Optimal Goal-Reaching Reinforcement Learning via Quasimetric Learning
About
In goal-reaching reinforcement learning (RL), the optimal value function has a particular geometry, called quasimetric structure. This paper introduces Quasimetric Reinforcement Learning (QRL), a new RL method that utilizes quasimetric models to learn optimal value functions. Distinct from prior approaches, the QRL objective is specifically designed for quasimetrics, and provides strong theoretical recovery guarantees. Empirically, we conduct thorough analyses on a discretized MountainCar environment, identifying properties of QRL and its advantages over alternatives. On offline and online goal-reaching benchmarks, QRL also demonstrates improved sample efficiency and performance, across both state-based and image-based observations.
Tongzhou Wang, Antonio Torralba, Phillip Isola, Amy Zhang• 2023
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| Offline Reinforcement Learning | puzzle-4x4-play OGBench 5 tasks v0 | Average Success Rate0.00e+0 | 18 | |
| Goal-conditioned Reinforcement Learning | pointmaze navigate medium | Success Rate83 | 11 | |
| Goal-conditioned Reinforcement Learning | manipulation-cube-single-play (test) | Success Rate0.11 | 11 | |
| task5 | humanoidmaze giant | Success Rate800 | 10 | |
| task5 | puzzle 4x6 | Success Rate0.00e+0 | 10 | |
| Overall | humanoidmaze giant | Success Rate3 | 10 | |
| task1 | humanoidmaze giant | Success Rate1 | 10 | |
| task3 | puzzle 4x6 | Success Rate0.00e+0 | 10 | |
| Overall | puzzle 4x5 | Success Rate0.00e+0 | 10 | |
| Overall | puzzle 4x6 | Success Rate0.00e+0 | 10 |
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