While reinforcement learning algorithms provide automated acquisition of optimal policies, practical application of such methods requires a number of design decisions, such as manually designing reward functions that not only define the task, but also provide sufficient shaping to accomplish it. In this paper, we view reinforcement learning as inferring policies that achieve desired outcomes, rather than as a problem of maximizing rewards. To solve this inference problem, we establish a novel variational inference formulation that allows us to derive a well-shaped reward function which can be learned directly from environment interactions. From the corresponding variational objective, we also derive a new probabilistic Bellman backup operator and use it to develop an off-policy algorithm to solve goal-directed tasks. We empirically demonstrate that this method eliminates the need to hand-craft reward functions for a suite of diverse manipulation and locomotion tasks and leads to effective goal-directed behaviors.
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增强学习(RL)算法假设用户通过手动编写奖励函数来指定任务。但是,这个过程可能是费力的,需要相当大的技术专长。我们可以设计RL算法,而是通过提供成功结果的示例来支持用户来指定任务吗?在本文中,我们推导了一种控制算法,可以最大化这些成功结果示例的未来概率。在前阶段的工作已经接近了类似的问题,首先学习奖励功能,然后使用另一个RL算法优化此奖励功能。相比之下,我们的方法直接从过渡和成功的结果中学习价值函数,而无需学习此中间奖励功能。因此,我们的方法需要较少的封闭式曲折和调试的代码行。我们表明我们的方法满足了一种新的数据驱动Bellman方程,其中示例取代了典型的奖励函数术语。实验表明,我们的方法优于学习明确奖励功能的先前方法。
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Reinforcement learning (RL) gained considerable attention by creating decision-making agents that maximize rewards received from fully observable environments. However, many real-world problems are partially or noisily observable by nature, where agents do not receive the true and complete state of the environment. Such problems are formulated as partially observable Markov decision processes (POMDPs). Some studies applied RL to POMDPs by recalling previous decisions and observations or inferring the true state of the environment from received observations. Nevertheless, aggregating observations and decisions over time is impractical for environments with high-dimensional continuous state and action spaces. Moreover, so-called inference-based RL approaches require large number of samples to perform well since agents eschew uncertainty in the inferred state for the decision-making. Active inference is a framework that is naturally formulated in POMDPs and directs agents to select decisions by minimising expected free energy (EFE). This supplies reward-maximising (exploitative) behaviour in RL, with an information-seeking (exploratory) behaviour. Despite this exploratory behaviour of active inference, its usage is limited to discrete state and action spaces due to the computational difficulty of the EFE. We propose a unified principle for joint information-seeking and reward maximization that clarifies a theoretical connection between active inference and RL, unifies active inference and RL, and overcomes their aforementioned limitations. Our findings are supported by strong theoretical analysis. The proposed framework's superior exploration property is also validated by experimental results on partial observable tasks with high-dimensional continuous state and action spaces. Moreover, the results show that our model solves reward-free problems, making task reward design optional.
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Model-free deep reinforcement learning (RL) algorithms have been demonstrated on a range of challenging decision making and control tasks. However, these methods typically suffer from two major challenges: very high sample complexity and brittle convergence properties, which necessitate meticulous hyperparameter tuning. Both of these challenges severely limit the applicability of such methods to complex, real-world domains. In this paper, we propose soft actor-critic, an offpolicy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy. That is, to succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as Q-learning methods. By combining off-policy updates with a stable stochastic actor-critic formulation, our method achieves state-of-the-art performance on a range of continuous control benchmark tasks, outperforming prior on-policy and off-policy methods. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving very similar performance across different random seeds.
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We propose a method for learning expressive energy-based policies for continuous states and actions, which has been feasible only in tabular domains before. We apply our method to learning maximum entropy policies, resulting into a new algorithm, called soft Q-learning, that expresses the optimal policy via a Boltzmann distribution. We use the recently proposed amortized Stein variational gradient descent to learn a stochastic sampling network that approximates samples from this distribution. The benefits of the proposed algorithm include improved exploration and compositionality that allows transferring skills between tasks, which we confirm in simulated experiments with swimming and walking robots. We also draw a connection to actorcritic methods, which can be viewed performing approximate inference on the corresponding energy-based model.
