Hierarchical and Interpretable Skill Acquisition in Multi-task Reinforcement Learning

Tianmin Shu, Caiming Xiong, Richard Socher

Introduction

Deep reinforcement learning has demonstrated success in policy search for tasks in domains like game playing (Mnih et al., 2015; Silver et al., 2016; 2017; Kempka et al., 2016; Mirowski et al., 2017) and robotic control (Levine et al., 2016a; b; Pinto & Gupta, 2016). However, it is very difficult to accumulate multiple skills using just one policy network Teh et al. (2017). Knowledge transfer techniques like distillation (Bengio, 2012; Rusu et al., 2016; Parisotto et al., 2016; Teh et al., 2017) have been applied to train a policy network both to learn new skills while preserving previously learned skill as well as to combine single-task policies into a multi-task policy. Existing approaches usually treat all tasks independently. This often prevents full exploration of the underlying relations between different tasks. They also typically assume that all policies share the same state space and action space. This precludes transfer of previously learned simple skills to a new policy defined over a space with differing states or actions.

When humans learn new skills, we often take advantage of our existing skills and build new capacities by composing or combining simpler ones. For instance, learning multi-digit multiplication relies on the knowledge of single-digit multiplication; learning how to properly prepare individual ingredients facilitates cooking dishes based on complex recipes.

Inspired by this observation, we propose a hierarchical policy network which can reuse previously learned skills alongside and as subcomponents of new skills. It achieves this by discovering the underlying relations between skills.

To represent the skills and their relations in an interpretable way, we also encode all tasks using human instructions such as “put down.” This allows the agent to communicate its policy and generate plans using human language. Figure 1 illustrates an example: given the instruction “Stack blue,” our hierarchical policy learns to compose instructions and take multiple actions through a multi-level hierarchy in order to stack two blue blocks together. Steps from the top-level policy π3\pi_{3} (i.e., the red branches) outline a learned high-level plan – “Get blue →\rightarrow Find blue →\rightarrow Put blue.” In addition, from lower level policies, we may also clearly see composed plans for other tasks. Based on policy π2\pi_{2}, for instance, the task “Get blue” has two steps – “Find blue →\rightarrow action: turn left,” whereas “Put blue” can be executed by a single action “put down” according to π3\pi_{3}. Through this hierarchical model, we may i) accumulate tasks progressively from a terminal policy to a top-level policy and ii) unfold the global policy from top-level to basic actions.

In order to better track temporal relationships between tasks, we train a stochastic temporal grammar (STG) model on the sequence of policy selections (previously learned skill or new skill) for positive episodes. The STG focuses on modeling priorities of tasks: for example, it is necessary to obtain an object before putting it down. Integrating the STG into the hierarchical policy boosts efficiency and accuracy by explicitly modeling such commonsense world knowledge.

We validated our approach by testing it on object manipulation tasks implemented in a Minecraft world. Our experimental results demonstrate that this framework can (i) efficiently learn hierarchical policies and representations for multi-task RL; (ii) learn to utter human instructions to deploy pretrained policies, improve their explainability and reuse skills; and (iii) learn a stochastic temporal grammar via self-supervision to predict future actions.

Related Work

Multi-task Reinforcement Learning. Previous work on multi-task reinforcement learning mainly falls into two families: knowledge transfer through distillation (Rusu et al., 2016; Parisotto et al., 2016; Teh et al., 2017; Tessler et al., 2017) or modular policy design through 2-layer hierarchical policy (Andreas et al., 2017). Our multi-level policy is more similar to the latter approach. The main differences between our model and the one in Andreas et al. (2017) are two-fold: i) we do not assume that a global task can be executed by only performing predefined sub-tasks; ii) in our multi-level policy, global tasks at a lower-level layer may also be used as sub-tasks by global tasks carried out at higher-levels.

