SkiLD: Unsupervised Skill Discovery Guided by Factor Interactions

Unsupervised skill discovery carries the promise that an intelligent agent can learn reusable skills through autonomous, reward-free environment interaction. Existing unsupervised skill discovery methods learn skills by encouraging distinguishable behaviors that cover diverse states. However, in complex environments with many state factors (e.g., household environments with many objects), learning skills that cover all possible states is impossible, and naively encouraging state diversity often leads to simple skills that are not ideal for solving downstream tasks. This work introduces Skill Discovery from Local Dependencies (Skild), which leverages state factorization as a natural inductive bias to guide the skill learning process. The key intuition guiding Skild is that skills that inducediverse interactionsbetween state factors are often more valuable for solving downstream tasks. To this end, Skild develops a novel skill learning objective that explicitly encourages the mastering of skills that effectively induce different interactions within an environment. We evaluate Skild in several domains with challenging, long-horizon sparse reward tasks including a realistic simulated household robot domain, where Skild successfully learns skills with clear semantic meaning and shows superior performance compared to existing unsupervised reinforcement learning methods that only maximize state coverage.

Paper

Similar papers

Peer review

Reviewer WEDj6/10 · confidence 3/52024-06-23

Summary

The authors present SkiLD, an unsupervised RL method that learns skills by augmenting DIAYN reward with a graph-state dependency reward to induce meaningful changes in object interactions.

Strengths

**Experiments:** Experiments are performed on a reasonably comprehensive set of 10 downstream tasks in 2 domains, and demonstrate that SkiLD is significantly better than all baselines. **Novelty and Idea:** The idea of using explicit factors as skill learning reward is interesting and novel. At a high-level, it’s also pretty intuitive.

Weaknesses

**Clarity: Quite a few clarity issues** - In the main paper, the method could be presented more clearly at a higher level. For example, introducing the Graph-Selection policy first (in 3.1 instead of 3.2) could help with understanding, at a higher level, what the method is trying to do. Currently the paper first talks about the skill selection policy but, by the time the reader gets to 3.1, it’s not fully clear yet (it’s mentioned at the top of section 3 but then gets into details a bit too suddenly in 3.1) that there is an initial unsupervised skill learning phase and what that phase is trying to do. Going from high level idea → high level policy → low level policy would make this more clear. - More explicit details are needed. How is the dynamics model trained? What’s the high-level overview of the algorithm? When and how are diversity rewards applied? What exactly are the input/outputs features of the graph selection policy? All of this could be more clear if the authors provide some pseudocode linked to from the main paper and beef up the appendix. - High-level details about environment assumptions (learned/given dynamics, what is given in the graph factorization, etc.) in section 4.1 should be given, even if details are already in the appendix. **Experiments:** - Are 10M timesteps really needed even in Mini-behavior domain? This seems extremely sample-inefficient. Same with requiring up to 5M timesteps to learn downstream tasks reasonably in these environments. Perhaps some details about why all methods need so many timesteps would be helpful. - How are hparams selected and tuned? And for the baselines? How do we know this is a fair comparison? **Minor issues:** - L163: missing end of sentence period - Fig 4: CaSk?

Questions

One limitation of all unsupervised skill learning methods is that a significant portion of the learned skills are meaningless. Qualitatively, what proportion of the skills ended up being meaningful? Was it more with SKilD than baselines like DIAYN? This perhaps could be visualized by randomly sampling ~50 skills and visualizing them to see which ones are actually meaningful.

Rating

6

Confidence

3

Soundness

3

Presentation

2

Contribution

3

Limitations

Adequately addressed.

Reviewer WEDj2024-08-11

Thanks for the detailed response. Due to the neurips rebuttal format, I can't verify the suggested changes will be made, so I can only partially consider those in whether to increase the score. However, the plan makes sense. I can reconsider if the authors explicitly list out quotes for what will be changed. > Though mini-behavior looks simple, the environments are challenging because of the following factors: This is a reasonable description, thank you. This information however is not presented in the actual paper, with the only hint at this being: "While conceptually simple, this domain has been shown to be extremely challenging for Vanilla RL." > Fig 4 in the paper (full version: Fig 1 of the global response) shows the semantic meaningfulness of skills acquired by different methods (in terms of which interactions they can induce). This doesn't fully answer my question (though it is a helpful visualization) of "what proportion of skills end up being meaningful" as it's easier to induce these interactions in a discrete environment over a long horizon of 500 steps. Randomly sampling skills and visualizing their behavior, truly at random, in the Gibson environment (cont. control) would be a better comparison, or perhaps plotting a graph of the state distribution of the skills (again sampled at random) against x-y positions in the minigrid environments to get more information about what the policy is doing with each skill. I have currently raised my score in response to the other parts of the rebuttal.

