Model-Based Offline Planning with Trajectory Pruning
Institute for AI Industry Research (AIR), Tsinghua University(清华大学人工智能产业研究院(AIR));JD iCity & JD Intelligent Cities Research, JD Technology(京东科技京东城市与京东智能城市研究院)
Xianyuan Zhan, Xiangyu Zhu, Haoran Xu
备注:
Accepted in IJCAI-ECAI 22
发表信息:
In 31st International Joint Conference on Artificial Intelligence and the 25th European Conference on Artificial Intelligence (IJCAI-ECAI 22), 2022
The recent offline reinforcement learning (RL) studies have achieved much progress to make RL usable in real-world systems by learning policies from pre-collected datasets without environment interaction. Unfortunately, existing offline RL methods still face many practical challenges in real-world system control tasks, such as computational restriction during agent training and the requirement of extra control flexibility. The model-based planning framework provides an attractive alternative. However, most model-based planning algorithms are not designed for offline settings. Simply combining the ingredients of offline RL with existing methods either provides over-restrictive planning or leads to inferior performance. We propose a new light-weighted model-based offline planning framework, namely MOPP, which tackles the dilemma between the restrictions of offline learning and high-performance planning. MOPP encourages more aggressive trajectory rollout guided by the behavior policy learned from data, and prunes out problematic trajectories to avoid potential out-of-distribution samples. Experimental results show that MOPP provides competitive performance compared with existing model-based offline planning and RL approaches.
Policy-Based Trajectory Clustering in Offline Reinforcement Learning
Institute for Interdisciplinary Information Sciences(交叉信息科学研究所);Tsinghua University(清华大学);Paul G. Allen School of Computer Science & Engineering(保罗·G·艾伦计算机科学与工程学院);University of Washington(华盛顿大学)
We propose SwitchTT, a multi-task extension to Trajectory Transformer but enhanced with two striking features: (i) exploiting a sparsely activated model to reduce computation cost in multi-task offline model learning and (ii) adopting a distributional trajectory value estimator that improves policy performance, especially in sparse reward settings. These two enhancements make SwitchTT suitable for solving multi-task offline reinforcement learning problems, where model capacity is critical for absorbing the vast quantities of knowledge available in the multi-task dataset. More specifically, Swi…
Behavioral cloning (BC) provides a straightforward solution to offline RL by mimicking offline trajectories via supervised learning. Recent advances (Chen et al., 2021; Janner et al., 2021; Emmons et al., 2021) have shown that by conditioning on desired future returns, BC can perform competitively to their value-based counterparts, while enjoying much more simplicity and training stability. While promising, we show that these methods can be unreliable, as their performance may degrade significantly when conditioned on high, out-of-distribution (ood) returns. This is crucial in practice, as we …
The University of Tokyo(东京大学);Google Research(谷歌研究院)
How to extract as much learning signal from each trajectory data has been a key problem in reinforcement learning (RL), where sample inefficiency has posed serious challenges for practical applications. Recent works have shown that using expressive policy function approximators and conditioning on future trajectory information -- such as future states in hindsight experience replay or returns-to-go in Decision Transformer (DT) -- enables efficient learning of multi-task policies, where at times online RL is fully replaced by offline behavioral cloning, e.g. sequence modeling. We demonstrate th…
GOPlan: Goal-conditioned Offline Reinforcement Learning by Planning with Learned Models
University of Warwick(华威大学);Hong Kong University of Science and Technology(香港科技大学);Tsinghua University(清华大学);University of Cambridge(剑桥大学);University of Liverpool(利物浦大学)
In goal-conditioned offline reinforcement learning, an agent learns from previously collected data to go to an arbitrary goal. Since the offline data only contains a finite number of trajectories, a main challenge is how to generate more data. Goal-swapping generates additional data by switching trajectory goals but while doing so produces a large number of invalid trajectories. To address this issue, we propose prioritized goal-swapping experience replay (PGSER). PGSER uses a pre-trained Q function to assign higher priority weights to goal swapped transitions that allow reaching the goal. In …
Shanghai Jiao Tong University(上海交通大学);Microsoft Research Asia(微软亚洲研究院)
Offline reinforcement learning (RL) aims at learning policies from previously collected static trajectory data without interacting with the real environment. Recent works provide a novel perspective by viewing offline RL as a generic sequence generation problem, adopting sequence models such as Transformer architecture to model distributions over trajectories, and repurposing beam search as a planning algorithm. However, the training datasets utilized in general offline RL tasks are quite limited and often suffer from insufficient distribution coverage, which could be harmful to training seque…
Robust Offline Imitation Learning Through State-level Trajectory Stitching
National Key Lab of Autonomous Intelligent Unmanned Systems, Beijing Institute of Technology, Beijing 100081, China(自主智能无人系统国家重点实验室,北京理工大学,北京100081,中国);Department of Control Science and Engineering, Harbin Institute of Technology, Harbin 150001, China(控制科学与工程学院,哈尔滨工业大学,哈尔滨150001,中国)
Sharif University of Technology(谢里夫理工大学);Amirkabir University of Technology(阿米尔卡比尔理工大学)
Dribbling an opponent player in digital soccer environment is an important practical problem in motion planning. It has special complexities which can be generalized to most important problems in other similar Multi Agent Systems. In this paper, we propose a hybrid computational geometry and evolutionary computation approach for generating motion trajectories to avoid a mobile obstacle. In this case an opponent agent is not only an obstacle but also one who tries to harden dribbling procedure. One characteristic of this approach is reducing process cost of online stage by transferring it to of…