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The Indoor-Training Effect: Unexpected Gains from Distribution Shifts in the Transition Function
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Shows that tabular Q-learning and SARSA agents trained on a noise-free MDP can outperform agents trained on the same noisy target MDP, using a Noise Injection method that perturbs transition functions of ATARI-style grid games (PacMan, Pong, Breakout).
Problem
Conventional wisdom holds that training and testing on the same MDP yields the best performance; the paper asks whether distribution shifts in transition probabilities between training and testing environments can instead improve zero-shot policy transfer.
Approach
Generate controlled variants of an MDP by adding parametric Gaussian noise to the transition function (Noise Injection, producing delta-environments whose noise level acts as a distance metric), and compare a Learnability agent trained and tested on the noisy MDP against a Generalization agent trained on the noise-free MDP; also adds semantic variants (teleporting ghosts, following paddles). The g
Key results
- Generalization agents trained on the noise-free MDP outperformed Learnability agents on the noisy target in most reported settings (two-sided t-test, p<0.001), across 60 MDP variations.
- Spearman correlation between exploration divergence D_LG and reward gap R_LG was 0.43 for PacMan and 0.26 for Pong (p<0.005).
- The effect also appeared under semantic variations, e.g., RandomGhost-trained agents beating TeleportingGhost-trained agents on TeleportingGhost PacMan, though with smaller margins in Pong.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Train on the noise-free target MDP instead of the same noisy δ-environment | SARSA agents on PacMan v4 · PacMan v4, low- and high-noise δ-environments | mean reward | Helped |
| Train on the noise-free target MDP instead of the same noisy δ-environment | Q-Learning agents on PacMan v4 · PacMan v4, low- and high-noise δ-environments | mean reward | Helped |
| Train on the noise-free target MDP instead of the same noisy δ-environment | SARSA and Q-Learning agents · PacMan v2 and v3 | mean reward | Helped |
| Train on the noise-free target MDP instead of the same noisy δ-environment | SARSA and Q-Learning agents · Pong p1 and p2 | mean reward | Mixed |
| Train on the noise-free target MDP instead of the same noisy δ-environment | SARSA and Q-Learning agents · Breakout b1 and b2 | mean reward | Helped |
| Train with RandomGhost instead of TeleportingGhost, then test with TeleportingGhost | PacMan agents · PacMan v2 and v3, TeleportingGhost | mean reward | Helped |
| Train with DirectionalPaddle instead of RandomPaddle, then test with RandomPaddle | Pong agents · Pong p1 and p2, RandomPaddle | mean reward | Helped |
| Use high noise rather than low noise | Learnability and Generalization agents · PacMan v4, noisy δ-environments | mean reward | Hurt |
| Have substantial divergence in explored state-action pairs between Learnability and Generalization agents | Generalization Agent relative to Learnability Agent · PacMan and Pong MDPs | mean reward | Hurt |
| Increase exploration-pattern divergence between agents | Generalization Agent relative to Learnability Agent · PacMan | Spearman correlation with reward gap: 0.43 (p<0.005) | Helped |
| Increase exploration-pattern divergence between agents | Generalization Agent relative to Learnability Agent · Pong | Spearman correlation with reward gap: 0.26 (p<0.005) | Helped |
Surprising findings
- Agents trained on the noise-free environment can outperform agents trained on the same noisy target environment they are tested on.
- The Generalization advantage persisted under semantic changes to ghost and paddle behaviour, not only Gaussian noise.
Limitations
- Experiments limited to ATARI-style games and tabular/classical RL; deep RL only as a supplementary DQN check.
- No real-world or robotics validation; robotics implications are speculative.
- Noise injection is applied to transition probabilities that must be enumerated explicitly, which restricts scale.
Experimental setup
Datasets: PacMan MDPs (v2, v3, v4 grids) Pong MDPs (p1, p2 grids) Breakout MDPs (b1, b2, b3 grids)
Benchmarks: PacMan Pong Breakout (custom ATARI-style grid variants)
Metrics: mean reward over episodes area under curve with regret normalization two-sided t-test Spearman correlation between exploration divergence and rewa
Baselines: Learnability agent (trained and tested on the same delta-environment)
Builds on: Q-learning SARSA DQN Berkeley PacMan Projects
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