Related papers for Reinforcement Learning (we mainly focus on single-agent).
Since there are tens of thousands of new papers on reinforcement learning at each conference every year, we are only able to list those we read and consider as insightful.
We have added some ICLR22, ICML22, NeurIPS22, ICLR23, ICML23, NeurIPS23, ICLR24, ICML24 papers on RL
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Title | Method | Conference | on/off policy | Action Space | Policy | Description |
---|---|---|---|---|---|---|
Human-level control through deep reinforcement learning, [other link] | DQN | Nature15 | off | Discrete | based on value function | use deep neural network to train q learning and reach the human level in the Atari games; mainly two trick: replay buffer for improving sample efficiency, decouple target network and behavior network |
Deep reinforcement learning with double q-learning | Double DQN | AAAI16 | off | Discrete | based on value function | find that the Q function in DQN may overestimate; decouple calculating q function and choosing action with two neural networks |
Dueling network architectures for deep reinforcement learning | Dueling DQN | ICML16 | off | Discrete | based on value function | use the same neural network to approximate q function and value function for calculating advantage function |
Prioritized Experience Replay | Priority Sampling | ICLR16 | off | Discrete | based on value function | give different weights to the samples in the replay buffer (e.g. TD error) |
Rainbow: Combining Improvements in Deep Reinforcement Learning | Rainbow | AAAI18 | off | Discrete | based on value function | combine different improvements to DQN: Double DQN, Dueling DQN, Priority Sampling, Multi-step learning, Distributional RL, Noisy Nets |
Policy Gradient Methods for Reinforcement Learning with Function Approximation | PG | NeurIPS99 | on/off | Continuous or Discrete | function approximation | propose Policy Gradient Theorem: how to calculate the gradient of the expected cumulative return to policy |
---- | AC/A2C | ---- | on/off | Continuous or Discrete | parameterized neural network | AC: replace the return in PG with q function approximator to reduce variance; A2C: replace the q function in AC with advantage function to reduce variance |
Asynchronous Methods for Deep Reinforcement Learning | A3C | ICML16 | on/off | Continuous or Discrete | parameterized neural network | propose three tricks to improve performance: (i) use different agents to interact with the environment; (ii) value function and policy share network parameters; (iii) modify the loss function (mse of value function + pg loss + policy entropy) |
Trust Region Policy Optimization | TRPO | ICML15 | on | Continuous or Discrete | parameterized neural network | introduce trust region to policy optimization for guaranteed monotonic improvement |
Proximal Policy Optimization Algorithms | PPO | arxiv17 | on | Continuous or Discrete | parameterized neural network | replace the hard constraint of TRPO with a penalty by clipping the coefficient |
Deterministic Policy Gradient Algorithms | DPG | ICML14 | off | Continuous | function approximation | consider deterministic policy for continuous action space and prove Deterministic Policy Gradient Theorem; use a stochastic behaviour policy for encouraging exploration |
Continuous Control with Deep Reinforcement Learning | DDPG | ICLR16 | off | Continuous | parameterized neural network | adapt the ideas of DQN to DPG: (i) deep neural network function approximators, (ii) replay buffer, (iii) fix the target q function at each epoch |
Addressing Function Approximation Error in Actor-Critic Methods | TD3 | ICML18 | off | Continuous | parameterized neural network | adapt the ideas of Double DQN to DDPG: taking the minimum value between a pair of critics to limit overestimation |
Reinforcement Learning with Deep Energy-Based Policies | SQL | ICML17 | off | main for Continuous | parameterized neural network | consider max-entropy rl and propose soft q iteration as well as soft q learning |
Soft Actor-Critic Algorithms and Applications, Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor, [appendix] | SAC | ICML18 | off | main for Continuous | parameterized neural network | base the theoretical analysis of SQL and extend soft q iteration (soft q evaluation + soft q improvement); reparameterize the policy and use two parameterized value functions; propose SAC |
<a id='exploration'></a>
Title | Method | Conference | Description |
---|---|---|---|
Curiosity-driven Exploration by Self-supervised Prediction | ICM | ICML17 | propose that curiosity can serve as an intrinsic reward signal to enable the agent to explore its environment and learn skills when rewards are sparse; formulate curiosity as the error in an agent’s ability to predict the consequence of its own actions in a visual feature space learned by a self-supervised inverse dynamics model |
Curiosity-Driven Exploration via Latent Bayesian Surprise | LBS | AAAI22 | apply Bayesian surprise in a latent space representing the agent’s current understanding of the dynamics of the system |
