ICLR2022
Planning in Stochastic Environments with a Learned Model
Ioannis Antonoglou, Julian Schrittwieser, Sherjil Ozair, Thomas K. Hubert, David Silver
被引用 79 次
摘要
Model-based reinforcement learning has proven highly successful. However, learning a model in isolation from its use during planning is problematic in complex environments. To date, the most effective techniques have instead combined valueequivalent model learning with powerful tree-search methods. This approach is exemplified by MuZero, which has achieved state-of-the-art performance in a wide range of domains, from board games to visually rich environments, with discrete and continuous action spaces, in online and offline settings. However, previous instantiations of this approach were limited to the use of deterministic models. This limits their performance in environments that are inherently stochastic, partially observed, or so large and complex that they appear stochastic to a finite agent. In this paper we extend this approach to learn and plan with stochastic models. Specifically, we introduce a new algorithm, Stochastic MuZero, that learns a stochastic model incorporating afterstates, and uses this model to perform a stochastic tree search. Stochastic MuZero matched or exceeded the state of the art in a set of canonical single and multi-agent environments, including 2048 and backgammon, while maintaining the superhuman performance of standard MuZero in the game of Go. Published as a conference paper at ICLR 2022 and may be poorly approximated by a deterministic model. Partially observed environments may also be perceived by the agent as stochastic, whenever aliased states cannot be disambiguated. Similarly, large and complex environments may appear stochastic to a small agent with finite capacity. In this paper we introduce the first empirically effective approach for handling stochasticity in value equivalent model-learning and planning. The model is factored to first transition deterministically from state to an afterstate, and then to branch stochastically from the afterstate to the next state. This factored model is trained end-to-end so as to maintain value equivalence for both state value function and action value function respectively, and a stochastic planning method is applied to the model. We apply these ideas to MuZero, using a discrete generative network to represent the model, and modifying the Monte Carlo tree search to effectively use the factored model. We apply our method, Stochastic MuZero, to several environments in which handling stochasticity is important. First, we consider the popular stochastic puzzle game 2048, in which the prior state of the art exploits a perfect simulator and significant handcrafted domain knowledge. In our experiments, Stochastic MuZero achieved better results without any domain knowledge. Second, we consider the classic stochastic two-player game of backgammon, in which near-optimal play has been achieved using a perfect simulator. Stochastic MuZero matches this performance without any prior knowledge of the game rules. Finally, we evaluated our method in the deterministic board game of Go. There our method matched the performance of MuZero, demonstrating that Stochastic MuZero extends MuZero without sacrificing performance. RELATED WORK Observation models (Oh et al., 2015; Chiappa et al., 2017; Łukasz Kaiser et al., 2020) explicitly learn the dynamics of an environment by fitting a model of observations and rewards to observed transitions. Subsequently, these models can be combined with a model-free learning rule in a Dyna fashion (Sutton, 1991) . However, modeling high dimensional image observations can be computationally prohibitive, prone to high error accumulation as the model is unrolled for multiple steps, and limiting since the capacity of the model could be spent on background features which are not helpful for the problem at hand. These issues make such models unconducive for planning. Finally, van Hasselt et al. (2019) argues that Dyna-based methods are unlikely to outperform model-free approaches that use a replay buffer.