Deep Reinforcement Learning

Learned world models

Julien Vitay

Professur für Künstliche Intelligenz - Fakultät für Informatik

Model-based RL algorithms with learned models

Model-based augmented model-free (MBMF)

  • Dyna-Q: the model generates imaginary transitions/rollouts that are used to train a MF algorithm.

Source: Sutton and Barto (1998)

Model-based planning

  • MPC: the learned model is used to plan actions that maximize the RL objective.

1 - I2A - Imagination-augmented agents

https://deepmind.com/blog/article/agents-imagine-and-plan

I2A - Imagination-augmented agents

  • I2A is a model-based augmented model-free method: it trains a MF algorithm (A3C) with the help of rollouts generated by a MB model.

  • They showcase their algorithm on the puzzle environment Sokoban, where you need to move boxes to specified locations.

  • Sokoban is a quite hard game, as actions are irreversible (you can get stuck) and the solution requires many actions (sparse rewards).

  • MF methods are bad at this game as they learn through trials-and-(many)-errors.

Sokoban

I2A - Imagination-augmented agents

  • The model learns to predict the next frame and the next reward based on the four last frames and the chosen action.

  • It is a convolutional autoencoder, taking additionally an action a as input and predicting the next reward.

  • It can be pretrained using a random policy, and later fine-tuned during training.

I2A - Imagination-augmented agents

I2A - Imagination-augmented agents

  • The imagination core is composed of the environment model M(s, a) and a rollout policy \hat{\pi}.

  • As Sokoban is a POMDP (partially observable), the notation uses observation o_t instead of states s_t, but it does not really matter here.

  • The rollout policy \hat{\pi} is a simple and fast policy. It does not have to be the trained policy \pi.

  • It could even be a random policy, or a pretrained policy using for example A3C directly.

  • In I2A, it is a distilled policy from the trained policy \pi (see later).

  • Take home message: given the current observation o_t and a policy \hat{\pi}, we can predict the next observation \hat{o}_{t+1} and the next reward \hat{r}_{t+1}.

I2A - Imagination-augmented agents

  • The imagination rollout module uses the imagination core to predict iteratively the next \tau frames and rewards using the current frame o_t and the rollout policy:

o_t \rightarrow \hat{o}_{t+1} \rightarrow \hat{o}_{t+2} \rightarrow \ldots \rightarrow \hat{o}_{t+\tau}

  • The \tau frames and rewards are passed backwards to a convolutional LSTM (from t+\tau to t) which produces an embedding / encoding of the rollout.

  • The output of the imagination rollout module is a vector e_i (the final state of the LSTM) representing the whole rollout, including the (virtually) obtained rewards.

  • Note that because of the stochasticity of the rollout policy \hat{\pi}, different rollouts can lead to different encoding vectors.

I2A - Imagination-augmented agents

  • For the current observation o_t, we then generate one rollout per possible action (5 in Sokoban):

    • What would happen if I do action 1?
    • What would happen if I do action 2?
    • etc.
  • The resulting vectors are concatenated to the output of model-free path (a convolutional neural network taking the current observation as input).

  • Altogether, we have a huge NN with weights \theta (model, encoder, MF path) producing an input s_t to the A3C module.

  • We can then learn the policy \pi and value function V based on this input to maximize the returns:

\nabla_\theta \mathcal{J}(\theta) = \mathbb{E}_{s_t \sim \rho_\theta, a_t \sim \pi_\theta}[\nabla_\theta \log \pi_\theta (s_t, a_t) \, (\sum_{k=0}^{n-1} \gamma^{k} \, r_{t+k+1} + \gamma^n \, V_\varphi(s_{t+n}) - V_\varphi(s_t)) ]

\mathcal{L}(\varphi) = \mathbb{E}_{s_t \sim \rho_\theta, a_t \sim \pi_\theta}[(\sum_{k=0}^{n-1} \gamma^{k} \, r_{t+k+1} + \gamma^n \, V_\varphi(s_{t+n}) - V_\varphi(s_t))^2]

I2A - Imagination-augmented agents

  • The complete architecture may seem complex, but everything is differentiable so we can apply backpropagation and train the network end-to-end using multiple workers.

