ICLR 2023 Papers

International Conference on Learning Representations

Decision breakdown

1,575papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    1,20476.4%
  • Other / unlabeled
    37123.6%

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Topic: Reinforcement Learning · 233 papers · Reset filters

Truthful Self-Play

Shohei Ohsawa

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We present a general framework for evolutionary learning to emergent unbiased state representation without any supervision. Evolutionary frameworks such as self-play converge to bad local optima in case of multi-agent reinforcement learning in non-cooperative partially observable environments with communication due to information asymmetry. Our proposed framework is a simple modification of self-play inspired by mechanism design, also known as {\em reverse game theory}, to elicit truthful signals and make the agents cooperative. The key idea is to add imaginary rewards using the peer prediction method, i.e., a mechanism for evaluating the validity of information exchanged between agents in a decentralized environment. Numerical experiments with predator prey, traffic junction and StarCraft tasks demonstrate that the state-of-the-art performance of our framework.

Poster
VIPeR: Provably Efficient Algorithm for Offline RL with Neural Function Approximation

Thanh Nguyen-Tang, Raman Arora

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We propose a novel algorithm for offline reinforcement learning called Value Iteration with Perturbed Rewards (VIPeR), which amalgamates the pessimism principle with random perturbations of the value function. Most current offline RL algorithms explicitly construct statistical confidence regions to obtain pessimism via lower confidence bounds (LCB), which cannot easily scale to complex problems where a neural network is used to estimate the value functions. Instead, VIPeR implicitly obtains pessimism by simply perturbing the offline data multiple times with carefully-designed i.i.d. Gaussian noises to learn an ensemble of estimated state-action {value functions} and acting greedily with respect to the minimum of the ensemble. The estimated state-action values are obtained by fitting a parametric model (e.g., neural networks) to the perturbed datasets using gradient descent. As a result, VIPeR only needs $\mathcal{O}(1)$ time complexity for action selection, while LCB-based algorithms require at least $\Omega(K^2)$, where $K$ is the total number of trajectories in the offline data. We also propose a novel data-splitting technique that helps remove a factor involving the log of the covering number in our bound. We prove that VIPeR yields a provable uncertainty quantifier with overparameterized neural networks and enjoys a bound on sub-optimality of $\tilde{\mathcal{O}}( { \kappa H^{5/2} \tilde{d} }/{\sqrt{K}})$, where $\tilde{d}$ is the effective dimension, $H$ is the horizon length and $\kappa$ measures the distributional shift. We corroborate the statistical and computational efficiency of VIPeR with an empirical evaluation on a wide set of synthetic and real-world datasets. To the best of our knowledge, VIPeR is the first algorithm for offline RL that is provably efficient for general Markov decision processes (MDPs) with neural network function approximation.

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Neural DAG Scheduling via One-Shot Priority Sampling

Wonseok Jeon, Mukul Gagrani, Burak Bartan, Weiliang Will Zeng, Harris Teague, Piero Zappi, Christopher Lott

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We consider the problem of scheduling operations/nodes, the dependency among which is characterized by a Directed Acyclic Graph (DAG). Due to its NP-hard nature, heuristic algorithms were traditionally used to acquire reasonably good solutions, and more recent works have proposed Machine Learning (ML) heuristics that can generalize to unseen graphs and outperform the non-ML heuristics. However, it is computationally costly to generate solutions using existing ML schedulers since they adopt the episodic reinforcement learning framework that necessitates multi-round neural network processing. We propose a novel ML scheduler that uses a one-shot neural network encoder to sample node priorities which are converted by list scheduling to the final schedules. Since the one-shot encoder can efficiently sample the priorities in parallel, our algorithm runs significantly faster than existing ML baselines and has comparable run time with the fast traditional heuristics. We empirically show that our algorithm generates better schedules than both non-neural and neural baselines across various real-world and synthetic scheduling tasks.

