Online tree-based search algorithms iteratively simulate trajectories and update action-values for a set of states stored in a tree structure. It works reasonably well in practice but fails to effectively utilise the information gathered from similar states. Depending upon the smoothness of the action-value function, one approach to overcoming this issue is through online learning, where information is interpolated among similar states; Policy Gradient Search provides a practical algorithm to achieve this. However, Policy Gradient Search lacks an explicit exploration mechanism, which is a key feature of tree-based online search algorithms. In this paper, we propose an efficient and effective online search algorithm called Exploratory Policy Gradient Search (ExPoSe), which leverages information sharing among states by updating the search policy parameters directly, while incorporating a well-defined exploration mechanism during the online search process. We evaluate ExPoSe on a range of decision-making problems, including Atari games, Sokoban, and Hamiltonian cycle search in sparse graphs. The results demonstrate that ExPoSe consistently outperforms other popular online search algorithms across all domains. The ExPoSe source code is available at \textit{\url{https://github.com/dixantmittal/ExPoSe}}.
Remote sensing can provide crucial information for planetary rovers. However, they must validate these orbital observations with in situ measurements. Typically, this involves validating hyperspectral data using a spectrometer on-board the field robot. In order to achieve this, the robot must visit sampling locations that jointly improve a model of the environment while satisfying sampling constraints. However, current planners follow sub-optimal greedy strategies that are not scalable to larger regions. We demonstrate how the problem can be effectively defined in an MDP framework and propose …
Improving sample efficiency is a key challenge in reinforcement learning, especially in environments with large state spaces and sparse rewards. In literature, this is resolved either through the use of auxiliary tasks (subgoals) or through clever exploration strategies. Exploration methods have been used to sample better trajectories in large environments while auxiliary tasks have been incorporated where the reward is sparse. However, few studies have attempted to tackle both large scale and reward sparsity at the same time. This paper explores the idea of combining exploration with auxiliar…
We address policy learning with logged data in contextual bandits. Current offline-policy learning algorithms are mostly based on inverse propensity score (IPS) weighting requiring the logging policy to have \emph{full support} i.e. a non-zero probability for any context/action of the evaluation policy. However, many real-world systems do not guarantee such logging policies, especially when the action space is large and many actions have poor or missing rewards. With such \emph{support deficiency}, the offline learning fails to find optimal policies. We propose a novel approach that uses a hyb…
Stevens Institute of Technology(斯蒂文斯理工学院);Massachusetts Institute of Technology(麻省理工学院);Wing, Alphabet Inc.(Alphabet公司Wing部门)
This paper studies the problem of autonomous exploration under localization uncertainty for a mobile robot with 3D range sensing. We present a framework for self-learning a high-performance exploration policy in a single simulation environment, and transferring it to other environments, which may be physical or virtual. Recent work in transfer learning achieves encouraging performance by domain adaptation and domain randomization to expose an agent to scenarios that fill the inherent gaps in sim2sim and sim2real approaches. However, it is inefficient to train an agent in environments with rand…
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…
We propose a exploration mechanism of policy in Deep Reinforcement Learning, which is exploring more when agent needs, called Add Noise to Noise (AN2N). The core idea is: when the Deep Reinforcement Learning agent is in a state of poor performance in history, it needs to explore more. So we use cumulative rewards to evaluate which past states the agents have not performed well, and use cosine distance to measure whether the current state needs to be explored more. This method shows that the exploration mechanism of the agent's policy is conducive to efficient exploration. We combining the prop…
The multi-agent setting is intricate and unpredictable since the behaviors of multiple agents influence one another. To address this environmental uncertainty, distributional reinforcement learning algorithms that incorporate uncertainty via distributional output have been integrated with multi-agent reinforcement learning (MARL) methods, achieving state-of-the-art performance. However, distributional MARL algorithms still rely on the traditional $ε$-greedy, which does not take cooperative strategy into account. In this paper, we present a risk-based exploration that leads to collaboratively o…
