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

Quasi-optimal Reinforcement Learning with Continuous Actions

Yuhan Li, Wenzhuo Zhou, Ruoqing Zhu

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Many real-world applications of reinforcement learning (RL) require making decisions in continuous action environments. In particular, determining the optimal dose level plays a vital role in developing medical treatment regimes. One challenge in adapting existing RL algorithms to medical applications, however, is that the popular infinite support stochastic policies, e.g., Gaussian policy, may assign riskily high dosages and harm patients seriously. Hence, it is important to induce a policy class whose support only contains near-optimal actions, and shrink the action-searching area for effectiveness and reliability. To achieve this, we develop a novel quasi-optimal learning algorithm, which can be easily optimized in off-policy settings with guaranteed convergence under general function approximations. Theoretically, we analyze the consistency, sample complexity, adaptability, and convergence of the proposed algorithm. We evaluate our algorithm with comprehensive simulated experiments and a dose suggestion real application to Ohio Type 1 diabetes dataset.

Poster
Guarded Policy Optimization with Imperfect Online Demonstrations

Zhenghai Xue, Zhenghao Peng, Quanyi Li, Zhihan Liu, Bolei Zhou

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The Teacher-Student Framework (TSF) is a reinforcement learning setting where a teacher agent guards the training of a student agent by intervening and providing online demonstrations. Assuming optimal, the teacher policy has the perfect timing and capability to intervene in the learning process of the student agent, providing safety guarantee and exploration guidance. Nevertheless, in many real-world settings it is expensive or even impossible to obtain a well-performing teacher policy. In this work, we relax the assumption of a well-performing teacher and develop a new method that can incorporate arbitrary teacher policies with modest or inferior performance. We instantiate an Off-Policy Reinforcement Learning algorithm, termed Teacher-Student Shared Control (TS2C), which incorporates teacher intervention based on trajectory-based value estimation. Theoretical analysis validates that the proposed TS2C algorithm attains efficient exploration and substantial safety guarantee without being affected by the teacher's own performance. Experiments on various continuous control tasks show that our method can exploit teacher policies at different performance levels while maintaining a low training cost. Moreover, the student policy surpasses the imperfect teacher policy in terms of higher accumulated reward in held-out testing environments. Code is available at https://metadriverse.github.io/TS2C.

Top-25%
GoBigger: A Scalable Platform for Cooperative-Competitive Multi-Agent Interactive Simulation

Ming Zhang, Shenghan Zhang, Zhenjie Yang, Lekai Chen, Jinliang Zheng, Chao Yang, Chuming Li, Hang Zhou, Yazhe Niu, Yu Liu

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The emergence of various multi-agent environments has motivated powerful algorithms to explore agents' cooperation or competition. Even though this has greatly promoted the development of multi-agent reinforcement learning (MARL), it is still not enough to support further exploration on the behavior of swarm intelligence between multiple teams, and cooperation between multiple agents due to their limited scalability. To alleviate this, we introduce GoBigger, a scalable platform for cooperative-competition multi-agent interactive simulation. GoBigger is an enhanced environment for the Agar-like game, enabling the simulation of multiple scales of agent intra-team cooperation and inter-team competition. Compared with existing multi-agent simulation environments, our platform supports multi-team games with more than two teams simultaneously, which dramatically expands the diversity of agent cooperation and competition, and can more effectively simulate the swarm intelligent agent behavior. Besides, in GoBigger, the cooperation between the agents in a team can lead to much higher performance. We offer a diverse set of challenging scenarios, built-in bots, and visualization tools for best practices in benchmarking. We evaluate several state-of-the-art algorithms on GoBigger and demonstrate the potential of the environment. We believe this platform can inspire various emerging research directions in MARL, swarm intelligence, and large-scale agent interactive learning. Both GoBigger and its related benchmark are open-sourced. More information could be found at https://github.com/opendilab/GoBigger.

