Automatic Goal Generation for Reinforcement Learning Agents
Paper Β· 2017 Β· Carlos Florensa, David Held, Xinyang Geng et al.
Summary
Standard reinforcement learning trains an agent to optimize a single reward, which works poorly when a robot must handle many related tasks, such as reaching arbitrary positions. Florensa, Held, Geng and Abbeel (ICML 2018) aim to maximize the average success rate across all feasible goals. Each goal is a region of the state space, and the agent gets a sparse binary reward only when it enters that region.
Their key idea is the Goal GAN, an adversarially trained generative model. The discriminator learns which goals are of intermediate difficulty for the current policy, meaning neither always nor never reached. The generator then proposes new goals with that property. Training cycles through three steps: label goals, refit the generator, and update the goal-conditioned policy. This produces a curriculum that keeps pace with the agent and needs no prior knowledge of the environment or reward shaping.
Experiments with point-mass and Ant agents show that the method reaches near-full goal coverage more efficiently than uniform goal sampling and SAGG-RIAC. Its advantage grows when feasible goals occupy only a small part of the space.
Key points
- Goal labeling: goals are labeled by their empirical success rate. Those falling between thresholds R_min and R_max count as appropriately difficult. A regularized replay buffer of earlier goals is mixed in, for example 200 goals from the Goal GAN plus 100 from replay per iteration.
- Multi-path point-mass task: coverage rises from 0.014 at iteration 1 to 0.53 at iteration 10, 0.78 at iteration 30 and 0.98 at iteration 100. The generator tracks several difficulty "fronts" at once without knowing how many modes exist.
- N-dimensional Point Mass:
- The state space is the hypercube [β5, 5]^N.
- Feasible states make up 20% of the space in 2D and only about 0.00023:1 at N = 6.
- Uniform sampling degrades sharply as N grows, while Goal GAN stays robust.
- Results are measured after 200 outer iterations, averaged over 5 seeds.
- Proposed future work: combining the method with HER (hindsight experience replay) and building hierarchical policies on top of the multi-goal policy. Code and videos are released on the project site.
Β Fields, topics and concepts
π Shelves 2The field of science this work belongs to (OpenAlex fields).Computer Science Β· 18,614 worksArtificial Intelligence Β· 17,965 works
Cite
Cite as Carlos Florensa, David Held, Xinyang Geng and Pieter Abbeel. 2017. Automatic Goal Generation for Reinforcement Learning Agents. arXiv:1705.06366.
@misc{florensa2017automatic,
title = {{Automatic Goal Generation for Reinforcement Learning Agents}},
author = {Carlos Florensa, David Held, Xinyang Geng and Pieter Abbeel},
year = {2017},
doi = {10.48550/arxiv.1705.06366},
eprint = {1705.06366},
archivePrefix = {arXiv},
url = {https://doi.org/10.48550/arxiv.1705.06366}
}References
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