Hierarchical Reinforcement Learning. Complex policies often require the modeling of longer temporal dependencies than what standard Markov decision processes (MDPs) can capture. To combat this, hierarchical reinforcement learning was introduced to extend MDPs to semi-MDPs (Sutton et al., 1999), where options (or macro actions) are introduced on top of primitive actions to decompose the goal of a task into multiple subgoals. In hierarchical RL, two sets of policies are trained: local policies that map states to primitive actions for achieving subgoals, and a global policy that initiates suitable subgoals in a sequence to achieve the final goal of a task (Bacon & Precup, 2015; Kulkarni et al., 2016; Vezhnevets et al., 2016; Tessler et al., 2017; Andreas et al., 2017). This two-layer hierarchical policy design significantly improves the ability of discovering complex policies which can not be learned by flat policies. However, it also makes some strict assumptions that limit its flexibility: i) a task’s global policy cannot use a simpler task’s policy as part of its base policies; ii) a global policy is assumed to be executable by only using local policies over specific options. In this work, we aim to learn a multi-level global policy which does not have these two assumptions. In addition, previous work usually use a latent variable to represent a task. In our work, we encode a task by a human instruction to learning task-oriented language grounding as well as to improve the interpretability of plans composed by our hierarchical policies.

Language grounding via reinforcement learning. Recently, there has been work on grounding human language in 3D game environments (Hermann et al., 2017; Chaplot et al., 2017) or in text-based games (Narasimhan et al., 2015) via reinforcement learning. In these games agents are instructed to pick up an item described by a sentence. Besides visual grounding, Andreas et al. (2017) grounded instructions (not necessarily using human language) to local policies in hierarchical reinforcement learning. Our approach not only learns the language grounding for both visual knowledge and policies, but is also trained to utter human instructions as an explicit explanation of its decisions to humans. To our knowledge, this is the first model that learns to compose plans for complex tasks based on simpler ones which have human descriptions.

Model

In this section, we discuss our multi-task RL setting, hierarchical policy, stochastic temporal grammar, and how interaction of these components can achieve plan composition.

Let G\mathcal{G} be a task set, where each task gg is uniquely described by a human instruction. For simplicity, we assume a two-word tuple template consisting of a skill and an item for such a phrase, i.e., ⟨uskill,uitem⟩\langle u_{\text{skill}},u_{\text{item}}\rangle. Each tuple describes an object manipulation task. In this paper, we define g=⟨uskill,uitem⟩g=\langle u_{\text{skill}},u_{\text{item}}\rangle by default, thus tasks and instructions are treated as interchangeable concepts.

For each task, we define a Markov decision process (MDP) represented by states s∈Ss\in\mathcal{S} and primitive actions a∈Aa\in\mathcal{A}. Rewards are specified for goals of different tasks, thus we use a function R(s,g)R(s,g) to signal the reward when performing any given task gg.

We assume that as a starting point, we have a terminal policy π0\pi_{0} (as shown in Figure 2(a)) trained for a set of basic tasks (i.e., a terminal task set G0\mathcal{G}_{0}). The task set is then progressively increased as the agent is instructed to do more tasks by humans at multiple stages, such that G0⊂G1⊂⋯⊂GK\mathcal{G}_{0}\subset\mathcal{G}_{1}\subset\cdots\subset\mathcal{G}_{K}, which results in life-long learning of polices from π0\pi_{0} for G0\mathcal{G}_{0} to πK\pi_{K} for GK\mathcal{G}_{K} as illustrated by the “task accumulation” direction in Figure 1. At stage k>0k>0, Gk−1\mathcal{G}_{k-1} is defined as the base task set of Gk\mathcal{G}_{k}. The tasks in Gk−1\mathcal{G}_{k-1} are named as base tasks at this stage and πk−1\pi_{k-1} becomes the base policy of πk\pi_{k}. Here, we utilize weak supervision from humans to define what tasks shall be augmented to the previous task set at each new stage. But in general, our model is suitable for arbitrary order of task augmentation.

