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Optimal Goal-Reaching Reinforcement Learning via Quasimetric Learning

ICML 2023 · Reinforcement learning › Policy gradient and actor-critic · approach: Model-based RL with guarantees · 2 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use a quasimetric QRL objective instead of Q-LearningMountainCar discretized · reach 9 statesnormalized return: 85.53 ± 3.69 vs 85.55 ± 3.57No clear effect
Use asymmetric quasimetric distances rather than symmetric ℓ2 distances (ablation)QRL · MountainCar discretized, reach 9 statesnormalized return: 73.27 ± 0.84 -> 85.55 ± 3.57Helped
Use asymmetric quasimetric distances rather than symmetric ℓ2 distances (ablation)QRL · MountainCar discretized, reach top of hillnormalized return: 95.42 ± 0.16 -> 97.69 ± 0.26Helped
Replace QRL's optimal-value objective with a contrastive objective (ablation)Quasimetric Q-function on MountainCar · reach 9 statesnormalized return: 72.28 ± 4.63 -> 85.55 ± 3.57Helped
Replace QRL's optimal-value objective with a contrastive objective (ablation)Quasimetric Q-function on MountainCar · reach top of hillnormalized return: 83.90 ± 8.73 -> 97.69 ± 0.26Helped
Use QRL instead of Contrastive RLD4RL maze large · multi-goalnormalized episode return: 172.64 ± 5.13 -> 187.71 ± 7.62Helped
Use QRL instead of MSGD4RL maze umaze · single-goalnormalized episode return: 101.1 ± 26.3 -> 71.72 ± 26.21Hurt
Use QRL instead of Contrastive RLD4RL maze medium · multi-goalnormalized episode return: 137.01 ± 6.26 -> 150.51 ± 3.77Helped
Use QRL instead of Contrastive RLD4RL maze umaze · multi-goalnormalized episode return: 142.43 ± 11.99 -> 150.60 ± 5.32Helped
Use QRL instead of Contrastive RLOnline FetchPush · state-basedsample efficiency: 4.9×Helped
Use QRL instead of Contrastive RLOnline FetchSlide · state-basedsample efficiency: 2.7×Helped

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