Exploring the Edges of Latent State Clusters for Goal-Conditioned Reinforcement Learning

Exploring unknown environments efficiently is a fundamental challenge in unsupervised goal-conditioned reinforcement learning. While selecting exploratory goals at the frontier of previously explored states is an effective strategy, the policy during training may still have limited capability of reaching rare goals on the frontier, resulting in reduced exploratory behavior. We propose"Cluster Edge Exploration"($CE^2$), a new goal-directed exploration algorithm that when choosing goals in sparsely explored areas of the state space gives priority to goal states that remain accessible to the agent. The key idea is clustering to group states that are easily reachable from one another by the current policy under training in a latent space and traversing to states holding significant exploration potential on the boundary of these clusters before doing exploratory behavior. In challenging robotics environments including navigating a maze with a multi-legged ant robot, manipulating objects with a robot arm on a cluttered tabletop, and rotating objects in the palm of an anthropomorphic robotic hand, $CE^2$ demonstrates superior efficiency in exploration compared to baseline methods and ablations.

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Peer review

Reviewer ZPaX6/10 · confidence 3/52024-07-13

Summary

This paper considers goal selection in goal-conditioned reinforcement learning. The core idea of this paper is to group states with small temporal distance into clusters, and then select goals that are on the clutter boundaries. In addition, the method gives priority to goal states that are accessible to the agent. Once the agent reaches the goal, a go-explore style exploration can be performed to potentially add new visited states to the clusters. The authors test their system across 5 different domains, and show improved performance over previous methods.

Strengths

- This paper is well written and easy to understand. - The idea of learning state representations that can help group state and identify easy-to-reach states is novel and exciting. - The experiment is thorough and the results are promising.

Weaknesses

- It is worth pointing out that the method is only evaluated in relatively simple domains, with the maximum state dimensions being 29. - See the question section.

Questions

- Figure 9 seems confusing. It seems to imply that CE2 would bias the exploration direction towards task completion, which shouldn’t be the case considering that the training phase of CE2 is task agnostic. - For previous methods like MEGA or PEG, couldn’t you still use the temporal distance to select “next goal to explore”? Why is the clustering necessary here? - Is there a more rigorous way of understanding why “less explored regions are naturally adjacent to these boundaries”? This seems intuitive in the original state space but I’m not sure if it carries over to the latent state space.

Rating

6

Confidence

3

Soundness

3

Presentation

3

Contribution

3

Limitations

The limitation is briefly discussed in the conclusion section.

Reviewer WfSq7/10 · confidence 3/52024-07-19

Summary

The paper introduces a cluster edge exploration (CE2) algorithm, which is implementing the “Go-Explore” principle in a – to the best of my knowledge – novel manner. Key idea is to use clustering of the state space latents – go to one of these clusters and then explore from there. As a main result, exploration improves and, as a consequence, success rates rise.

Strengths

The idea builds on prior work based on go-explore, is charmingly simple, and yields positive effects as expected. The model outperforms previous methods on standard tasks.

Weaknesses

The evaluations are rather restricted to some standard artificial benchmark tasks. The temporal distance network seems tedious to train additionally. The algorithm in the end just introduces yet another method to explore the edge of the search space. The clustering algorithm seems detached from the latent learning algorithm – it does not structure the latent state in any way.

Questions

Eq. 2 is not quite clear – particularly I wonder if here is not a unit problem as the first distance measure in latent state is representational while the second one depends on the movement distance estimates. Isn’t this severely restricting? Eq. 4 could you elaborate slightly? How are p and q densities represented / determined? Where does the learned value exploration function come from? What about environment, where sub-areas are hard to get to but do not offer themselves suitably for any further exploration.

Rating

7

Confidence

3

Soundness

3

Presentation

3

Contribution

3

Limitations

An integration / automatic abstraction via shielded / gated latents would be much more appealing. The evaluations are restricted to a standard test suite that does not really require deep reward propagation.

Reviewer 7wGc5/10 · confidence 4/52024-07-22

Summary

This paper develops an approach for frontier exploration in the context of model based reinforcement learning. The key idea of the paper (inspired by prior work Go-Explore) is to cluster a group reachable states in the latent space and keep track of the current frontier, such that new goals can be sampled close to the frontier. Experiments in simulated control benchmarks show that the proposed approach ism ore effective in solving hard exploration tasks compared to a few related baselines.

Strengths

The paper is well motivated and targets an important problem in reinforcement learning that has been studied for many years - that of effective exploration. Under the goal-conditioned RL setting, the proposed modification to a prior work Go-Explore is novel to the best of my knowledge, and is intuitively sound in terms of choosing goals that are near the frontier and yet "accessible" with a high probability. The paper is well presented, with sufficient background on prior works, and appropriate details on the algorithm and simulation environments used for experiments. The experiments show better results than baselines on some challenging exploration tasks like in-hand manipulation and point maze navigation. The ablation experiments are good and provide into different stages of the approach like goal sampling, reaching the farthest reachable state, and exploration heuristic beyond that.