Poster
ReAct: Synergizing Reasoning and Acting in Language Models

Shunyu Yao, Jeffrey Zhao, Dian Yu, Nan Du, Izhak Shafran, Karthik R Narasimhan, Yuan Cao

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While large language models (LLMs) have demonstrated impressive capabilities across tasks in language understanding and interactive decision making, their abilities for reasoning (e.g. chain-of-thought prompting) and acting (e.g. action plan generation) have primarily been studied as separate topics. In this paper, we explore the use of LLMs to generate both reasoning traces and task-specific actions in an interleaved manner, allowing for greater synergy between the two: reasoning traces help the model induce, track, and update action plans as well as handle exceptions, while actions allow it to interface with external sources, such as knowledge bases or environments, to gather additional information. We apply our approach, named ReAct, to a diverse set of language and decision making tasks and demonstrate its effectiveness over state-of-the-art baselines, as well as improved human interpretability and trustworthiness over methods without reasoning or acting components. Concretely, on question answering (HotpotQA) and fact verification (Fever), ReAct overcomes issues of hallucination and error propagation prevalent in chain-of-thought reasoning by interacting with a simple Wikipedia API, and generates human-like task-solving trajectories that are more interpretable than baselines without reasoning traces. On two interactive decision making benchmarks (ALFWorld and WebShop), ReAct outperforms imitation and reinforcement learning methods by an absolute success rate of 34% and 10% respectively, while being prompted with only one or two in-context examples.

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HiT-MDP: Learning the SMDP option framework on MDPs with Hidden Temporal Embeddings

Chang Li, Dongjin Song, Dacheng Tao

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The standard option framework is developed on the Semi-Markov Decision Process (SMDP) which is unstable to optimize and sample inefficient. To this end, we propose the Hidden Temporal MDP (HiT-MDP) and prove that the option-induced HiT-MDP is homomorphic equivalent to the option-induced SMDP. A novel transformer-based framework is introduced to learn options' embedding vectors (rather than conventional option tuples) on HiT-MDPs. We then derive a stable and sample efficient option discovering method under the maximum-entropy policy gradient framework. Extensive experiments on challenging Mujoco environments demonstrate HiT-MDP's efficiency and effectiveness: under widely used configurations, HiT-MDP achieves competitive, if not better, performance compared to the state-of-the-art baselines on all finite horizon and transfer learning environments. Moreover, HiT-MDP significantly outperforms all baselines on infinite horizon environments while exhibiting smaller variance, faster convergence, and better interpretability. Our work potentially sheds light on the theoretical ground of extending the option framework into a large-scale foundation model.

Poster
$O(T^{-1})$ Convergence of Optimistic-Follow-the-Regularized-Leader in Two-Player Zero-Sum Markov Games

Yuepeng Yang, Cong Ma

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We prove that the optimistic-follow-the-regularized-leader (OFTRL) algorithm, together with smooth value updates, finds an $O(T^{−1})$ approximate Nash equilibrium in $T$ iterations for two-player zero-sum Markov games with full information. This improves the $\tilde{O}(T^{−5/6})$ convergence rate recently shown by Zhang et al (2022). The refined analysis hinges on two essential ingredients. First, the sum of the regrets of the two players, though not necessarily non-negative as in normal-form games, is approximately non-negative in Markov games. This property allows us to bound the second-order path lengths of the learning dynamics. Second, we prove a tighter algebraic inequality regarding the weights deployed by OFTRL that shaves an extra $\log T$ factor. This crucial improvement enables the inductive analysis that leads to the final $O(T^{−1})$ rate.

Poster
Generating Diverse Cooperative Agents by Learning Incompatible Policies

Rujikorn Charakorn, Poramate Manoonpong, Nat Dilokthanakul

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Training a robust cooperative agent requires diverse partner agents. However, obtaining those agents is difficult. Previous works aim to learn diverse behaviors by changing the state-action distribution of agents. But, without information about the task's goal, the diversified agents are not guided to find other important, albeit sub-optimal, solutions: the agents might learn only variations of the same solution. In this work, we propose to learn diverse behaviors via policy compatibility. Conceptually, policy compatibility measures whether policies of interest can coordinate effectively. We theoretically show that incompatible policies are not similar. Thus, policy compatibility—which has been used exclusively as a measure of robustness—can be used as a proxy for learning diverse behaviors. Then, we incorporate the proposed objective into a population-based training scheme to allow concurrent training of multiple agents. Additionally, we use state-action information to induce local variations of each policy. Empirically, the proposed method consistently discovers more solutions than baseline methods across various multi-goal cooperative environments. Finally, in multi-recipe Overcooked, we show that our method produces populations of behaviorally diverse agents, which enables generalist agents trained with such a population to be more robust. See our project page at https://bit.ly/marl-lipo