  • It is the A3C algorithm (MF), but augmented by MB rollouts, i.e. with explicit information about the future.

Policy distillation

  • The rollout policy \hat{\pi} is trained using policy distillation of the trained policy \pi.

  • The small rollout policy network with weights \hat{\theta} tries to copy the outputs \pi(s, a) of the bigger policy network (A3C).

  • This is a supervised learning task: just minimize the KL divergence between the two policies:

\mathcal{L}(\hat{\theta}) = \mathbb{E}_{s, a} [D_\text{KL}(\hat{\pi}(s, a) || \pi(s, a))]

  • As the network is smaller, it won’t be as good as \pi, but its learning objective is easier.

Distral : distill and transfer learning

  • FYI: distillation can be used to ensure generalization over different environments.

  • Each learning algorithms learns its own task, but tries not to diverge too much from a shared policy, which turns out to be good at all tasks.

I2A - Imagination-augmented agents

  • Unsurprisingly, I2A performs better than A3C on Sokoban.

  • The deeper the rollout, the better.

I2A - Imagination-augmented agents

  • The model does not even have to be perfect: the MF path can compensate for imperfections.

I2A - Sokoban

2 - Temporal difference models - TDM

TDM

  • One problem with model-based planning is the discretization time step (difference between t and t+1).

  • It is determined by the action rate: how often a different action a_t has to be taken.

  • In robotics, it could be below the millisecond, leading to very long trajectories in terms of steps.

  • If you want to go from Berkeley to the Golden State bridge with your bike, planning over leg movements will be very expensive (long horizon).

  • A solution is multiple steps ahead planning. Instead of learning a one-step model:

s_{t+1} = f_\theta(s_t, a_t)

one learns to predict the state achieved in T steps using the current policy:

s_{t+ T} = f_\theta(s_t, a_t, \pi)

  • Planning and acting occur at different time scales.

TDM

  • A problem with RL in general is how to define the reward function.
  • If you goal is to travel from Berkeley to the Golden State bridge, which reward function should you use?

    • +1 at the bridge, 0 otherwise (sparse).

    • +100 at the bridge, -1 otherwise (sparse).

    • minus the distance to the bridge (dense).

  • Goal-conditioned RL defines the reward function using the distance between the achieved state s_{t+1} and a goal state s_g:

r(s_t, a_t, s_{t+1}) = - || s_{t+1} - s_g ||

  • An action is good if it brings the agent closer to its goal.

  • The Euclidean distance works well for the biking example (e.g. using a GPS), but the metric can be adapted to the task.

Goal-conditioned RL

  • One advantage is that you can learn multiple “tasks” at the same time with a single policy, not the only one hard-coded in the reward function.

  • Another advantage is that it makes a better use of exploration by learning from mistakes: hindsight experience replay (HER, Andrychowicz et al., 2017).

  • If your goal is to reach s_g but the agent generates a trajectory landing in s_{g'}, you can learn that this trajectory is good way to reach s_{g'}!

  • In football, if you try to score a goal but end up doing a pass to a teammate, you can learn that this was a bad shot and a good pass.

  • HER is a model-based method: you implicitly learn a model of the environment by knowing how to reach any position.

  • Exploration never fails: you always learn to do something, even if this was not your original goal.

  • The principle of HER can be used in all model-free methods: DQN, DDPG, etc.

TDM

  • Using the goal-conditioned reward function r(s_t, a_t, s_{t+1}) = - || s_{t+1} - s_g ||, how can we learn?

  • TDM introduces goal-conditioned Q-value with a horizon T: Q(s, a, s_g, T).

  • The Q-value of an action should denote how close we will be from the goal s_g in T steps.

