emergent complexity and zero-shot transfer
Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design
A wide range of reinforcement learning (RL) problems --- including robustness, transfer learning, unsupervised RL, and emergent complexity --- require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments.
Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design
A wide range of reinforcement learning (RL) problems --- including robustness, transfer learning, unsupervised RL, and emergent complexity --- require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary.
Review for NeurIPS paper: Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design
Additional Feedback: Could you add a specific example/ problem that would be easily solved by defining it as a UED? I think it would help the paper in general. The agent for the Lava environment, that replaces walls with dangerous lava, is trained from generated maps with lava instead of walls? Additionally, the paper needs further proof reading, some minor mistakes I found: *Line 511: I wouldn't start a proof section saying "it would be nice to know that..." that is too informal *Line 512: "their" should be "its" *Line 40: Section?, i.e., referenced section is missing the number *Line 138: the function T M shouldn't be defined on S M? *Line 171: This sentence needs further explanation *Line 207: based on twice *Line 209: Figure? The Broader Impact section, specially the first paragraph is too speculative, automating jobs or automated weapons are general problems of the AI field, it should focus more on the impact of this specific work.
Review for NeurIPS paper: Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design
This paper pursues a significant line of enquiry regarding an important topic: automatic, unsupervised environment design. The paper makes algorithmic, theoretical, and empirical contributions. While the reviewers had some concerns about the clarity of the theory and the adequacy of the empirical results, these have been well addressed in the rebuttal. The authors are strongly urged to incorporate all the reviewers' feedback in the final version.
Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design
A wide range of reinforcement learning (RL) problems --- including robustness, transfer learning, unsupervised RL, and emergent complexity --- require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary.