Towards High-Level Intrinsic Exploration in Reinforcement Learning
Proceedings of the Twenty-Ninth International Joint Conference on Artificial Intelligence. Doctoral Consortium. Pages 5186-5187.
https://doi.org/10.24963/ijcai.2020/733
Keywords
- Agent-based and Multi-agent Systems: Other
- Machine Learning: Reinforcement Learning
- Machine Learning: Deep Reinforcement Learning
Abstract
Deep reinforcement learning (DRL) methods traditionally struggle with tasks where environment rewards are sparse or delayed, which entails that exploration remains one of the key challenges of DRL. Instead of solely relying on extrinsic rewards, many state-of-the-art methods use intrinsic curiosity as exploration signal. While they hold promise of better local exploration, discovering global exploration strategies is beyond the reach of current methods. We propose a novel end-to-end intrinsic reward formulation that introduces high-level exploration in reinforcement learning. Our curiosity signal is driven by a fast reward that deals with local exploration and a slow reward that incentivizes long-time horizon exploration strategies. We formulate curiosity as the error in an agent’s ability to reconstruct the observations given their contexts. Experimental results show that this high-level exploration enables our agents to outperform prior work in several Atari games.
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1 Introduction
In recent years, reinforcement learning (RL) methods have led to remarkable successes in a wide variety of tasks, such as game playing [Mnih et al., 2013] and robot control [Lillicrap et al., 2015]. Despite their exciting results in environments with complex goals, rich sensory inputs, exploring when rewards are sparse or delayed remains an open problem in RL.
Following similar curious behaviors in animals, one solution to this problem is to let the agent generate its own intrinsic exploration bonus (i.e. curiosity-driven learning). For instance, count-based exploration [Bellemare et al., 2016] keeps visit counts for states and incentivizes the exploration of novel states. Another solution [Houthooft et al., 2016] relies on information gain to assess novelty. A line of work generates a bonus based on the inability to predict the future [Pathak et al., 2017]; but may push the agent to seek out states with stochastic transitions. This issue has motivated several recent works [Burda et al., 2018; Savinov et al., 2019]. In spite of their ability to deal with local exploration - capturing the consequences of short-term decisions, they may get stuck in local optima and only detect local novelty.
∗Contact Author
In this paper, we propose a novel exploration bonus that can deal with high-level exploration. Capturing the consequences of actions on long-time horizon allows us to overcome the known "local optima" issues of prior work - when the agent cannot compensate easy immediate rewards or deceptive rewards and therefore learns a sub-optimal policy. To this end, we combine a fast reward dealing with local novelty and a slow reward that assesses global novelty. In our formulation, intrinsic rewards are based on the reconstruction errors of the observations given their contexts. The intuition behind this approach is that changing how are created the contexts of the fast, and slow reward models, results in flexible exploration behaviors. We benchmark our approach on a set of hard exploration tasks from Atari games, and compare our method with state-of-the-art curiosity methods.
2 Method
The proposed method (FaSo) is an effective way to incentivize high-level exploration. Our curiosity formulation decomposes the intrinsic reward re t into a fast reward rfast t and a slow reward rslow t . Fast rewards assess the novelty of each state, to deal with local exploration. One the other hand, slow rewards rslow t encourage global exploration behaviors.
We sum-up our exploration bonus with the task reward: rt = re t + ri t = re t + [αrfast t + βrslow t ]. We formulate intrinsic rewards as the error in an agent's ability to reconstruct observations given their contexts (context-driven curiosity).
2.1 Context-Driven Curiosity
We propose a measure of intrinsic motivation formulated as the quality of the agent to reconstruct an observation given its context. The module takes the current observation's context as its input and reconstructs the original image. The discrepancy between the reconstructed image and the actual image then serves as the intrinsic reward. In this work, the context of an observation refers to a version of it with one or more regions missing, noisy, or corrupted.
Context Creation
We introduce a simple method to extract the context of an observation based on image downsampling. The original image of size w × w is downscaled using a nearest-neighbor interpolation to a smaller image of size wK × wK and then upscaled to the original size, introducing small artifacts. The hyperparameter K controls the amount of artifacts.