Poster
Decision Transformer under Random Frame Dropping

Kaizhe Hu, Ray Chen Zheng, Yang Gao, Huazhe Xu

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Controlling agents remotely with deep reinforcement learning~(DRL) in the real world is yet to come. One crucial stepping stone is to devise RL algorithms that are robust in the face of dropped information from corrupted communication or malfunctioning sensors. Typical RL methods usually require considerable online interaction data that are costly and unsafe to collect in the real world. Furthermore, when applying to the frame dropping scenarios, they perform unsatisfactorily even with moderate drop rates. To address these issues, we propose Decision Transformer under Random Frame Dropping~(DeFog), an offline RL algorithm that enables agents to act robustly in frame dropping scenarios without online interaction. DeFog first randomly masks out data in the offline datasets and explicitly adds the time span of frame dropping as inputs. After that, a finetuning stage on the same offline dataset with a higher mask rate would further boost the performance. Empirical results show that DeFog outperforms strong baselines under severe frame drop rates like 90\%, while maintaining similar returns under non-frame-dropping conditions in the regular MuJoCo control benchmarks and the Atari environments. Our approach offers a robust and deployable solution for controlling agents in real-world environments with limited or unreliable data.

Poster
Simple Emergent Action Representations from Multi-Task Policy Training

Pu Hua, Yubei Chen, Huazhe Xu

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The low-level sensory and motor signals in deep reinforcement learning, which exist in high-dimensional spaces such as image observations or motor torques, are inherently challenging to understand or utilize directly for downstream tasks. While sensory representations have been extensively studied, the representations of motor actions are still an area of active exploration. Our work reveals that a space containing meaningful action representations emerges when a multi-task policy network takes as inputs both states and task embeddings. Moderate constraints are added to improve its representation ability. Therefore, interpolated or composed embeddings can function as a high-level interface within this space, providing instructions to the agent for executing meaningful action sequences. Empirical results demonstrate that the proposed action representations are effective for intra-action interpolation and inter-action composition with limited or no additional learning. Furthermore, our approach exhibits superior task adaptation ability compared to strong baselines in Mujoco locomotion tasks. Our work sheds light on the promising direction of learning action representations for efficient, adaptable, and composable RL, forming the basis of abstract action planning and the understanding of motor signal space. Project page: https://sites.google.com/view/emergent-action-representation/

Poster
Learning Simultaneous Navigation and Construction in Grid Worlds

Wenyu Han, Haoran Wu, Eisuke Hirota, Alexander Gao, Lerrel Pinto, Ludovic Righetti, Chen Feng

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We propose to study a new learning task, mobile construction, to enable an agent to build designed structures in 1/2/3D grid worlds while navigating in the same evolving environments. Unlike existing robot learning tasks such as visual navigation and object manipulation, this task is challenging because of the interdependence between accurate localization and strategic construction planning. In pursuit of generic and adaptive solutions to this partially observable Markov decision process (POMDP) based on deep reinforcement learning (RL), we design a Deep Recurrent Q-Network (DRQN) with explicit recurrent position estimation in this dynamic grid world. Our extensive experiments show that pre-training this position estimation module before Q-learning can significantly improve the construction performance measured by the intersection-over-union score, achieving the best results in our benchmark of various baselines including model-free and model-based RL, a handcrafted SLAM-based policy, and human players. Our code is available at: https://ai4ce.github.io/SNAC/.

Poster
Learning Achievement Structure for Structured Exploration in Domains with Sparse Reward

Zihan Zhou, Animesh Garg

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We propose Structured Exploration with Achievements (SEA), a multi-stage reinforcement learning algorithm designed for achievement-based environments, a particular type of environment with an internal achievement set. SEA first uses offline data to learn a representation of the known achievements with a determinant loss function, then recovers the dependency graph of the learned achievements with a heuristic algorithm, and finally interacts with the environment online to learn policies that master known achievements and explore new ones with a controller built with the recovered dependency graph. We empirically demonstrate that SEA can recover the achievement structure accurately and improve exploration in hard domains such as Crafter that are procedurally generated with high-dimensional observations like images.