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Can BERT Refrain from Forgetting on Sequential Tasks? A Probing Study

Mingxu Tao, Yansong Feng, Dongyan Zhao

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Large pre-trained language models have helped to achieve state of the art on a variety of NLP tasks, nevertheless, they still suffer from forgetting when incrementally learning a series of sequential tasks. To alleviate this problem, recent works propose several models enhanced by sparse experience replay and local adaption, which yield satisfactory performance. However, in this paper we find that pre-trained language models like BERT have a potential ability to learn sequentially, even without any sparse memory replay. To verify the ability of BERT to maintain old knowledge, we adopt and re-finetune single-layer probe networks with the parameters of BERT fixed. We investigate the models on two typical kinds of NLP tasks, text classification and extractive question answering. And our experiments reveal that BERT can actually generate high quality representations for previous tasks in a long term, under extremely sparse replay or even no replay. We further introduce a series of methods to interpret the mechanism of forgetting and how memory rehearsal plays a significant role in task incremental learning, which bridges the gap between our new discovery and previous studies about catastrophic forgetting. Additionally, we provide both quantified and visualized results demonstrating that the representation space of BERT is always topologically organised, which guarantees its performance.

Poster
Value Memory Graph: A Graph-Structured World Model for Offline Reinforcement Learning

Deyao Zhu, Li Erran Li, Mohamed Elhoseiny

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Reinforcement Learning (RL) methods are typically applied directly in environments to learn policies. In some complex environments with continuous state-action spaces, sparse rewards, and/or long temporal horizons, learning a good policy in the original environments can be difficult. Focusing on the offline RL setting, we aim to build a simple and discrete world model that abstracts the original environment. RL methods are applied to our world model instead of the environment data for simplified policy learning. Our world model, dubbed Value Memory Graph (VMG), is designed as a directed-graph-based Markov decision process (MDP) of which vertices and directed edges represent graph states and graph actions, separately. As state-action spaces of VMG are finite and relatively small compared to the original environment, we can directly apply the value iteration algorithm on VMG to estimate graph state values and figure out the best graph actions. VMG is trained from and built on the offline RL dataset. Together with an action translator that converts the abstract graph actions in VMG to real actions in the original environment, VMG controls agents to maximize episode returns. Our experiments on the D4RL benchmark show that VMG can outperform state-of-the-art offline RL methods in several tasks, especially when environments have sparse rewards and long temporal horizons. Code is available at https://github.com/TsuTikgiau/ValueMemoryGraph

Poster
Nearly Minimax Optimal Offline Reinforcement Learning with Linear Function Approximation: Single-Agent MDP and Markov Game

Wei Xiong, Han Zhong, Chengshuai Shi, Cong Shen, Liwei Wang, Tong Zhang

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Offline reinforcement learning (RL) aims at learning an optimal strategy using a pre-collected dataset without further interactions with the environment. While various algorithms have been proposed for offline RL in the previous literature, the minimax optimality has only been (nearly) established for tabular Markov decision processes (MDPs). In this paper, we focus on offline RL with linear function approximation and propose a new pessimism-based algorithm for offline linear MDP. At the core of our algorithm is the uncertainty decomposition via a reference function, which is new in the literature of offline RL under linear function approximation. Theoretical analysis demonstrates that our algorithm can match the performance lower bound up to logarithmic factors. We also extend our techniques to the two-player zero-sum Markov games (MGs), and establish a new performance lower bound for MGs, which tightens the existing result, and verifies the nearly minimax optimality of the proposed algorithm. To the best of our knowledge, these are the first computationally efficient and nearly minimax optimal algorithms for offline single-agent MDPs and MGs with linear function approximation.

