visitation distribution
IOSTOM: Offline Imitation Learning from Observations Via State Transition Occupancy Matching
Offline Learning from Observation (LfO) focuses on enabling agents to imitate expert behavior using datasets that contain only expert state trajectories and separate transition data with suboptimal actions. This setting is both practical and critical in real-world scenarios where direct environment interaction or access to expert action labels is costly, risky, or infeasible. Most existing LfO methods attempt to solve this problem through state or state-action occupancy matching. They typically rely on pretraining a discriminator to differentiate between expert and non-expert states, which could introduce errors and instability--especially when the discriminator is poorly trained. While recent discriminator-free methods have emerged, they generally require substantially more data, limiting their practicality in low-data regimes.
Adversarial Intrinsic Motivation for Reinforcement Learning
Learning with an objective to minimize the mismatch with a reference distribution has been shown to be useful for generative modeling and imitation learning. In this paper, we investigate whether one such objective, the Wasserstein-1 distance between a policy's state visitation distribution and a target distribution, can be utilized effectively for reinforcement learning (RL) tasks. Specifically, this paper focuses on goal-conditioned reinforcement learning where the idealized (unachievable) target distribution has full measure at the goal. This paper introduces a quasimetric specific to Markov Decision Processes (MDPs) and uses this quasimetric to estimate the above Wasserstein-1 distance. It further shows that the policy that minimizes this Wasserstein-1 distance is the policy that reaches the goal in as few steps as possible. Our approach, termed Adversarial Intrinsic Motivation (AIM), estimates this Wasserstein-1 distance through its dual objective and uses it to compute a supplemental reward function. Our experiments show that this reward function changes smoothly with respect to transitions in the MDP and directs the agent's exploration to find the goal efficiently. Additionally, we combine AIM with Hindsight Experience Replay (HER) and show that the resulting algorithm accelerates learning significantly on several simulated robotics tasks when compared to other rewards that encourage exploration or accelerate learning.
VisualAdversarialImitationLearning usingVariationalModels
Behaviour cloning (BC) is a classic algorithm to imitate expert demonstrations [7], which uses supervised learning to greedily match the expert behaviour at demonstrated expert states. Due to environmentstochasticity,covariateshift,andpolicyapproximationerror,theagentmaydriftaway from the expert state distribution and ultimately fail to mimic the demonstrator [8].
Supplementary Materials A Experiment As suggested by one reviewer, we conduct the following experiment over Cartpole in OpenAI gym to
The following lemma justifies item 3 in Assumption 1. Consider the following two cases: 1. Density function of the policy is smooth, i.e. We then show how Theorem 4 implies Theorem 1. Assumption 3. F or all x X, there exist constants such that the following hold 1. F or all x, we have null A Now we proceed to prove the main theorem. Then, given the above convergence result on the gradient norm, we proceed to prove the convergence of NAC in terms of the function value.