Chongjie Zhang

LG
h-index29
56papers
3,087citations
Novelty58%
AI Score49

56 Papers

13.6LGMar 16, 2022
Latent-Variable Advantage-Weighted Policy Optimization for Offline RL

Xi Chen, Ali Ghadirzadeh, Tianhe Yu et al. · stanford

Offline reinforcement learning methods hold the promise of learning policies from pre-collected datasets without the need to query the environment for new transitions. This setting is particularly well-suited for continuous control robotic applications for which online data collection based on trial-and-error is costly and potentially unsafe. In practice, offline datasets are often heterogeneous, i.e., collected in a variety of scenarios, such as data from several human demonstrators or from policies that act with different purposes. Unfortunately, such datasets can exacerbate the distribution shift between the behavior policy underlying the data and the optimal policy to be learned, leading to poor performance. To address this challenge, we propose to leverage latent-variable policies that can represent a broader class of policy distributions, leading to better adherence to the training data distribution while maximizing reward via a policy over the latent variable. As we empirically show on a range of simulated locomotion, navigation, and manipulation tasks, our method referred to as latent-variable advantage-weighted policy optimization (LAPO), improves the average performance of the next best-performing offline reinforcement learning methods by 49% on heterogeneous datasets, and by 8% on datasets with narrow and biased distributions.

17.9AIMar 9, 2022
Multi-Agent Policy Transfer via Task Relationship Modeling

Rongjun Qin, Feng Chen, Tonghan Wang et al. · harvard, tsinghua

Team adaptation to new cooperative tasks is a hallmark of human intelligence, which has yet to be fully realized in learning agents. Previous work on multi-agent transfer learning accommodate teams of different sizes, heavily relying on the generalization ability of neural networks for adapting to unseen tasks. We believe that the relationship among tasks provides the key information for policy adaptation. In this paper, we try to discover and exploit common structures among tasks for more efficient transfer, and propose to learn effect-based task representations as a common space of tasks, using an alternatively fixed training scheme. We demonstrate that the task representation can capture the relationship among tasks, and can generalize to unseen tasks. As a result, the proposed method can help transfer learned cooperation knowledge to new tasks after training on a few source tasks. We also find that fine-tuning the transferred policies help solve tasks that are hard to learn from scratch.

6.3ROJul 6, 2023Code
Learning to Solve Tasks with Exploring Prior Behaviours

Ruiqi Zhu, Siyuan Li, Tianhong Dai et al.

Demonstrations are widely used in Deep Reinforcement Learning (DRL) for facilitating solving tasks with sparse rewards. However, the tasks in real-world scenarios can often have varied initial conditions from the demonstration, which would require additional prior behaviours. For example, consider we are given the demonstration for the task of \emph{picking up an object from an open drawer}, but the drawer is closed in the training. Without acquiring the prior behaviours of opening the drawer, the robot is unlikely to solve the task. To address this, in this paper we propose an Intrinsic Rewards Driven Example-based Control \textbf{(IRDEC)}. Our method can endow agents with the ability to explore and acquire the required prior behaviours and then connect to the task-specific behaviours in the demonstration to solve sparse-reward tasks without requiring additional demonstration of the prior behaviours. The performance of our method outperforms other baselines on three navigation tasks and one robotic manipulation task with sparse rewards. Codes are available at https://github.com/Ricky-Zhu/IRDEC.

14.6LGOct 26, 2022Code
Low-Rank Modular Reinforcement Learning via Muscle Synergy

Heng Dong, Tonghan Wang, Jiayuan Liu et al. · harvard, tsinghua

Modular Reinforcement Learning (RL) decentralizes the control of multi-joint robots by learning policies for each actuator. Previous work on modular RL has proven its ability to control morphologically different agents with a shared actuator policy. However, with the increase in the Degree of Freedom (DoF) of robots, training a morphology-generalizable modular controller becomes exponentially difficult. Motivated by the way the human central nervous system controls numerous muscles, we propose a Synergy-Oriented LeARning (SOLAR) framework that exploits the redundant nature of DoF in robot control. Actuators are grouped into synergies by an unsupervised learning method, and a synergy action is learned to control multiple actuators in synchrony. In this way, we achieve a low-rank control at the synergy level. We extensively evaluate our method on a variety of robot morphologies, and the results show its superior efficiency and generalizability, especially on robots with a large DoF like Humanoids++ and UNIMALs.

9.2MAOct 26, 2022
Non-Linear Coordination Graphs

Yipeng Kang, Tonghan Wang, Xiaoran Wu et al. · harvard, tsinghua

Value decomposition multi-agent reinforcement learning methods learn the global value function as a mixing of each agent's individual utility functions. Coordination graphs (CGs) represent a higher-order decomposition by incorporating pairwise payoff functions and thus is supposed to have a more powerful representational capacity. However, CGs decompose the global value function linearly over local value functions, severely limiting the complexity of the value function class that can be represented. In this paper, we propose the first non-linear coordination graph by extending CG value decomposition beyond the linear case. One major challenge is to conduct greedy action selections in this new function class to which commonly adopted DCOP algorithms are no longer applicable. We study how to solve this problem when mixing networks with LeakyReLU activation are used. An enumeration method with a global optimality guarantee is proposed and motivates an efficient iterative optimization method with a local optimality guarantee. We find that our method can achieve superior performance on challenging multi-agent coordination tasks like MACO.

30.3LGJun 6, 2022Code
RORL: Robust Offline Reinforcement Learning via Conservative Smoothing

Rui Yang, Chenjia Bai, Xiaoteng Ma et al.

Offline reinforcement learning (RL) provides a promising direction to exploit massive amount of offline data for complex decision-making tasks. Due to the distribution shift issue, current offline RL algorithms are generally designed to be conservative in value estimation and action selection. However, such conservatism can impair the robustness of learned policies when encountering observation deviation under realistic conditions, such as sensor errors and adversarial attacks. To trade off robustness and conservatism, we propose Robust Offline Reinforcement Learning (RORL) with a novel conservative smoothing technique. In RORL, we explicitly introduce regularization on the policy and the value function for states near the dataset, as well as additional conservative value estimation on these states. Theoretically, we show RORL enjoys a tighter suboptimality bound than recent theoretical results in linear MDPs. We demonstrate that RORL can achieve state-of-the-art performance on the general offline RL benchmark and is considerably robust to adversarial observation perturbations.

27.9LGJan 8, 2023
A Survey on Transformers in Reinforcement Learning

Wenzhe Li, Hao Luo, Zichuan Lin et al.

Transformer has been considered the dominating neural architecture in NLP and CV, mostly under supervised settings. Recently, a similar surge of using Transformers has appeared in the domain of reinforcement learning (RL), but it is faced with unique design choices and challenges brought by the nature of RL. However, the evolution of Transformers in RL has not yet been well unraveled. In this paper, we seek to systematically review motivations and progress on using Transformers in RL, provide a taxonomy on existing works, discuss each sub-field, and summarize future prospects.