  • If we can estimate these Q-values, we can use a planning algorithm such as MPC to find the action that will bring us closer to the goal easily:

a^* = \text{arg}\max_{a_t} \, r(s_{t+T}, a_{t+T}, s_{t+T + 1})

  • This corresponds to planning T steps ahead; which action should I do now in order to be close to the goal in T steps?

TDM

  • If the horizon T is well chosen, we only need to plan over a small number of intermediary positions, not over each possible action.

  • TDM is model-free on each subgoal, but model-based on the whole trajectory.

TDM

  • How can we learn the goal-conditioned Q-values Q(s, a, s_g, T) with a model?

  • TDM introduces a recursive relationship for the Q-values:

\begin{aligned} Q(s, a, s_g, T) &= \begin{cases} \mathbb{E}_{s'} [r(s, a, s')] \; \text{if} \; T=0\\ &\\ \mathbb{E}_{s'} [\max_a \, Q(s', a, s_g, T-1)] \; \text{otherwise.}\\ \end{cases} \\ &\\ &= \mathbb{E}_{s'} [r(s, a, s') \, \mathbb{1}(T=0) + \max_a \, Q(s', a, s_g, T-1) \, \mathbb{1}(T\neq 0)]\\ \end{aligned}

  • If we plan over T=0 steps, i.e. immediately after the action (s, a), the Q-value is the remaining distance to the goal from the next state s'.

  • Otherwise, it is the Q-value of the greedy action in the next state s' with an horizon T-1 (one step shorter).

  • This allows to learn the Q-values from single transitions (s_t, a_t, s_{t+1}):

    • with T=0, the target is the remaining distance to the goal.

    • with T>0, the target is the Q-value of the next action at a shorter horizon.

TDM

  • The critic learns to minimize the prediction error off-policy:

\begin{aligned} \mathcal{L}(\theta) = & \mathbb{E}_{s_t, a_t, s_{t+1} \in \mathcal{D}} [ & \\ & (r(s_t, a_t, s_{t+1}) \, \mathbb{1}(T=0) + \max_a \, Q(s_{t+1}, a, s_g, T-1) \, \mathbb{1}(T\neq 0) - Q(s_t, a_t, s_g, T))^2 & \\ && ] \end{aligned}

  • This is a model-free Q-learning-like update rule, that can be learned by any off-policy value-based algorithm (DQN, DDPG) and an experience replay memory.

  • The cool trick is that, with a single transition (s_t, a_t, s_{t+1}), you can train the critic with:

    • different horizons T, e.g. between 0 and T_\text{max}.

    • different goals s_g. You can sample any achievable state as a goal, including the “true” s_{t+T} (hindsight).

  • You do not only learn to reach s_g, but any state! TDM learns a lot of information from a single transition, so it has a very good sample complexity.

Summary of TDM

  • TDM learns to break long trajectories into finite horizons (model-based planning) by learning model-free (Q-learning updates).

  • The critic learns how good an action (s, a) is order to reach a state s_g in T steps.

Q(s, a, s_g, T) = \mathbb{E}_{s'} [r(s, a, s') \, \mathbb{1}(T=0) + \max_a \, Q(s', a, s_g, T-1) \, \mathbb{1}(T\neq 0)]

  • The actor uses MPC planning to iteratively select actions that bring us closer to the goal in T steps:

a_t = \text{arg}\max_{a} \, Q(s_{t}, a, s_{g}, T)

  • The argmax can be estimated via sampling.

  • TDM is a model-based method in disguise: it does predict the next state directly, but how much closer it will be to the goal via Q-learning.

TDM results

  • For problems where the model is easy to learn, the performance of TDM is on par with model-based methods (MPC).
  • Model-free methods have a much higher sample complexity.

  • TDM learns much more from single transitions.

TDM results

  • For problems where the model is complex to learn, the performance of TDM is on par with model-free methods (DDPG).
  • Model-based methods suffer from model imprecision on long horizons.

  • TDM plans over shorter horizons T.