2 Hierarchical Policy

One of our key ideas is that a new task in current task set Gk\mathcal{G}_{k} may be decomposed into several simpler subtasks, some of which can be base tasks in Gk−1\mathcal{G}_{k-1} executable by base policy πk−1\pi_{k-1}. Therefore, instead of using a flat policy (Figure 2(a)) as π0\pi_{0} that directly maps state and human instruction to a primitive action, we propose a hierarchical design (Figure 2(b)) with the ability to reuse the base policy (i.e., πk−1\pi_{k-1}) for performing base tasks as subtasks. Namely, at stage kk, the global policy πk\pi_{k} is defined by a hierarchical policy. This hierarchy consists of four sub-policies: a base policy for executing previously learned tasks, an instruction policy that manages communication between the global policy and the base policy, an augmented flat policy which allows the global policy to directly execute actions, and a switch policy that decides whether the global policy will primarily rely on the base policy or the augmented flat policy.

The base policy is defined to be the global policy at the previous stage k−1k-1. The instruction policy maps state ss and task g∈Gkg\in\mathcal{G}_{k} to a base task g′∈Gk−1g^{\prime}\in\mathcal{G}_{k-1}. The purpose of this policy is to inform base policy πk−1\pi_{k-1} which base tasks it needs to execute. Since an instruction is represented by two words, we define the instruction policy using two conditionally independent distributions, i.e., πkinst(g′=⟨uskill,uitem⟩∣s,g)=pkskill(uskill∣s,g)pkitem(uitem∣s,g)\pi_{k}^{\text{inst}}(g^{\prime}=\langle u_{\text{skill}},u_{\text{item}}\rangle|s,g)=p_{k}^{\text{skill}}(u_{\text{skill}}|s,g)p_{k}^{\text{item}}(u_{\text{item}}|s,g). An augmented flat policy, πkaug(a∣s,g)\pi_{k}^{\text{aug}}(a|s,g), maps state ss and task gg to a primitive action aa for ensuring that the global policy is able to perform novel tasks in Gk\mathcal{G}_{k} that can not be achieved by only reusing the base policy. To determine whether to perform a base task or directly perform a primitive action at each step, the global policy further includes a switch policy, πksw(e∣s,g)\pi_{k}^{\text{sw}}(e|s,g), where ee is a binary variable indicating the selection of the branches, πkinst\pi_{k}^{\text{inst}} (e=0e=0) or πkaug\pi_{k}^{\text{aug}} (e=1e=1).

Note that the above description of the hierarchical policy does not account for an STG. The instruction policy and switch policy introduced here are simplified from the ones in the full model (see Section 3.3).

At each time step, we first sample ete_{t} from our switch policy πksw\pi_{k}^{\text{sw}} to decide whether the global policy πk\pi_{k} will rely on the base policy πk−1\pi_{k-1} or the augmented flat policy πkaug\pi_{k}^{\text{aug}}. We also sample a new instruction gt′g^{\prime}_{t} from our instruction policy πkinst\pi_{k}^{\text{inst}} in order to sample actions from the base policy. This can be summarized as:

where πk\pi_{k} and πk−1\pi_{k-1} are the global policies at stage kk and k−1k-1 respectively. After each step, we will also obtain a reward rt=R(st,g)r_{t}=R(s_{t},g).

3 Stochastic Temporal Grammar

Different tasks may have temporal relations. For instance, to move an object, one needs to first find and pick up that object. There has been previous research (Si et al., 2011; Pirsiavash & Ramanan, 2014) using stochastic grammar models to capture such temporal relations. Inspired by this, we summarize temporal transitions between various tasks with an stochastic temporal grammar (STG). In our full model, the STG interacts with the hierarchical policy described above through modified switch policy and instruction policy by using the STG as a prior. This amounts to treating the past history of switches and instructions in positive episodes as a guidance on whether the hierarchical policy should defer to the base policy to execute a specific base task or employ its own augmented flat policy to take a primitive action.

