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Efficient Dynamics Modeling in Interactive Environments with Koopman Theory

ICLR 2024 · Reinforcement learning › Visual and representation RL · approach: In-context and adaptive RL · 0 citations (OpenAlex)

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Proposes a diagonal, control-affine Koopman linear latent dynamics model that is parallelized over time via FFT-based convolution and whose eigenvalues control gradient flow through time, for long-horizon dynamics modeling, planning (TD-MPC) and model-free RL (SPR).

Problem

Long-horizon prediction of dynamics in interactive (controlled) environments is inaccurate because errors compound, and nonlinear recurrent dynamics models are slow to train sequentially and suffer from unstable gradients through time.

Approach

Linearize controlled dynamics in a learned latent space with a diagonal Koopman matrix plus decoupled action embedding, unroll it in closed form as a circular convolution with a Vandermonde kernel (parallel over time via FFT), and set eigenvalue real parts to control gradient magnitude through time.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use diagonal Koopman dynamics instead of GRUOffline dynamics modeling · hopper, walker2d, and halfcheetah expert, medium-expert, and full-replay datasetsstate prediction error: hopper-expert-v2: 0.006 $\pm$ 0.001 -> 0.007 $\pm$ 0.000; walker2d-expert-v2: 0.100 $\pm$ 0.005 -> 0.090 $\pm$ 0.008; haMixed
use diagonal Koopman dynamics instead of GRUOffline dynamics modeling · hopper, walker2d, and halfcheetah expert, medium-expert, and full-replay datasetsreward prediction error: hopper-expert-v2: 0.001 $\pm$ 0.000 -> 0.001 $\pm$ 0.000; halfcheetah-expert-v2: 0.045 $\pm$ 0.004 -> 0.040 $\pm$ 0.006;Mixed
use diagonal Koopman dynamics instead of DSSMDynamics model training · halfcheetah-expert-v2, sequence length 500iterations/second: 17.20 -> 24.56Helped
use constant μ initialization with increasing ω instead of constant μ with random ω (ablation)Koopman · halfcheetah-expert-v2state prediction error: 0.340 $\pm$ 0.047 -> 0.300 $\pm$ 0.060Helped
use constant μ initialization with increasing ω instead of constant μ with random ω (ablation)Koopman · halfcheetah-expert-v2reward prediction error: 0.041 $\pm$ 0.005 -> 0.040 $\pm$ 0.006Helped
use constant μ initialization with increasing ω instead of constant μ with random ω (ablation)Koopman · walker-2d-expert-v2state prediction error: 0.104 $\pm$ 0.008 -> 0.090 $\pm$ 0.008Helped
use constant μ initialization with increasing ω instead of constant μ with random ω (ablation)Koopman · walker-2d-expert-v2reward prediction error: 0.004 $\pm$ 0.001 -> 0.003 $\pm$ 0.000Helped
use constant μ initialization with increasing ω instead of constant μ with random ω (ablation)Koopman · hopper-expert-v2state prediction error: 0.010 $\pm$ 0.007 -> 0.007 $\pm$ 0.000Helped
use constant μ initialization with increasing ω instead of constant μ with random ω (ablation)Koopman · hopper-expert-v2reward prediction error: 0.014 $\pm$ 0.005 -> 0.001 $\pm$ 0.000Helped
increase latent embedding dimension from 128 to 512 (ablation)Koopman · halfcheetah-expert-v2state prediction error: 0.0097 -> 0.0073Helped
increase latent embedding dimension from 512 to 1024 (ablation)Koopman · halfcheetah-expert-v2state prediction error: 0.0073 -> 0.0075Hurt
increase prediction horizon from 5 to 20 (ablation)Koopman model for model-free RL · DeepMind Control SuiteperformanceHurt

Surprising findings

Limitations

Experimental setup

Datasets: D4RL hopper-v2 D4RL walker2d-v2 D4RL halfcheetah-v2 DeepMind Control Suite

Benchmarks: D4RL hopper-v2 D4RL walker2d-v2 D4RL halfcheetah-v2 DeepMind Control Suite (Quadruped Run, Quadruped Walk, Cheetah Run, Acrobot Swingup, Ball in Cup Catch, Cartpole Swingup

Metrics: mean squared error (state and reward prediction) training iterations/second interquartile mean (IQM) optimality gap episodic return

Baselines: MLP dynamics model Transformer dynamics model GRU dynamics model DSSM TD-MPC SAC SPR

Builds on: Koopman theory Deep Koopman TD-MPC SPR diagonal state space models

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