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Title: Learning Self-Imitating Diverse Policies

Paper content:
The success of popular algorithms for deep reinforcement learning, such as policy-gradients and Q-learning, relies heavily on the availability of an informative reward signal at each timestep of the sequential decision-making process.
When rewards are only sparsely available during an episode, or a rewarding feedback is provided only after episode termination, these algorithms perform sub-optimally due to the difficultly in credit assignment.
Alternatively, trajectory-based policy optimization methods, such as cross-entropy method and evolution strategies, do not require per-timestep rewards, but have been found to suffer from high sample complexity by completing forgoing the temporal nature of the problem.
Improving the efficiency of RL algorithms in real-world problems with sparse or episodic rewards is therefore a pressing need.
In this work, we introduce a self-imitation learning algorithm that exploits and explores well in the sparse and episodic reward settings.
We view each policy as a state-action visitation distribution and formulate policy optimization as a divergence minimization problem.
We show that with Jensen-Shannon divergence, this divergence minimization problem can be reduced into a policy-gradient algorithm with shaped rewards learned from experience replays.
Experimental results indicate that our algorithm works comparable to existing algorithms in environments with dense rewards, and significantly better in environments with sparse and episodic rewards.
We then discuss limitations of self-imitation learning, and propose to solve them by using Stein variational policy gradient descent with the Jensen-Shannon kernel to learn multiple diverse policies.
We demonstrate its effectiveness on a challenging variant of continuous-control MuJoCo locomotion tasks.
Deep reinforcement learning (RL) has demonstrated significant applicability and superior performance in many problems outside the reach of traditional algorithms, such as computer and board games BID28 , continuous control BID25 , and robotics .
Using deep neural networks as functional approximators, many classical RL algorithms have been shown to be very effective in solving sequential decision problems.
For example, a policy that selects actions under certain state observation can be parameterized by a deep neural network that takes the current state observation as input and gives an action or a distribution over actions as output.
Value functions that take both state observation and action as inputs and predict expected future reward can also be parameterized as neural networks.
In order to optimize such neural networks, policy gradient methods BID29 BID37 BID38 and Q-learning algorithms BID28 capture the temporal structure of the sequential decision problem and decompose it to a supervised learning problem, guided by the immediate and discounted future reward from rollout data.Unfortunately, when the reward signal becomes sparse or delayed, these RL algorithms may suffer from inferior performance and inefficient sample complexity, mainly due to the scarcity of the immediate supervision when training happens in single-timestep manner.
This is known as the temporal credit assignment problem BID44 .
For instance, consider the Atari Montezuma's revenge game -a reward is received after collecting certain items or arriving at the final destination in the lowest level, while no reward is received as the agent is trying to reach these goals.
The sparsity of the reward makes the neural network training very inefficient and also poses challenges in exploration.
It is not hard to see that many of the real-world problems tend to be of the form where rewards are either only sparsely available during an episode, or the rewards are episodic, meaning that a non-zero reward is only provided at the end of the trajectory or episode.In addition to policy-gradient and Q-learning, alternative algorithms, such as those for global-or stochastic-optimization, have recently been studied for policy search.
These algorithms do not decompose trajectories into individual timesteps, but instead apply zeroth-order finite-difference gradient or gradient-free methods to learn policies based on the cumulative rewards of the entire trajectory.
Usually, trajectory samples are first generated by running the current policy and then the distribution of policy parameters is updated according to the trajectory-returns.
The cross-entropy method (CEM, Rubinstein & Kroese (2016) ) and evolution strategies BID36 are two nominal examples.
Although their sample efficiency is often not comparable to the policy gradient methods when dense rewards are available from the environment, they are more widely applicable in the sparse or episodic reward settings as they are agnostic to task horizon, and only the trajectorybased cumulative reward is needed.Our contribution is the introduction of a new algorithm based on policy-gradients, with the objective of achieving better performance than existing RL algorithms in sparse and episodic reward settings.
Using the equivalence between the policy function and its state-action visitation distribution, we formulate policy optimization as a divergence minimization problem between the current policy's visitation and the distribution induced by a set of experience replay trajectories with high returns.
We show that with the Jensen-Shannon divergence (D JS ), this divergence minimization problem can be reduced into a policy-gradient algorithm with shaped, dense rewards learned from these experience replays.
This algorithm can be seen as self-imitation learning, in which the expert trajectories in the experience replays are self-generated by the agent during the course of learning, rather than using some external demonstrations.
We combine the divergence minimization objective with the standard RL objective, and empirically show that the shaped, dense rewards significantly help in sparse and episodic settings by improving credit assignment.
Following that, we qualitatively analyze the shortcomings of the self-imitation algorithm.
