Sample-Efficient RL by Breaking the Replay Ratio Barrier (ICLR 2023, precursor of BBF) — part 5/6
Cleaned-text code points [52107, 65916). Bibliography omitted here; source.md includes it.
Published as a conference paper at ICLR 2023 Expression Definition Used In Damage from Warm-Starting [Phenomenon for which] “a warm-started network performs worse on test samples than a network trained on the same data but with a new random initialization” Ash & Adams (2020) Damage from Non-Stationarity “A memory effect where these transient non-stationarities can permanently impact the latent representation and adversely affect generalisation performance” Igl et al. (2021) Capacity Loss “Reduced ability to fit new targets in deep neural networks” Lyle et al. (2022b), Lyle et al. (2022a) Loss of Plasticity “Loss of the ability of the model to keep learning” Berariu et al. (2021), Dohare et al. (2022) Primacy Bias “A tendency to overfit initial experiences that damages the rest of the learning process” Nikishin et al. (2022) Table 3: Definitions of coinciding and related phenomena from previous work justifying the effective- ness of our strategy for replay ratio scaling. 1 2 3 4 5 6 7 8 Reset Interval 1e6 400 500 600 700IQM RR=16 RR=32 (a) DeepMind Control Suite (DMC15-500k) 20000 40000 80000 160000 Reset Interval 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65IQM RR=16 RR=8 RR=4 RR=2 RR=1 (b) Atari 100k Figure 9: Sensitivity of the IQM to varying reset intervals (in terms of gradient updates) of SR-SAC on the DeepMind Control Suite (DMC15-500k) benchmark, and of SR-SPR on the Atari 100k benchmark. (10 seeds, 95% bootstrapped C.I.). A D EFINITIONS FROM RELATED WORKS To further clarify our description of previous work from the related work section, we report in Table 3 definitions of the different terms used to refer to the loss of the ability to learn and generalize in neural networks. Each definition is directly taken from one of the papers corresponding to it. Note that, despite their overlap, they reflect slightly different perspectives on the nature of this phenomenon, and it can be worth for future investigations to pin down which one of these is more relevant for replay ratio scaling or reinforcement learning as a whole. B A DDITIONAL EXPERIMENTAL RESULTS B.1 A DDITIONAL STUDIES Reset Interval An important hyperparameter for both SR-SAC and SR-SPR is the interval at which resets are performed, as denominated in terms of number of agent updates. In Figure 9, we study how performance is impacted by this choice, at different replay ratios. Overall, both SR-SAC and SR-SPR perform well for a vast range of reset intervals, with favorable replay ratio scaling and generally smooth performance degradation. Note that, for large intervals (e.g., the last point on the right for SR-SAC withRR = 16, and last two points in the bottom right for SR-SPR), this is equivalent to actually performing no resets, just running the unmodified baseline algorithms. Thus, performance experiences non-smooth drops only in these easily avoidable cases. 14 Published as a conference paper at ICLR 2023 0 20000 40000 60000 80000 100000 Step 0.00 0.01 0.02 0.03 0.04 0.05 0.06Target Churn 0 20000 40000 60000 80000 100000 Step 0.00 0.05 0.10 0.15 0.20 0.25 0.30 0.35Online Churn 0 20000 40000 60000 80000 100000 Step 0.3 0.4 0.5 0.6 0.7 0.8Online-Target Agreement 0 20000 40000 60000 80000 100000 Step 0.65 0.70 0.75 0.80 0.85 0.90Off-Policy Rate RR 16.0 RR 8.0 RR 4.0 RR 2.0 RR 1.0 Figure 10: Churn-related diagnostics (based on the policy churn definition from Schaul et al. (2022)) for the online and target networks. Different colors and RR denote different values of replay ratio. Counteracting Policy Churn by Acting with the Target Network Schaul et al. (2022) defined the policy churn as the change in the agent’s policy due to optimization. It was shown that a certain amount of policy churn can be beneficial for exploration in the absence of external noise (e.g., coming fromϵ-greedy exploration); however, it is intuitive that excessive churn can actually hurt performance, for instance by breaking the the consistency of trajectories. We hypothesize that mitigating excessive policy churn is a major reason why SR-SPR performs better when actions are selected with the target network rather than the online network. Figure 10 shows that, if we measure churn before each interaction with the environment, increasing the replay ratio will naturally increase it, while acting with the target network will decrease it. When the replay ratio is too high, it is likely that the benefits coming from additional offline computations might be