Matthias Pallasch

LG
3papers
40citations
Novelty43%
AI Score27

3 Papers

LGMay 23, 2022
Generalization, Mayhems and Limits in Recurrent Proximal Policy Optimization

Marco Pleines, Matthias Pallasch, Frank Zimmer et al.

At first sight it may seem straightforward to use recurrent layers in Deep Reinforcement Learning algorithms to enable agents to make use of memory in the setting of partially observable environments. Starting from widely used Proximal Policy Optimization (PPO), we highlight vital details that one must get right when adding recurrence to achieve a correct and efficient implementation, namely: properly shaping the neural net's forward pass, arranging the training data, correspondingly selecting hidden states for sequence beginnings and masking paddings for loss computation. We further explore the limitations of recurrent PPO by benchmarking the contributed novel environments Mortar Mayhem and Searing Spotlights that challenge the agent's memory beyond solely capacity and distraction tasks. Remarkably, we can demonstrate a transition to strong generalization in Mortar Mayhem when scaling the number of training seeds, while the agent does not succeed on Searing Spotlights, which seems to be a tough challenge for memory-based agents.

LGSep 29, 2023Code
Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents

Marco Pleines, Matthias Pallasch, Frank Zimmer et al.

Memory Gym presents a suite of 2D partially observable environments, namely Mortar Mayhem, Mystery Path, and Searing Spotlights, designed to benchmark memory capabilities in decision-making agents. These environments, originally with finite tasks, are expanded into innovative, endless formats, mirroring the escalating challenges of cumulative memory games such as "I packed my bag". This progression in task design shifts the focus from merely assessing sample efficiency to also probing the levels of memory effectiveness in dynamic, prolonged scenarios. To address the gap in available memory-based Deep Reinforcement Learning baselines, we introduce an implementation within the open-source CleanRL library that integrates Transformer-XL (TrXL) with Proximal Policy Optimization. This approach utilizes TrXL as a form of episodic memory, employing a sliding window technique. Our comparative study between the Gated Recurrent Unit (GRU) and TrXL reveals varied performances across our finite and endless tasks. TrXL, on the finite environments, demonstrates superior effectiveness over GRU, but only when utilizing an auxiliary loss to reconstruct observations. Notably, GRU makes a remarkable resurgence in all endless tasks, consistently outperforming TrXL by significant margins. Website and Source Code: https://marcometer.github.io/jmlr_2024.github.io/

LGMay 10, 2022
On the Verge of Solving Rocket League using Deep Reinforcement Learning and Sim-to-sim Transfer

Marco Pleines, Konstantin Ramthun, Yannik Wegener et al.

Autonomously trained agents that are supposed to play video games reasonably well rely either on fast simulation speeds or heavy parallelization across thousands of machines running concurrently. This work explores a third way that is established in robotics, namely sim-to-real transfer, or if the game is considered a simulation itself, sim-to-sim transfer. In the case of Rocket League, we demonstrate that single behaviors of goalies and strikers can be successfully learned using Deep Reinforcement Learning in the simulation environment and transferred back to the original game. Although the implemented training simulation is to some extent inaccurate, the goalkeeping agent saves nearly 100% of its faced shots once transferred, while the striking agent scores in about 75% of cases. Therefore, the trained agent is robust enough and able to generalize to the target domain of Rocket League.