3.8LGAug 14, 2023
IOB: Integrating Optimization Transfer and Behavior Transfer for Multi-Policy Reuse

Siyuan Li, Hao Li, Jin Zhang et al. · tsinghua

Humans have the ability to reuse previously learned policies to solve new tasks quickly, and reinforcement learning (RL) agents can do the same by transferring knowledge from source policies to a related target task. Transfer RL methods can reshape the policy optimization objective (optimization transfer) or influence the behavior policy (behavior transfer) using source policies. However, selecting the appropriate source policy with limited samples to guide target policy learning has been a challenge. Previous methods introduce additional components, such as hierarchical policies or estimations of source policies' value functions, which can lead to non-stationary policy optimization or heavy sampling costs, diminishing transfer effectiveness. To address this challenge, we propose a novel transfer RL method that selects the source policy without training extra components. Our method utilizes the Q function in the actor-critic framework to guide policy selection, choosing the source policy with the largest one-step improvement over the current target policy. We integrate optimization transfer and behavior transfer (IOB) by regularizing the learned policy to mimic the guidance policy and combining them as the behavior policy. This integration significantly enhances transfer effectiveness, surpasses state-of-the-art transfer RL baselines in benchmark tasks, and improves final performance and knowledge transferability in continual learning scenarios. Additionally, we show that our optimization transfer technique is guaranteed to improve target policy learning.

3.8LGAug 19, 2023
Never Explore Repeatedly in Multi-Agent Reinforcement Learning

Chenghao Li, Tonghan Wang, Chongjie Zhang et al. · harvard, tsinghua

In the realm of multi-agent reinforcement learning, intrinsic motivations have emerged as a pivotal tool for exploration. While the computation of many intrinsic rewards relies on estimating variational posteriors using neural network approximators, a notable challenge has surfaced due to the limited expressive capability of these neural statistics approximators. We pinpoint this challenge as the "revisitation" issue, where agents recurrently explore confined areas of the task space. To combat this, we propose a dynamic reward scaling approach. This method is crafted to stabilize the significant fluctuations in intrinsic rewards in previously explored areas and promote broader exploration, effectively curbing the revisitation phenomenon. Our experimental findings underscore the efficacy of our approach, showcasing enhanced performance in demanding environments like Google Research Football and StarCraft II micromanagement tasks, especially in sparse reward settings.

15.1LGJun 7, 2022
On the Role of Discount Factor in Offline Reinforcement Learning

Hao Hu, Yiqin Yang, Qianchuan Zhao et al.

Offline reinforcement learning (RL) enables effective learning from previously collected data without exploration, which shows great promise in real-world applications when exploration is expensive or even infeasible. The discount factor, $γ$, plays a vital role in improving online RL sample efficiency and estimation accuracy, but the role of the discount factor in offline RL is not well explored. This paper examines two distinct effects of $γ$ in offline RL with theoretical analysis, namely the regularization effect and the pessimism effect. On the one hand, $γ$ is a regulator to trade-off optimality with sample efficiency upon existing offline techniques. On the other hand, lower guidance $γ$ can also be seen as a way of pessimism where we optimize the policy's performance in the worst possible models. We empirically verify the above theoretical observation with tabular MDPs and standard D4RL tasks. The results show that the discount factor plays an essential role in the performance of offline RL algorithms, both under small data regimes upon existing offline methods and in large data regimes without other conservative methods.

11.8LGDec 2, 2022
Flow to Control: Offline Reinforcement Learning with Lossless Primitive Discovery

Yiqin Yang, Hao Hu, Wenzhe Li et al.

Offline reinforcement learning (RL) enables the agent to effectively learn from logged data, which significantly extends the applicability of RL algorithms in real-world scenarios where exploration can be expensive or unsafe. Previous works have shown that extracting primitive skills from the recurring and temporally extended structures in the logged data yields better learning. However, these methods suffer greatly when the primitives have limited representation ability to recover the original policy space, especially in offline settings. In this paper, we give a quantitative characterization of the performance of offline hierarchical learning and highlight the importance of learning lossless primitives. To this end, we propose to use a \emph{flow}-based structure as the representation for low-level policies. This allows us to represent the behaviors in the dataset faithfully while keeping the expression ability to recover the whole policy space. We show that such lossless primitives can drastically improve the performance of hierarchical policies. The experimental results and extensive ablation studies on the standard D4RL benchmark show that our method has a good representation ability for policies and achieves superior performance in most tasks.

12.3LGFeb 27, 2023
The Provable Benefits of Unsupervised Data Sharing for Offline Reinforcement Learning

Hao Hu, Yiqin Yang, Qianchuan Zhao et al.

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.

12.2AIOct 15, 2022Code
CUP: Critic-Guided Policy Reuse

Jin Zhang, Siyuan Li, Chongjie Zhang

The ability to reuse previous policies is an important aspect of human intelligence. To achieve efficient policy reuse, a Deep Reinforcement Learning (DRL) agent needs to decide when to reuse and which source policies to reuse. Previous methods solve this problem by introducing extra components to the underlying algorithm, such as hierarchical high-level policies over source policies, or estimations of source policies' value functions on the target task. However, training these components induces either optimization non-stationarity or heavy sampling cost, significantly impairing the effectiveness of transfer. To tackle this problem, we propose a novel policy reuse algorithm called Critic-gUided Policy reuse (CUP), which avoids training any extra components and efficiently reuses source policies. CUP utilizes the critic, a common component in actor-critic methods, to evaluate and choose source policies. At each state, CUP chooses the source policy that has the largest one-step improvement over the current target policy, and forms a guidance policy. The guidance policy is theoretically guaranteed to be a monotonic improvement over the current target policy. Then the target policy is regularized to imitate the guidance policy to perform efficient policy search. Empirical results demonstrate that CUP achieves efficient transfer and significantly outperforms baseline algorithms.

5.1MAJul 12, 2022
Towards Global Optimality in Cooperative MARL with the Transformation And Distillation Framework

Jianing Ye, Chenghao Li, Yongqiang Dou et al.

Decentralized execution is one core demand in multi-agent reinforcement learning (MARL). Recently, most popular MARL algorithms have adopted decentralized policies to enable decentralized execution, and use gradient descent as the optimizer. However, there is hardly any theoretical analysis of these algorithms taking the optimization method into consideration, and we find that various popular MARL algorithms with decentralized policies are suboptimal in toy tasks when gradient descent is chosen as their optimization method. In this paper, we theoretically analyze two common classes of algorithms with decentralized policies -- multi-agent policy gradient methods and value-decomposition methods, and prove their suboptimality when gradient descent is used. To address the suboptimality issue, we propose the Transformation And Distillation (TAD) framework, which reformulates a multi-agent MDP as a special single-agent MDP with a sequential structure and enables decentralized execution by distilling the learned policy on the derived "single-agent" MDP. The approach is a two-stage learning paradigm that addresses the optimization problem in cooperative MARL, providing optimality guarantee with decent execution performance. Empirically, we implement TAD-PPO based on PPO, which can theoretically perform optimal policy learning in the finite multi-agent MDPs and shows significant outperformance on a large set of cooperative multi-agent tasks, from matrix game, hallway task, to StarCraft II, and football game.