Automatic Intrinsic Reward Shaping for Exploration in Deep Reinforcement Learning | AIRS | ICML23 | select shaping function from a predefined set based on the estimated task return in real-time, providing reliable exploration incentives and alleviating the biased objective problem; develop a toolkit that provides highquality implementations of various intrinsic reward modules based on PyTorch |
Curiosity in Hindsight: Intrinsic Exploration in Stochastic Environments | Curiosity in Hindsight | ICML23 | consider exploration in stochastic environments; learn representations of the future that capture precisely the unpredictable aspects of each outcome—which we use as additional input for predictions, such that intrinsic rewards only reflect the predictable aspects of world dynamics |
Maximize to Explore: One Objective Function Fusing Estimation, Planning, and Exploration | NeurIPS23 spotlight | ||
MIMEx: Intrinsic Rewards from Masked Input Modeling | MIMEx | NeurIPS23 | propose that the mask distribution can be flexibly tuned to control the difficulty of the underlying conditional prediction task |
<a id='Representation-RL'></a>
Note: representation learning with MBRL is in the part World Models
Title | Method | Conference | Description |
---|---|---|---|
CURL: Contrastive Unsupervised Representations for Reinforcement Learning | CURL | ICML20 | extracts high-level features from raw pixels using contrastive learning and performs offpolicy control on top of the extracted features |
Learning Invariant Representations for Reinforcement Learning without Reconstruction | DBC | ICLR21 | propose using Bisimulation to learn robust latent representations which encode only the task-relevant information from observations |
Reinforcement Learning with Prototypical Representations | Proto-RL | ICML21 | pre-train task-agnostic representations and prototypes on environments without downstream task information |
Understanding the World Through Action | ---- | CoRL21 | discusse how self-supervised reinforcement learning combined with offline RL can enable scalable representation learning |
Flow-based Recurrent Belief State Learning for POMDPs | FORBES | ICML22 | incorporate normalizing flows into the variational inference to learn general continuous belief states for POMDPs |
Contrastive Learning as Goal-Conditioned Reinforcement Learning | Contrastive RL | NeurIPS22 | show (contrastive) representation learning methods can be cast as RL algorithms in their own right |
Does Self-supervised Learning Really Improve Reinforcement Learning from Pixels? | ---- | NeurIPS22 | conduct an extensive comparison of various self-supervised losses under the existing joint learning framework for pixel-based reinforcement learning in many environments from different benchmarks, including one real-world environment |
Reinforcement Learning with Automated Auxiliary Loss Search | A2LS | NeurIPS22 | propose to automatically search top-performing auxiliary loss functions for learning better representations in RL; define a general auxiliary loss space of size 7.5 × 1020 based on the collected trajectory data and explore the space with an efficient evolutionary search strategy |
Mask-based Latent Reconstruction for Reinforcement Learning | MLR | NeurIPS22 | propose an effective self-supervised method to predict complete state representations in the latent space from the observations with spatially and temporally masked pixels |
Towards Universal Visual Reward and Representation via Value-Implicit Pre-Training | VIP | ICLR23 Spotlight | cast representation learning from human videos as an offline goal-conditioned reinforcement learning problem; derive a self-supervised dual goal-conditioned value-function objective that does not depend on actions, enabling pre-training on unlabeled human videos |
Latent Variable Representation for Reinforcement Learning | ---- | ICLR23 | provide a representation view of the latent variable models for state-action value functions, which allows both tractable variational learning algorithm and effective implementation of the optimism/pessimism principle in the face of uncertainty for exploration |
Spectral Decomposition Representation for Reinforcement Learning | ICLR23 | ||
Become a Proficient Player with Limited Data through Watching Pure Videos | FICC | ICLR23 | consider the setting where the pre-training data are action-free videos; introduce a two-phase training pipeline; pre-training phase: implicitly extract the hidden action embedding from videos and pre-train the visual representation and the environment dynamics network based on vector quantization; down-stream tasks: finetune with small amount of task data based on the learned models |
Bootstrapped Representations in Reinforcement Learning | ---- | ICML23 | provide a theoretical characterization of the state representation learnt by temporal difference learning; find that this representation differs from the features learned by Monte Carlo and residual gradient algorithms for most transition structures of the environment in the policy evaluation setting |
[Representation-Driven Reinforcement |
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