Poster
Optimal Transport for Offline Imitation Learning

Yicheng Luo, zhengyao jiang, Samuel Cohen, Edward Grefenstette, Marc Peter Deisenroth

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With the advent of large datasets, offline reinforcement learning is a promising framework for learning good decision-making policies without the need to interact with the real environment. However, offline RL requires the dataset to be reward-annotated, which presents practical challenges when reward engineering is difficult or when obtaining reward annotations is labor-intensive. In this paper, we introduce Optimal Transport Relabeling (OTR), an imitation learning algorithm that can automatically relabel offline data of mixed and unknown quality with rewards from a few good demonstrations. OTR's key idea is to use optimal transport to compute an optimal alignment between an unlabeled trajectory in the dataset and an expert demonstration to obtain a similarity measure that can be interpreted as a reward, which can then be used by an offline RL algorithm to learn the policy. OTR is easy to implement and computationally efficient. On D4RL benchmarks, we demonstrate that OTR with a single demonstration can consistently match the performance of offline RL with ground-truth rewards.

Top-25%
SpeedyZero: Mastering Atari with Limited Data and Time

Yixuan Mei, Jiaxuan Gao, Weirui Ye, Shaohuai Liu, Yang Gao, Yi Wu

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Many recent breakthroughs of deep reinforcement learning (RL) are mainly built upon large-scale distributed training of model-free methods using millions to billions of samples. On the other hand, state-of-the-art model-based RL methods can achieve human-level sample efficiency but often take a much longer over all training time than model-free methods. However, high sample efficiency and fast training time are both important to many real-world applications. We develop SpeedyZero, a distributed RL system built upon a state-of-the-art model-based RL method, EfficientZero, with a dedicated system design for fast distributed computation. We also develop two novel algorithmic techniques, Priority Refresh and Clipped LARS, to stabilize training with massive parallelization and large batch size. SpeedyZero maintains on-par sample efficiency compared with EfficientZero while achieving a 14.5X speedup in wall-clock time, leading to human-level performances on the Atari benchmark within 35 minutes using only 300k samples. In addition, we also present an in-depth analysis on the fundamental challenges in further scaling our system to bring insights to the community.

Poster
Does Zero-Shot Reinforcement Learning Exist?

Ahmed Touati, Jérémy Rapin, Yann Ollivier

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A zero-shot RL agent is an agent that can solve any RL task in a given environment, instantly with no additional planning or learning, after an initial reward-free learning phase. This marks a shift from the reward-centric RL paradigm towards controllable agents that can follow arbitrary instructions in an environment. Current RL agents can solve families of related tasks at best, or require planning anew for each task. Strategies for approximate zero-shot RL have been suggested using successor features (SFs) (Borsa et al., 2018) or forward-backward (FB) representations (Touati & Ollivier, 2021), but testing has been limited. After clarifying the relationships between these schemes, we introduce improved losses and new SF models, and test the viability of zero-shot RL schemes systematically on tasks from the Unsupervised RL benchmark (Laskin et al., 2021). To disentangle universal representation learning from exploration, we work in an offline setting and repeat the tests on several existing replay buffers. SFs appear to suffer from the choice of the elementary state features. SFs with Laplacian eigenfunctions do well, while SFs based on auto-encoders, inverse curiosity, transition models, low-rank transition matrix, contrastive learning, or diversity (APS), perform unconsistently. In contrast, FB representations jointly learn the elementary and successor features from a single, principled criterion. They perform best and consistently across the board, reaching $85\%$ of supervised RL performance with a good replay buffer, in a zero-shot manner.