19.2LGOct 19, 2023Code
Towards Robust Offline Reinforcement Learning under Diverse Data Corruption

Rui Yang, Han Zhong, Jiawei Xu et al.

Offline reinforcement learning (RL) presents a promising approach for learning reinforced policies from offline datasets without the need for costly or unsafe interactions with the environment. However, datasets collected by humans in real-world environments are often noisy and may even be maliciously corrupted, which can significantly degrade the performance of offline RL. In this work, we first investigate the performance of current offline RL algorithms under comprehensive data corruption, including states, actions, rewards, and dynamics. Our extensive experiments reveal that implicit Q-learning (IQL) demonstrates remarkable resilience to data corruption among various offline RL algorithms. Furthermore, we conduct both empirical and theoretical analyses to understand IQL's robust performance, identifying its supervised policy learning scheme as the key factor. Despite its relative robustness, IQL still suffers from heavy-tail targets of Q functions under dynamics corruption. To tackle this challenge, we draw inspiration from robust statistics to employ the Huber loss to handle the heavy-tailedness and utilize quantile estimators to balance penalization for corrupted data and learning stability. By incorporating these simple yet effective modifications into IQL, we propose a more robust offline RL approach named Robust IQL (RIQL). Extensive experiments demonstrate that RIQL exhibits highly robust performance when subjected to diverse data corruption scenarios.

11.8ROOct 11, 2023
Imitation Learning from Observation with Automatic Discount Scheduling

Yuyang Liu, Weijun Dong, Yingdong Hu et al.

Humans often acquire new skills through observation and imitation. For robotic agents, learning from the plethora of unlabeled video demonstration data available on the Internet necessitates imitating the expert without access to its action, presenting a challenge known as Imitation Learning from Observations (ILfO). A common approach to tackle ILfO problems is to convert them into inverse reinforcement learning problems, utilizing a proxy reward computed from the agent's and the expert's observations. Nonetheless, we identify that tasks characterized by a progress dependency property pose significant challenges for such approaches; in these tasks, the agent needs to initially learn the expert's preceding behaviors before mastering the subsequent ones. Our investigation reveals that the main cause is that the reward signals assigned to later steps hinder the learning of initial behaviors. To address this challenge, we present a novel ILfO framework that enables the agent to master earlier behaviors before advancing to later ones. We introduce an Automatic Discount Scheduling (ADS) mechanism that adaptively alters the discount factor in reinforcement learning during the training phase, prioritizing earlier rewards initially and gradually engaging later rewards only when the earlier behaviors have been mastered. Our experiments, conducted on nine Meta-World tasks, demonstrate that our method significantly outperforms state-of-the-art methods across all tasks, including those that are unsolvable by them.

16.0LGOct 28, 2023
Unsupervised Behavior Extraction via Random Intent Priors

Hao Hu, Yiqin Yang, Jianing Ye et al.

Reward-free data is abundant and contains rich prior knowledge of human behaviors, but it is not well exploited by offline reinforcement learning (RL) algorithms. In this paper, we propose UBER, an unsupervised approach to extract useful behaviors from offline reward-free datasets via diversified rewards. UBER assigns different pseudo-rewards sampled from a given prior distribution to different agents to extract a diverse set of behaviors, and reuse them as candidate policies to facilitate the learning of new tasks. Perhaps surprisingly, we show that rewards generated from random neural networks are sufficient to extract diverse and useful behaviors, some even close to expert ones. We provide both empirical and theoretical evidence to justify the use of random priors for the reward function. Experiments on multiple benchmarks showcase UBER's ability to learn effective and diverse behavior sets that enhance sample efficiency for online RL, outperforming existing baselines. By reducing reliance on human supervision, UBER broadens the applicability of RL to real-world scenarios with abundant reward-free data.

16.4LGMay 20, 2024Code
Efficient Multi-agent Reinforcement Learning by Planning

Qihan Liu, Jianing Ye, Xiaoteng Ma et al.

Multi-agent reinforcement learning (MARL) algorithms have accomplished remarkable breakthroughs in solving large-scale decision-making tasks. Nonetheless, most existing MARL algorithms are model-free, limiting sample efficiency and hindering their applicability in more challenging scenarios. In contrast, model-based reinforcement learning (MBRL), particularly algorithms integrating planning, such as MuZero, has demonstrated superhuman performance with limited data in many tasks. Hence, we aim to boost the sample efficiency of MARL by adopting model-based approaches. However, incorporating planning and search methods into multi-agent systems poses significant challenges. The expansive action space of multi-agent systems often necessitates leveraging the nearly-independent property of agents to accelerate learning. To tackle this issue, we propose the MAZero algorithm, which combines a centralized model with Monte Carlo Tree Search (MCTS) for policy search. We design a novel network structure to facilitate distributed execution and parameter sharing. To enhance search efficiency in deterministic environments with sizable action spaces, we introduce two novel techniques: Optimistic Search Lambda (OS($λ$)) and Advantage-Weighted Policy Optimization (AWPO). Extensive experiments on the SMAC benchmark demonstrate that MAZero outperforms model-free approaches in terms of sample efficiency and provides comparable or better performance than existing model-based methods in terms of both sample and computational efficiency. Our code is available at https://github.com/liuqh16/MAZero.

7.9AINov 1, 2023Code
Leveraging Hyperbolic Embeddings for Coarse-to-Fine Robot Design

Heng Dong, Junyu Zhang, Chongjie Zhang

Multi-cellular robot design aims to create robots comprised of numerous cells that can be efficiently controlled to perform diverse tasks. Previous research has demonstrated the ability to generate robots for various tasks, but these approaches often optimize robots directly in the vast design space, resulting in robots with complicated morphologies that are hard to control. In response, this paper presents a novel coarse-to-fine method for designing multi-cellular robots. Initially, this strategy seeks optimal coarse-grained robots and progressively refines them. To mitigate the challenge of determining the precise refinement juncture during the coarse-to-fine transition, we introduce the Hyperbolic Embeddings for Robot Design (HERD) framework. HERD unifies robots of various granularity within a shared hyperbolic space and leverages a refined Cross-Entropy Method for optimization. This framework enables our method to autonomously identify areas of exploration in hyperbolic space and concentrate on regions demonstrating promise. Finally, the extensive empirical studies on various challenging tasks sourced from EvoGym show our approach's superior efficiency and generalization capability.

