learning progress
Appendix Gigastep - One Billion Steps per Second Multi-agent Reinforcement Learning
In this section, we train policies for different scenarios to validate that the tasks defined in Gigastep can be solved with multi-agent RL algorithms. In particular, we use multi-agent PPO implemented in JAX. In competitive or adversarial MARL, an objective reward measure is not defined, as the collected reward inherently depends on the relative strength of the opposing agent's policy. Therefore, to measure the training progress, we compare the current policy with previous checkpoints of the same policy at earlier training iterations. Specifically, an improving policy should be able to outperform its previous counterparts.
Understanding the Complexity Gains of Single-Task RL with a Curriculum
Li, Qiyang, Zhai, Yuexiang, Ma, Yi, Levine, Sergey
Reinforcement learning (RL) problems can be challenging without well-shaped rewards. Prior work on provably efficient RL methods generally proposes to address this issue with dedicated exploration strategies. However, another way to tackle this challenge is to reformulate it as a multi-task RL problem, where the task space contains not only the challenging task of interest but also easier tasks that implicitly function as a curriculum. Such a reformulation opens up the possibility of running existing multi-task RL methods as a more efficient alternative to solving a single challenging task from scratch. In this work, we provide a theoretical framework that reformulates a single-task RL problem as a multi-task RL problem defined by a curriculum. Under mild regularity conditions on the curriculum, we show that sequentially solving each task in the multi-task RL problem is more computationally efficient than solving the original single-task problem, without any explicit exploration bonuses or other exploration strategies. We also show that our theoretical insights can be translated into an effective practical learning algorithm that can accelerate curriculum learning on simulated robotic tasks.
Exploration in Model-based Reinforcement Learning by Empirically Estimating Learning Progress
Formal exploration approaches in model-based reinforcement learning estimate the accuracy of the currently learned model without consideration of the empirical prediction error. For example, PAC-MDP approaches such as Rmax base their model certainty on the amount of collected data, while Bayesian approaches assume a prior over the transition dynamics. We propose extensions to such approaches which drive exploration solely based on empirical estimates of the learner's accuracy and learning progress. We provide a sanity check'' theoretical analysis, discussing the behavior of our extensions in the standard stationary finite state-action case. We then provide experimental studies demonstrating the robustness of these exploration measures in cases of non-stationary environments or where original approaches are misled by wrong domain assumptions.
Multi-task curriculum learning in a complex, visual, hard-exploration domain: Minecraft
Kanitscheider, Ingmar, Huizinga, Joost, Farhi, David, Guss, William Hebgen, Houghton, Brandon, Sampedro, Raul, Zhokhov, Peter, Baker, Bowen, Ecoffet, Adrien, Tang, Jie, Klimov, Oleg, Clune, Jeff
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by focusing on the next best task to learn. We explore curriculum learning in a complex, visual domain with many hard exploration challenges: Minecraft. We find that learning progress (defined as a change in success probability of a task) is a reliable measure of learnability for automatically constructing an effective curriculum. We introduce a learning-progress based curriculum and test it on a complex reinforcement learning problem (called "Simon Says") where an agent is instructed to obtain a desired goal item. Many of the required skills depend on each other. Experiments demonstrate that: (1) a within-episode exploration bonus for obtaining new items improves performance, (2) dynamically adjusting this bonus across training such that it only applies to items the agent cannot reliably obtain yet further increases performance, (3) the learning-progress based curriculum elegantly follows the learning curve of the agent, and (4) when the learning-progress based curriculum is combined with the dynamic exploration bonus it learns much more efficiently and obtains far higher performance than uniform baselines. These results suggest that combining intra-episode and across-training exploration bonuses with learning progress creates a promising method for automated curriculum generation, which may substantially increase our ability to train more capable, generally intelligent agents.
Exploration in Model-based Reinforcement Learning by Empirically Estimating Learning Progress
Lopes, Manuel, Lang, Tobias, Toussaint, Marc, Oudeyer, Pierre-yves
Formal exploration approaches in model-based reinforcement learning estimate the accuracy of the currently learned model without consideration of the empirical prediction error. For example, PAC-MDP approaches such as Rmax base their model certainty on the amount of collected data, while Bayesian approaches assume a prior over the transition dynamics. We propose extensions to such approaches which drive exploration solely based on empirical estimates of the learner's accuracy and learning progress. We provide a sanity check'' theoretical analysis, discussing the behavior of our extensions in the standard stationary finite state-action case. We then provide experimental studies demonstrating the robustness of these exploration measures in cases of non-stationary environments or where original approaches are misled by wrong domain assumptions.
Learning Hierarchical Teaching in Cooperative Multiagent Reinforcement Learning
Kim, Dong Ki, Liu, Miao, Omidshafiei, Shayegan, Lopez-Cot, Sebastian, Riemer, Matthew, Habibi, Golnaz, Tesauro, Gerald, Mourad, Sami, Campbell, Murray, How, Jonathan P.
Heterogeneous knowledge naturally arises among different agents in cooperative multiagent reinforcement learning. As such, learning can be greatly improved if agents can effectively pass their knowledge on to other agents. Existing work has demonstrated that peer-to-peer knowledge transfer, a process referred to as action advising, improves team-wide learning. In contrast to previous frameworks that advise at the level of primitive actions, we aim to learn high-level teaching policies that decide when and what high-level action (e.g., sub-goal) to advise a teammate. We introduce a new learning to teach framework, called hierarchical multiagent teaching (HMAT). The proposed framework solves difficulties faced by prior work on multiagent teaching when operating in domains with long horizons, delayed rewards, and continuous states/actions by leveraging temporal abstraction and deep function approximation. Our empirical evaluations show that HMAT accelerates team-wide learning progress in difficult environments that are more complex than those explored in previous work. HMAT also learns teaching policies that can be transferred to different teammates/tasks and can even teach teammates with heterogeneous action spaces.