Top-25%
The Provable Benefit of Unsupervised Data Sharing for Offline Reinforcement Learning

Hao Hu, Yiqin Yang, Qianchuan Zhao, Chongjie Zhang

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Self-supervised methods have become crucial for advancing deep learning by leveraging data itself to reduce the need for expensive annotations. However, the question of how to conduct self-supervised offline reinforcement learning (RL) in a principled way remains unclear. In this paper, we address this issue by investigating the theoretical benefits of utilizing reward-free data in linear Markov Decision Processes (MDPs) within a semi-supervised setting. Further, we propose a novel, Provable Data Sharing algorithm (PDS) to utilize such reward-free data for offline RL. PDS uses additional penalties on the reward function learned from labeled data to prevent overestimation, ensuring a conservative algorithm. Our results on various offline RL tasks demonstrate that PDS significantly improves the performance of offline RL algorithms with reward-free data. Overall, our work provides a promising approach to leveraging the benefits of unlabeled data in offline RL while maintaining theoretical guarantees. We believe our findings will contribute to developing more robust self-supervised RL methods.

Poster
Simplifying Model-based RL: Learning Representations, Latent-space Models, and Policies with One Objective

Raj Ghugare, Homanga Bharadhwaj, Benjamin Eysenbach, Sergey Levine, Russ Salakhutdinov

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While reinforcement learning (RL) methods that learn an internal model of the environment have the potential to be more sample efficient than their model-free counterparts, learning to model raw observations from high dimensional sensors can be challenging. Prior work has addressed this challenge by learning low-dimensional representation of observations through auxiliary objectives, such as reconstruction or value prediction. However, the alignment between these auxiliary objectives and the RL objective is often unclear. In this work, we propose a single objective which jointly optimizes a latent-space model and policy to achieve high returns while remaining self-consistent. This objective is a lower bound on expected returns. Unlike prior bounds for model-based RL on policy exploration or model guarantees, our bound is directly on the overall RL objective. We demonstrate that the resulting algorithm matches or improves the sample-efficiency of the best prior model-based and model-free RL methods. While sample efficient methods typically are computationally demanding, our method attains the performance of SAC in about 50\% less wall-clock time.

Poster
Betty: An Automatic Differentiation Library for Multilevel Optimization

Sang Keun Choe, Willie Neiswanger, Pengtao Xie, Eric Xing

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Gradient-based multilevel optimization (MLO) has gained attention as a framework for studying numerous problems, ranging from hyperparameter optimization and meta-learning to neural architecture search and reinforcement learning. However, gradients in MLO, which are obtained by composing best-response Jacobians via the chain rule, are notoriously difficult to implement and memory/compute intensive. We take an initial step towards closing this gap by introducing Betty, a software library for large-scale MLO. At its core, we devise a novel dataflow graph for MLO, which allows us to (1) develop efficient automatic differentiation for MLO that reduces the computational complexity from $\mathcal{O}(d^3)$ to $\mathcal{O}(d^2)$, (2) incorporate systems support such as mixed-precision and data-parallel training for scalability, and (3) facilitate implementation of MLO programs of arbitrary complexity while allowing a modular interface for diverse algorithmic and systems design choices. We empirically demonstrate that Betty can be used to implement an array of MLO programs, while also observing up to 11% increase in test accuracy, 14% decrease in GPU memory usage, and 20% decrease in training wall time over existing implementations on multiple benchmarks. We also showcase that Betty enables scaling MLO to models with hundreds of millions of parameters. We open-source the code at https://github.com/leopard-ai/betty.

Top-5%
The Role of Coverage in Online Reinforcement Learning

Tengyang Xie, Dylan J Foster, Yu Bai, Nan Jiang, Sham M. Kakade

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Coverage conditions---which assert that the data logging distribution adequately covers the state space---play a fundamental role in determining the sample complexity of offline reinforcement learning. While such conditions might seem irrelevant to online reinforcement learning at first glance, we establish a new connection by showing---somewhat surprisingly---that the mere existence of a data distribution with good coverage can enable sample-efficient online RL. Concretely, we show that coverability---that is, existence of a data distribution that satisfies a ubiquitous coverage condition called concentrability---can be viewed as a structural property of the underlying MDP, and can be exploited by standard algorithms for sample-efficient exploration, even when the agent does not know said distribution. We complement this result by proving that several weaker notions of coverage, despite being sufficient for offline RL, are insufficient for online RL. We also show that existing complexity measures for online RL, including Bellman rank and Bellman-Eluder dimension, fail to optimally capture coverability, and propose a new complexity measure, the self-normalized coefficient, to provide a unification.