Weaknesses

One of the main weaknesses of the paper is that the delta in terms of core algorithmic contribution beyond go-explore is limited. The paper pitches the core contribution as an exploration strategy but couples it with model-based RL in the instantiation, but the exploration algorithm on its own is a small modification to Go-Explore. A small change to an existing approach (Go-Explore) leading to massive improvements in tasks would be interesting, but the paper is not convincing in showing this. One reason for that is Go-Explore was shown to perform well in some very challenging scenarios (like Montezuma's Revenge) and the proposed approach doesn't perform direct comparisons on those environments. Combining model-based RL with exploration is a bit confusing. In many environments, a hard exploration problem needs to be solved (because of sparse rewards and long horizon tasks but learning a model of the world is an even harder task than exploring the environment to learn a policy - it seems the proposed approach will be very limiting in such scenarios)

Questions

Please refer to the weaknesses above. - The paper pitches the core contribution as an exploration strategy but couples it with model-based RL in the instantiation, but the exploration algorithm on its own is a small modification to Go-Explore. Is there a reason why this instantiation is necessary? - Can the authors comment on the choice of completely orthogonal environments to those in Go-Explore (which is a direct baseline) ? - How feasible is the approach for deployment in real world control systems where building a model of the world may be much harder than learning a policy to solve a task?

Rating

5

Confidence

4

Soundness

3

Presentation

2

Contribution

2

Limitations

Please refer to the weaknesses and questions above, and address limitations of the approach.

Authorsrebuttal2024-08-13

Rationale for Not Directly Comparing with Go-Explore (Ecoffet et al. (2019))

Dear Reviewer 7wGc, Thank you so much for your comments. We will provide additional context in the revised paper, emphasizing that goal selection is the key novel contribution. We want to clarify an important reason for not comparing with Go-Explore (Ecoffet et al. (2019)). Unlike CE$^2$, Go-Explore does not prescribe a general approach for goal selection to induce exploration; it relies on a hand-designed pseudocount metric. **Creating these task-specific pseudocount tables requires significant domain knowledge**, which CE$^2$ *does not assume*. For instance, in the Go-Explore implementation applied to robotics, the domain knowledge representation must be derived from the internal state of the MuJoCo simulator, such as the 3D positions of the robot's gripper (discretized in voxels with sides of length 0.5 meters), whether the robot is currently touching (with a single grip) or grasping (touching with both grips) the object, and whether the object is in the target location. Designing the Boolean predicates requires sophisticated, case-specific code, and these predicates are not generalizable to the diverse tasks in our benchmarks, such as the anthropomorphic robotic hand with 24 joints in the Block Rotation and Pen Rotation tasks. Directly comparing CE$^2$, a general, automatic algorithm for goal selection, with Go-Explore—given its reliance on extensive, case-specific domain knowledge—*would not be a fair comparison*. Instead, we have compared CE$^2$ with more recent versions of Go-Explore, such as MEGA (Pitis et al. (2020)) and PEG (Hu et al. (2023)), which automatically select exploration-inducing goals. **These tools, like ours, built on top of Go-Explore, do not assume access to domain knowledge**. We believe this comparison better highlights the effectiveness of our goal selection method in *unknown robotics environments where domain knowledge is not available* (as outlined in Section 2, our focus is on unsupervised exploration in unknown environments, where no predefined task information is provided during the exploration stage). That said, we are happy to include a comparison with Go-Explore in the appendix of the revised paper to showcase how the CE$^2$ agent learns to explore the environment compared to an agent that uses domain knowledge. We hope this response clarifies the reviewer's concerns. We look forward to the follow-up discussion and are happy to address any further comments or questions.

Reviewer NgsZ6/10 · confidence 4/52024-07-25

Summary

This paper presents a method called "Cluster Edge Exploration" (CE2) to perform goal selection in goal-conditioned reinforcement learning and enable efficient exploration. Concretely, the method builds on the Go-Explore principle, which learns separate policies for exploration and goal-reaching. The main idea is to learn a latent embedding space parameterized by Gaussian Mixture Models (GMMs) in the Dreamer framework. Selecting a goal is a two-step process. First, the method samples points from the GMM and only keeps a low probability collection. These points approximate the boundary of the existing explored states. Next, the algorithm uses the goal-conditioned policy to perform an imaginary rollout towards each goal candidate. That goal is selected if the rollout ends at a state with the highest exploration value. In addition, when the test goal distribution is known, the CE2-G variant learns the GMM only with trajectory data from test goals. This further provides an inductive bias to sample goals near the test distribution. The paper presents extensive empirical studies in navigation, locomotion, and manipulation. Quantitatively, both CE2 and CE2-G outperform various baselines in their respective settings. Through visualizations of the sampled goals, CE2 bears the advantage that it samples points that are both near the frontier of the existing data and feasible to reach.

