sac
Appendix ANetwork Architectures
In this section, we describe the details of the network architectures used in Sec. 4 and 5. We mainly used 4 GPUs (NVIDIAV100; 16GB) for the experiments in Sec. 4 and 5 and it took about 4 hours per seed (in the case of 3M steps). Actually, we conducted exhaustive evaluations through the enormous experiments, and we hope our empirical observations and recommendations help the practitioners to explore the explosive configuration space. Adam Adam Learning rate (policy) 1e-4 5e-5 3e-4 3e-4 Learning rate (value) 1e-4 1e-2 3e-4 3e-4 Weight initialization Uniform Xavier Uniform Xavier Uniform Xavier Uniform Initial output scale (policy) 1.0 1e-4 1e-2 1e-2 Target update Hard - Soft (5e-3) Soft (5e-3) Clipped Double QFalse - True True Table 7: Details of each network architecture. We refer the original implementations of each algorithm which is available online [23, 14, 48, 27, 42].
Real-Time Reinforcement Learning
While it is well suited to describe turn-based decision problems such as board games, this framework is ill suited for real-time applications in which the environment's state continues to evolve while the agent selects an action (Travnik et al., 2018). Nevertheless, this framework hasbeen used forreal-time problems using what areessentially tricks, e.g.
cf5a019ae9c11b4be88213ce3f85d85c-Paper-Conference.pdf
Here, we focus on a more practical setting in object rearrangement,i.e., rearranging objects from shuffled layouts to a normative target distribution without explicit goal specification. However, it remains challenging for AI agents, as it is hard to describe the target distribution (goal specification) for reward engineering or collect expert trajectories as demonstrations. Hence, it is infeasible to directly employ reinforcement learning or imitation learning algorithms to address the task. This paper aims to search for a policy only with a set of examples from a target distribution instead of a handcrafted reward function. We employ the score-matching objectiveto train aTargetGradientField (TarGF),indicating a direction on each object to increase the likelihood of the target distribution.