In an episode, the temporal sequence of ete_{t} and gt′g^{\prime}_{t}, i.e., {⟨et,gt′⟩;t≥0}\{\langle e_{t},g^{\prime}_{t}\rangle;t\geq 0\}, can be seen as a finite state Markov chain (Baum & Petrie, 1966). Note that the state here is referred to the tuple ⟨et,gt′⟩\langle e_{t},g^{\prime}_{t}\rangle, which is not the state of the game st∈Ss_{t}\in\mathcal{S} defined in Section 3.1. Consequently, at each level k>0k>0, we may define an STG of a task gg by i) transition probabilities, ρk(et,gt′∣et−1,gt−1′,g)\rho_{k}(e_{t},g^{\prime}_{t}|e_{t-1},g^{\prime}_{t-1},g), and ii) the distribution of ⟨e0,g0′⟩\langle e_{0},g^{\prime}_{0}\rangle, qk(e0,g0′∣g)q_{k}(e_{0},g^{\prime}_{0}|g).

With the estimated probabilities, we sample ete_{t} and gt′g^{\prime}_{t} in an episode at level k>0k>0 w.r.t. to reshaped policies πksw′{\pi_{k}^{{sw}^{\prime}}} and πkinst′{\pi_{k}^{\text{inst}}}^{\prime} respectively:

Note that primitive action sampling is not affected by the STG.

4 Plan Composition

Combined with our hierarchical policy and STG defined above, we are able to run an episode to compose a plan for a task specified by a human instruction. Algorithm 1 in Appendix A summarized this procedure with respect to the policy and STG at level kk. Note that to fully utilize the base policy, we assume that once triggered, a base policy will play to the end before the global policy considers the next move.

Learning

The learning algorithm is outlined in Algorithm 2 in Appendix A. We learn our final hierarchical policy through kk stages of skill acquisition. Each of these stages is broken down into a base skill acquisition phase and a novel skill acquisition phase in a 2-phase curriculum learning.

In the base skill acquisition phase, we only sample tasks from the base task set Gk−1\mathcal{G}_{k-1}. This ensures that the global policy learns how to use previously learned skills by issuing instructions to the base policy. In other words, this phase teaches the agent how to connect its instruction policy to its base policy. Once the average reward for all base tasks exceeds a certain threshold, we proceed to the next phase.

In the novel skill acquisition phase, we sample tasks from the full task set, Gk\mathcal{G}_{k}, for the kk-th stage of skill acquisition. It is in this phase that the agent can learn when to rely on the base policy and when to rely on the augmented flat policy for executing novel tasks.

In each of these phases, all policies are trained with advantage actor-critic (A2C) (Section 4.1) and distributions in the STG are estimated based on accumulated positive episodes (Section 4.2).

We use advantage actor-critic (A2C) for policy optimization with off-policy learning (Su et al., 2017). Here, we only consider the gradient for global policies (i.e., k>0k>0) as we assume the terminal policy has been trained as initial condition. Let Vk(st,g)V_{k}(s_{t},g) be a value function indicating the expected return given state sts_{t} and task gg. To reflect the nature of the branch switching in our model, we introduce another value function Vksw(st,et,g)V_{k}^{\text{sw}}(s_{t},e_{t},g) to represent the expected return given state sts_{t}, task gg and current branch selection ete_{t}.

Thus, given a trajectory Γ={⟨st,et,gt′,at,rt,μksw(⋅∣st),μkinst(⋅∣st,g),μkaug(⋅∣st,g),g⟩:t=0,1,⋯ ,T}\Gamma=\{\langle s_{t},e_{t},g^{\prime}_{t},a_{t},r_{t},\mu^{\text{sw}}_{k}(\cdot|s_{t}),\mu_{k}^{\text{inst}}(\cdot|s_{t},g),\mu_{k}^{\text{aug}}(\cdot|s_{t},g),g\rangle:t=0,1,\cdots,T\} generated by old policies μksw(⋅∣st)\mu^{\text{sw}}_{k}(\cdot|s_{t}), μkinst(⋅∣st,g)\mu_{k}^{\text{inst}}(\cdot|s_{t},g), and μkaug(⋅∣st,g)\mu_{k}^{\text{aug}}(\cdot|s_{t},g), the policy gradient reweighted by importance sampling can be formulated as