nullified by the inconsistency in the exploration data; acting with the target network reduces these inconsistencies without giving up on the more efficient optimization, at the cost of introducing minimal delays in the improvement of the data-collecting policy. Using an offline RL algorithm online In Section 5.1, we conducted a set of experiments with the goal of highlighting the importance of online interactions, concluding that a consistent stream of online interaction data and neural networks able to learn and generalize from a dataset of experiences are key factors behind effective replay ratio scaling. Online RL algorithms such as SAC are naturally reliant on the online stream of interactions; but it is natural to ask whether algorithms created for offline RL setting, where no interaction with the environment is assumed to be possible during training, can make the most out of the computational budget granted through high replay ratios in the online setting. To test this hypothesis, we run the Implicit Q-learning (IQL) (Kostrikov et al., 2022) algorithm as an online RL algorithm on DMC15-500k with a replay ratio of 32. Results in Figure 11 show that, despite being by design more robust to more aggressive training, the conservative 15 Published as a conference paper at ICLR 2023 250 500 750 IQM SAC REDQ SR-SAC DDPG IQL + resets IQL 200 400 600 Median 200 400 600 Mean Figure 11: Performance on DMC15-500k of running IQL (RR=32) online, with and without resets. 1 2 4 8 Replay Ratio 0.2 0.3 0.4 0.5 0.6 0.7IQM Pretrained SR-SPR SR-SPR Pretrained SPR SPR Figure 12: The performance of SR-SPR and SPR from scratch and when fine-tuning a pre-trained encoder on Atari 100k (10 seeds. 95% bootstrapped C.I. nature of offline RL algorithms makes them not amenable to effective online learning, regardless of the presence of resets. This shows the effectiveness of online interactions as a strong supervision mechanism, able, when supported by resets, to make online RL algorithms robust to high replay ratios without the need of overly conservative behaviors. B.2 F INETUNING PRETRAINED REPRESENTATIONS Finetuning pretrained representations has become increasing common in reinforcement learning and elsewhere (Schwarzer et al., 2021b; Liu & Abbeel, 2021; Bommasani et al., 2021). One obvious question to ask is whether or not replay scaling as demonstrated in the tabula rasa setting here can also be used to make this finetuning more sample efficient. In Figure 12 we answer this question in the affirmative. We initialize SPR and SR-SPR with pretrained encoders (taken for experimental convenience from SPR agents trained at replay ratio 1 for one million steps), and initialize all other parameters randomly. We then train at a range of replay ratios for 100k steps. For SR-SPR, we apply shrink and perturb towards the pretrained encoder weights rather than random parameters, but otherwise train as normal. We find that while both SPR and SR-SPR benefit from the pretrained representations at low replay ratios, only SR-SPR is able to improve fine-tuning performance by replay scaling. Standard SPR with pretrained representations rapidly degrades in performance as the replay ratio is increased, while the performance of SR-SPR steadily increases at higher replay ratios. Although the gap between SR-SPR with and without pretraining closes somewhat at higher replay ratios, this is to be expected, as higher replay-ratio agents have more opportunities to improve their own representations even without pretraining. B.3 F INETUNING AFTER OFFLINE TRAINING The efficiency of SR-SAC and SR-SPR makes the general approach behind their design potentially appealing for the setting of offline RL with an additional fine tuning phase. In Figure 13, we provide 16 Published as a conference paper at ICLR 2023 0.5 0.0 0.5 1.0 Step 1e6 40 50 60 70 80 90 100Normalized Return antmaze-umaze-v0 0.5 0.0 0.5 1.0 Step 1e6 0 20 40 60 80 100Normalized Return antmaze-umaze-diverse-v0 IQL SR-IQL Figure 13: Performance of SR-IQL and IQL in two tasks from D4RL. Negative steps denotes the pretraining phase (10 seeds, ± std). 