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我们介绍了一种改进政策改进的方法,该方法在基于价值的强化学习(RL)的贪婪方法与基于模型的RL的典型计划方法之间进行了插值。新方法建立在几何视野模型(GHM,也称为伽马模型)的概念上,该模型对给定策略的折现状态验证分布进行了建模。我们表明,我们可以通过仔细的基本策略GHM的仔细组成,而无需任何其他学习,可以评估任何非马尔科夫策略,以固定的概率在一组基本马尔可夫策略之间切换。然后,我们可以将广义政策改进(GPI)应用于此类非马尔科夫政策的收集,以获得新的马尔可夫政策,通常将其表现优于其先驱。我们对这种方法提供了彻底的理论分析,开发了转移和标准RL的应用,并在经验上证明了其对标准GPI的有效性,对充满挑战的深度RL连续控制任务。我们还提供了GHM培训方法的分析,证明了关于先前提出的方法的新型收敛结果,并显示了如何在深度RL设置中稳定训练这些模型。
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Effectively leveraging large, previously collected datasets in reinforcement learning (RL) is a key challenge for large-scale real-world applications. Offline RL algorithms promise to learn effective policies from previously-collected, static datasets without further interaction. However, in practice, offline RL presents a major challenge, and standard off-policy RL methods can fail due to overestimation of values induced by the distributional shift between the dataset and the learned policy, especially when training on complex and multi-modal data distributions. In this paper, we propose conservative Q-learning (CQL), which aims to address these limitations by learning a conservative Q-function such that the expected value of a policy under this Q-function lower-bounds its true value. We theoretically show that CQL produces a lower bound on the value of the current policy and that it can be incorporated into a policy learning procedure with theoretical improvement guarantees. In practice, CQL augments the standard Bellman error objective with a simple Q-value regularizer which is straightforward to implement on top of existing deep Q-learning and actor-critic implementations. On both discrete and continuous control domains, we show that CQL substantially outperforms existing offline RL methods, often learning policies that attain 2-5 times higher final return, especially when learning from complex and multi-modal data distributions.Preprint. Under review.
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主动推断是建模生物学和人造药物的行为的概率框架,该框架源于最小化自由能的原理。近年来,该框架已成功地应用于各种情况下,其目标是最大程度地提高奖励,提供可比性,有时甚至是卓越的性能与替代方法。在本文中,我们通过演示如何以及何时进行主动推理代理执行最佳奖励的动作来阐明奖励最大化和主动推断之间的联系。确切地说,我们展示了主动推理为Bellman方程提供最佳解决方案的条件 - 这种公式是基于模型的增强学习和控制的几种方法。在部分观察到的马尔可夫决策过程中,标准的主动推理方案可以为计划视野1的最佳动作产生最佳动作,但不能超越。相比之下,最近开发的递归活跃推理方案(复杂的推理)可以在任何有限的颞范围内产生最佳作用。我们通过讨论主动推理和强化学习之间更广泛的关系来补充分析。
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在许多顺序决策问题(例如,机器人控制,游戏播放,顺序预测),人类或专家数据可用包含有关任务的有用信息。然而,来自少量专家数据的模仿学习(IL)可能在具有复杂动态的高维环境中具有挑战性。行为克隆是一种简单的方法,由于其简单的实现和稳定的收敛而被广泛使用,但不利用涉及环境动态的任何信息。由于对奖励和政策近似器或偏差,高方差梯度估计器,难以在实践中难以在实践中努力训练的许多现有方法。我们介绍了一种用于动态感知IL的方法,它通过学习单个Q函数来避免对抗训练,隐含地代表奖励和策略。在标准基准测试中,隐式学习的奖励显示与地面真实奖励的高正面相关性,说明我们的方法也可以用于逆钢筋学习(IRL)。我们的方法,逆软Q学习(IQ-Learn)获得了最先进的结果,在离线和在线模仿学习设置中,显着优于现有的现有方法,这些方法都在所需的环境交互和高维空间中的可扩展性中,通常超过3倍。
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离线目标条件的强化学习(GCRL)承诺以从纯粹的离线数据集实现各种目标的形式的通用技能学习。我们提出$ \ textbf {go} $ al-al-conditioned $ f $ - $ \ textbf {a} $ dvantage $ \ textbf {r} $ egression(gofar),这是一种基于新颖的回归gcrl gcrl algorithm,它源自州越来越多匹配的视角;关键的直觉是,可以将目标任务提出为守护动态的模仿者和直接传送到目标的专家代理之间的状态占用匹配问题。与先前的方法相反,Gofar不需要任何事后重新标签,并且对其价值和策略网络享有未融合的优化。这些独特的功能允许Gofar具有更好的离线性能和稳定性以及统计性能保证,这对于先前的方法无法实现。此外,我们证明了Gofar的训练目标可以重新使用,以从纯粹的离线源数据域数据中学习独立于代理的目标条件计划的计划者,这可以使零射击传输到新的目标域。通过广泛的实验,我们验证了Gofar在各种问题设置和任务中的有效性,显着超过了先前的先验。值得注意的是,在真正的机器人灵活性操纵任务上,虽然没有其他方法取得了有意义的进步,但Gofar获得了成功实现各种目标的复杂操纵行为。
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开发了用于解决顺序实验的最佳设计的贝叶斯方法在数学上是优雅的,但在计算上具有挑战性。最近,已经提出了使用摊销的技术来使这些贝叶斯方法实用,通过培训参数化的政策,该政策在部署时有效地设计了设计。但是,这些方法可能无法充分探索设计空间,需要访问可区分的概率模型,并且只能在连续的设计空间上进行优化。在这里,我们通过证明优化政策的问题可以减少到解决马尔可夫决策过程(MDP)来解决这些局限性。我们使用现代深度强化学习技术来解决等效的MDP。我们的实验表明,即使概率模型是黑匣子,我们的方法在部署时间也很有效,并且在连续和离散的设计空间上都表现出最先进的性能。