5.7RODec 22, 2025
Translating Flow to Policy via Hindsight Online Imitation

Yitian Zheng, Zhangchen Ye, Weijun Dong et al.

Recent advances in hierarchical robot systems leverage a high-level planner to propose task plans and a low-level policy to generate robot actions. This design allows training the planner on action-free or even non-robot data sources (e.g., videos), providing transferable high-level guidance. Nevertheless, grounding these high-level plans into executable actions remains challenging, especially with the limited availability of high-quality robot data. To this end, we propose to improve the low-level policy through online interactions. Specifically, our approach collects online rollouts, retrospectively annotates the corresponding high-level goals from achieved outcomes, and aggregates these hindsight-relabeled experiences to update a goal-conditioned imitation policy. Our method, Hindsight Flow-conditioned Online Imitation (HinFlow), instantiates this idea with 2D point flows as the high-level planner. Across diverse manipulation tasks in both simulation and physical world, our method achieves more than $2\times$ performance improvement over the base policy, significantly outperforming the existing methods. Moreover, our framework enables policy acquisition from planners trained on cross-embodiment video data, demonstrating its potential for scalable and transferable robot learning.

11.4LGFeb 26, 2025Code
Learning Policy Committees for Effective Personalization in MDPs with Diverse Tasks

Luise Ge, Michael Lanier, Anindya Sarkar et al.

Many dynamic decision problems, such as robotic control, involve a series of tasks, many of which are unknown at training time. Typical approaches for these problems, such as multi-task and meta reinforcement learning, do not generalize well when the tasks are diverse. On the other hand, approaches that aim to tackle task diversity, such as using task embedding as policy context and task clustering, typically lack performance guarantees and require a large number of training tasks. To address these challenges, we propose a novel approach for learning a policy committee that includes at least one near-optimal policy with high probability for tasks encountered during execution. While we show that this problem is in general inapproximable, we present two practical algorithmic solutions. The first yields provable approximation and task sample complexity guarantees when tasks are low-dimensional (the best we can do due to inapproximability), whereas the second is a general and practical gradient-based approach. In addition, we provide a provable sample complexity bound for few-shot learning. Our experiments on MuJoCo and Meta-World show that the proposed approach outperforms state-of-the-art multi-task, meta-, and task clustering baselines in training, generalization, and few-shot learning, often by a large margin. Our code is available at https://github.com/CERL-WUSTL/PACMAN.

12.8CVJun 4, 2024Code
GOMAA-Geo: GOal Modality Agnostic Active Geo-localization

Anindya Sarkar, Srikumar Sastry, Aleksis Pirinen et al.

We consider the task of active geo-localization (AGL) in which an agent uses a sequence of visual cues observed during aerial navigation to find a target specified through multiple possible modalities. This could emulate a UAV involved in a search-and-rescue operation navigating through an area, observing a stream of aerial images as it goes. The AGL task is associated with two important challenges. Firstly, an agent must deal with a goal specification in one of multiple modalities (e.g., through a natural language description) while the search cues are provided in other modalities (aerial imagery). The second challenge is limited localization time (e.g., limited battery life, urgency) so that the goal must be localized as efficiently as possible, i.e. the agent must effectively leverage its sequentially observed aerial views when searching for the goal. To address these challenges, we propose GOMAA-Geo - a goal modality agnostic active geo-localization agent - for zero-shot generalization between different goal modalities. Our approach combines cross-modality contrastive learning to align representations across modalities with supervised foundation model pretraining and reinforcement learning to obtain highly effective navigation and localization policies. Through extensive evaluations, we show that GOMAA-Geo outperforms alternative learnable approaches and that it generalizes across datasets - e.g., to disaster-hit areas without seeing a single disaster scenario during training - and goal modalities - e.g., to ground-level imagery or textual descriptions, despite only being trained with goals specified as aerial views. Code and models are publicly available at https://github.com/mvrl/GOMAA-Geo/tree/main.

16.4LGJun 5, 2021Code
Context-Aware Sparse Deep Coordination Graphs

Tonghan Wang, Liang Zeng, Weijun Dong et al.

Learning sparse coordination graphs adaptive to the coordination dynamics among agents is a long-standing problem in cooperative multi-agent learning. This paper studies this problem and proposes a novel method using the variance of payoff functions to construct context-aware sparse coordination topologies. We theoretically consolidate our method by proving that the smaller the variance of payoff functions is, the less likely action selection will change after removing the corresponding edge. Moreover, we propose to learn action representations to effectively reduce the influence of payoff functions' estimation errors on graph construction. To empirically evaluate our method, we present the Multi-Agent COordination (MACO) benchmark by collecting classic coordination problems in the literature, increasing their difficulty, and classifying them into different types. We carry out a case study and experiments on the MACO and StarCraft II micromanagement benchmark to demonstrate the dynamics of sparse graph learning, the influence of graph sparseness, and the learning performance of our method. (The MACO benchmark and codes are publicly available at https://github.com/TonghanWang/CASEC-MACO-benchmark.)

22.0LGJan 26, 2025
Episodic Novelty Through Temporal Distance

Yuhua Jiang, Qihan Liu, Yiqin Yang et al.

Exploration in sparse reward environments remains a significant challenge in reinforcement learning, particularly in Contextual Markov Decision Processes (CMDPs), where environments differ across episodes. Existing episodic intrinsic motivation methods for CMDPs primarily rely on count-based approaches, which are ineffective in large state spaces, or on similarity-based methods that lack appropriate metrics for state comparison. To address these shortcomings, we propose Episodic Novelty Through Temporal Distance (ETD), a novel approach that introduces temporal distance as a robust metric for state similarity and intrinsic reward computation. By employing contrastive learning, ETD accurately estimates temporal distances and derives intrinsic rewards based on the novelty of states within the current episode. Extensive experiments on various benchmark tasks demonstrate that ETD significantly outperforms state-of-the-art methods, highlighting its effectiveness in enhancing exploration in sparse reward CMDPs.

7.9LGFeb 14, 2024
Learning Interpretable Policies in Hindsight-Observable POMDPs through Partially Supervised Reinforcement Learning

Michael Lanier, Ying Xu, Nathan Jacobs et al.