Poster
Transformer-based model for symbolic regression via joint supervised learning

Wenqiang Li, Weijun Li, Linjun Sun, Min Wu, Lina Yu, Jingyi Liu, Yanjie Li, Songsong Tian

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Symbolic regression (SR) is an important technique for discovering hidden mathematical expressions from observed data. Transformer-based approaches have been widely used for machine translation due to their high performance, and are recently highly expected to be used for SR. They input the data points, then output the expression skeleton, and finally optimize the coefficients. However, recent transformer-based methods for SR focus more attention on large scale training data and ignore the ill-posed problem: the lack of sufficient supervision, i.e., expressions that may be completely different have the same supervision because of their same skeleton, which makes it challenging to deal with data that may be from the same expression skeleton but with different coefficients. Therefore, we present a transformer-based model for SR with the ability to alleviate this problem. Specifically, we leverage a feature extractor based on pure residual MLP networks to obtain more information about data points. Furthermore, the core idea is that we propose a joint learning mechanism combining supervised contrastive learning, which makes features of data points from expressions with the same skeleton more similar so as to effectively alleviates the ill-posed problem. The benchmark results show that the proposed method is up to 25% higher with respect to the recovery rate of skeletons than typical transformer-based methods. Moreover, our method outperforms state-of-the-art SR methods based on reinforcement learning and genetic programming in terms of the coefficient of determination ($R^2$).

Poster
Building a Subspace of Policies for Scalable Continual Learning

Jean-Baptiste Gaya, Thang Doan, Lucas Caccia, Laure Soulier, Ludovic Denoyer, Roberta Raileanu

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The ability to continuously acquire new knowledge and skills is crucial for autonomous agents. Existing methods are typically based on either fixed-size models that struggle to learn a large number of diverse behaviors, or growing-size models that scale poorly with the number of tasks. In this work, we aim to strike a better balance between scalability and performance by designing a method whose size grows adaptively depending on the task sequence. We introduce Continual Subspace of Policies (CSP), a new approach that incrementally builds a subspace of policies for training a reinforcement learning agent on a sequence of tasks. The subspace's high expressivity allows CSP to perform well for many different tasks while growing more slowly than the number of tasks. Our method does not suffer from forgetting and also displays positive transfer to new tasks. CSP outperforms a number of popular baselines on a wide range of scenarios from two challenging domains, Brax (locomotion) and Continual World (robotic manipulation). Interactive visualizations of the subspace can be found at https://share.streamlit.io/continual-subspace/policies/main.

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Towards Minimax Optimal Reward-free Reinforcement Learning in Linear MDPs

Pihe Hu, Yu Chen, Longbo Huang

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We study reward-free reinforcement learning with linear function approximation for episodic Markov decision processes (MDPs). In this setting, an agent first interacts with the environment without accessing the reward function in the exploration phase. In the subsequent planning phase, it is given a reward function and asked to output an $\epsilon$-optimal policy. We propose a novel algorithm LSVI-RFE under the linear MDP setting, where the transition probability and reward functions are linear in a feature mapping. We prove an $\widetilde{O}(H^{4} d^{2}/\epsilon^2)$ sample complexity upper bound for LSVI-RFE, where $H$ is the episode length and $d$ is the feature dimension. We also establish a sample complexity lower bound of $\Omega(H^{3} d^{2}/\epsilon^2)$. To the best of our knowledge, LSVI-RFE is the first computationally efficient algorithm that achieves the minimax optimal sample complexity in linear MDP settings up to an $H$ and logarithmic factors. Our LSVI-RFE algorithm is based on a novel variance-aware exploration mechanism to avoid overly-conservative exploration in prior works. Our sharp bound relies on the decoupling of UCB bonuses during two phases, and a Bernstein-type self-normalized bound, which remove the extra dependency of sample complexity on $H$ and $d$, respectively.