Authorsrebuttal2024-08-11

Again, we thank the reviewer for the constructive feedback, including the new suggestions of a more detailed description of the mini-behavior environment and the visualization of state distribution! We will ensure that they are incorporated in the next version of the paper.

Reviewer c2kz5/10 · confidence 4/52024-06-28

Summary

In the presented paper the authors propose a novel skill discovery method called Skill Discovery from Local Dependencies (SkiLD). The method utilizes the concept of local dependencies to incorporate the interaction of factors in a factorized state space. A novel intrinsic reward signal is introduced to guide the skill discovery. In the skill learning phases, different skill-conditioned policies are learned for the skills and in the task learning phase these (frozen) skills are used to learn a task policy solving more complex downstream tasks. The method is evaluated in two simulation environments and compared to several baseline methods. --- **Post-Rebuttal/Discussion**: I appreciate the discussion with the authors and their effort in clarifying open questions, my main criticism wrt presentation and evaluation are not solved though, and I remain my score of 5.

Strengths

The paper tackles an interesting, challenging and important research direction: equipping agents to acquire skills autonomously and in the absence of a concrete task that can then be used in given tasks. The main idea behind the method – utilizing local dependencies/interactions (realized with dependency graphs) and diversity – is well motivated and introduced. Overall the paper is written well and understandable, notations are solid, and the figures are of good quality (especially Figure 2 gives a good overview of the method). The explicit formulation of the two main research questions is appreciated and gives a good structure and focus for the evaluation. Similar, the explanations of baselines and especially what the respective comparison highlight is a very nice. (Explanations of differences to the different related work sections as well). Additional ablations show the effect of the main idea.

Weaknesses

My main concern is related to the use of overexaggerations and mismatch in some claims and with respect to the experimental results. For example, ‘…resulting in a robust set of transferable skills’, there is no evaluation or similar regarding robustness (in fact that word only occurs in that claim). Or more prominent, the domains are introduced with ‘…a LARGE number of state factors.’, while the state factors range from only 3 to 6 (Section 4.1). While mentioning the research questions is good, the chosen evaluations do not fit these questions very well. Q1 is about the diversity of the interactions, but Figure 4 then only shows a comparison of some ‘particular’ (how are they chosen?) interactions. For a diversity comparison a general metric comparing all found/used interactions should be compared. The number of skills is also not shown/discussed or evaluated. Similar, Q2 is about more efficient downstream learning. Efficiency in terms of what exactly? The according evaluation in Figure 5 (and Section 4.4) measures the performance. Is performance used as a proxy for efficiency here? As there are many details, modules and methods, it is not completely clear what is assumed to be given/known, or how certain quantities are inferred/used. For example, the events of interest (every factor in just the next_state of the s,a,s’ tuple?) or the target dependency graph (a crucial parameter, and lines 157ff mentions HER for that, but not for all cases?). What exactly does the diversity parameter do? How is the exact flow of the skill learning phase (getting the target graph, the intrinsic reward, learning the policies, and multiple policies can be learned for each skill?)? Some additional effort in clarifying such details would greatly benefit the paper. Some critical details, like that for some setups the ground truth dependencies were used instead of the learned, are only provided and thus somehow hidden in the Appendix. Additional comments are given in the Questions. While computational demanding and, hence, understandable, 5 seeds/runs are quite low for comparing RL based algorithms (known problem in the community, although often neglected/ignored). Recent frameworks and metrics have been proposed tackled at these problems related to low number of runs and comparing overall algorithms performance [1]. It would be beneficial to add such metrics (e.g., performance profiles and IQM/IQR) to the paper for a better comparison of the proposed algorithm. ----------- [1] Agarwal, Rishabh, et al. "Deep reinforcement learning at the edge of the statistical precipice." Advances in neural information processing systems 34 (2021)

Questions

How can the approach deal with varying number of objects? The policies depend on the states and the state-specific graph? Does the chosen representation allow for ‘infinite’ number of skills? How does the approach scale with increasing skill number? How does it effect the learned policies (skill and task policy)? How are the two learning phases (skill and task) orchestrated? Is each phase done once? Or do they take turns, if so, how? In the factored MDP, is the action space A defined over the full S, or does it take the factorization into account? L168: ‘…we utilize a factorized lower-level policy, where there is a separate policy for each factor.’ So each skill is realized with multiple policies? How is this modelled and especially used? How are skills then chosen, does this affect the action set of the task policy? Notation in Figure 4 (and same in text) is unclear, what does the ‘x,y -> x’ notation represent? Figure 1 seems to be never referenced? How are the skill policies modelled? Table 1 only give learning details, is it a neural network? What are its details? Same for other methods, the presented parameters are not complete. What does ‘state-specific’ dependency graph mean? Figure 6 misses the plot description (is it mean and std as well?).