Combining off-policy reinforcement learning methods with function approximators such as neural networks has been found to lead to overestimation of the value function and sub-optimal solutions. Improvement such as TD3 has been proposed to address this issue. However, we surprisingly find that its performance lags behind the vanilla actor-critic methods (such as DDPG) in some primitive environments. In this paper, we show that the failure of some cases can be attributed to insufficient exploration. We reveal the culprit of insufficient exploration in TD3, and propose a novel algorithm toward th…
In continuous action domains, standard deep reinforcement learning algorithms like DDPG suffer from inefficient exploration when facing sparse or deceptive reward problems. Conversely, evolutionary and developmental methods focusing on exploration like Novelty Search, Quality-Diversity or Goal Exploration Processes explore more robustly but are less efficient at fine-tuning policies using gradient descent. In this paper, we present the GEP-PG approach, taking the best of both worlds by sequentially combining a Goal Exploration Process and two variants of DDPG. We study the learning performance…
Budapest University of Technology and Economics(布达佩斯技术与经济大学)
Reinforcement Learning enables to train an agent via interaction with the environment. However, in the majority of real-world scenarios, the extrinsic feedback is sparse or not sufficient, thus intrinsic reward formulations are needed to successfully train the agent. This work investigates and extends the paradigm of curiosity-driven exploration. First, a probabilistic approach is taken to exploit the advantages of the attention mechanism, which is successfully applied in other domains of Deep Learning. Combining them, we propose new methods, such as AttA2C, an extension of the Actor-Critic fr…
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency…
Leveraging Temporally Extended Behavior Sharing for Multi-task Reinforcement Learning
Department of Aerospace Engineering, Seoul National University(首尔国立大学航空航天工程系);Artificial Intelligence Institute, Seoul National University(首尔国立大学人工智能研究所)
Sorbonne Université(索邦大学);CNRS(法国国家科学研究中心);Institut des Systèmes Intelligents et de Robotique(智能系统与机器人研究所)
The exploration-exploitation trade-off is at the heart of reinforcement learning (RL). However, most continuous control benchmarks used in recent RL research only require local exploration. This led to the development of algorithms that have basic exploration capabilities, and behave poorly in benchmarks that require more versatile exploration. For instance, as demonstrated in our empirical study, state-of-the-art RL algorithms such as DDPG and TD3 are unable to steer a point mass in even small 2D mazes. In this paper, we propose a new algorithm called "Plan, Backplay, Chain Skills" (PBCS) tha…
Recent rapid developments in reinforcement learning algorithms have been giving us novel possibilities in many fields. However, due to their exploring property, we have to take the risk into consideration when we apply those algorithms to safety-critical problems especially in real environments. In this study, we deal with a safe exploration problem in reinforcement learning under the existence of disturbance. We define the safety during learning as satisfaction of the constraint conditions explicitly defined in terms of the state and propose a safe exploration method that uses partial prior k…
Institute of Cognitive Neuroscience(认知神经科学研究所);Gatsby Computational Neuroscience Unit(盖茨比计算神经科学研究所);UCL(伦敦大学学院);Department of Psychology, Harvard University(哈佛大学心理学系)
University of Cambridge(剑桥大学);Microsoft Research(微软研究院);Wayve Technologies(Wayve科技公司);Alan Turing Institute(艾伦·图灵研究所)
Posterior sampling for reinforcement learning (PSRL) is an effective method for balancing exploration and exploitation in reinforcement learning. Randomised value functions (RVF) can be viewed as a promising approach to scaling PSRL. However, we show that most contemporary algorithms combining RVF with neural network function approximation do not possess the properties which make PSRL effective, and provably fail in sparse reward problems. Moreover, we find that propagation of uncertainty, a property of PSRL previously thought important for exploration, does not preclude this failure. We use t…
OpenAI(开放人工智能研究中心);Karlsruhe Institute of Technology (KIT)(卡尔斯鲁厄理工学院);University of California, Berkeley(加州大学伯克利分校)
Deep reinforcement learning (RL) methods generally engage in exploratory behavior through noise injection in the action space. An alternative is to add noise directly to the agent's parameters, which can lead to more consistent exploration and a richer set of behaviors. Methods such as evolutionary strategies use parameter perturbations, but discard all temporal structure in the process and require significantly more samples. Combining parameter noise with traditional RL methods allows to combine the best of both worlds. We demonstrate that both off- and on-policy methods benefit from this app…