Poster
Solving Continuous Control via Q-learning

Tim Seyde, Peter Werner, Wilko Schwarting, Igor Gilitschenski, Martin Riedmiller, Daniela Rus, Markus Wulfmeier

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While there has been substantial success for solving continuous control with actor-critic methods, simpler critic-only methods such as Q-learning find limited application in the associated high-dimensional action spaces. However, most actor-critic methods come at the cost of added complexity: heuristics for stabilisation, compute requirements and wider hyperparameter search spaces. We show that a simple modification of deep Q-learning largely alleviates these issues. By combining bang-bang action discretization with value decomposition, framing single-agent control as cooperative multi-agent reinforcement learning (MARL), this simple critic-only approach matches performance of state-of-the-art continuous actor-critic methods when learning from features or pixels. We extend classical bandit examples from cooperative MARL to provide intuition for how decoupled critics leverage state information to coordinate joint optimization, and demonstrate surprisingly strong performance across a variety of continuous control tasks.

Poster
Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased

Chao Yu, Jiaxuan Gao, Weilin Liu, Botian Xu, Hao Tang, Jiaqi Yang, Yu Wang, Yi Wu

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There is a recent trend of applying multi-agent reinforcement learning (MARL) to train an agent that can cooperate with humans in a zero-shot fashion without using any human data. The typical workflow is to first repeatedly run self-play (SP) to build a policy pool and then train the final adaptive policy against this pool. A crucial limitation of this framework is that every policy in the pool is optimized w.r.t. the environment reward function, which implicitly assumes that the testing partners of the adaptive policy will be precisely optimizing the same reward function as well. However, human objectives are often substantially biased according to their own preferences, which can differ greatly from the environment reward. We propose a more general framework, Hidden-Utility Self-Play (HSP), which explicitly models human biases as hidden reward functions in the self-play objective. By approximating the reward space as linear functions, HSP adopts an effective technique to generate an augmented policy pool with biased policies. We evaluate HSP on the Overcooked benchmark. Empirical results show that our HSP method produces higher rewards than baselines when cooperating with learned human models, manually scripted policies, and real humans. The HSP policy is also rated as the most assistive policy based on human feedback.

Poster
Multi-Objective Reinforcement Learning: Convexity, Stationarity and Pareto Optimality

Haoye Lu, Daniel Herman, Yaoliang Yu

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In recent years, single-objective reinforcement learning (SORL) algorithms have received a significant amount of attention and seen some strong results. However, it is generally recognized that many practical problems have intrinsic multi-objective properties that cannot be easily handled by SORL algorithms. Although there have been many multi-objective reinforcement learning (MORL) algorithms proposed, there has been little recent exploration of the fundamental properties of the spaces we are learning in. In this paper, we perform a rigorous analysis of policy induced value functions and use the insights to distinguish three views of Pareto optimality. The results imply the convexity of the induced value function's range for stationary policies and suggest that any point of its Pareto front can be achieved by training a policy using linear scalarization (LS). We show the problem that leads to the suboptimal performance of LS can be solved by adding strongly concave terms to the immediate rewards, which motivates us to propose a new vector reward-based Q-learning algorithm, CAPQL. Combined with an actor-critic formulation, our algorithm achieves state-of-the-art performance on multiple MuJoCo tasks in the preference agnostic setting. Furthermore, we empirically show that, in contrast to other LS-based algorithms, our approach is significantly more stable, achieving similar results across various random seeds.

Poster
Hyperbolic Deep Reinforcement Learning

Edoardo Cetin, Benjamin Paul Chamberlain, Michael M. Bronstein, Jonathan J Hunt

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In deep reinforcement learning (RL), useful information about the state is inherently tied to its possible future successors. Consequently, encoding features that capture the hierarchical relationships between states into the model's latent representations is often conducive to recovering effective policies. In this work, we study a new class of deep RL algorithms that promote encoding such relationships by using hyperbolic space to model latent representations. However, we find that a naive application of existing methodology from the hyperbolic deep learning literature leads to fatal instabilities due to the non-stationarity and variance characterizing common gradient estimators in RL. Hence, we design a new general method that directly addresses such optimization challenges and enables stable end-to-end learning with deep hyperbolic representations. We empirically validate our framework by applying it to popular on-policy and off-policy RL algorithms on the Procgen and Atari 100K benchmarks, attaining near universal performance and generalization benefits. Given its natural fit, we hope this work will inspire future RL research to consider hyperbolic representations as a standard tool.

