Summary
This paper presents three components that can be added to deep deterministic policy gradients (DDPG) algorithm to improve its performance. These components are (a) a new exploration strategy $\epsilon t$-greedy that performs exploration by building a tree to find the states at the frontier of its exploration and a path to get to those states, (b) a divided replay buffer to keep special track of successful episodes, and (c) changing the critic update to use T-step updates, turning the successful episode targets into Monte Carlo returns. The paper evaluates these techniques on three navigation and three manipulation tasks that require continuous-space actions, and show that the proposed method, ETGL-DDPG, outperforms some of the baselines compared to.
Strengths
* This paper shows strong empirical results. The effect of the different components is clear from the experiments.
* The explanation of the three components is also fairly clear. Figure 1 was helpful in understanding the proposed techniques
* Some of the analysis figures are also well done. I particularly like Section A.5, which shows how the terminal state distribution for the different algorithms evolve over training.
* Training details are also extensive, and I believe the results in this paper could be reproduced
* The presented exploration strategy $\epsilon t$-greedy, is a combination of good ideas, and shows great promise.
* The sample complexity analysis adds theoretical depth to the paper.
Weaknesses
* While the results in the paper appear strong empirically, there is some worry that methods that seem very similar to those proposed in the paper are not being compared to.
* The proposed $\epsilon t$-greedy exploration looks a lot like Go-Explore [1]. While there are certain differences (no behavioral cloning of the exploration policy), the similarities are close enough that they should be addressed in the paper or the method should be compared to. Additionally, the LSH method is very similar to #-exploration [2]. While perhaps comparing to the method itself might not be relevant since the results might not be state-of-the-art any longer, and the paper itself is cited, more detailed comparison to this technique in the related work would add depth to the paper.
* The use of two replay buffers, with one buffer used to store data leading to successes, sounds very much like [3]. Apart from the different replacement schemes (reservoir sampling vs FIFO), they seem like very similar ideas. Attribution and comparison (if relevant) would be good to have here.
* The longest n-step return is basically Monte Carlo updates for successes and very long N-step returns for failures. The change makes it (a) not use bootstrapping for successes, and (b) not bootstrap from the agent's current Q-values efficiently. Could the authors justify this change would be better? Specifically, why the high variance updates from successes are preferred to bootstrapping, and why the very long n-step returns are preferred for failures? The ablations (Figure 5) seem to bear out that these long returns are actually not helping.
* Overall I feel like the exploration component is the main and helpful part of the paper. I would prefer the paper focus on this idea, and bring the analysis, such as Section A.5 into the main paper. That would be a much more impactful contribution, in my opinion.
Some minor nitpicks:
* Line 462: "except for soccer, where DDPG alone outperforms all baselines." The results show that $\epsilon t$-greedy outperforms DDPG there.
* Algorithm 1, line 24: typo: UnifromRandom($\phi(s_x)$)
* Algorithm 1, line 9: frontier nodes not being passed.
* Algorithm 1, line 10, counting function $n$ is not specified as an input, nor initialized.
References:
[1] Ecoffet, A., Huizinga, J., Lehman, J., Stanley, K.O. and Clune, J., 2021. First return, then explore. Nature, 590(7847), pp.580-586.
[2] Tang, H., Houthooft, R., Foote, D., Stooke, A., Xi Chen, O., Duan, Y., Schulman, J., DeTurck, F. and Abbeel, P., 2017. # exploration: A study of count-based exploration for deep reinforcement learning. Advances in neural information processing systems, 30.
[3] Kompella, V.R., Walsh, T., Barrett, S., Wurman, P.R. and Stone, P., Event Tables for Efficient Experience Replay. Transactions on Machine Learning Research.