3 - World models

https://worldmodels.github.io/

World models

  • The core idea of world models is to explicitly separate the world model (what will happen next) from the controller (how to act).

  • Deep RL NN are usually small, as rewards do not contain enough information to train huge networks.

World models

  • A huge world model can be efficiently trained by supervised or unsupervised methods.

  • A small controller should not need too many trials if its input representations are good.

The Vizdoom Take Cover environment

World models

  • The vision module V is trained as a variational autoencoder (VAE) on single frames of the game.

  • The latent vector \mathbf{z}_t contains a compressed representation of the frame \mathbf{o}_t.

World models

World models

  • The sequence of latent representations \mathbf{z}_0, \ldots \mathbf{z}_t in a game is fed to a LSTM layer together with the actions a_t to compress what happens over time.

  • A Mixture Density Network (MDN) is used to predict the distribution of the next latent representations P(\mathbf{z}_{t+1} | a_t, \mathbf{h}_t, \ldots \mathbf{z}_t).

  • The RNN-MDN architecture has been used successfully in the past for sequence generation problems such as generating handwriting and sketches (Sketch-RNN).

Sketch-RNN

https://magenta.tensorflow.org/sketch-rnn-demo

World models

  • The last step is the controller. It takes a latent representation \mathbf{z}_t and the current hidden state of the LSTM \mathbf{h}_t as inputs and selects an action linearly:

a_t = \text{tanh}(W \, [\mathbf{z}_t, \mathbf{h}_t ] + b)

  • A RL actor cannot get simpler as that…
  • The controller is not even trained with RL: it uses a genetic algorithm, the Covariance-Matrix Adaptation Evolution Strategy (CMA-ES), to find the output weights that maximize the returns.

  • The world model is trained by classical supervised learning using a random agent before learning.

World models : car racing

World models : car racing

  • Below is the input of the VAE and the reconstruction.

  • The reconstruction does not have to be perfect as long as the latent space is informative.

World models : car racing

  • Controller seeing only \mathbf{z}_t.
  • Controller seeing both \mathbf{z}_t and \mathbf{h}_t.
  • Having access to a full rollout of the future leads to more stable driving.

World models

Algorithm:

  1. Collect 10,000 rollouts from a random policy.

  2. Train VAE (V) to encode each frame into a latent vector \mathbf{z} \in \mathcal{R}^{32}.

  3. Train MDN-RNN (M) to model P(\mathbf{z}_{t+1} | a_t, \mathbf{h}_t, \ldots \mathbf{z}_t).

  4. Evolve Controller (C) to maximize the expected cumulative reward of a rollout.

Parameters for car racing:

Model Parameter Count
VAE 4,348,547
MDN-RNN 422,368
Controller 867

World models : car racing

World models

  • The world model V+M is learned offline with a random agent, using unsupervised learning.

  • The controller C has few weights (1000) and can be trained by evolutionary algorithms, not even RL.

  • The network can even learn by playing entirely in its own imagination as the world model can be applied on itself and predict all future frames.

  • It just need to additionally predict the reward.

  • The learned policy can then be transferred to the real environment.

4 - Deep Planning Network - PlaNet

PlaNet

  • PlaNet extends the idea of World models by learning the model together with the policy (end-to-end).

  • It learns a latent dynamics model that takes the past observations o_t into account (needed for POMDPs):

s_{t}, r_{t+1}, \hat{o}_t = f(o_t, a_t, s_{t-1})

and plans in the latent space using multiple rollouts:

a_t = \text{arg}\max_a \mathbb{E}[R(s_t, a, s_{t+1}, \ldots)]

PlaNet: latent dynamics model

PlaNet: latent dynamics model

  • The latent dynamics model is a sequential variational autoencoder learning concurrently:
  1. An encoder from the observation o_t to the latent space s_t.

q(s_t | o_t)

  1. A decoder from the latent space to the reconstructed observation \hat{o}_t.

p(\hat{o}_t | s_t)

  1. A transition model to predict the next latent representation given an action.

p(s_{t+1} | s_t, a_t)

  1. A reward model predicting the immediate reward.

p(r_t | s_t)

  • The loss function to train this recurrent state-space model (RSSM), with a deterministic component in the transition model (RNN) and stochastic components is not shown here.

