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Unlock the Cognitive Generalization of Deep Reinforcement Learning via Granular Ball Representation
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Proposes GBRL, a framework that builds a VAE-based cognitive latent space from simple-scenario experience, segments it with granular ball representation, and approximates rewards/Q-values in complex scenarios to enable reward-agnostic fine-tuning of DRL policies.
Problem
Policies trained in simple scenarios often fail to transfer to complex scenarios with the same task logic; fine-tuning usually needs reward feedback that is costly to design in complex environments.
Approach
Build a dynamics-aware VAE latent space in the simple scenario, cluster it adaptively with granular ball representation, and in the complex scenario estimate rewards and Q-values of new samples from same-ball neighbors so TD-learning can proceed without reward feedback.
Key results
- GBRL-TD3 scored 6.17 on Ninja, 3.25 on Chaser, 5.63 on Heist, outperforming M2TD3, IDAAC and ExpGen on most tasks in Table 1 (3e5 fine-tuning steps, reward-given baselines).
- Using the proposed VAE with environmental dynamics loss outperformed vanilla VAE by over 20% on average across six ProcGen tasks (Table 2).
- GBR outperformed K-means, DBSCAN and DPC by about 15% on average across three ProcGen tasks (Table 9).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use GBRL-TD3 instead of ExpGen | ProcGen policies · Ninja hard | score: 6.13 ± 0.05 -> 6.17 ± 0.06 | Helped |
| Use GBRL-TD3 instead of ExpGen | ProcGen policies · Chaser hard | score: 3.48 ± 0.19 -> 3.25 ± 0.12 | Hurt |
| Use GBRL-TD3 instead of ExpGen | ProcGen policies · Heist hard | score: 5.47 ± 0.49 -> 5.63 ± 0.24 | Helped |
| Use GBRL-TD3 instead of IDAAC | ProcGen policies · Leaper hard | score: 5.32 ±1.04 -> 5.24 ± 1.07 | Hurt |
| Use GBRL-TD3 instead of ExpGen | ProcGen policies · Miner hard | score: 11.66 ± 2.74 -> 12.38 ± 1.47 | Helped |
| Use GBRL-TD3 instead of ExpGen | ProcGen policies · CaveFlyer hard | score: 6.16 ± 0.28 -> 6.13 ± 0.25 | Hurt |
| Use GBRL-TD3 instead of ExpGen | ProcGen policies · Dodgeball hard | score: 5.49 ± 0.25 -> 4.88 ± 0.13 | Hurt |
| Add environmental influence regularization to the VAE (ablation) | GBRL · ProcGen tasks (six reported) | score: 4.91 ± 0.18 -> 5.41 ± 0.53; 9.36 ± 2.85 -> 11.07 ± 2.97; 4.09 ± 0.72 -> 4.80 ± 0.41; 5.08 ± 0.31 -> 6.16 ± 0.11; 4.15 ± | Helped |
| Use cascaded instead of parallelized prediction (ablation) | VAE representation in GBRL · ProcGen tasks (Ninja, Chaser, Heist) | score: 5.85 ± 0.32 -> 6.11 ± 0.16; 2.93 ± 0.08 -> 3.09 ± 0.13; 4.15 ± 0.11 -> 5.27 ± 0.08 | Helped |
| Replace GBR clustering with K-means (ablation) | GBRL clustering · ProcGen tasks (Ninja, Chaser, Heist) | score: 5.22 ± 0.43 vs 6.16 ± 0.11; 2.86 ± 0.31 vs 3.27 ± 0.08; 2.71 ± 0.25 vs 3.27 ± 0.08 | Hurt |
| Replace GBR clustering with DBSCAN (ablation) | GBRL clustering · ProcGen tasks (Ninja, Chaser, Heist) | score: 5.79 ± 0.26 vs 6.16 ± 0.11; 2.53 ± 0.28 vs 3.27 ± 0.08; 3.04 ± 0.11 vs 3.27 ± 0.08 | Hurt |
| Replace GBR clustering with DPC (ablation) | GBRL clustering · ProcGen tasks (Ninja, Chaser, Heist) | score: 4.82 ± 0.51 vs 6.16 ± 0.11; 2.61 ± 0.41 vs 3.27 ± 0.08; 3.10 ± 0.14 vs 3.27 ± 0.08 | Hurt |
Surprising findings
- DDPG with GBRL sometimes exceeds the policy trained directly on the complex scenario, which the authors attribute to averaging neighbor Q-values mitigating Q overestimation.
Limitations
- GBR requires per-task tuning of minimum capacity eta and neighbor count k.
- Evaluated only on 2DMAZE and seven ProcGen tasks with a modified reward for baselines.
Experimental setup
Datasets: 2DMAZE (D4RL) ProcGen (Caveflyer, Chaser, Dodgeball, Heist, Leaper, Miner, Ninja)
Benchmarks: 2DMAZE (D4RL) ProcGen Ninja ProcGen Chaser ProcGen Heist ProcGen Leaper ProcGen Miner ProcGen CaveFlyer ProcGen Dodgeball
Metrics: episode score
Baselines: M2TD3 IDAAC ExpGen K-means DBSCAN DPC vanilla VAE GBRL
Builds on: DDPG TD3 PPO Granular Ball Representation VAE
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