misclassification is used as a reward signal that is optimized by any standard Reinforcement Learning (RL) algorithm. Unlike most RL settings, the reward in AIL is $differentiable$ but current model-free RL algorithms do not make use of this property to train a policy. The reward is AIL is also shaped since it comes from an adversary. We leverage the differentiability property of the shaped AIL reward function and formulate a cla…
Current imitation learning techniques are too restrictive because they require the agent and expert to share the same action space. However, oftentimes agents that act differently from the expert can solve the task just as good. For example, a person lifting a box can be imitated by a ceiling mounted robot or a desktop-based robotic-arm. In both cases, the end goal of lifting the box is achieved, perhaps using different strategies. We denote this setup as \textit{Inspiration Learning} - knowledge transfer between agents that operate in different action spaces. Since state-action expert demonst…
Traffic signal control has long been considered as a critical topic in intelligent transportation systems. Most existing learning methods mainly focus on isolated intersections and suffer from inefficient training. This paper aims at the cooperative control for large scale multi-intersection traffic signal, in which a novel end-to-end learning based model is established and the efficient training method is proposed correspondingly. In the proposed model, the input traffic status in multi-intersections is represented by a tensor, which not only significantly reduces dimensionality than using a …
Argonne National Laboratory(阿贡国家实验室);Iowa State University(爱荷华州立大学);University of Tennessee(田纳西大学)
Self-healing capability is one of the most critical factors for a resilient distribution system, which requires intelligent agents to automatically perform restorative actions online, including network reconfiguration and reactive power dispatch. These agents should be equipped with a predesigned decision policy to meet real-time requirements and handle highly complex $N-k$ scenarios. The disturbance randomness hampers the application of exploration-dominant algorithms like traditional reinforcement learning (RL), and the agent training problem under $N-k$ scenarios has not been thoroughly sol…
University of California San Diego(加利福尼亚大学圣地亚哥分校);Georgia Institute of Technology(佐治亚理工学院)
We consider a problem of learning the reward and policy from expert examples under unknown dynamics. Our proposed method builds on the framework of generative adversarial networks and introduces the empowerment-regularized maximum-entropy inverse reinforcement learning to learn near-optimal rewards and policies. Empowerment-based regularization prevents the policy from overfitting to expert demonstrations, which advantageously leads to more generalized behaviors that result in learning near-optimal rewards. Our method simultaneously learns empowerment through variational information maximizati…
Korea Advanced Institute of Science and Technology(韩国科学技术院);Microsoft Research Asia(微软亚洲研究院)
Behavioral cloning has proven to be effective for learning sequential decision-making policies from expert demonstrations. However, behavioral cloning often suffers from the causal confusion problem where a policy relies on the noticeable effect of expert actions due to the strong correlation but not the cause we desire. This paper presents Object-aware REgularizatiOn (OREO), a simple technique that regularizes an imitation policy in an object-aware manner. Our main idea is to encourage a policy to uniformly attend to all semantic objects, in order to prevent the policy from exploiting nuisanc…
Imitation learning is the task of replicating expert policy from demonstrations, without access to a reward function. This task becomes particularly challenging when the expert exhibits a mixture of behaviors. Prior work has introduced latent variables to model variations of the expert policy. However, our experiments show that the existing works do not exhibit appropriate imitation of individual modes. To tackle this problem, we adopt an encoder-free generative model for behavior cloning (BC) to accurately distinguish and imitate different modes. Then, we integrate it with GAIL to make the le…
Self-driving technology companies and the research community are accelerating their pace to use machine learning longitudinal motion planning (mMP) for autonomous vehicles (AVs). This paper reviews the current state of the art in mMP, with an exclusive focus on its impact on traffic congestion. We identify the availability of congestion scenarios in current datasets, and summarize the required features for training mMP. For learning methods, we survey the major methods in both imitation learning and non-imitation learning. We also highlight the emerging technologies adopted by some leading AV …
Despite its promise, reinforcement learning's real-world adoption has been hampered by the need for costly exploration to learn a good policy. Imitation learning (IL) mitigates this shortcoming by using an oracle policy during training as a bootstrap to accelerate the learning process. However, in many practical situations, the learner has access to multiple suboptimal oracles, which may provide conflicting advice in a state. The existing IL literature provides a limited treatment of such scenarios. Whereas in the single-oracle case, the return of the oracle's policy provides an obvious benchm…
Autonomous driving is a complex task, which has been tackled since the first self-driving car ALVINN in 1989, with a supervised learning approach, or behavioral cloning (BC). In BC, a neural network is trained with state-action pairs that constitute the training set made by an expert, i.e., a human driver. However, this type of imitation learning does not take into account the temporal dependencies that might exist between actions taken in different moments of a navigation trajectory. These type of tasks are better handled by reinforcement learning (RL) algorithms, which need to define a rewar…
A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial agents that can interact naturally with humans using the simplification of a virtual environment. We show that imitation learning of human-human interactions in a simulated world, in conjunction with self-supervised learning, is sufficient to produce a multimodal interactive agent, which we call MIA, that successfully interacts with non-adversarial humans 75% …