Deep reinforcement learning has demonstrated remarkable achievements across diverse domains such as video games, robotic control, autonomous driving, and drug discovery. Common methodologies in partially-observable domains largely lean on end-to-end learning from high-dimensional observations, such as images, without explicitly reasoning about true state. We suggest an alternative direction, introducing the Partially Supervised Reinforcement Learning (PSRL) framework. At the heart of PSRL is the fusion of both supervised and unsupervised learning. The approach leverages a state estimator to distill supervised semantic state information from high-dimensional observations which are often fully observable at training time. This yields more interpretable policies that compose state predictions with control. In parallel, it captures an unsupervised latent representation. These two-the semantic state and the latent state-are then fused and utilized as inputs to a policy network. This juxtaposition offers practitioners a flexible and dynamic spectrum: from emphasizing supervised state information to integrating richer, latent insights. Extensive experimental results indicate that by merging these dual representations, PSRL offers a potent balance, enhancing model interpretability while preserving, and often significantly outperforming, the performance benchmarks set by traditional methods in terms of reward and convergence speed.

7.1LGFeb 26, 2025
Fewer May Be Better: Enhancing Offline Reinforcement Learning with Reduced Dataset

Yiqin Yang, Quanwei Wang, Chenghao Li et al.

Offline reinforcement learning (RL) represents a significant shift in RL research, allowing agents to learn from pre-collected datasets without further interaction with the environment. A key, yet underexplored, challenge in offline RL is selecting an optimal subset of the offline dataset that enhances both algorithm performance and training efficiency. Reducing dataset size can also reveal the minimal data requirements necessary for solving similar problems. In response to this challenge, we introduce ReDOR (Reduced Datasets for Offline RL), a method that frames dataset selection as a gradient approximation optimization problem. We demonstrate that the widely used actor-critic framework in RL can be reformulated as a submodular optimization objective, enabling efficient subset selection. To achieve this, we adapt orthogonal matching pursuit (OMP), incorporating several novel modifications tailored for offline RL. Our experimental results show that the data subsets identified by ReDOR not only boost algorithm performance but also do so with significantly lower computational complexity.

15.8AIMay 31, 2023Code
Symmetry-Aware Robot Design with Structured Subgroups

Heng Dong, Junyu Zhang, Tonghan Wang et al.

Robot design aims at learning to create robots that can be easily controlled and perform tasks efficiently. Previous works on robot design have proven its ability to generate robots for various tasks. However, these works searched the robots directly from the vast design space and ignored common structures, resulting in abnormal robots and poor performance. To tackle this problem, we propose a Symmetry-Aware Robot Design (SARD) framework that exploits the structure of the design space by incorporating symmetry searching into the robot design process. Specifically, we represent symmetries with the subgroups of the dihedral group and search for the optimal symmetry in structured subgroups. Then robots are designed under the searched symmetry. In this way, SARD can design efficient symmetric robots while covering the original design space, which is theoretically analyzed. We further empirically evaluate SARD on various tasks, and the results show its superior efficiency and generalizability.

13.7LGMay 31, 2023Code
Offline Meta Reinforcement Learning with In-Distribution Online Adaptation

Jianhao Wang, Jin Zhang, Haozhe Jiang et al.

Recent offline meta-reinforcement learning (meta-RL) methods typically utilize task-dependent behavior policies (e.g., training RL agents on each individual task) to collect a multi-task dataset. However, these methods always require extra information for fast adaptation, such as offline context for testing tasks. To address this problem, we first formally characterize a unique challenge in offline meta-RL: transition-reward distribution shift between offline datasets and online adaptation. Our theory finds that out-of-distribution adaptation episodes may lead to unreliable policy evaluation and that online adaptation with in-distribution episodes can ensure adaptation performance guarantee. Based on these theoretical insights, we propose a novel adaptation framework, called In-Distribution online Adaptation with uncertainty Quantification (IDAQ), which generates in-distribution context using a given uncertainty quantification and performs effective task belief inference to address new tasks. We find a return-based uncertainty quantification for IDAQ that performs effectively. Experiments show that IDAQ achieves state-of-the-art performance on the Meta-World ML1 benchmark compared to baselines with/without offline adaptation.

22.0LGMay 30, 2023Code
What is Essential for Unseen Goal Generalization of Offline Goal-conditioned RL?

Rui Yang, Yong Lin, Xiaoteng Ma et al.

Offline goal-conditioned RL (GCRL) offers a way to train general-purpose agents from fully offline datasets. In addition to being conservative within the dataset, the generalization ability to achieve unseen goals is another fundamental challenge for offline GCRL. However, to the best of our knowledge, this problem has not been well studied yet. In this paper, we study out-of-distribution (OOD) generalization of offline GCRL both theoretically and empirically to identify factors that are important. In a number of experiments, we observe that weighted imitation learning enjoys better generalization than pessimism-based offline RL method. Based on this insight, we derive a theory for OOD generalization, which characterizes several important design choices. We then propose a new offline GCRL method, Generalizable Offline goAl-condiTioned RL (GOAT), by combining the findings from our theoretical and empirical studies. On a new benchmark containing 9 independent identically distributed (IID) tasks and 17 OOD tasks, GOAT outperforms current state-of-the-art methods by a large margin.

27.3LGFeb 9, 2022Code
Rethinking Goal-conditioned Supervised Learning and Its Connection to Offline RL

Rui Yang, Yiming Lu, Wenzhe Li et al.

Solving goal-conditioned tasks with sparse rewards using self-supervised learning is promising because of its simplicity and stability over current reinforcement learning (RL) algorithms. A recent work, called Goal-Conditioned Supervised Learning (GCSL), provides a new learning framework by iteratively relabeling and imitating self-generated experiences. In this paper, we revisit the theoretical property of GCSL -- optimizing a lower bound of the goal reaching objective, and extend GCSL as a novel offline goal-conditioned RL algorithm. The proposed method is named Weighted GCSL (WGCSL), in which we introduce an advanced compound weight consisting of three parts (1) discounted weight for goal relabeling, (2) goal-conditioned exponential advantage weight, and (3) best-advantage weight. Theoretically, WGCSL is proved to optimize an equivalent lower bound of the goal-conditioned RL objective and generates monotonically improved policies via an iterated scheme. The monotonic property holds for any behavior policies, and therefore WGCSL can be applied to both online and offline settings. To evaluate algorithms in the offline goal-conditioned RL setting, we provide a benchmark including a range of point and simulated robot domains. Experiments in the introduced benchmark demonstrate that WGCSL can consistently outperform GCSL and existing state-of-the-art offline methods in the fully offline goal-conditioned setting.

10.4LGJan 25, 2022
MOORe: Model-based Offline-to-Online Reinforcement Learning

Yihuan Mao, Chao Wang, Bin Wang et al.

With the success of offline reinforcement learning (RL), offline trained RL policies have the potential to be further improved when deployed online. A smooth transfer of the policy matters in safe real-world deployment. Besides, fast adaptation of the policy plays a vital role in practical online performance improvement. To tackle these challenges, we propose a simple yet efficient algorithm, Model-based Offline-to-Online Reinforcement learning (MOORe), which employs a prioritized sampling scheme that can dynamically adjust the offline and online data for smooth and efficient online adaptation of the policy. We provide a theoretical foundation for our algorithms design. Experiment results on the D4RL benchmark show that our algorithm smoothly transfers from offline to online stages while enabling sample-efficient online adaption, and also significantly outperforms existing methods.