Strengths

- The method's main idea is sound: sampling goals that are feasible but underexplored makes sense. - The authors did a good job explaining the algorithm and training objectives. They also made the distinction between EC2 and EC2-G clear. - The experiments are done in a good span of different domains. This shows that the exploration strategy is not tailored only for a certain application, such as navigation. - Visualizations of the goals picked by the CE2 and relevant baselines are insightful.

Weaknesses

- It seems that some of the tasks haven't been trained to convergence. This makes it harder to draw definitive conclusions on the method's sample efficiency or final performance. - The method experiments appear to be done in state-based environments only. Since Dreamer is a strong algorithm for vision-based control, I'm curious how this approach performs with image observations. Would additional challenges arise for feature learning?

Questions

- Equation 7 performs imaginary rollouts toward the goal candidates. How is $T$ chosen here? - In the ablation studies, the relative performance of CE2 and CE2-noPEG seems stochastic. Why would the inclusion of exploration value estimate hurt performance? Does this mean that the exploration value function is under-trained?

Rating

6

Confidence

4

Soundness

3

Presentation

3

Contribution

3

Limitations

Yes, there's a dedicated section on page 15.

Reviewer 5zDz7/10 · confidence 3/52024-07-31

Summary

The authors propose a method for model-based exploration based on exploring reachable trajectories. The expand upon the Dreamer algorithm by optimizing the encoder to encode a notion of distance between state and optimizing for a likely reachable goal when training in the learned world model. The method is evaluated on a wide range of tasks, including dexterous manipulation tasks, outperforming other baselines in final performance.

Strengths

The paper is clear and the algorithm well-motivated. The strong experimental performance in the complex tasks is promising and they provide nice visualizations of their algorithm versus others and over time.

Weaknesses

One thing I would have like to see is some analysis of the additional computation time required to optimize for the goal states versus other methods. If it is prohibitively expensive, then the wall time could still be much longer than other methods.

Questions

Why do you think the method is not able to achieve 100% on pen rotation?

Rating

7

Confidence

3

Soundness

3

Presentation

3

Contribution

3

Limitations

Yes, on computational costs and if it can be applied in model-free settings

Reviewer ZPaX2024-08-07

I thank the authors for the clarifications. I have no further questions.

Reviewer 5zDz2024-08-12

Rebuttal Response

I thank the authors for taking the time to answer my questions!

Reviewer 7wGc2024-08-12

thanks for the response. my main concerns remain and so will not fight for acceptance

Dear authors, Thanks for the rebuttal response. The explanations to my questions are helpful, and I would definitely encourage providing the additional context regarding goal selection being the key proposed novel contribution in the revised paper. However my main concerns regarding comparison with Go-Explore more directly, limited algorithmic contributions, and empirical evidence for applicability to model-free scenarios remain. In particular, I think a more direct comparison to Go-Explore is necessary because "the strength of our goal selection method" is something subjective in the larger context of the exploration strategy i.e. it may be the case that Go-Explore's 'heuristic' goal-selection strategy is good enough for tough exploration problems and the proposed approach is actually not scalable to these challenging scenarios - without empirical comparisons, we simple don't know! (I understand that experimental comparisons might be beyond the scope of the short rebuttal window) Apart from my concerns, I do not see any major flaws in the algorithm/experiments, and as such I am not recommending reject, but will not fight for acceptance if any other reviewers have major concerns.

Reviewer NgsZ2024-08-13

I appreciate the authors for their response and for performing extended experiments. The discussion on CE2 vs CE2-noPEG is insightful, especially on how sometimes unsafe states can lead to high exploration potentials. My questions have been answered, and I will keep my good rating.

Authorsrebuttal2024-08-14

Discussion

Dear Reviewer WfSq, We kindly inquire whether the information provided in our rebuttal adequately addresses your concerns. If you have any further questions or issues, we would be grateful for the opportunity to address them. Thank you once again for your valuable feedback and constructive comments! Best regards, The Authors

Reviewer WfSq2024-08-14

Thank you for your careful responses and elaborations on your method. I would further encourage to discuss approaches that more suitably structure the latent state space, but also see the merit of the paper to explore latent space-oriented exploration even without any further inductive bias to shape the latent space itself. The results clearly show highly competitive performance, and the technique applied, as it is rather simple, is definitely universally useful. Thus, I raise my score to accept.

Program Chairsdecision2024-09-25

Decision

Accept (poster)

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