RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS

RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS
发表时间:2020(ICLR 2020)
文章要点:这篇文章提出了一个新的intrinsic reward机制,Rewarding Impact-Driven Exploration (RIDE),鼓励agent采取使得状态表征变化大的动作,相较于之前的方法,这个方式在procedurally-generated environments这类很难访问同一个状态多次的环境上效果更好(这里作者提出了两类sparse reward的环境,singleton和procedurally-generated。Singleton指环境每次都一样,不会因为不同episode而有区别,比如Montezuma's Revenge每次出生点位一样,关卡也一样。procedurally-generated就是环境是逐渐生成的,并且每次生成都不一样)。同时作者说这个方法的intrinsic reward不会随着训练过程而减少,并且这种根据状态表征的差异来设计intrinsic reward的方式更偏向于agent的动作对环境起作用的目标,从而不会overfitting到一些无关特征上(our intrinsic reward does not diminish during the course of training and it rewards the agent substantially more for interacting with objects that it can control)。
具体的,作者首先学一个state representation
RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS
然后根据这个representation学一个forward dynamics model和inverse dynamics model。前向模型根据\(\phi_t\)和\(a_t\)预测下一个\(\phi_(t+1)\),
RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS
训练的损失函数为
RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS
后向模型根据\(\phi_t\)和\(\phi_(t+1)\)来预测agent采取了什么动作
RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS
训练的损失函数为交叉熵损失
RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS
有了这个之后,intrinsic reward就根据相邻两个状态的表征的差异给出
RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS
其中\(N_{ep}\)是访问次数,如果状态空间是高维空间,就用episodic pseudo-counts代替。然后整个训练的目标函数为
RIDE: REWARDING IMPACT-DRIVEN EXPLORATION FOR PROCEDURALLY-GENERATED ENVIRONMENTS
第一个损失是RL的损失,第二个是前向网络的损失,第三个是后向网络的损失。
总结:很自然的一个想法,可能做出来就是效果好吧。不过这些方法离真正解决sparse reward问题还很远啊。这类问题确实太难了,任重道远,加油啊大家。
疑问:之前有paper说intrinsic reward要diminish才能保证收敛渐进无偏,然后这篇文章又说不diminish的intrinsic reward才好,这。。。

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