Top-5%
DexDeform: Dexterous Deformable Object Manipulation with Human Demonstrations and Differentiable Physics

Sizhe Li, Zhiao Huang, Tao Chen, Tao Du, Hao Su, Joshua B. Tenenbaum, Chuang Gan

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In this work, we aim to learn dexterous manipulation of deformable objects using multi-fingered hands. Reinforcement learning approaches for dexterous rigid object manipulation would struggle in this setting due to the complexity of physics interaction with deformable objects. At the same time, previous trajectory optimization approaches with differentiable physics for deformable manipulation would suffer from local optima caused by the explosion of contact modes from hand-object interactions. To address these challenges, we propose DexDeform, a principled framework that abstracts dexterous manipulation skills from human demonstration, and refines the learned skills with differentiable physics. Concretely, we first collect a small set of human demonstrations using teleoperation. And we then train a skill model using demonstrations for planning over action abstractions in imagination. To explore the goal space, we further apply augmentations to the existing deformable shapes in demonstrations and use a gradient optimizer to refine the actions planned by the skill model. Finally, we adopt the refined trajectories as new demonstrations for finetuning the skill model. To evaluate the effectiveness of our approach, we introduce a suite of six challenging dexterous deformable object manipulation tasks. Compared with baselines, DexDeform is able to better explore and generalize across novel goals unseen in the initial human demonstrations. Additional materials can be found at our project website: https://sites.google.com/view/dexdeform.

Poster
Distributional Meta-Gradient Reinforcement Learning

Haiyan Yin, Shuicheng YAN, Zhongwen Xu

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Meta-gradient reinforcement learning (RL) algorithms have substantially boosted the performance of RL agents by learning an adaptive return. All the existing algorithms adhere to the same reward learning principle, where the adaptive return is simply formulated in the form of expected cumulative rewards, upon which the policy and critic update rules are specified under well-adopted distance metrics. In this paper, we present a novel algorithm that builds on the success of meta-gradient RL algorithms and effectively improves such algorithms by following a simple recipe, i.e., going beyond the expected return to formulate and learn the return in a more expressive form, value distributions. To this end, we first formulate a distributional return that could effectively capture bootstrapping and discounting behaviors over distributions, to form an informative distributional return target in value update. Then we derive an efficient meta update rule to learn the adaptive distributional return with meta-gradients. For empirical evaluation, we first present an illustrative example on a toy two-color grid-world domain, which validates the benefit of learning distributional return over expectation; then we conduct extensive comparisons on a large-scale RL benchmark Atari 2600, where we confirm that our proposed method with distributional return works seamlessly well with the actor-critic framework and leads to state-of-the-art median human normalized score among meta-gradient RL literature.

Poster
Scaling Pareto-Efficient Decision Making via Offline Multi-Objective RL

Baiting Zhu, Meihua Dang, Aditya Grover

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The goal of multi-objective reinforcement learning (MORL) is to learn policies that simultaneously optimize multiple competing objectives. In practice, an agent's preferences over the objectives may not be known apriori, and hence, we require policies that can generalize to arbitrary preferences at test time. In this work, we propose a new data-driven setup for offline MORL, where we wish to learn a preference-agnostic policy agent using only a finite dataset of offline demonstrations of other agents and their preferences. The key contributions of this work are two-fold. First, we introduce D4MORL, (D)atasets for MORL that are specifically designed for offline settings. It contains 1.8 million annotated demonstrations obtained by rolling out reference policies that optimize for randomly sampled preferences on 6 MuJoCo environments with 2-3 objectives each. Second, we propose Pareto-Efficient Decision Agents (PEDA), a family of offline MORL algorithms that builds and extends Decision Transformers via a novel preference-and-return-conditioned policy. Empirically, we show that PEDA closely approximates the behavioral policy on the D4MORL benchmark and provides an excellent approximation of the Pareto-front with appropriate conditioning, as measured by the hypervolume and sparsity metrics.