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尽管学习环境内部模型的强化学习(RL)方法具有比没有模型的对应物更有效的样本效率,但学会从高维传感器中建模原始观察结果可能具有挑战性。先前的工作通过通过辅助目标(例如重建或价值预测)学习观察值的低维表示来解决这一挑战。但是,这些辅助目标与RL目标之间的一致性通常不清楚。在这项工作中,我们提出了一个单一的目标,该目标共同优化了潜在空间模型和政策,以实现高回报,同时保持自洽。这个目标是预期收益的下限。与基于模型的RL在策略探索或模型保证方面的先前范围不同,我们的界限直接依靠整体RL目标。我们证明,所得算法匹配或改善了最佳基于模型和无模型的RL方法的样品效率。尽管这种有效的样品方法通常在计算上是要求的,但我们的方法在较小的壁式锁定时间降低了50 \%。
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先前的工作提出了一种简单的加固学习策略(RL):标签经验,具有该经验中取得的成果,然后模仿重新标记的经验。这些结局条件的模仿学习方法由于其简单性,强大的表现和与监督学习的紧密联系而具有吸引力。但是,尚不清楚这些方法与标准RL目标,最大化如何相关。在本文中,我们证明现有的结果模仿学习方法不一定改善政策。相反,在某些情况下,它们可以减少预期的奖励。但是,我们表明,在某些假设下,简单的修改会导致一种可以保证政策改进的方法。我们的目的不是开发一种全新的方法,而是解释如何使用一种结局条件的模仿学习来最大化奖励。
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依赖于太多的实验来学习良好的行动,目前的强化学习(RL)算法在现实世界的环境中具有有限的适用性,这可能太昂贵,无法探索探索。我们提出了一种批量RL算法,其中仅使用固定的脱机数据集来学习有效策略,而不是与环境的在线交互。批量RL中的有限数据产生了在培训数据中不充分表示的状态/行动的价值估计中的固有不确定性。当我们的候选政策从生成数据的候选政策发散时,这导致特别严重的外推。我们建议通过两个直接的惩罚来减轻这个问题:减少这种分歧的政策限制和减少过于乐观估计的价值约束。在全面的32个连续动作批量RL基准测试中,我们的方法对最先进的方法进行了比较,无论如何收集离线数据如何。
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Learning policies from fixed offline datasets is a key challenge to scale up reinforcement learning (RL) algorithms towards practical applications. This is often because off-policy RL algorithms suffer from distributional shift, due to mismatch between dataset and the target policy, leading to high variance and over-estimation of value functions. In this work, we propose variance regularization for offline RL algorithms, using stationary distribution corrections. We show that by using Fenchel duality, we can avoid double sampling issues for computing the gradient of the variance regularizer. The proposed algorithm for offline variance regularization (OVAR) can be used to augment any existing offline policy optimization algorithms. We show that the regularizer leads to a lower bound to the offline policy optimization objective, which can help avoid over-estimation errors, and explains the benefits of our approach across a range of continuous control domains when compared to existing state-of-the-art algorithms.
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Hierarchical Reinforcement Learning (HRL) algorithms have been demonstrated to perform well on high-dimensional decision making and robotic control tasks. However, because they solely optimize for rewards, the agent tends to search the same space redundantly. This problem reduces the speed of learning and achieved reward. In this work, we present an Off-Policy HRL algorithm that maximizes entropy for efficient exploration. The algorithm learns a temporally abstracted low-level policy and is able to explore broadly through the addition of entropy to the high-level. The novelty of this work is the theoretical motivation of adding entropy to the RL objective in the HRL setting. We empirically show that the entropy can be added to both levels if the Kullback-Leibler (KL) divergence between consecutive updates of the low-level policy is sufficiently small. We performed an ablative study to analyze the effects of entropy on hierarchy, in which adding entropy to high-level emerged as the most desirable configuration. Furthermore, a higher temperature in the low-level leads to Q-value overestimation and increases the stochasticity of the environment that the high-level operates on, making learning more challenging. Our method, SHIRO, surpasses state-of-the-art performance on a range of simulated robotic control benchmark tasks and requires minimal tuning.
