imp ala
Adaptive Policy Synchronization for Scalable Reinforcement Learning
Scaling reinforcement learning (RL) often requires running environments across many machines, but most frameworks tie simulation, training, and infrastructure into rigid systems. We introduce ClusterEnv, a lightweight interface for distributed environment execution that preserves the familiar Gymnasium API. ClusterEnv uses the DETACH pattern, which moves environment reset() and step() operations to remote workers while keeping learning centralized. To reduce policy staleness without heavy communication, we propose Adaptive Policy Synchronization (APS), where workers request updates only when divergence from the central learner grows too large. ClusterEnv supports both on- and off-policy methods, integrates into existing training code with minimal changes, and runs efficiently on clusters. Experiments on discrete control tasks show that APS maintains performance while cutting synchronization overhead. Source code is available at https://github.com/rodlaf/ClusterEnv.
Momentum Boosted Episodic Memory for Improving Learning in Long-Tailed RL Environments
Fernandes, Dolton, Kaushik, Pramod, Shukla, Harsh, Surampudi, Bapi Raju
Traditional Reinforcement Learning (RL) algorithms assume the distribution of the data to be uniform or mostly uniform. However, this is not the case with most real-world applications like autonomous driving or in nature where animals roam. Some experiences are encountered frequently, and most of the remaining experiences occur rarely; the resulting distribution is called Zipfian. Taking inspiration from the theory of complementary learning systems, an architecture for learning from Zipfian distributions is proposed where important long tail trajectories are discovered in an unsupervised manner. The proposal comprises an episodic memory buffer containing a prioritised memory module to ensure important rare trajectories are kept longer to address the Zipfian problem, which needs credit assignment to happen in a sample efficient manner. The experiences are then reinstated from episodic memory and given weighted importance forming the trajectory to be executed. Notably, the proposed architecture is modular, can be incorporated in any RL architecture and yields improved performance in multiple Zipfian tasks over traditional architectures. Our method outperforms IMPALA by a significant margin on all three tasks and all three evaluation metrics (Zipfian, Uniform, and Rare Accuracy) and also gives improvements on most Atari environments that are considered challenging
IMPACT: Importance Weighted Asynchronous Architectures with Clipped Target Networks
Luo, Michael, Yao, Jiahao, Liaw, Richard, Liang, Eric, Stoica, Ion
The practical usage of reinforcement learning agents is often bottlenecked by the duration of training time. To accelerate training, practitioners often turn to distributed reinforcement learning architectures to parallelize and accelerate the training process. However, modern methods for scalable reinforcement learning (RL) often tradeoff between the throughput of samples that an RL agent can learn from (sample throughput) and the quality of learning from each sample (sample efficiency). In these scalable RL architectures, as one increases sample throughput (i.e. increasing parallelization in IMPALA), sample efficiency drops significantly. To address this, we propose a new distributed reinforcement learning algorithm, IMPACT. IMPACT extends IMPALA with three changes: a target network for stabilizing the surrogate objective, a circular buffer, and truncated importance sampling. In discrete action-space environments, we show that IMPACT attains higher reward and, simultaneously, achieves up to 30% decrease in training wall-time than that of IMPALA. For continuous control environments, IMPACT trains faster than existing scalable agents while preserving the sample efficiency of synchronous PPO.
SEED RL: Scalable and Efficient Deep-RL with Accelerated Central Inference
Espeholt, Lasse, Marinier, Raphaël, Stanczyk, Piotr, Wang, Ke, Michalski, Marcin
We present a modern scalable reinforcement learning agent called SEED (Scalable, Efficient Deep-RL). By effectively utilizing modern accelerators, we show that it is not only possible to train on millions of frames per second but also to lower the cost of experiments compared to current methods. We achieve this with a simple architecture that features centralized inference and an optimized communication layer. SEED adopts two state of the art distributed algorithms, IMPALA/V-trace (policy gradients) and R2D2 (Q-learning), and is evaluated on Atari-57, DeepMind Lab and Google Research Football. We improve the state of the art on Football and are able to reach state of the art on Atari-57 twice as fast in wall-time. For the scenarios we consider, a 40% to 80% cost reduction for running experiments is achieved. The implementation along with experiments is open-sourced so that results can be reproduced and novel ideas tried out.
