Wang, Guojian
Preference-Guided Reinforcement Learning for Efficient Exploration
Wang, Guojian, Wu, Faguo, Zhang, Xiao, Chen, Tianyuan, Chen, Xuyang, Zhao, Lin
In this paper, we investigate preference-based reinforcement learning (PbRL) that allows reinforcement learning (RL) agents to learn from human feedback. This is particularly valuable when defining a fine-grain reward function is not feasible. However, this approach is inefficient and impractical for promoting deep exploration in hard-exploration tasks with long horizons and sparse rewards. To tackle this issue, we introduce LOPE: Learning Online with trajectory Preference guidancE, an end-to-end preference-guided RL framework that enhances exploration efficiency in hard-exploration tasks. Our intuition is that LOPE directly adjusts the focus of online exploration by considering human feedback as guidance, avoiding learning a separate reward model from preferences. Specifically, LOPE includes a two-step sequential policy optimization process consisting of trust-region-based policy improvement and preference guidance steps. We reformulate preference guidance as a novel trajectory-wise state marginal matching problem that minimizes the maximum mean discrepancy distance between the preferred trajectories and the learned policy. Furthermore, we provide a theoretical analysis to characterize the performance improvement bound and evaluate the LOPE's effectiveness. When assessed in various challenging hard-exploration environments, LOPE outperforms several state-of-the-art methods regarding convergence rate and overall performance. The code used in this study is available at \url{https://github.com/buaawgj/LOPE}.
Learning Diverse Policies with Soft Self-Generated Guidance
Wang, Guojian, Wu, Faguo, Zhang, Xiao, Liu, Jianxiang
Reinforcement learning (RL) with sparse and deceptive rewards is challenging because non-zero rewards are rarely obtained. Hence, the gradient calculated by the agent can be stochastic and without valid information. Recent studies that utilize memory buffers of previous experiences can lead to a more efficient learning process. However, existing methods often require these experiences to be successful and may overly exploit them, which can cause the agent to adopt suboptimal behaviors. This paper develops an approach that uses diverse past trajectories for faster and more efficient online RL, even if these trajectories are suboptimal or not highly rewarded. The proposed algorithm combines a policy improvement step with an additional exploration step using offline demonstration data. The main contribution of this paper is that by regarding diverse past trajectories as guidance, instead of imitating them, our method directs its policy to follow and expand past trajectories while still being able to learn without rewards and approach optimality. Furthermore, a novel diversity measurement is introduced to maintain the team's diversity and regulate exploration. The proposed algorithm is evaluated on discrete and continuous control tasks with sparse and deceptive rewards. Compared with the existing RL methods, the experimental results indicate that our proposed algorithm is significantly better than the baseline methods regarding diverse exploration and avoiding local optima.
Trajectory-Oriented Policy Optimization with Sparse Rewards
Wang, Guojian, Wu, Faguo, Zhang, Xiao
Mastering deep reinforcement learning (DRL) proves challenging in tasks featuring scant rewards. These limited rewards merely signify whether the task is partially or entirely accomplished, necessitating various exploration actions before the agent garners meaningful feedback. Consequently, the majority of existing DRL exploration algorithms struggle to acquire practical policies within a reasonable timeframe. To address this challenge, we introduce an approach leveraging offline demonstration trajectories for swifter and more efficient online RL in environments with sparse rewards. Our pivotal insight involves treating offline demonstration trajectories as guidance, rather than mere imitation, allowing our method to learn a policy whose distribution of state-action visitation marginally matches that of offline demonstrations. We specifically introduce a novel trajectory distance relying on maximum mean discrepancy (MMD) and cast policy optimization as a distance-constrained optimization problem. We then illustrate that this optimization problem can be streamlined into a policy-gradient algorithm, integrating rewards shaped by insights from offline demonstrations. The proposed algorithm undergoes evaluation across extensive discrete and continuous control tasks with sparse and misleading rewards. The experimental findings demonstrate the significant superiority of our proposed algorithm over baseline methods concerning diverse exploration and the acquisition of an optimal policy.
Policy Optimization with Smooth Guidance Rewards Learned from Sparse-Reward Demonstrations
Wang, Guojian, Wu, Faguo, Zhang, Xiao, Chen, Tianyuan
The sparsity of reward feedback remains a challenging problem in online deep reinforcement learning (DRL). Previous approaches have utilized temporal credit assignment (CA) to achieve impressive results in multiple hard tasks. However, many CA methods relied on complex architectures or introduced sensitive hyperparameters to estimate the impact of state-action pairs. Meanwhile, the premise of the feasibility of CA methods is to obtain trajectories with sparse rewards, which can be troublesome in sparse-reward environments with large state spaces. To tackle these problems, we propose a simple and efficient algorithm called Policy Optimization with Smooth Guidance (POSG) that leverages a small set of sparse-reward demonstrations to make reliable and effective long-term credit assignments while efficiently facilitating exploration. The key idea is that the relative impact of state-action pairs can be indirectly estimated using offline demonstrations rather than directly leveraging the sparse reward trajectories generated by the agent. Specifically, we first obtain the trajectory importance by considering both the trajectory-level distance to demonstrations and the returns of the relevant trajectories. Then, the guidance reward is calculated for each state-action pair by smoothly averaging the importance of the trajectories through it, merging the demonstration's distribution and reward information. We theoretically analyze the performance improvement bound caused by smooth guidance rewards and derive a new worst-case lower bound on the performance improvement. Extensive results demonstrate POSG's significant advantages in control performance and convergence speed compared to benchmark DRL algorithms. Notably, the specific metrics and quantifiable results are investigated to demonstrate the superiority of POSG.
Adaptive trajectory-constrained exploration strategy for deep reinforcement learning
Wang, Guojian, Wu, Faguo, Zhang, Xiao, Guo, Ning, Zheng, Zhiming
Deep reinforcement learning (DRL) faces significant challenges in addressing the hard-exploration problems in tasks with sparse or deceptive rewards and large state spaces. These challenges severely limit the practical application of DRL. Most previous exploration methods relied on complex architectures to estimate state novelty or introduced sensitive hyperparameters, resulting in instability. To mitigate these issues, we propose an efficient adaptive trajectory-constrained exploration strategy for DRL. The proposed method guides the policy of the agent away from suboptimal solutions by leveraging incomplete offline demonstrations as references. This approach gradually expands the exploration scope of the agent and strives for optimality in a constrained optimization manner. Additionally, we introduce a novel policy-gradient-based optimization algorithm that utilizes adaptively clipped trajectory-distance rewards for both single- and multi-agent reinforcement learning. We provide a theoretical analysis of our method, including a deduction of the worst-case approximation error bounds, highlighting the validity of our approach for enhancing exploration. To evaluate the effectiveness of the proposed method, we conducted experiments on two large 2D grid world mazes and several MuJoCo tasks. The extensive experimental results demonstrate the significant advantages of our method in achieving temporally extended exploration and avoiding myopic and suboptimal behaviors in both single- and multi-agent settings. Notably, the specific metrics and quantifiable results further support these findings. The code used in the study is available at \url{https://github.com/buaawgj/TACE}.