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 | 28 | |
| Goal-conditioned manipulation | OGBench puzzle-4x4-play | Score0.00e+0 | 24 | |
| Goal-conditioned Reinforcement Learning | antmaze stitch medium | Success Rate59 | 23 | |
| Goal-conditioned Reinforcement Learning | antmaze stitch large | Success Rate24 | 23 | |
| Manipulation | OGBench cube-triple-play | Success Rate0.00e+0 | 19 | |
| Goal-oriented planning | OGBench PointMaze Large v1 (stitch) | Success Rate90 | 14 | |
| Offline Goal-Conditioned Reinforcement Learning | antmaze medium-navigate v0 | Success Rate88 | 14 | |
| Goal-conditioned locomotion | OGBench PointMaze-Stitch Giant | Success Rate50 | 14 | |
| Goal-conditioned Reinforcement Learning | manipulation scene-play | Success Rate10 | 14 | |
| Offline Goal-Conditioned Reinforcement Learning | humanoidmaze large-navigate v0 | Success Rate5 | 14 |
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