Poster
On the Feasibility of Cross-Task Transfer with Model-Based Reinforcement Learning

Yifan Xu, Nicklas Hansen, Zirui Wang, Yung-Chieh Chan, Hao Su, Zhuowen Tu

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Reinforcement Learning (RL) algorithms can solve challenging control problems directly from image observations, but they often require millions of environment interactions to do so. Recently, model-based RL algorithms have greatly improved sample-efficiency by concurrently learning an internal model of the world, and supplementing real environment interactions with imagined rollouts for policy improvement. However, learning an effective model of the world from scratch is challenging, and in stark contrast to humans that rely heavily on world understanding and visual cues for learning new skills. In this work, we investigate whether internal models learned by modern model-based RL algorithms can be leveraged to solve new, distinctly different tasks faster. We propose Model-Based Cross-Task Transfer (XTRA), a framework for sample-efficient online RL with scalable pretraining and finetuning of learned world models. By offline multi-task pretraining and online cross-task finetuning, we achieve substantial improvements over a baseline trained from scratch; we improve mean performance of model-based algorithm EfficientZero by 23%, and by as much as 71% in some instances. Project page: https://nicklashansen.github.io/xtra

Poster
Human-level Atari 200x faster

Steven Kapturowski, Víctor Campos, Ray Jiang, Nemanja Rakicevic, Hado Van Hasselt, Charles Blundell, Adria Puigdomenech Badia

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The task of building general agents that perform well over a wide range of tasks has been an important goal in reinforcement learning since its inception. The problem has been subject of research of a large body of work, with performance frequently measured by observing scores over the wide range of environments contained in the Atari 57 benchmark. Agent57 was the first agent to surpass the human benchmark on all 57 games, but this came at the cost of poor data-efficiency, requiring nearly 80 billion frames of experience to achieve. Taking Agent57 as a starting point, we employ a diverse set of strategies to achieve a 200-fold reduction of experience needed to outperform the human baseline, within our novel agent MEME. We investigate a range of instabilities and bottlenecks we encountered while reducing the data regime, and propose effective solutions to build a more robust and efficient agent. We also demonstrate competitive performance with high-performing methods such as Muesli and MuZero. Our contributions aim to achieve faster propagation of learning signals related to rare events, stabilize learning under differing value scales, improve the neural network architecture, and make updates more robust under a rapidly-changing policy.

Poster
MoDem: Accelerating Visual Model-Based Reinforcement Learning with Demonstrations

Nicklas Hansen, Yixin Lin, Hao Su, Xiaolong Wang, Vikash Kumar, Aravind Rajeswaran

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Poor sample efficiency continues to be the primary challenge for deployment of deep Reinforcement Learning (RL) algorithms for real-world applications, and in particular for visuo-motor control. Model-based RL has the potential to be highly sample efficient by concurrently learning a world model and using synthetic rollouts for planning and policy improvement. However, in practice, sample-efficient learning with model-based RL is bottlenecked by the exploration challenge. In this work, we find that leveraging just a handful of demonstrations can dramatically improve the sample-efficiency of model-based RL. Simply appending demonstrations to the interaction dataset, however, does not suffice. We identify key ingredients for leveraging demonstrations in model learning -- policy pretraining, targeted exploration, and oversampling of demonstration data -- which forms the three phases of our model-based RL framework. We empirically study three complex visuo-motor control domains and find that our method is 160%-250% more successful in completing sparse reward tasks compared to prior approaches in the low data regime (100k interaction steps, 5 demonstrations). Code and videos are available at https://nicklashansen.github.io/modemrl.

Poster