Our second contribution is the application of Stein variational policy gradient (SVPG) with the Jensen-Shannon kernel to simultaneously learn multiple diverse policies.
We demonstrate the benefits of this addition to the self-imitation framework by considering difficult exploration tasks with sparse and deceptive rewards.Related Works.
Divergence minimization has been used in various policy learning algorithms.
Relative Entropy Policy Search (REPS) BID33 restricts the loss of information between policy updates by constraining the KL-divergence between the state-action distribution of old and new policy.
Policy search can also be formulated as an EM problem, leading to several interesting algorithms, such as RWR BID32 and PoWER BID20 .
Here the M-step minimizes a KL-divergence between trajectory distributions, leading to an update rule which resembles return-weighted imitation learning.
Please refer to BID7 for a comprehensive exposition.
MATL BID47 uses adversarial training to bring state occupancy from a real and simulated agent close to each other for efficient transfer learning.
In Guided Policy Search (GPS, BID21 ), a parameterized policy is trained by constraining the divergence between the current policy and a controller learnt via trajectory optimization.Learning from Demonstrations (LfD).
The objective in LfD, or imitation learning, is to train a control policy to produce a trajectory distribution similar to the demonstrator.
Approaches for self-driving cars BID4 and drone manipulation BID34 have used human-expert data, along with Behavioral Cloning algorithm to learn good control policies.
Deep Q-learning has been combined with human demonstrations to achieve performance gains in Atari and robotics tasks BID46 BID30 .
Human data has also been used in the maximum entropy IRL framework to learn cost functions under which the demonstrations are optimal .
BID17 use the same framework to derive an imitation-learning algorithm (GAIL) which is motivated by minimizing the divergence between agent's rollouts and external expert demonstrations.
Besides humans, other sources of expert supervision include planningbased approaches such as iLQR and MCTS .
Our algorithm departs from prior work in forgoing external supervision, and instead using the past experiences of the learner itself as demonstration data.Exploration and Diversity in RL.
Count-based exploration methods utilize state-action visitation counts N (s, a), and award a bonus to rarely visited states BID42 .
In large statespaces, approximation techniques BID45 , and estimation of pseudo-counts by learning density models BID3 BID13 has been researched.
Intrinsic motivation has been shown to aid exploration, for instance by using information gain or prediction error BID41 as a bonus.
Hindsight Experience Replay adds additional goals (and corresponding rewards) to a Q-learning algorithm.
We also obtain additional rewards, but from a discriminator trained on past agent experiences, to accelerate a policy-gradient algorithm.
Prior work has looked at training a diverse ensemble of agents with good exploratory skills BID27 BID6 BID12 .
To enjoy the benefits of diversity, we incorporate a modification of SVPG BID27 in our final algorithm.In very recent work, BID31 propose exploiting past good trajectories to drive exploration.
Their algorithm buffers (s, a) and the corresponding return for each transition in rolled trajectories, and reuses them for training if the stored return value is higher than the current state-value estimate.
Our approach presents a different objective for self-imitation based on divergence-minimization.
With this view, we learn shaped, dense rewards which are then used for policy optimization.
We further improve the algorithm with SVPG.
Reusing high-reward trajectories has also been explored for program synthesis and semantic parsing tasks BID23 BID0 .
We approached policy optimization for deep RL from the perspective of JS-divergence minimization between state-action distributions of a policy and its own past good rollouts.
This leads to a self-imitation algorithm which improves upon standard policy-gradient methods via the addition of a simple gradient term obtained from implicitly shaped dense rewards.
We observe substantial performance gains over the baseline for high-dimensional, continuous-control tasks with episodic and noisy rewards.
Further, we discuss the potential limitations of the self-imitation approach, and propose ensemble training with the SVPG objective and JS-kernel as a solution.
Through experimentation, we demonstrate the benefits of a self-imitating, diverse ensemble for efficient exploration and avoidance of local minima.An interesting future work is improving our algorithm using the rich literature on exploration in RL.
Since ours is a population-based exploration method, techniques for efficient single agent exploration can be readily combined with it.
For instance, parameter-space noise or curiosity-driven exploration can be applied to each agent in the SI-interact-JS ensemble.
Secondly, our algorithm for training diverse agents could be used more generally.
In Appendix 5.6, we show preliminary results for two cases:
a) hierarchical RL, where a diverse group of Swimmer bots is trained for downstream use in a complex Swimming+Gathering task;
b) RL without environment rewards, relying solely on diversity as the optimization objective.
Further investigation is left for future work.

assistant: text: Policy optimization by using past good rollouts from the agent; learning shaped rewards via divergence minimization; SVPG with JS-kernel for population-based exploration.