12.5LGDec 7, 2021Code
Self-Organized Polynomial-Time Coordination Graphs

Qianlan Yang, Weijun Dong, Zhizhou Ren et al.

Coordination graph is a promising approach to model agent collaboration in multi-agent reinforcement learning. It conducts a graph-based value factorization and induces explicit coordination among agents to complete complicated tasks. However, one critical challenge in this paradigm is the complexity of greedy action selection with respect to the factorized values. It refers to the decentralized constraint optimization problem (DCOP), which and whose constant-ratio approximation are NP-hard problems. To bypass this systematic hardness, this paper proposes a novel method, named Self-Organized Polynomial-time Coordination Graphs (SOP-CG), which uses structured graph classes to guarantee the accuracy and the computational efficiency of collaborated action selection. SOP-CG employs dynamic graph topology to ensure sufficient value function expressiveness. The graph selection is unified into an end-to-end learning paradigm. In experiments, we show that our approach learns succinct and well-adapted graph topologies, induces effective coordination, and improves performance across a variety of cooperative multi-agent tasks.

21.5LGNov 22, 2021
Episodic Multi-agent Reinforcement Learning with Curiosity-Driven Exploration

Lulu Zheng, Jiarui Chen, Jianhao Wang et al.

Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the "induced" individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local action-observation histories, and can capture the interaction between agents due to reward backpropagation during centralized training. Therefore, we use prediction errors of individual Q-values as intrinsic rewards for coordinated exploration and utilize episodic memory to exploit explored informative experience to boost policy training. As the dynamics of an agent's individual Q-value function captures the novelty of states and the influence from other agents, our intrinsic reward can induce coordinated exploration to new or promising states. We illustrate the advantages of our method by didactic examples, and demonstrate its significant outperformance over state-of-the-art MARL baselines on challenging tasks in the StarCraft II micromanagement benchmark.

19.5LGOct 19, 2021
Offline Reinforcement Learning with Value-based Episodic Memory

Xiaoteng Ma, Yiqin Yang, Hao Hu et al.

Offline reinforcement learning (RL) shows promise of applying RL to real-world problems by effectively utilizing previously collected data. Most existing offline RL algorithms use regularization or constraints to suppress extrapolation error for actions outside the dataset. In this paper, we adopt a different framework, which learns the V-function instead of the Q-function to naturally keep the learning procedure within the support of an offline dataset. To enable effective generalization while maintaining proper conservatism in offline learning, we propose Expectile V-Learning (EVL), which smoothly interpolates between the optimal value learning and behavior cloning. Further, we introduce implicit planning along offline trajectories to enhance learned V-values and accelerate convergence. Together, we present a new offline method called Value-based Episodic Memory (VEM). We provide theoretical analysis for the convergence properties of our proposed VEM method, and empirical results in the D4RL benchmark show that our method achieves superior performance in most tasks, particularly in sparse-reward tasks.

20.4LGOct 1, 2021
Offline Reinforcement Learning with Reverse Model-based Imagination

Jianhao Wang, Wenzhe Li, Haozhe Jiang et al.

In offline reinforcement learning (offline RL), one of the main challenges is to deal with the distributional shift between the learning policy and the given dataset. To address this problem, recent offline RL methods attempt to introduce conservatism bias to encourage learning in high-confidence areas. Model-free approaches directly encode such bias into policy or value function learning using conservative regularizations or special network structures, but their constrained policy search limits the generalization beyond the offline dataset. Model-based approaches learn forward dynamics models with conservatism quantifications and then generate imaginary trajectories to extend the offline datasets. However, due to limited samples in offline datasets, conservatism quantifications often suffer from overgeneralization in out-of-support regions. The unreliable conservative measures will mislead forward model-based imaginations to undesired areas, leading to overaggressive behaviors. To encourage more conservatism, we propose a novel model-based offline RL framework, called Reverse Offline Model-based Imagination (ROMI). We learn a reverse dynamics model in conjunction with a novel reverse policy, which can generate rollouts leading to the target goal states within the offline dataset. These reverse imaginations provide informed data augmentation for model-free policy learning and enable conservative generalization beyond the offline dataset. ROMI can effectively combine with off-the-shelf model-free algorithms to enable model-based generalization with proper conservatism. Empirical results show that our method can generate more conservative behaviors and achieve state-of-the-art performance on offline RL benchmark tasks.

4.4LGSep 29, 2021Code
On the Estimation Bias in Double Q-Learning

Zhizhou Ren, Guangxiang Zhu, Hao Hu et al.

Double Q-learning is a classical method for reducing overestimation bias, which is caused by taking maximum estimated values in the Bellman operation. Its variants in the deep Q-learning paradigm have shown great promise in producing reliable value prediction and improving learning performance. However, as shown by prior work, double Q-learning is not fully unbiased and suffers from underestimation bias. In this paper, we show that such underestimation bias may lead to multiple non-optimal fixed points under an approximate Bellman operator. To address the concerns of converging to non-optimal stationary solutions, we propose a simple but effective approach as a partial fix for the underestimation bias in double Q-learning. This approach leverages an approximate dynamic programming to bound the target value. We extensively evaluate our proposed method in the Atari benchmark tasks and demonstrate its significant improvement over baseline algorithms.

9.9LGSep 26, 2021
LINDA: Multi-Agent Local Information Decomposition for Awareness of Teammates

Jiahan Cao, Lei Yuan, Jianhao Wang et al.

In cooperative multi-agent reinforcement learning (MARL), where agents only have access to partial observations, efficiently leveraging local information is critical. During long-time observations, agents can build \textit{awareness} for teammates to alleviate the problem of partial observability. However, previous MARL methods usually neglect this kind of utilization of local information. To address this problem, we propose a novel framework, multi-agent \textit{Local INformation Decomposition for Awareness of teammates} (LINDA), with which agents learn to decompose local information and build awareness for each teammate. We model the awareness as stochastic random variables and perform representation learning to ensure the informativeness of awareness representations by maximizing the mutual information between awareness and the actual trajectory of the corresponding agent. LINDA is agnostic to specific algorithms and can be flexibly integrated to different MARL methods. Sufficient experiments show that the proposed framework learns informative awareness from local partial observations for better collaboration and significantly improves the learning performance, especially on challenging tasks.

27.2LGJun 4, 2021
Celebrating Diversity in Shared Multi-Agent Reinforcement Learning

Chenghao Li, Tonghan Wang, Chengjie Wu et al.