Rating

5

Confidence

4

Soundness

2

Presentation

3

Contribution

2

Limitations

Limitations are discussed, focusing on the assumption of known state factorization and accurate detection of local dependencies. An additional (potential) limitation is related to the scaling of the approach wrt. the training (data, time, ..), the number of objects and skills (rather low currently), or the transfer of skills to novel objects.

Reviewer jfpH8/10 · confidence 4/52024-07-04

Summary

The paper introduces SkiLD (Skill Discovery from Local Dependencies), an unsupervised skill discovery method. Unlike existing methods that focus on state diversity, SkiLD leverages state factorization to guide skill learning by inducing diverse interactions between state factors. This method is designed to be more effective in complex environments, such as household settings with numerous objects. SkiLD uses local dependencies to model interactions and introduces a novel intrinsic reward mechanism. The method is evaluated in several domains, including a realistic household robot simulation, demonstrating superior performance compared to existing methods.

Strengths

- The clarity, presentation and writing of the paper are great. - The problem of unsupervised skill discovery is an important one. - The paper presents strong empirical results, demonstrating that SkiLD outperforms other unsupervised reinforcement learning methods in various challenging tasks. - The experimental setup is properly designed (i.e., right choice of baselines and domains).

Weaknesses

Minor weaknesses: - The method's reliance on accurately detecting and modeling local dependencies adds a layer of complexity that may limit its applicability. - The effectiveness of SkiLD hinges on the availability of a factored state space, which may not always be available or easily obtainable.

Questions

The two points raised within the weaknesses limit the applicability and thus the impact of the paper. Do you have insights on this? Especially, how the method can be made more general? Nitpicking: > L88: Formally, for an event of interest $Y$ and its potential causes $X = (X^1, ..., X^N )$, given the value of $X = x$, local dependencies focus on which $X$ is are the state-specific cause of the outcome event $Y = y$. I think the vocabulary used in this sentence is wrong. - $Y$ is not an event but a random variable. - $Y = y$ is an event. > L108: In this work, for a transition $(\mathcal{S} = s, \mathcal{A} = a, \mathcal{S}^\prime = s^\prime)$... If I understand correctly the notations, this shouldn't be $\mathcal{S}$ and $\mathcal{A}$ but $S$ and $A$, because $\mathcal{S}$ and $\mathcal{A}$ are the state space and action space and are not random variables. Plus, you said in the Background section that "In this paper, we use uppercase letters to denote random variables and lowercase for their specific values...". Same remark for L149-150. > In this section, we describe SkiLD, which enhances the expressivity of skills using local dependencies. SkiLD represents local dependencies as state-specific dependency graphs, defined in Sec. 2.2. State-specific dependency graphs are actually not defined in Section 2.2, there is just a sentence at the end of the section. It would be useful to better explain what are these graphs.

Rating

8

Confidence

4

Soundness

4

Presentation

4

Contribution

3

Limitations

Yes, the authors adequately addressed the limitations.

Reviewer dKfG5/10 · confidence 4/52024-07-13

Summary

The paper introduces SkiLD, a novel method leveraging state factorization to guide skill learning in unsupervised reinforcement learning. SkiLD emphasizes learning skills that induce diverse interactions between state factors, which are crucial for solving downstream tasks. The authors demonstrate that SkiLD outperforms existing unsupervised RL methods through empirical validation.

Strengths

1. **Novel Approach**: SkiLD introduces a unique approach to skill discovery by focusing on local dependencies and interactions between state factors, addressing the limitations of state diversity methods. 2. **Empirical Validation**: The effectiveness of SkiLD is demonstrated through experiments in various environments, showcasing its superior performance compared to baseline methods.

Weaknesses

1. **Assumption of Factored State Space**: SkiLD assumes access to a factored state space, which may not always be available or easy to obtain in real-world applications. 2. **Evaluation on Limited Domains**: The evaluation domains are somewhat restricted. Broader evaluation across more commonly used environments could emphasize the method's performance. Evaluating environments like Crafter, 2D Minecraft, or manipulation environments with multiple objects would better illustrate the benefits of focusing on local dependencies. 3. **Scalability**: There is a need to explore how SkiLD scales with an increasing number of state factors, which is crucial for practical applications.

