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To the Max: Reinventing Reward in Reinforcement Learning
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Proposes max-reward RL, which optimizes the maximum reward in an episode via an auxiliary-variable extended MDP with contractive Bellman operators and policy gradient theorems, and applies it to TD3 and PPO on goal-reaching robotics tasks.
Problem
Reward design for goal-reaching RL is hard: dense surrogate rewards are sensitive and sparse rewards are hard to learn from, and prior max-reward Bellman formulations only work in deterministic settings.
Approach
Define max-reward value functions conditioned on an auxiliary variable y tracking the (inversely discounted) max reward so far, yielding Bellman-like contraction operators valid in stochastic MDPs, plus stochastic and deterministic policy gradient theorems; then plug these into TD3 and PPO.
Key results
- In the chain environment, max-reward Q-value iteration converges to the optimal policy much faster than cumulative Q-iteration when goal transitions are skipped with high probability.
- On Maze with DSP rewards for k=1..4, max-reward TD3 and PPO work for all k while cumulative methods degrade as reward becomes sparser (exact numbers only in figures).
- On Fetch-Slide and Fetch-Push, max-reward TD3 reaches a goal-reaching policy while standard TD3 fails to learn.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Optimize maximum rather than cumulative reward | TD3 and PPO · Maze environments with sparse, dense l2, and DSP rewards | success ratio | Helped |
| Optimize maximum rather than cumulative reward | TD3 · Fetch-Slide and Fetch-Push | success ratio | Helped |
| Use the stochastic max-reward formulation instead of deterministic max-reward TD3 (ablation) | TD3 · Stochastic single-goal Maze, DSP reward k=3 | success ratio | Helped |
| Use deterministic max-reward formulation (ablation) | TD3 · Stochastic single-goal Maze, DSP reward k=3 | success ratio | Hurt |
| Increase DSP reward sparsity by using larger k (ablation) | Standard cumulative TD3 and PPO · Maze environments | success ratio | Hurt |
| Increase DSP reward sparsity by using larger k (ablation) | Max-reward TD3 and PPO · Maze environments | success ratio | No clear effect |
| Use sparse reward instead of dense l2 or DSP reward (ablation) | TD3, PPO, and their max-reward variants · Maze environments | success ratio | Hurt |
| Use dense l2 reward instead of DSP reward (ablation) | TD3, PPO, and their max-reward variants · Maze environments | success ratio | Hurt |
Surprising findings
- Naively replacing summation with max in the standard Bellman update gives only a lower bound on expected max-reward return under stochasticity, so it can select suboptimal policies.
- Deterministic max-reward TD3 is highly inconsistent in a stochastic maze, while the proposed stochastic max-reward TD3 solves it.
Limitations
- Experiments limited to two goal-reaching environments (Maze and Fetch).
- Max-reward agents may be more prone to getting stuck in local optima, as noted by the authors' own conclusions.
- Results reported primarily as learning curves; exact numeric comparisons are not given in the text.
Experimental setup
Datasets: Gymnasium-Robotics Maze environment Gymnasium-Robotics Fetch-Slide Gymnasium-Robotics Fetch-Push
Benchmarks: Maze (single-goal and two-goals) Fetch-Slide Fetch-Push
Metrics: success ratio
Baselines: TD3 PPO deterministic max-reward TD3
Builds on: TD3 PPO Q-learning Gymnasium-Robotics
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