where ωtsw=πksw(et∣st,g)μksw(et∣st,g)\omega_{t}^{\text{sw}}=\frac{\pi_{k}^{\text{sw}}(e_{t}|s_{t},g)}{\mu_{k}^{\text{sw}}(e_{t}|s_{t},g)}, ωtinst=πkinst(gt′∣st,g)μkinst(gt′∣st,g)\omega_{t}^{\text{inst}}=\frac{\pi_{k}^{\text{inst}}(g^{\prime}_{t}|s_{t},g)}{\mu_{k}^{\text{inst}}(g^{\prime}_{t}|s_{t},g)}, and ωtaug=πkaug(at∣st,g)μkaug(at∣st,g)\omega_{t}^{\text{aug}}=\frac{\pi_{k}^{\text{aug}}(a_{t}|s_{t},g)}{\mu_{k}^{\text{aug}}(a_{t}|s_{t},g)} are importance sampling weights for the three terms respectively; A(st,g,et)A(s_{t},g,e_{t}), A(st,g,et,gt′)A(s_{t},g,e_{t},g^{\prime}_{t}), and A(st,g,et,at)A(s_{t},g,e_{t},a_{t}) are estimates of advantage functions, which have multiple possible definitions. In this paper, we define them by the difference between empirical return and value function estimation: A(st,g,et)=∑τ=0∞γτR(st+τ,g)−Vk(st,g)A(s_{t},g,e_{t})=\sum_{\tau=0}^{\infty}\gamma^{\tau}R(s_{t+\tau},g)-V_{k}(s_{t},g), A(st,g,et,gt′)=A(st,g,et,at)=∑τ=0∞γτR(st+τ,g)−Vksw(st,g,et)A(s_{t},g,e_{t},g^{\prime}_{t})=A(s_{t},g,e_{t},a_{t})=\sum_{\tau=0}^{\infty}\gamma^{\tau}R(s_{t+\tau},g)-V_{k}^{\text{sw}}(s_{t},g,e_{t}), where γ\gamma is the discounted coefficient.

Finally, the value functions can be updated using the following gradient:

To increase the episode efficiency, after running an episode, we conduct nn mini-batch updates where nn is sampled from a Poisson distribution with λ=4\lambda=4, similar to Wang et al. (2017). Note that one can also apply other common policy optimization methods, e.g., A3C (Mnih et al., 2016), to our model. We leave this as future work to evaluate the efficiency of different methods when using our model.

Optimizing all three sub-policies together leads to unstable learning. To avoid this, we apply a simple alternating update procedure. For each set of MM iterations, we keep two of the sub-policies fixed and train only the single policy that remains. When we reach MM iterations, we switch the policy that is trained. For all experiments in this paper, we use M=500M=500. This alternating update procedure is used within both phases of curriculum learning.

2 Learning an STG

If at any point in the aforementioned training process the agent receives a positive reward after an episode, we update the stochastic temporal grammar. ρk\rho_{k} and qkq_{k} of the STG are both initialized to be uniform distributions. Since the STG is a finite state Markov chain over tuples ⟨et,gt′⟩\langle e_{t},g^{\prime}_{t}\rangle, we use maximum likelihood estimation (MLE) to update the distributions (Baum & Petrie, 1966). As the training progresses, the STG starts to guide the exploration.

To avoid falling into local minima in the early stages of training, it is important to encourage random exploration in early episodes. Based on our experiments, we find that using ϵ\epsilon-greedy suffices.

Experiments

Figure 3 shows the two room environment in Minecraft that we created using the Malmo platform (Johnson et al., 2016). In each episode, an arbitrary number of blocks with different colors (totally 6 colors in our experiments) are randomly placed in one of the two rooms. The agent is initially placed in the same room with the items. We consider four sets of tasks: i) G(0)={“Find x”}\mathcal{G}^{(0)}=\{\text{``Find x''}\}, walking to the front of a block with color x, ii) G(1)={“Get x”}\mathcal{G}^{(1)}=\{\text{``Get x''}\}, picking up a block with color x, iii) G(2)={“Put x”}\mathcal{G}^{(2)}=\{\text{``Put x''}\}, putting down a block with color x, and iv) G(3)={“Stack x”}\mathcal{G}^{(3)}=\{\text{``Stack x''}\}, stacking two blocks with color x together. In total, there are 24 tasks. An agent can perform the following actions: “move forward,” “move backward,” “move left,” “move right,” “turn left,” “turn right,” “pick up,” “put down.”