Reward Calculation
We now formulate the procedure to assign the intrinsic reward. This involves the prediction error of a reconstructor network trained to reconstruct an observation given as input the observation's context. Formally, let st be the original observation at time t and s∗t its context. The reconstructor network Rφ : s∗ ↦→ s parameterized by φ, takes the context of an observation and reconstructs the original image st. This prediction will have some errors that can be measured using a distance function. We can now assign an intrinsic bonus rib that penalizes states difficult to reconstruct via:
2.2 Fast and SlowRewards
Although a context-driven curiosity bonus can improve local exploration, such as how to interact with a particular object; global exploration is beyond the reach of a single curiositybased reward. Moreover, previous works [Burda et al., 2018; Savinov et al., 2019] found that recent curiosity models will fail to balance the loss of immediate extrinsic reward and tend to exhaust their curiosity quickly. This paper introduces a different approach where the intrinsic bonus ri t is the combination of two distinct context-driven rewards. They are estimated by two distinct context-driven curiosity models which reconstruct the original observation s given its fast s∗f and slow s∗s contexts respectively, Rfφ : s∗f ↦→ s andRsψ : s∗s ↦→ s. Thus, the overall intrinsic reward is:
The key difference is how to generate s∗f and s∗s to achieve exploration behaviors with different ranges of time horizons. Let Kfast the parameter used to create the fast contexts, we typically used Kfast ×2 or Kfast ×4 to create the slow contexts - slow contexts are more corrupted. When large regions of images are missing or corrupted (i.e. slow contexts), similar observations of a region of the state space have nearly identical contexts. Therefore, a partial exploration of this region enables a satisfactory reconstruction. Since the agent aims to maximize this prediction error, it drives the agent to seek out more diverse and novel regions of the state space (i.e. global exploration) to notably increase the prediction errors. In contrast, contexts of fast rewards are nearly unique which entails that slightly deviating from previous policies - visiting novel states is sufficient to significantly increase the reconstruction error; encouraging to locally explore.
3 Experimental Results
We evaluated the FaSo on two difficult exploration Atari 2600 games from the Arcade Learning Environment (ALE): Montezuma's Revenge and Private Eye. The results are shown in Table 1. On Montezuma's Revenge and Private Eye, our model outperforms prior approaches that mainly deal with local exploration. It might be related to the very fact that slow rewards are large enough to encourage the agent to discover and visit new rooms. As a result, FaSo explores a larger number of rooms as compared to RND. It suggests that high-level exploration is crucial for exploring in sparse environments.
| MaximumMean Score (at convergence) | ||
|---|---|---|
| Method | Montezuma's Revenge | Private Eye |
| PPO+EC [Savinov et al., 2019] | 8,025 | 9,244 |
| RND [Burda et al., 2018] | 8,152 | 8,666 |
| PPO+ICM [Pathak et al., 2017] | 329 | 485 |
| PPO+FaSo | 8,951 | 11,150 |
4 Conclusion
In this paper, we present a novel curiosity-based intrinsic formulation, which introduces high-level exploration to solve challenging sparse-reward problems. Our method leverages two streams of intrinsic rewards to achieve flexible exploration behaviors. We presented an evaluation on two Atari games and found that it exceeds baseline agents in terms of overall performance and convergence speed. As future work, we would like to dynamically weight local and global exploration during training. We are also willing to test our approach on different environments, as well as the method in the absence of task reward.
@inproceedings{ijcai2020p733,
title = {Towards High-Level Intrinsic Exploration in Reinforcement Learning},
author = {Bougie, Nicolas and Ichise, Ryutaro},
booktitle = {Proceedings of the Twenty-Ninth International Joint Conference on
Artificial Intelligence, {IJCAI-20}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {Christian Bessiere},
pages = {5186--5187},
year = {2020},
month = {7},
note = {Doctoral Consortium},
doi = {10.24963/ijcai.2020/733},
url = {https://doi.org/10.24963/ijcai.2020/733},
}
TY - CPAPER TI - Towards High-Level Intrinsic Exploration in Reinforcement Learning AU - Bougie, Nicolas AU - Ichise, Ryutaro T2 - Proceedings of the Twenty-Ninth International Joint Conference on Artificial Intelligence, IJCAI-20 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2020 SP - 5186 EP - 5187 DO - 10.24963/ijcai.2020/733 UR - https://doi.org/10.24963/ijcai.2020/733 ER -Copied
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