Recently, deep multi-agent reinforcement learning (MARL) has shown the promise to solve complex cooperative tasks. Its success is partly because of parameter sharing among agents. However, such sharing may lead agents to behave similarly and limit their coordination capacity. In this paper, we aim to introduce diversity in both optimization and representation of shared multi-agent reinforcement learning. Specifically, we propose an information-theoretical regularization to maximize the mutual information between agents' identities and their trajectories, encouraging extensive exploration and diverse individualized behaviors. In representation, we incorporate agent-specific modules in the shared neural network architecture, which are regularized by L1-norm to promote learning sharing among agents while keeping necessary diversity. Empirical results show that our method achieves state-of-the-art performance on Google Research Football and super hard StarCraft II micromanagement tasks.

12.5LGMay 31, 2021Code
Active Hierarchical Exploration with Stable Subgoal Representation Learning

Siyuan Li, Jin Zhang, Jianhao Wang et al.

Goal-conditioned hierarchical reinforcement learning (GCHRL) provides a promising approach to solving long-horizon tasks. Recently, its success has been extended to more general settings by concurrently learning hierarchical policies and subgoal representations. Although GCHRL possesses superior exploration ability by decomposing tasks via subgoals, existing GCHRL methods struggle in temporally extended tasks with sparse external rewards, since the high-level policy learning relies on external rewards. As the high-level policy selects subgoals in an online learned representation space, the dynamic change of the subgoal space severely hinders effective high-level exploration. In this paper, we propose a novel regularization that contributes to both stable and efficient subgoal representation learning. Building upon the stable representation, we design measures of novelty and potential for subgoals, and develop an active hierarchical exploration strategy that seeks out new promising subgoals and states without intrinsic rewards. Experimental results show that our approach significantly outperforms state-of-the-art baselines in continuous control tasks with sparse rewards.

17.5LGMar 11, 2021Code
Generalizable Episodic Memory for Deep Reinforcement Learning

Hao Hu, Jianing Ye, Guangxiang Zhu et al.

Episodic memory-based methods can rapidly latch onto past successful strategies by a non-parametric memory and improve sample efficiency of traditional reinforcement learning. However, little effort is put into the continuous domain, where a state is never visited twice, and previous episodic methods fail to efficiently aggregate experience across trajectories. To address this problem, we propose Generalizable Episodic Memory (GEM), which effectively organizes the state-action values of episodic memory in a generalizable manner and supports implicit planning on memorized trajectories. GEM utilizes a double estimator to reduce the overestimation bias induced by value propagation in the planning process. Empirical evaluation shows that our method significantly outperforms existing trajectory-based methods on various MuJoCo continuous control tasks. To further show the general applicability, we evaluate our method on Atari games with discrete action space, which also shows a significant improvement over baseline algorithms.

9.5AIDec 6, 2020
Fever Basketball: A Complex, Flexible, and Asynchronized Sports Game Environment for Multi-agent Reinforcement Learning

Hangtian Jia, Yujing Hu, Yingfeng Chen et al.

The development of deep reinforcement learning (DRL) has benefited from the emergency of a variety type of game environments where new challenging problems are proposed and new algorithms can be tested safely and quickly, such as Board games, RTS, FPS, and MOBA games. However, many existing environments lack complexity and flexibility and assume the actions are synchronously executed in multi-agent settings, which become less valuable. We introduce the Fever Basketball game, a novel reinforcement learning environment where agents are trained to play basketball game. It is a complex and challenging environment that supports multiple characters, multiple positions, and both the single-agent and multi-agent player control modes. In addition, to better simulate real-world basketball games, the execution time of actions differs among players, which makes Fever Basketball a novel asynchronized environment. We evaluate commonly used multi-agent algorithms of both independent learners and joint-action learners in three game scenarios with varying difficulties, and heuristically propose two baseline methods to diminish the extra non-stationarity brought by asynchronism in Fever Basketball Benchmarks. Besides, we propose an integrated curricula training (ICT) framework to better handle Fever Basketball problems, which includes several game-rule based cascading curricula learners and a coordination curricula switcher focusing on enhancing coordination within the team. The results show that the game remains challenging and can be used as a benchmark environment for studies like long-time horizon, sparse rewards, credit assignment, and non-stationarity, etc. in multi-agent settings.

12.8LGOct 23, 2020Code
Bridging Imagination and Reality for Model-Based Deep Reinforcement Learning

Guangxiang Zhu, Minghao Zhang, Honglak Lee et al.

Sample efficiency has been one of the major challenges for deep reinforcement learning. Recently, model-based reinforcement learning has been proposed to address this challenge by performing planning on imaginary trajectories with a learned world model. However, world model learning may suffer from overfitting to training trajectories, and thus model-based value estimation and policy search will be pone to be sucked in an inferior local policy. In this paper, we propose a novel model-based reinforcement learning algorithm, called BrIdging Reality and Dream (BIRD). It maximizes the mutual information between imaginary and real trajectories so that the policy improvement learned from imaginary trajectories can be easily generalized to real trajectories. We demonstrate that our approach improves sample efficiency of model-based planning, and achieves state-of-the-art performance on challenging visual control benchmarks.

28.6LGOct 4, 2020Code
RODE: Learning Roles to Decompose Multi-Agent Tasks

Tonghan Wang, Tarun Gupta, Anuj Mahajan et al.

Role-based learning holds the promise of achieving scalable multi-agent learning by decomposing complex tasks using roles. However, it is largely unclear how to efficiently discover such a set of roles. To solve this problem, we propose to first decompose joint action spaces into restricted role action spaces by clustering actions according to their effects on the environment and other agents. Learning a role selector based on action effects makes role discovery much easier because it forms a bi-level learning hierarchy -- the role selector searches in a smaller role space and at a lower temporal resolution, while role policies learn in significantly reduced primitive action-observation spaces. We further integrate information about action effects into the role policies to boost learning efficiency and policy generalization. By virtue of these advances, our method (1) outperforms the current state-of-the-art MARL algorithms on 10 of the 14 scenarios that comprise the challenging StarCraft II micromanagement benchmark and (2) achieves rapid transfer to new environments with three times the number of agents. Demonstrative videos are available at https://sites.google.com/view/rode-marl .

35.5LGAug 3, 2020Code
QPLEX: Duplex Dueling Multi-Agent Q-Learning

Jianhao Wang, Zhizhou Ren, Terry Liu et al.

We explore value-based multi-agent reinforcement learning (MARL) in the popular paradigm of centralized training with decentralized execution (CTDE). CTDE has an important concept, Individual-Global-Max (IGM) principle, which requires the consistency between joint and local action selections to support efficient local decision-making. However, in order to achieve scalability, existing MARL methods either limit representation expressiveness of their value function classes or relax the IGM consistency, which may suffer from instability risk or may not perform well in complex domains. This paper presents a novel MARL approach, called duPLEX dueling multi-agent Q-learning (QPLEX), which takes a duplex dueling network architecture to factorize the joint value function. This duplex dueling structure encodes the IGM principle into the neural network architecture and thus enables efficient value function learning. Theoretical analysis shows that QPLEX achieves a complete IGM function class. Empirical experiments on StarCraft II micromanagement tasks demonstrate that QPLEX significantly outperforms state-of-the-art baselines in both online and offline data collection settings, and also reveal that QPLEX achieves high sample efficiency and can benefit from offline datasets without additional online exploration.

