Summary
This paper proposes a world model architecture (STORM) to train RL agents in imagination. The world model is composed of an autoencoder with categorical latents and a Transformer. These modules are trained jointly with a reconstruction loss, a next latent state prediction loss, as well as reward, episode termination, and representation losses. Experiments in the Atari 100k benchmark indicate that the approach is effective.
Weaknesses
- The method lacks novelty and the incremental improvements over previous work are not properly explored.
- STORM is a variant of TWM with two minor modifications: (1) a vanilla Transformer is used instead of a TransformerXL, (2) latent state and actions tokens are fused instead of having separate tokens.
- Currently, it is not clear why STORM achieves better results than TWM. Is it due to implementation details or the proposed modifications actually matter? And if they matter, why?
- The results have limited significance. Although STORM outperforms TWM, it only yields marginal improvements over DreamerV3, which was not specifically optimized for Atari100k. Moreover, recent model-free methods [1, 2] achieve similar or better results in the benchmark.
- Ablations and additional experiments fail to provide additional insights:
- lines 237-238: IRIS also relies on an autoencoder trained with a reconstruction loss and it still obtains good results on Breakout and Pong.
- l261: comparing the number of layers for STORM and IRIS/TWM is not straightforward since the hidden dimension is not the same (256 vs 512).
- 5.2: it is hard to draw any conclusions as only a few environments were considered and we do not know how they were picked. Also it is not clear if including z_t yields statistically signficant improvements.
- 5.3: the premise of this section is interesting but again too few environments are considered and results have limited statistical significance. The improvement on Freeway over previous methods relies on the addition of an extra demonstration while the other methods use exploration strategies that do not involve expert data. It would be interesting to know whether STORM leverages demonstrations better than other world models.
Questions
### Do you use sticky actions?
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I ran your code, on the 4 following games, with and without sticky actions:
| Environment | Reported | Without sticky actions | With sticky actions |
| --- | --- | --- | --- |
| BankHeist | 641 | 1044.0 | 218.5 |
| Breakout | 16 | 29.3 | 11.2 |
| MsPacman | 2673 | 2942.0 | 1921 |
| PrivateEye | 7781 | 4458.4 | 100.0 |
Can you clarify whether you used the Atari environments with (`ALE/<envname>-v5`) or without (`<envname>NoFrameskip-v4`) sticky actions? It is not mentioned in your paper but the code seems to use the v5 environments by default (TWM, IRIS and DreamerV3 do *not* use sticky actions).
It seems that my `v5` results are significantly below the reported results, and that the `v4` are on-par/slightly better.
### Ablations to investigate the differences with TWM
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The paper would greatly benefit from a thorough investigation of the differences with TWM. It should be made clear why STORM performs better than TWM as it seems like a variant with two minor modifications.
- Is the substantial performance improvement explained by implementation differences (in particular, there is [an open issue about reproducibility](https://github.com/jrobine/twm/issues/3) on TWM’s repo), or by the two modifications?
- If these modifications matter, can you run ablations to demonstrate their effectiveness?
- Maybe it is due to the incorporation of tricks for policy learning from DreamerV3?
I am keen to significantly increase my overall rating if this concern is properly addressed during the rebuttals.
### Other concerns
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- In my opinion, there would be a substantial gain to experiment in more complex environments, e.g. Crafter [3], Minecraft [4], or Memory Maze [5]. Such results would expand our knowledge of what Transformer-based world models can achieve.
- Can you include the recent work on the benchmark [1, 2] in the related work section?
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### References
- [1] *Sample-Efficient Reinforcement Learning by Breaking the Replay Ratio Barrier*. D'Oro, Pierluca and Schwarzer, Max and Nikishin, Evgenii and Bacon, Pierre-Luc and Bellemare, Marc G and Courville, Aaron. The Eleventh International Conference on Learning Representations, 2022.
- [2] *Bigger, Better, Faster: Human-level Atari with human-level efficiency*. Schwarzer, Max and Obando-Ceron, Johan and Courville, Aaron and Bellemare, Marc and Agarwal, Rishabh and Castro, Pablo Samuel. arXiv preprint arXiv:2305.19452, 2023.
- [3] *Benchmarking the Spectrum of Agent Capabilities*. Hafner, Danijar. International Conference on Learning Representations, 2021.
- [4] *Minerl diamond 2021 competition: Overview, results, and lessons learned*. Kanervisto, Anssi and Milani, Stephanie and Ramanauskas, Karolis and others. NeurIPS 2021 Competitions and Demonstrations Track, 2022.
- [5] *Evaluating Long-Term Memory in 3D Mazes*. Pasukonis, Jurgis and Lillicrap, Timothy P and Hafner, Danijar. The Eleventh International Conference on Learning Representations, 2022.
Rating
7: Accept: Technically solid paper, with high impact on at least one sub-area, or moderate-to-high impact on more than one areas, with good-to-excellent evaluation, resources, reproducibility, and no unaddressed ethical considerations.