TorchBeast: A PyTorch Platform for Distributed RL
Küttler, Heinrich, Nardelli, Nantas, Lavril, Thibaut, Selvatici, Marco, Sivakumar, Viswanath, Rocktäschel, Tim, Grefenstette, Edward
TorchBeast is a platform for reinforcement learning (RL) research in PyTorch. It implements a version of the popular IMPALA algorithm for fast, asynchronous, parallel training of RL agents. Additionally, TorchBeast has simplicity as an explicit design goal: We provide both a pure-Python implementation ("MonoBeast") as well as a multi-machine high-performance version ("PolyBeast"). In the latter, parts of the implementation are written in C++, but all parts pertaining to machine learning are kept in simple Python using PyTorch, with the environments provided using the OpenAI Gym interface. This enables researchers to conduct scalable RL research using TorchBeast without any programming knowledge beyond Python and PyTorch. In this paper, we describe the TorchBeast design principles and implementation and demonstrate that it performs on-par with IMPALA on Atari. TorchBeast is released as an open-source package under the Apache 2.0 license and is available at \url{https://github.com/facebookresearch/torchbeast}.
V-MPO: On-Policy Maximum a Posteriori Policy Optimization for Discrete and Continuous Control
Song, H. Francis, Abdolmaleki, Abbas, Springenberg, Jost Tobias, Clark, Aidan, Soyer, Hubert, Rae, Jack W., Noury, Seb, Ahuja, Arun, Liu, Siqi, Tirumala, Dhruva, Heess, Nicolas, Belov, Dan, Riedmiller, Martin, Botvinick, Matthew M.
Some of the most successful applications of deep reinforcement learning to challenging domains in discrete and continuous control have used policy gradient methods in the on-policy setting. However, policy gradients can suffer from large variance that may limit performance, and in practice require carefully tuned entropy regularization to prevent policy collapse. As an alternative to policy gradient algorithms, we introduce V-MPO, an on-policy adaptation of Maximum a Posteriori Policy Optimization (MPO) that performs policy iteration based on a learned state-value function. We show that V-MPO surpasses previously reported scores for both the Atari-57 and DMLab-30 benchmark suites in the multi-task setting, and does so reliably without importance weighting, entropy regularization, or population-based tuning of hyperparameters. On individual DMLab and Atari levels, the proposed algorithm can achieve scores that are substantially higher than has previously been reported. V-MPO is also applicable to problems with high-dimensional, continuous action spaces, which we demonstrate in the context of learning to control simulated humanoids with 22 degrees of freedom from full state observations and 56 degrees of freedom from pixel observations, as well as example OpenAI Gym tasks where V-MPO achieves substantially higher asymptotic scores than previously reported.
Google Research Football: A Novel Reinforcement Learning Environment
Kurach, Karol, Raichuk, Anton, Stańczyk, Piotr, Zając, Michał, Bachem, Olivier, Espeholt, Lasse, Riquelme, Carlos, Vincent, Damien, Michalski, Marcin, Bousquet, Olivier, Gelly, Sylvain
Recent progress in the field of reinforcement learning has been accelerated by virtual learning environments such as video games, where novel algorithms and ideas can be quickly tested in a safe and reproducible manner. We introduce the Google Research F ootball Environment, a new reinforcement learning environment where agents are trained to play football in an advanced, physics-based 3D simulator. The resulting environment is challenging, easy to use and customize, and it is available under a permissive open-source license. In addition, it provides support for multiplayer and multi-agent experiments. We propose three full-game scenarios of varying difficulty with the F ootball Benchmarks and report baseline results for three commonly used reinforcement algorithms (IMP ALA, PPO, and Ape-X DQN). We also provide a diverse set of simpler scenarios with the F ootball Academy and showcase several promising research directions.