用图结构提升目标导向型强化学习的子目标生成与泛化能力
Incorporating Spatial Information into Goal-Conditioned Hierarchical Reinforcement Learning via Graph Representations
- 构建图编码器-解码器,从探索中生成的状态图中提取空间信息
- 在密集和稀疏奖励环境下,显著提升现有方法的性能与采样效率
- 适用于对称可逆转移环境,适合作为通用增强模块集成到各类分层强化学习框架
将图结构与目标导向型分层强化学习(GCHRL)结合近年受到关注,因中间目标(子目标)可从自然体现任务结构的图中有效采样。然而,现有方法通常依赖领域知识构建图,限制了新任务的适用性;另一些动态生成图的方法在探索中难以将图信息传递至新访问状态。此外,当前GCHRL方法存在采样效率低、子目标表征差等问题。本文提出一种解决方案:通过图编码器-解码器评估未见状态。所提方法Graph-Guided sub-Goal representation Generation RL(G4RL)可在具有对称和可逆转移的环境中,无缝集成至任意现有GCHRL方法以提升性能。实验表明,利用图编码器-解码器提供的高低层次内在奖励,能显著增强先进GCHRL方法的表现,且仅增加少量计算开销。
原文摘要 · Abstract (English)
The integration of graphs with Goal-conditioned Hierarchical Reinforcement Learning (GCHRL) has recently gained attention, as intermediate goals (subgoals) can be effectively sampled from graphs that naturally represent the overall task structure in most RL tasks. However, existing approaches typically rely on domain-specific knowledge to construct these graphs, limiting their applicability to new tasks. Other graph-based approaches create graphs dynamically during exploration but struggle to fully utilize them, because they have problems passing the information in the graphs to newly visited states. Additionally, current GCHRL methods face challenges such as sample inefficiency and poor subgoal representation. This paper proposes a solution to these issues by developing a graph encoder-decoder to evaluate unseen states. Our proposed method, Graph-Guided sub-Goal representation Generation RL (G4RL), can be incorporated into any existing GCHRL method when operating in environments with primarily symmetric and reversible transitions to enhance performance across this class of problems. We show that the graph encoder-decoder can be effectively implemented using a network trained on the state graph generated during exploration. Empirical results indicate that leveraging high and low-level intrinsic rewards from the graph encoder-decoder significantly enhances the performance of state-of-the-art GCHRL approaches with an extra small computational cost in dense and sparse reward environments.
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