PlaNet: latent dynamics model

  • Training sequences (o_1, a_1, o_2, \ldots, o_T) can be generated off-policy (e.g. from demonstrations) or on-policy.

PlaNet: latent space planning

PlaNet: latent space planning

  • From a single observation o_t encoded into s_t, 10000 rollouts are generated using random sampling.

  • A belief over action sequences is updated using the cross-entropy method (CEM) in order to restrict the search.

  • The first action of the sequence with the highest estimated return (reward model) is executed.

  • At the next time step, planning starts from scratch: Model Predictive Control.

  • There is no actor in PlaNet, only a transition model used for planning.

PlaNet results

  • Planet learns continuous image-based control problems in 2000 episodes, where D4PG needs 50 times more.

PlaNet results

  • The latent dynamics model can learn 6 control tasks at the same time.

  • As there is no actor, but only a planner, the same network can control all agents!

5 - Dreamer

Dreamer

  • Dreamer extends the idea of PlaNet by additionally training an actor instead of using a MPC planner.

  • The latent dynamics model is the same RSSM architecture.

  • Training a “model-free” actor on imaginary rollouts instead of MPC planning should reduce the computational time.

Dreamer: latent dynamics model

  • The latent dynamics model is the same as in PlaNet, learning from past experiences.

Dreamer: behavior module

  • The behavior module learns to predict the value of a state V_\varphi(s) and the policy \pi_\theta(s) (actor-critic).

  • It is trained in imagination in the latent space using the reward model for the immediate rewards (to compute returns) and the transition model for the next states.

  • The current observation o_t is encoded into a state s_t, the actor selects an action a_t, the transition model predicts s_{t+1}, the reward model predicts r_{t+1}, the critic predicts V_\varphi(s_t).

  • At the end of the sequence, we apply backpropagation-through-time to train the actor and the critic.

Dreamer: behavior module

  • The critic V_\varphi(s_t) is trained on the imaginary sequence (s_t, a_t, r_{t+1}, s_{t+1}, \ldots, s_T) to minimize the prediction error with the \lambda-return:

R^\lambda_t = (1 - \lambda) \, \sum_{n=1}^{T-t-1} \lambda^{n-1} \, R^n_t + \lambda^{T-t-1} \, R_t

  • The actor \pi_\theta(s_t, a_t) is trained on the sequence to maximize the sum of the value of the future states:

\mathcal{J}(\theta) = \mathbb{E}_{s_t, a_t \sim \pi_\theta} [\sum_{t'=t}^T V_\varphi(s_{t'})]

Dreamer

  • The main advantage of training an actor is that we need only one rollout when training it: backpropagation maximizes the expected returns.

  • When acting, we just need to encode the history of the episode in the latent space, and the actor becomes model-free!

Dreamer results

  • Dreamer beats model-free and model-based methods on 20 continuous control tasks.

Dreamer results

  • It also learns Atari and Deepmind lab video games, sometimes on par with Rainbow or IMPALA!

DayDreamer

  • A recent extension of Dreamer, DayDreamer, allows physical robots to learn complex tasks in a few hours.

https://danijar.com/daydreamer

DayDreamer

References

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Ha, D., and Eck, D. (2017). A Neural Representation of Sketch Drawings. http://arxiv.org/abs/1704.03477.
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Weber, T., Racanière, S., Reichert, D. P., Buesing, L., Guez, A., Rezende, D. J., et al. (2017). Imagination-Augmented Agents for Deep Reinforcement Learning. http://arxiv.org/abs/1707.06203.
Wu, P., Escontrela, A., Hafner, D., Goldberg, K., and Abbeel, P. (2022). DayDreamer: World Models for Physical Robot Learning. doi:10.48550/arXiv.2206.14176.