Questions

Please refer to Weakness

Rating

5

Confidence

4

Soundness

3

Presentation

3

Contribution

3

Limitations

Please refer to Weakness

Reviewer c2kz2024-08-09

Thanks for detailed response that clarified most points and the provided pseudo-algorithm helps to understand the flow better. However, it will be a challenge to incorporate all this necessary information in an updated paper. One follow up question: *"The diversity metric would be (# induced interactions) / (# induciable interactions). As shown in global response Fig 1, SkiLD induces all inducible interactions, while CSD only induces 80% and DIAYN only induces 60% of all inducible interactions."* I do not understand how the mentioned 100% and 80% and the global response Fig 1 are connected? Fig 1 shows in how many episodes each graph was induced, except the first one which all methods finds, no other has 100%. Moroever, one graph was only induced in 0.5% according to the Fig 1. How does this fit together with the mentioned numbers? (and with 5 random seeds, how can the Figure numbers occur, shouldn't it be in steps of 20% then? the connection between seeds and episodes is unclear here)

Authorsrebuttal2024-08-10

We appreciate your quick response! Please find below our responses to address your concerns regarding our work: >Regarding incorporating necessary information We thank the reviewer for the heads-up. The main space-taking thing we are planning to incorporate into the main text is the pseudocode. Since there will be one more page for the camera-ready version were this paper to be accepted. We believe we will have enough space to incorporate all feedback into the next version of our paper. >Regarding diversity metric Fig 1 in rebuttal shows all the induced interactions AND the percentage of times they appear at least once within an episode. Obviously, some interactions will be induced all the time while some hard interactions can rarely be induced, which is what the numbers reflect. The error bar shows the standard deviation of this percentage across random seeds (the number shows the mean). Now, the new metric that we are reporting in the rebuttal (following the suggestions of the reviewer) is WHETHER an interaction will appear at all through randomly sampled skills, which can be obtained by counting the non-zero entries in the chart – 15 for SkiLD, 12 for CSD, and 9 for DIAYN, which is why our method has a skill coverage of 100%. Why an interaction should count even if it is induced rarely – since we **uniformly sample skills**, it is very unlikely to fulfill the preconditions of a hard interaction and induce it. However, during task learning, one can **optimally select the sequence of skills** to induce it using planning/a learned task policy. Therefore, even if an interaction is induced infrequently in Fig 1, it shows the skills are useful for solving tasks relevant to this interaction.

Reviewer dKfG2024-08-10

Thank you for your rebuttal. While I appreciate the clarifications and explanations provided, I believe the current version of your paper still requires additional experimental validation to convincingly demonstrate the effectiveness of the proposed framework. I will maintain my score.

Authorsrebuttal2024-08-14

scalability experiments on 2d minecraft

We agree with the reviewer that further evaluating our method in larger-scale settings (with more state factors) is important. To do so, we evaluate our method in **2D Minecraft with 15 state factors** following Andreas et al [1], and we hope this result addresses the reviewer's concern about the evaluation and scalability of our method. Specifically, we use the **Mine Gold** task described below, measure the task success rate after **3M** time steps, and show the **IQM score** (the higher the better) as suggested by Reviewer3 c2kz across **5 random seeds**. Again, our method SkiLD outperforms the following baselines during task learning. | **Task** | **SkiLD** | **Elden** | **DIAYN** | **Vanilla** | |-------------------|-------------------|-------------------|-------------------|-------------------| | Mine Gold | **0.613$\pm$ 0.065** | 0.000 $\pm$ 0.000 | 0.000 $\pm$ 0.000 | 0.000 $\pm$ 0.000 [1] Andreas, Jacob, Dan Klein, and Sergey Levine. "Modular multitask reinforcement learning with policy sketches." International conference on machine learning. PMLR, 2017. We will attach the figure of task training curves in the next version of the paper (unfortunately, we can't upload figures during the discussion period). Also, due to the limit of time and computation, we will include the results of COInS and CSD in the next version of the paper. In case you are interested, the **environment details** are listed below. We make sure they will be added to the appendix. * state space (15 state factors): the agent (location and direction), 10 environment entities (the positions of 3 wood, 1 grass, 1 stone, 1 gold, and 4 rocks surrounding the gold), and 4 inventory cells (i.e., the number of stick, rope, wood axe, and stone axe that the agent has). * action space (9 discrete actions): * 4 navigation: going up, down, left, right * pick up the environment entity in front, no effect if the agent does not have the necessary tool for collecting it * 4 crafting: craft a stick/rope/wood axe/stone axe, no effect if the agent does not have enough ingredients * Mine Gold task: the agent will receive a **sparse reward** after finishing **all** the following steps * collecting a unit of wood to craft a wood stick * collecting another unit of wood and combining it with the stick to craft a wood axe that is required for collecting the stone and for removing the rock, * collecting a unit of wood and a unit of stone to craft a stick and then a stone axe that is required for collecting the gold, * remove the rock surrounding the gold and collect the gold with the stone axe.

Reviewer dKfG2024-08-14

I deeply appreciate the effort put into conducting the additional experiments. Regarding the 2D Minecraft task, my concerns about limited domains and scalability issues have been resolved. I would appreciate it if the authors could incorporate these experimental results into the final version. Given these improvements, I will increase my score to 5.

Program Chairsdecision2024-09-25

Decision

Accept (poster)

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