Without loss of generality, we assume the following skill acquisition order: Gk=∪κ=1kG(κ)\mathcal{G}_{k}=\cup_{\kappa=1}^{k}\mathcal{G}^{(\kappa)}, ∀k=0,1,2,3\forall k=0,1,2,3, which is a natural way to increase skill sets. One may also alter the order, and the main conclusions shall still hold. This results in policies {πk:k=0,1,2,3}\{\pi_{k}:k=0,1,2,3\} for these four task sets.

We adopt a sparse reward function: when reaching the goal of a task, the agent gets a +1+1 reward; when generating an instruction g′g^{\prime} that is not executable in current game (e.g., trying to find an object that does not exist in the environment), we give a −0.5-0.5 reward; otherwise, no reward will be given. Whenever a non-zero reward is given, the game terminates.

2 Implementation Details

We specify the architecture of the modules in our model in Appendix B, where the visual and instruction encoding modules have the same architectures as the ones in Hermann et al. (2017). We train the network with RMSProp (Tieleman & Hinto, 2012) with a learning rate of 0.0001. We set the batch size to be 36 and clip the gradient to a unit norm. For all tasks, the discounted coefficient is γ=0.95\gamma=0.95. For the 2-phase curriculum learning, we set the average reward threshold to be 0.9 (average rewards are estimated from the most recent 200 episodes of each task).

To encourage random exploration, we apply ϵ\epsilon-greedy to the decision sampling for the global policy (i.e., only at the top level kk at each stage k>0k>0), where ϵ\epsilon gradually decreases from 0.10.1 to .

3 Learning Efficiency

To evaluate the learning efficiency, we compare our full model with 1) a flat policy (Figure 2(a)) as in Hermann et al. (2017) fine-tuned on the terminal policy π0\pi_{0} and variants of our approach: 2) ours without STG, 3) ours without alternating policy optimization, and 4) ours without Vksw(s,e,g)V_{k}^{\text{sw}}(s,e,g) (replaced by Vk(s,g)V_{k}(s,g) instead). Note that all the rewards have been converted to the same range, i.e., $$ for the sake of fair comparison.

In Figure 4(a), we use various methods to train policy π1\pi_{1} for the task set G1\mathcal{G}_{1} based on the same base policy π0\pi_{0}. The large dip in the reward indicates that the curriculum learning switches from phase 1 to phase 2. From Figure 4(a), we may clearly see that our full model and variants can all converge within 22,000 episodes, whereas the average reward of the flat policy is still below 0.8 given the same amount of episodes. In addition, our full model finishes phase 1 significantly faster than other methods and its curve of average reward maintains notably higher than the remaining ones.

To further examine the learning efficiency during phase 2 when new tasks are added into the training process, we first pretrain π3\pi_{3} using our full model following our definition of phase 1 in the curriculum learning. We then proceed to learning phase 2 using different approaches all based on this pretrained policy. As shown in Figure 4(b), our full model has the fastest convergence and the highest average reward upon convergence. By comparing Figure 4(a) and Figure 4(b), we further show that our full model has a bigger advantage when learning more complex tasks.

To demonstrate the effect of our 2-phase curriculum learning on the training efficiency, we visualize the learning curves of our model trained with and without the curriculum learning respectively in Figure 5. According to the results, the curriculum learning indeed helps accelerate the convergence, which empirically proves the importance of encouraging a global policy to reuse relevant skills learned by its base policy.

4 Policy Generalization

Finally, we evaluate how the hierarchical design and encoding tasks by human instructions benefit the generalization of learned policies in the following two ways.

