decision mamba
Decision Mamba: Reinforcement Learning via Hybrid Selective Sequence Modeling
Recent works have shown the remarkable superiority of transformer models in reinforcement learning (RL), where the decision-making problem is formulated as sequential generation. Transformer-based agents could emerge with self-improvement in online environments by providing task contexts, such as multiple trajectories, called in-context RL. However, due to the quadratic computation complexity of attention in transformers, current in-context RL methods suffer from huge computational costs as the task horizon increases. In contrast, the Mamba model is renowned for its efficient ability to process long-term dependencies, which provides an opportunity for in-context RL to solve tasks that require long-term memory. To this end, we first implement Decision Mamba (DM) by replacing the backbone of Decision Transformer (DT).
Decision Mamba: Reinforcement Learning via Hybrid Selective Sequence Modeling
Recent works have shown the remarkable superiority of transformer models in reinforcement learning (RL), where the decision-making problem is formulated as sequential generation. Transformer-based agents could emerge with self-improvement in online environments by providing task contexts, such as multiple trajectories, called in-context RL. However, due to the quadratic computation complexity of attention in transformers, current in-context RL methods suffer from huge computational costs as the task horizon increases. In contrast, the Mamba model is renowned for its efficient ability to process long-term dependencies, which provides an opportunity for in-context RL to solve tasks that require long-term memory. To this end, we first implement Decision Mamba (DM) by replacing the backbone of Decision Transformer (DT).
Decision Mamba: A Multi-Grained State Space Model with Self-Evolution Regularization for Offline RL
While the conditional sequence modeling with the transformer architecture has demonstrated its effectiveness in dealing with offline reinforcement learning (RL) tasks, it is struggle to handle out-of-distribution states and actions.Existing work attempts to address this issue by data augmentation with the learned policy or adding extra constraints with the value-based RL algorithm. However, these studies still fail to overcome the following challenges: (1) insufficiently utilizing the historical temporal information among inter-steps, (2) overlooking the local intra-step relationships among return-to-gos (RTGs), states, and actions, (3) overfitting suboptimal trajectories with noisy labels. To address these challenges, we propose \textbf{D} ecision \textbf{M} amba ( \textbf{DM}), a novel multi-grained state space model (SSM) with a self-evolving policy learning strategy.DM explicitly models the historical hidden state to extract the temporal information by using the mamba architecture. To capture the relationship among RTG-state-action triplets, a fine-grained SSM module is designed and integrated into the original coarse-grained SSM in mamba, resulting in a novel mamba architecture tailored for offline RL. Finally, to mitigate the overfitting issue on noisy trajectories, a self-evolving policy is proposed by using progressive regularization.
Decision Transformer vs. Decision Mamba: Analysing the Complexity of Sequential Decision Making in Atari Games
The study first observed that DM generally outperformed DT in the games Breakout and Qbert, while DT performed better in more complicated games, such as Hero and Kung Fu Master. To understand these differences, we expanded the number of games to 12 and performed a comprehensive analysis of game characteristics, including action space complexity, visual complexity, average trajectory length, and average steps to the first non-zero reward. In order to further analyse the key factors that impact the disparity in performance between DT and DM, we employ various approaches, including quantifying visual complexity, random forest regression, correlation analysis, and action space simplification strategies. The results indicate that the performance gap between DT and DM is affected by the complex interaction of multiple factors, with the complexity of the action space and visual complexity (particularly evaluated by compression ratio) being the primary determining factors. DM performs well in environments with simple action and visual elements, while DT shows an advantage in games with higher action and visual complexity. Our findings contribute to a deeper understanding of how the game characteristics affect the performance difference in sequential modelling reinforcement learning, potentially guiding the development of future model design and applications for diverse and complex environments.
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Decision Mamba: A Multi-Grained State Space Model with Self-Evolution Regularization for Offline RL
Lv, Qi, Deng, Xiang, Chen, Gongwei, Wang, Michael Yu, Nie, Liqiang
While the conditional sequence modeling with the transformer architecture has demonstrated its effectiveness in dealing with offline reinforcement learning (RL) tasks, it is struggle to handle out-of-distribution states and actions. Existing work attempts to address this issue by data augmentation with the learned policy or adding extra constraints with the value-based RL algorithm. However, these studies still fail to overcome the following challenges: (1) insufficiently utilizing the historical temporal information among inter-steps, (2) overlooking the local intrastep relationships among states, actions and return-to-gos (RTGs), (3) overfitting suboptimal trajectories with noisy labels. To address these challenges, we propose Decision Mamba (DM), a novel multi-grained state space model (SSM) with a self-evolving policy learning strategy. DM explicitly models the historical hidden state to extract the temporal information by using the mamba architecture. To capture the relationship among state-action-RTG triplets, a fine-grained SSM module is designed and integrated into the original coarse-grained SSM in mamba, resulting in a novel mamba architecture tailored for offline RL. Finally, to mitigate the overfitting issue on noisy trajectories, a self-evolving policy is proposed by using progressive regularization. The policy evolves by using its own past knowledge to refine the suboptimal actions, thus enhancing its robustness on noisy demonstrations. Extensive experiments on various tasks show that DM outperforms other baselines substantially.
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Hierarchical Decision Mamba
Correia, André, Alexandre, Luís A.
Recent advancements in imitation learning have been largely fueled by the integration of sequence models, which provide a structured flow of information to effectively mimic task behaviours. Currently, Decision Transformer (DT) and subsequently, the Hierarchical Decision Transformer (HDT), presented Transformer-based approaches to learn task policies. Recently, the Mamba architecture has shown to outperform Transformers across various task domains. In this work, we introduce two novel methods, Decision Mamba (DM) and Hierarchical Decision Mamba (HDM), aimed at enhancing the performance of the Transformer models. Through extensive experimentation across diverse environments such as OpenAI Gym and D4RL, leveraging varying demonstration data sets, we demonstrate the superiority of Mamba models over their Transformer counterparts in a majority of tasks. Results show that HDM outperforms other methods in most settings. The code can be found at https://github.com/meowatthemoon/HierarchicalDecisionMamba.
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- Africa > Mozambique > Sofala Province > Beira (0.04)
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- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Natural Language (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.95)
Decision Mamba: Reinforcement Learning via Sequence Modeling with Selective State Spaces
Decision Transformer, a promising approach that applies Transformer architectures to reinforcement learning, relies on causal self-attention to model sequences of states, actions, and rewards. While this method has shown competitive results, this paper investigates the integration of the Mamba framework, known for its advanced capabilities in efficient and effective sequence modeling, into the Decision Transformer architecture, focusing on the potential performance enhancements in sequential decision-making tasks. Our study systematically evaluates this integration by conducting a series of experiments across various decision-making environments, comparing the modified Decision Transformer, Decision Mamba, with its traditional counterpart. This work contributes to the advancement of sequential decision-making models, suggesting that the architecture and training methodology of neural networks can significantly impact their performance in complex tasks, and highlighting the potential of Mamba as a valuable tool for improving the efficacy of Transformer-based models in reinforcement learning scenarios.