Summary
This work presents an empirical study of DRL in continuing tasks. To evaluate the performance of typical DRL agents in continuing tasks, three types of continuing testbeds are proposed through modifying MuJoCo and Atari tasks, including testbeds without resets, testbeds with predefined resets, and testbeds with agent-controlled resets. With experiments conducted on these testbeds, this work shows the ineffectiveness and learning issues of typical DRL agents in continuing tasks especially when larger discount factors or reward offsets are used. Moreover, the experiments demonstrate the effectiveness of reward centering approach in improving learning performance in continuing tasks.
Strengths
- To my knowledge, learning in continuing tasks is of great practical significance while remaining under-explored in the RL community. This work proposes a promising standard benchmark for this direction.
- For the experiments, three types of testbeds are proposed and popular DRL agents are used as baselines. A visual analysis of the failure patterns is provided in Figure 2.
Weaknesses
- The writing is unsatisfactory, especially I believe there is a large room to improve the organization of the content. Since this work is mainly on presenting an empirical study, the purposes and structures of experiment designs and the key findings of experimental results are of the most importance to the audience. Here are a few suggestions:
- The introduction section is a bit too long. It is now over 2 pages, which makes it difficult to convey the main thread of thoughts and findings in a clear way. A suggestion here is to add a Related Work section.
- In Section 2, three types of testbeds are proposed one by one with a long subsection for each. My suggestion here is to add an overall description of the experiment designs and the target questions to investigate at the beginning of Section 2, then navigate to each subsection, which I think will help the reading and understanding of the audience greatly.
- The experimental results on Atari tasks are not well discussed in the main body of the paper. I suggest the author adjust the content and include them.
- The continuing tasks considered in this work are from popular typical RL benchmarks but are still lacking in representativity. MuJoCo tasks are basically locomotion tasks, except for pusher and reacher are goal-reaching tasks, where the optimal control has a periodical feature intuitively. This cripples the significance of continuing learning to some degree. As mentioned by the authors, real-world problems like inventory management, content recommendation, and portfolio management, are story-like and indeed Atari tasks should be better options for building continuing tasks. Fortunately, the authors include 6 Atari tasks in this work but more emphasis is put on MuJoCo tasks. In addition, Minecraft could be a good choice for continuing tasks. It will be great if they are included in the future.
- For Section 2.3, it would be great to see an analysis of the learned reset control by the agents.
- In Figure 2, two concrete failure cases of learning in continuing tasks without resets are presented. However, I feel a bit lacking in further discussion on the two reasons.
### Minors
- The margin below Table 6 is too narrow.
Questions
1. For Table 2 and 3, the numbers of resets for DDPG in Ant with the reset cost 1/10/100 are 94.20 ± 5.98, 23.00 ± 2.67, 65.20 ± 4.76, similarly, the numbers of resets for TD3 in Ant with the reset cost 1/10/100 are 89.80 ± 10.27, 1.20 ± 0.29, 58.40 ± 9.65. It seems make no sense. I was wondering if there were some mistakes in these numbers?
2. Also for Table 3, the numbers of resets for DDPG in Walker2d with the reset cost 1/100 are 104.50 ± 17.33, 39.70 ± 3.98; while the corresponding reward rates are 3.79 ± 0.14, 3.95 ± 0.11. It looks like the number of resets does not influence the reward rate much. Is there any explanation or further analysis for this? By the way, this is not the only place showing such a confusion. I suggest the authors re-check the numbers reported in Table 2 and 3 in case there are some mistakes.