Summary
Learning efficient world models requires architectural priors to learn better representations that can capture different aspects of the environment. However, existing methods like Dreamer do not focus on learning disentangled representations and lack the ability to separate noise from the reward-relevant information in the observations. In this work, a new method is proposed where the latent state is divided into 4 blocks based on the dependence of action and reward function. The paper shows that using the blocks of states that affect the reward function can be used to learn policies. Experiments show the efficacy of the proposed algorithm on Robodesk and DMControl tasks with distractions and noise in the form of background or based on a sensor/camera. Moreover, ablation studies show that the model learns to disentangle the factors in the environment. Lastly, the paper also provides a theoretical justification for the proposed architecture.
Strengths
1. The idea of disentangling the learned representations to different factors based on actions and rewards is interesting and nicely explained in the paper.
2. The experiments are thorough and support the claims made in the paper that the agent is able to differentiate between parts of the state that determines the reward and parts of the state that change based on the action.
3. The paper presents a theoretical derivation of the identifiability of the latent state representations.
Weaknesses
1. World Models have been extended to scenarios with noisy distractions in [1][2][3]. They have shown improvements over the Dreamer method for such tasks. However, these methods are not used as baselines in the experiments.
2. Some ablations and experiments are required to further understand the scenarios where the proposed method works (More on this in Questions below)
Questions
1. For learning efficient latent representations, recent works like DreamerPro have used auxiliary losses to extract relevant concepts from the observation [1]. How does the proposed method compare with reconstruction-free model-based methods?
2. For experiments on control tasks, the noise used is the background noise. There can be other types of noises as shown in [2] where distractor objects are moving in the environment. Will the proposed method be able to disentangle such noises too?
3. Were there any experiments conducted on a few games of Atari (like MsPacman, PrivateEye, and Montezuma’s Revenge) and observe what the latent embeddings are learning? On the current task, the whole agent is visible in the observation, what happens when the agent gets a partial view of the environment?
4. Related work should include [4] as they also plan to learn latent representations that disentangle different objects. Furthermore, how will the proposed method work in such scenarios where different rewards are associated with different objects?
5. Will the proposed method work in multi-task learning or meta-learning scenarios where the rewards are changing because there is a part of latent space that depends on the reward function which may change with different reward functions?
6. The current method assumes the presence of a reward function. Will this assumption make it difficult to learn unsupervised world models? Here the latent space cannot be conditioned on the intrinsic reward as it changes with training.
### References
[1] Deng, Fei, Ingook Jang, and Sungjin Ahn. "Dreamerpro: Reconstruction-free model-based reinforcement learning with prototypical representations." International Conference on Machine Learning. PMLR, 2022.\
[2] Jain, Arnav Kumar, et al. "Learning robust dynamics through variational sparse gating." Advances in Neural Information Processing Systems 35 (2022): 1612-1626.\
[3] Nguyen, Tung D., et al. "Temporal predictive coding for model-based planning in latent space." International Conference on Machine Learning. PMLR, 2021.\
[4] Kipf, Thomas, Elise Van der Pol, and Max Welling. "Contrastive learning of structured world models." arXiv preprint arXiv:1911.12247 (2019).
Rating
6: Weak Accept: Technically solid, moderate-to-high impact paper, with no major concerns with respect to evaluation, resources, reproducibility, ethical considerations.
Confidence
4: You are confident in your assessment, but not absolutely certain. It is unlikely, but not impossible, that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work.
Limitations
The paper briefly talks about a few limitations between lines 346-350 and needs to elaborate more on the discussion and why they are challenging.