24.7LGJul 24, 2020
Off-Policy Multi-Agent Decomposed Policy Gradients

Yihan Wang, Beining Han, Tonghan Wang et al.

Multi-agent policy gradient (MAPG) methods recently witness vigorous progress. However, there is a significant performance discrepancy between MAPG methods and state-of-the-art multi-agent value-based approaches. In this paper, we investigate causes that hinder the performance of MAPG algorithms and present a multi-agent decomposed policy gradient method (DOP). This method introduces the idea of value function decomposition into the multi-agent actor-critic framework. Based on this idea, DOP supports efficient off-policy learning and addresses the issue of centralized-decentralized mismatch and credit assignment in both discrete and continuous action spaces. We formally show that DOP critics have sufficient representational capability to guarantee convergence. In addition, empirical evaluations on the StarCraft II micromanagement benchmark and multi-agent particle environments demonstrate that DOP significantly outperforms both state-of-the-art value-based and policy-based multi-agent reinforcement learning algorithms. Demonstrative videos are available at https://sites.google.com/view/dop-mapg/.

7.1AIJun 25, 2020
SOAC: The Soft Option Actor-Critic Architecture

Chenghao Li, Xiaoteng Ma, Chongjie Zhang et al.

The option framework has shown great promise by automatically extracting temporally-extended sub-tasks from a long-horizon task. Methods have been proposed for concurrently learning low-level intra-option policies and high-level option selection policy. However, existing methods typically suffer from two major challenges: ineffective exploration and unstable updates. In this paper, we present a novel and stable off-policy approach that builds on the maximum entropy model to address these challenges. Our approach introduces an information-theoretical intrinsic reward for encouraging the identification of diverse and effective options. Meanwhile, we utilize a probability inference model to simplify the optimization problem as fitting optimal trajectories. Experimental results demonstrate that our approach significantly outperforms prior on-policy and off-policy methods in a range of Mujoco benchmark tasks while still providing benefits for transfer learning. In these tasks, our approach learns a diverse set of options, each of whose state-action space has strong coherence.

23.7AIJun 15, 2020Code
MetaCURE: Meta Reinforcement Learning with Empowerment-Driven Exploration

Jin Zhang, Jianhao Wang, Hao Hu et al.

Meta reinforcement learning (meta-RL) extracts knowledge from previous tasks and achieves fast adaptation to new tasks. Despite recent progress, efficient exploration in meta-RL remains a key challenge in sparse-reward tasks, as it requires quickly finding informative task-relevant experiences in both meta-training and adaptation. To address this challenge, we explicitly model an exploration policy learning problem for meta-RL, which is separated from exploitation policy learning, and introduce a novel empowerment-driven exploration objective, which aims to maximize information gain for task identification. We derive a corresponding intrinsic reward and develop a new off-policy meta-RL framework, which efficiently learns separate context-aware exploration and exploitation policies by sharing the knowledge of task inference. Experimental evaluation shows that our meta-RL method significantly outperforms state-of-the-art baselines on various sparse-reward MuJoCo locomotion tasks and more complex sparse-reward Meta-World tasks.

18.9LGMay 31, 2020
Towards Understanding Cooperative Multi-Agent Q-Learning with Value Factorization

Jianhao Wang, Zhizhou Ren, Beining Han et al.

Value factorization is a popular and promising approach to scaling up multi-agent reinforcement learning in cooperative settings, which balances the learning scalability and the representational capacity of value functions. However, the theoretical understanding of such methods is limited. In this paper, we formalize a multi-agent fitted Q-iteration framework for analyzing factorized multi-agent Q-learning. Based on this framework, we investigate linear value factorization and reveal that multi-agent Q-learning with this simple decomposition implicitly realizes a powerful counterfactual credit assignment, but may not converge in some settings. Through further analysis, we find that on-policy training or richer joint value function classes can improve its local or global convergence properties, respectively. Finally, to support our theoretical implications in practical realization, we conduct an empirical analysis of state-of-the-art deep multi-agent Q-learning algorithms on didactic examples and a broad set of StarCraft II unit micromanagement tasks.

24.4LGOct 12, 2019Code
Influence-Based Multi-Agent Exploration

Tonghan Wang, Jianhao Wang, Yi Wu et al.

Intrinsically motivated reinforcement learning aims to address the exploration challenge for sparse-reward tasks. However, the study of exploration methods in transition-dependent multi-agent settings is largely absent from the literature. We aim to take a step towards solving this problem. We present two exploration methods: exploration via information-theoretic influence (EITI) and exploration via decision-theoretic influence (EDTI), by exploiting the role of interaction in coordinated behaviors of agents. EITI uses mutual information to capture influence transition dynamics. EDTI uses a novel intrinsic reward, called Value of Interaction (VoI), to characterize and quantify the influence of one agent's behavior on expected returns of other agents. By optimizing EITI or EDTI objective as a regularizer, agents are encouraged to coordinate their exploration and learn policies to optimize team performance. We show how to optimize these regularizers so that they can be easily integrated with policy gradient reinforcement learning. The resulting update rule draws a connection between coordinated exploration and intrinsic reward distribution. Finally, we empirically demonstrate the significant strength of our method in a variety of multi-agent scenarios.

23.8LGOct 11, 2019Code
Learning Nearly Decomposable Value Functions Via Communication Minimization

Tonghan Wang, Jianhao Wang, Chongyi Zheng et al.

Reinforcement learning encounters major challenges in multi-agent settings, such as scalability and non-stationarity. Recently, value function factorization learning emerges as a promising way to address these challenges in collaborative multi-agent systems. However, existing methods have been focusing on learning fully decentralized value functions, which are not efficient for tasks requiring communication. To address this limitation, this paper presents a novel framework for learning nearly decomposable Q-functions (NDQ) via communication minimization, with which agents act on their own most of the time but occasionally send messages to other agents in order for effective coordination. This framework hybridizes value function factorization learning and communication learning by introducing two information-theoretic regularizers. These regularizers are maximizing mutual information between agents' action selection and communication messages while minimizing the entropy of messages between agents. We show how to optimize these regularizers in a way that is easily integrated with existing value function factorization methods such as QMIX. Finally, we demonstrate that, on the StarCraft unit micromanagement benchmark, our framework significantly outperforms baseline methods and allows us to cut off more than $80\%$ of communication without sacrificing the performance. The videos of our experiments are available at https://sites.google.com/view/ndq.