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Transformer-based World Models Are Happy With 100k Interactions

Jan Robine, Marc Höftmann, Tobias Uelwer, Stefan Harmeling

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Deep neural networks have been successful in many reinforcement learning settings. However, compared to human learners they are overly data hungry. To build a sample-efficient world model, we apply a transformer to real-world episodes in an autoregressive manner: not only the compact latent states and the taken actions but also the experienced or predicted rewards are fed into the transformer, so that it can attend flexibly to all three modalities at different time steps. The transformer allows our world model to access previous states directly, instead of viewing them through a compressed recurrent state. By utilizing the Transformer-XL architecture, it is able to learn long-term dependencies while staying computationally efficient. Our transformer-based world model (TWM) generates meaningful, new experience, which is used to train a policy that outperforms previous model-free and model-based reinforcement learning algorithms on the Atari 100k benchmark. Our code is available at https://github.com/jrobine/twm.

Poster
Statistical Efficiency of Score Matching: The View from Isoperimetry

Frederic Koehler, Alexander Heckett, Andrej Risteski

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Deep generative models parametrized up to a normalizing constant (e.g. energy-based models) are difficult to train by maximizing the likelihood of the data because the likelihood and/or gradients thereof cannot be explicitly or efficiently written down. Score matching is a training method, whereby instead of fitting the likelihood $\log p(x)$ for the training data, we instead fit the score function $\nabla_x \log p(x)$ --- obviating the need to evaluate the partition function. Though this estimator is known to be consistent, its unclear whether (and when) its statistical efficiency is comparable to that of maximum likelihood --- which is known to be (asymptotically) optimal. We initiate this line of inquiry in this paper, and show a tight connection between statistical efficiency of score matching and the isoperimetric properties of the distribution being estimated --- i.e. the Poincar\'e, log-Sobolev and isoperimetric constant --- quantities which govern the mixing time of Markov processes like Langevin dynamics. Roughly, we show that the score matching estimator is statistically comparable to the maximum likelihood when the distribution has a small isoperimetric constant. Conversely, if the distribution has a large isoperimetric constant --- even for simple families of distributions like exponential families with rich enough sufficient statistics --- score matching will be substantially less efficient than maximum likelihood. We suitably formalize these results both in the finite sample regime, and in the asymptotic regime. Finally, we identify a direct parallel in the discrete setting, where we connect the statistical properties of pseudolikelihood estimation with approximate tensorization of entropy and the Glauber dynamics.

Top-5%
Become a Proficient Player with Limited Data through Watching Pure Videos

Weirui Ye, Yunsheng Zhang, Pieter Abbeel, Yang Gao

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Recently, RL has shown its strong ability for visually complex tasks. However, it suffers from the low sample efficiency and poor generalization ability, which prevent RL from being useful in real-world scenarios. Inspired by the huge success of unsupervised pre-training methods on language and vision domains, we propose to improve the sample efficiency via a novel pre-training method for model-based RL. Instead of using pre-recorded agent trajectories that come with their own actions, we consider the setting where the pre-training data are action-free videos, which are more common and available in the real world. We introduce a two-phase training pipeline as follows: for the pre-training phase, we implicitly extract the hidden action embedding from videos and pre-train the visual representation and the environment dynamics network through a novel \Changes{forward-inverse} cycle consistency \Changes{(FICC)} objective based on vector quantization; for down-stream tasks, we finetune with small amount of task data based on the learned models. Our framework can significantly improve the sample efficiency on Atari Games with data of only one hour of game playing. We achieve 118.4\% mean human performance and 36.0\% median performance with only 50k environment steps, which is 85.6\% and 65.1\% better than the scratch EfficientZero model. We believe such pre-training approach can provide an option for solving real-world RL problems. The code is available at \url{https://github.com/YeWR/FICC.git}.

Poster