We propose Deep Q-Networks (DQN) with model-based exploration, an algorithm combining both model-free and model-based approaches that explores better and learns environments with sparse rewards more efficiently. DQN is a general-purpose, model-free algorithm and has been proven to perform well in a variety of tasks including Atari 2600 games since it's first proposed by Minh et el. However, like many other reinforcement learning (RL) algorithms, DQN suffers from poor sample efficiency when rewards are sparse in an environment. As a result, most of the transitions stored in the replay memory ha…
Institut de Neurosciences de la Timone(蒂莫内神经科学研究所);Centrale Marseille(马赛中央理工学院);CNRS(法国国家科学研究中心)
The capability to widely sample the state and action spaces is a key ingredient toward building effective reinforcement learning algorithms. The variational optimization principles exposed in this paper emphasize the importance of an occupancy model to synthesizes the general distribution of the agent's environmental states over which it can act (defining a virtual ``territory''). The occupancy model is the subject of frequent updates as the exploration progresses and that new states are undisclosed during the course of the training. By making a uniform prior assumption, the resulting objectiv…
Our work is a simple extension of the paper "Exploration by Random Network Distillation". More in detail, we show how to efficiently combine Intrinsic Rewards with Experience Replay in order to achieve more efficient and robust exploration (with respect to PPO/RND) and consequently better results in terms of agent performances and sample efficiency. We are able to do it by using a new technique named Prioritized Oversampled Experience Replay (POER), that has been built upon the definition of what is the important experience useful to replay. Finally, we evaluate our technique on the famous Ata…
Tokyo Institute of Technology(东京工业大学);ATR Computational Neuroscience Labs(ATR计算神经科学实验室)
The goal of reinforcement learning (RL) is to let an agent learn an optimal control policy in an unknown environment so that future expected rewards are maximized. The model-free RL approach directly learns the policy based on data samples. Although using many samples tends to improve the accuracy of policy learning, collecting a large number of samples is often expensive in practice. On the other hand, the model-based RL approach first estimates the transition model of the environment and then learns the policy based on the estimated transition model. Thus, if the transition model is accurate…
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…
We present an algorithm to explore an orthogonal polygon using a team of $p$ robots. This algorithm combines ideas from information-theoretic exploration algorithms and computational geometry based exploration algorithms. We show that the exploration time of our algorithm is competitive (as a function of $p$) with respect to the offline optimal exploration algorithm. The algorithm is based on a single-robot polygon exploration algorithm, a tree exploration algorithm for higher level planning and a submodular orienteering algorithm for lower level planning. We discuss how this strategy can be a…
Q-Ensembles are a model-free approach where input images are fed into different Q-networks and exploration is driven by the assumption that uncertainty is proportional to the variance of the output Q-values obtained. They have been shown to perform relatively well compared to other exploration strategies. Further, model-based approaches, such as encoder-decoder models have been used successfully for next frame prediction given previous frames. This paper proposes to integrate the model-free Q-ensembles and model-based approaches with the hope of compounding the benefits of both and achieving s…
XNMR is a system designed to explore the results of combining the well-founded semantics system XSB with the stable-models evaluator SMODELS. Its main goal is to work as a tool for fast and interactive exploration of knowledge bases.
In many applications of computer algebra large expressions must be simplified to make repeated numerical evaluations tractable. Previous works presented heuristically guided improvements, e.g., for Horner schemes. The remaining expression is then further reduced by common subexpression elimination. A recent approach successfully applied a relatively new algorithm, Monte Carlo Tree Search (MCTS) with UCT as the selection criterion, to find better variable orderings. Yet, this approach is fit for further improvements since it is sensitive to the so-called exploration-exploitation constant $C_p$ …
University of Washington(华盛顿大学);Roboti LLC(Roboti有限责任公司);OpenAI
We propose a plan online and learn offline (POLO) framework for the setting where an agent, with an internal model, needs to continually act and learn in the world. Our work builds on the synergistic relationship between local model-based control, global value function learning, and exploration. We study how local trajectory optimization can cope with approximation errors in the value function, and can stabilize and accelerate value function learning. Conversely, we also study how approximate value functions can help reduce the planning horizon and allow for better policies beyond local soluti…