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事后重新标记已成为多进球增强学习(RL)的基础技术。这个想法非常简单:任何任意轨迹都可以看作是达到轨迹最终状态的专家演示。直观地,此程序训练了一个目标条件政策,以模仿次优的专家。但是,模仿与事后重新标签之间的这种联系尚不清楚。现代模仿学习算法是用Divergence最小化的语言描述的,但仍然是一个开放的问题。在这项工作中,我们开发了一个统一的目标,以解释这种联系,从中我们可以从中获得目标条件的监督学习(GCSL)和奖励功能,并从第一原则中获得了事后见解体验重播(她)。在实验上,我们发现,尽管目标条件行为克隆(BC)最近取得了进步,但多进球Q学习仍然可以超越BC样方法。此外,两者的香草组合实际上都损害了模型性能。在我们的框架下,我们研究何时期望卑诗省提供帮助,并从经验上验证我们的发现。我们的工作进一步桥接了目标的目标和生成建模,说明了将生成模型成功扩展到RL的细微差别和新途径。
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变异推理(VI)是一种特定类型的近似贝叶斯推断,它近似于棘手的后验分布,具有可拖动的分布。 VI将推论问题施加为优化问题,更具体地说,目标是最大程度地相对于近似后验参数,最大程度地提高边缘可能性的对数的下限。另一方面,强化学习(RL)涉及自主代理,以及如何使其最佳行动,例如最大程度地提高预期未来累积奖励的概念。在代理行动对未来环境状态没有影响的非顺序环境中,RL被上下文的土匪和贝叶斯优化涵盖。然而,在适当的顺序场景中,代理商的行为影响未来的州,即时需要对潜在的长期奖励进行仔细的奖励。该手稿显示了VI和RL的明显不同主题是如何通过两种基本方式链接的。首先,在非顺序和顺序设置中,在软策略约束下,可以通过VI目标恢复RL最大化未来累积奖励的优化目标。该政策限制不仅是人造的,而且在许多RL任务中被证明是有用的正规化程序,从而在代理性能方面得到了重大改进。其次,在基于模型的RL中,代理旨在了解其正在运行的环境,模型学习零件自然可以用作控制环境动态的过程中的推论问题。我们将区分后者的两种情况:VI时,当环境状态被代理和VI完全观察到,仅通过观察分布才能部分观察到它们。
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在加强学习(RL)中,如果给出良好的表示,则更容易解决任务。尽管Deep RL应该自动获得如此良好的表示形式,但先前的工作经常发现以端到端方式学习表示不稳定,而是为RL算法配备了其他表示零件(例如,辅助损失,数据增强)。我们如何设计直接获得良好表示形式的RL算法?在本文中,我们可以表明(对比)表示方法可以将表示零件添加到现有的RL算法中,而是可以将其作为RL算法施加。为此,我们以先前的工作为基础,并将对比度表示学习应用于行动标记的轨迹,以至于学会表示的(内部产品)完全与目标条件的价值函数相对应。我们使用此想法来重新解释先前的RL方法作为执行对比学习,然后使用该想法提出一种更简单的方法,可以实现相似的性能。在一系列具有目标条件的RL任务中,我们证明了对比的RL方法比以前的非对抗性方法(包括在离线RL设置)中获得更高的成功率。我们还表明,对比度RL在不使用数据增强或辅助目标的情况下优于基于图像的任务的先验方法。
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强化学习(RL)通过与环境相互作用的试验过程解决顺序决策问题。尽管RL在玩复杂的视频游戏方面取得了巨大的成功,但在现实世界中,犯错误总是不希望的。为了提高样本效率并从而降低错误,据信基于模型的增强学习(MBRL)是一个有前途的方向,它建立了环境模型,在该模型中可以进行反复试验,而无需实际成本。在这项调查中,我们对MBRL进行了审查,重点是Deep RL的最新进展。对于非壮观环境,学到的环境模型与真实环境之间始终存在概括性错误。因此,非常重要的是分析环境模型中的政策培训与实际环境中的差异,这反过来又指导了更好的模型学习,模型使用和政策培训的算法设计。此外,我们还讨论了其他形式的RL,包括离线RL,目标条件RL,多代理RL和Meta-RL的最新进展。此外,我们讨论了MBRL在现实世界任务中的适用性和优势。最后,我们通过讨论MBRL未来发展的前景来结束这项调查。我们认为,MBRL在被忽略的现实应用程序中具有巨大的潜力和优势,我们希望这项调查能够吸引更多关于MBRL的研究。
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