Offline-to-Online Reinforcement Learning via Balanced Replay and Pessimistic Q-Ensemble
About
Recent advance in deep offline reinforcement learning (RL) has made it possible to train strong robotic agents from offline datasets. However, depending on the quality of the trained agents and the application being considered, it is often desirable to fine-tune such agents via further online interactions. In this paper, we observe that state-action distribution shift may lead to severe bootstrap error during fine-tuning, which destroys the good initial policy obtained via offline RL. To address this issue, we first propose a balanced replay scheme that prioritizes samples encountered online while also encouraging the use of near-on-policy samples from the offline dataset. Furthermore, we leverage multiple Q-functions trained pessimistically offline, thereby preventing overoptimism concerning unfamiliar actions at novel states during the initial training phase. We show that the proposed method improves sample-efficiency and final performance of the fine-tuned robotic agents on various locomotion and manipulation tasks. Our code is available at: https://github.com/shlee94/Off2OnRL.
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| hopper locomotion | D4RL hopper medium-replay | Normalized Score103.6 | 56 | |
| walker2d locomotion | D4RL walker2d medium-replay | -- | 53 | |
| Locomotion | D4RL walker2d-medium-expert | Normalized Score118 | 47 | |
| Locomotion | D4RL Halfcheetah medium | -- | 44 | |
| Locomotion | D4RL Walker2d medium | -- | 44 | |
| Locomotion | D4RL halfcheetah-medium-expert | Normalized Score98.33 | 37 | |
| Locomotion | D4RL HalfCheetah Medium-Replay | Normalized Score0.8874 | 33 | |
| Locomotion | D4RL hopper-medium-expert | Normalized Score (100k Steps)99.47 | 18 | |
| Locomotion | D4RL Hopper medium | Normalized Score90.34 | 14 | |
| Locomotion | D4RL Halfcheetah-expert | Normalized Score (100k steps)101 | 3 |