4 6 8 Data budget (Environment steps) 1e5 0 1 2 3 Computational budget (Number of agent updates) 1e7 IQM > 600 SR-SAC Tandem SR-SAC SAC Figure 14: Pareto fronts for SR-SAC and Tandem SR-SAC on DMC15 (5 seeds). preliminary evidence that the paradigm we advocated for in this paper may indeed be particularly beneficial in this setting. We test IQL with the same pretraining scheme presented in Kostrikov et al. (2022), consisting in a million offline training steps followed by a million interactions with the environment for fine tuning. We implement SR-IQL by using a replay ratio of 10 and resetting, every two million updates, all of the parameters of its neural networks during the fine tuning phase. We compare SR-IQL to IQL on two tasks from the D4RL benchmark (Fu et al., 2020). As shown in Figure 13, SR-IQL is roughly on par with IQL in the antmaze-umaze-v0 task, but reaches superior performance during fine tuning in antmaze-umaze-diverse-v0. We believe this sets the stage to experimenting with our replay ratio scaling paradigm in this setting as a promising research direction for future work. B.4 P ARETO FRONTS COMPARISON With the same approach used for studying the data/computation tradeoffs of SR-SAC, it also becomes possible to directly compare the performance of different replay ratio-scalable algorithms. As a simple example, we compare SR-SAC, its tandem version and SAC in Figure 14. The different lines are Pareto curves, obtained by retaining the points that are dominating the other ones in terms of either data or computational budget, to reach an IQM of at least 600. On this plot, SAC simply appears as a point because, not allowing for effective replay ratio scaling, it can only reach the prescribed performance by using more data and a relatively small amount of computational resources. 17 Published as a conference paper at ICLR 2023 B.5 C OMPARISON WITH NEURAL FITTED Q-I TERATION The approach we demonstrated for replay ratio scaling, for its relationship with offline RL and its use of resets, could resemble the classic NFQI algorithm (Riedmiller, 2005), which train from scratch, after each large batch of transitions, a Q-function. Our approach propagates information across resets mainly through the use of the replay buffer, having a fast target network updated alongside the regular agent training; NFQI instead propagates information primarily through a target network, which is updated once per reset. We implement an-friendly variant of NFQI on SR-SPR at replay ratio 16, performing one target network update upon each reset. However, we find that this leads to very poor performance (IQM 0.350), achieving barely half that of standard SR-SPR. Although we hypothesized that 2,500 environment steps (the standard reset interval for SR-SPR at replay ratio 16) might be too infrequent for target network updates, making this interval shorter did not improve performance. Although we cannot rule out the possibility that NFQI might be competitive at dramatically higher replay ratios, its inherent slowness in propagating information is likely to lead it to lag in data-efficient settings; any reset interval that is sufficiently long to allow for accurate estimation of the value function may lead to insufficiently rapid value propagation via target updates, and vice versa. C C OMPUTATIONAL CONSIDERATIONS For DMC, the running time depends on the individual environment, due to differences in dimen- sionality of the observation as well as physics simulation time. On an NVIDIA V100 GPU, at this highest replay ratio of RR=128, our code takes about 10.5 hours on acrobot-swingup and about 15 hours on humanoid-run to complete 500k environment steps. For a replay ratio of RR=32, which yields remarkable, even if not best, performance, the time goes down to just about 3 hours and about 4 hours respectively. which is well-below the typical demands of modern model-based RL methods. With careful seed parallelization, running SR-SAC with RR=32 for 5 seeds for all tasks in the DMC15-500k benchmark takes less than 4 GPU/days on an NVIDIA V100. For Atari 100k, running time depends primarily on the replay ratio chosen. At the highest replay ratio used (16) and with five seeds running in parallel, our code takes roughly 25 hours to complete 100k steps on an NVIDIA A100, yielding a cost of roughly 5 GPU/hours per training run. D E XPERIMENTAL DETAILS We report in Table 6 the full list of tasks for the DMC15 benchmark. Our implementation of continuous control algorithms is based on the jaxrl codebase (Kostrikov, 2021). For REDQ, we use the best hyperparameters, as recommended by Chen et al. (2021), as well as a replay ratio of 20. For discrete control, we use a version of SPR implemented in Jax (Bradbury et al., 2018) in Dopamine (Castro et al., 2018). See Table 5 for a full list of the employed hyperparameters. D.1 F ULL EXPERIMENTAL RESULTS In Figure 16, we show the scaling curve for DMC15-1M. We report in Table 4 the full per-game results for SR-SPR and in Figure 17,18,19,20,21 full experi- mental results for SR-SAC. For completeness, we also report the performance of the modified settings and of REDQ at the same replay ratios. 18