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Policy Regularization on Globally Accessible States in Cross-Dynamics Reinforcement Learning
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Proposes ASOR, an F-distance regularized policy optimization that imitates expert state distributions restricted to globally accessible states, implemented as a GAN-based reward augmentation add-on for offline and online cross-dynamics RL.
Problem
Cross-dynamics RL and imitation-from-observation methods assume expert state distributions are similar across dynamics, which fails when state accessibility changes with dynamics, so expert states may mislead the learned policy.
Approach
Restrict state distribution matching to globally accessible states (nonzero visitation under all dynamics) via an F-distance constraint, which is instantiated with a GAN discriminator and turned into a reward augmentation term log ω(s) added to the environment reward, usable as a plug-in to existing cross-domain RL algorithms.
Key results
- On offline MuJoCo, MAPLE+ASOR reaches an average normalized score of 0.45 versus 0.40 for MAPLE+SRPO, 0.37 for MAPLE+DARA and 0.36 for MAPLE.
- In the fall guys-like game, PPO+ASOR improves total reward to 0.554 from 0.329 for PPO and success rate to 0.387 from 0.361.
- Ablation shows larger reward augmentation coefficient lambda increases offline performance (0.34 at lambda=0.1 vs 0.43 at lambda=0.3 average).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add ASOR to MAPLE | MAPLE · Offline MuJoCo tasks | normalized score: 0.40 -> 0.45 | Helped |
| Add ASOR to PPO | PPO · Fall Guys-like game | Total Reward: 0.337$\pm$0.257 -> 0.554$\pm$0.336 | Helped |
| Add ASOR to PPO | PPO · Fall Guys-like game | Success Rate: 0.376$\pm$0.006 -> 0.387$\pm$0.005 | Helped |
| Add ASOR to PPO | PPO · Fall Guys-like game | Trapped Rate: 0.038$\pm$0.015 -> 0.005$\pm$0.005 | Helped |
| Add ASOR to PPO | PPO · Fall Guys-like game | Unnecessary Jump Rate: 0.040$\pm$0.003 -> 0.029$\pm$0.003 | Helped |
| Use fixed λ=0.1 (ablation) | MAPLE+ASOR · Offline MuJoCo tasks | normalized score: 0.45 -> 0.34 | Hurt |
| Use fixed λ=0.3 (ablation) | MAPLE+ASOR · Offline MuJoCo tasks | normalized score: 0.45 -> 0.43 | No clear effect |
| Randomly partition the training states (ablation) | MAPLE+ASOR · Offline MuJoCo tasks | normalized score: 0.45 -> 0.34 | Hurt |
| Set ρ₁=0, excluding value-based state selection (ablation) | MAPLE+ASOR · Offline MuJoCo tasks | normalized score: 0.45 -> 0.40 | Hurt |
| Set ρ₂=0, excluding visitation-count state selection (ablation) | MAPLE+ASOR · Offline MuJoCo tasks | normalized score: 0.45 -> 0.39 | Hurt |
| Fix ρ₁ and ρ₂ at 0.5 (ablation) | MAPLE+ASOR · Offline MuJoCo tasks | normalized score: 0.45 -> 0.42 | No clear effect |
| Fix ρ₁ and ρ₂ at 0.3 (ablation) | MAPLE+ASOR · Offline MuJoCo tasks | normalized score: 0.45 -> 0.43 | No clear effect |
Surprising findings
- Existing state-only cross-domain methods such as PPO+SRPO perform poorly on the Minigrid lava task when the bottom lava is on row 5, indicating the homomorphic-state assumption breaks under accessibility changes.
- ASOR gives only marginal gains on HalfCheetah, where agents rarely fall and state accessibility changes little.
Limitations
- Applies only to HiP-MDPs with a static reward function; not applicable to multiple reward functions.
- Theoretical bounds become weak when R_s is large (states with very low reward in some dynamics).
- Relies on pseudo-count visitation proxies (ensemble disagreement or RND) that may be unreliable in large spaces.
Experimental setup
Datasets: D4RL MuJoCo MetaDrive Minigrid Fall guys-like game environment
Benchmarks: D4RL MuJoCo offline tasks (Walker2d, Hopper, HalfCheetah) online MuJoCo (HalfCheetah, Walker2d, Ant) MetaDrive Minigrid lava world Fall guys-like battle royale game
Metrics: normalized score total reward goal reward success rate trapped rate unnecessary jump rate policy entropy
Baselines: BCO SOIL CQL MOPO MAPLE MAPLE+DARA MAPLE+SRPO PPO SAC GARAT OSI CaDM
Builds on: ESCP MAPLE SRPO HiP-MDP GAN
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