First, we train π1\pi_{1} in a simpler setting where in each episode, only one item (i.e, the target item of the given task) is present. We then test the policy π1\pi_{1} for “Get x” tasks in a room where there will be multiple items serving as distraction and the agent must interact with the correct one. Both the flat policy and the hierarchical policy can achieve near perfect testing success rate in the simple setting. However, in the more complex setting, flat policy can not differentiate the target item from other items that are also placed in the room (the success rate drops to 29%), whereas our hierarchical policy still maintains a high success rate (94%). This finding suggests that the hierarchical policy not only picks up the concept of “find” and “get” skills as the flat policy does, but also inherits the concept of items from the base policy by learning to utter correct instructions to deploy “find” skill in the base policy.

Second, we remove the wall between the two rooms shown in Figure 3 and test the flat policy and our full model in this bigger room for various tasks. Both policies are trained in the two small rooms. There are multiple items in a room for both training and testing cases. Note that the success rate of stacking tasks by the flat policy is not shown here since it is extremely difficult for the flat policy to converge to a decent policy for the full task set G3\mathcal{G}_{3} even after 4 days of training. The success rates are summarized in Tab. 1. Using the flat policy results in a much bigger drop in the testing success rate compared to using out full model. This is mainly because that our global policy will repeatedly call its base policy to execute the same task until the agent finally achieves the goal even though the trained agent is unable to reach the goal by just one shot due to the simplicity of the training environment.

5 Policy Interpretability

We visualize typical hierarchical plans of several tasks generated by global policies learned by our full model in Appendix C (Figure 6). It can been seen from the examples that our global policies adjust the composed plans in different scenarios. For instance, in the second plan on the first row, π1\pi_{1} did not deploy base policy π0\pi_{0} as the agent was already in front of the target item at the beginning of the episode, whereas in the plan on the second row, π1\pi_{1} deployed π0\pi_{0} for the “Find x” base task twice consecutively, as it did not finish the base task in the first call.

Conclusion

In this work, we have proposed a hierarchal policy modulated by a stochastic temporal grammar as a novel framework for efficient multi-task reinforcement learning through multiple training stages. Each task in our settings is described by a human instruction. The resulting global policy is able to reuse previously learned skills for new tasks by generating corresponding human instructions to inform base policies to execute relevant base tasks. We evaluate this framework in Minecraft games and have shown that our full model i) has a significantly higher learning efficiency than a flat policy does, ii) generalizes well in unseen environments, and iii) is capable of composing hierarchical plans in an interpretable manner.

Currently, we rely on weak supervision from humans to define what skills to be learned in each training stage. In the future, we plan to automatically discover the optimal training procedures to increase the task set.

References

Appendix A Pseudo Code of Our Algorithms

Appendix B Architectures of Modules

The architecture designs of all modules in our model shown in Figure 2 are as follows:

Visual Encoder extracts feature maps from an input RGB frame with the size of 84×8484\times 84 through three convolutional layers: i) the first layer has 32 filters with kernel size of 8×88\times 8 and stride of 44; ii) the second layer has 64 filters with kernel size of 4×44\times 4 and stride of 2; iii) the last layer includes 64 filters with kernel size of 3×33\times 3 and stride of 1. The feature maps are flatten into a 3136-dim vector. We reduce the dimension of this vector to 256 by a fully connected (FC) layer resulting a 256-dim visual feature as the final output of this module.

Instruction Encoder first embeds each word into a 128-dim vector and combines them into a single vector by bag-of-words (BOW). Thus the output of this module is a 128-dim vector.

Fusion layer simply concatenates the encoded visual and language representations together and outputs 384-dim fused representation. We then feed this 384-dim vector into an LSTM with 256 hidden units. The hidden layer output of the LSTM is served as the input of all policy modules and value function modules.

Switch Policy module has a FC layer with output dimension of 2 and a softmax activation to get πksw(e∣s,g)\pi_{k}^{\text{sw}}(e|s,g). Instruction Policy module has two separate FC layers, both of which are activated by softmax to output the distribution of skill, pkskill(uskill∣s,g)p_{k}^{\text{skill}}(u_{\text{skill}}|s,g), and the distribution of item, pkitem(uitem∣s,g)p_{k}^{\text{item}}(u_{\text{item}}|s,g), respectively. Augmented Policy module outputs πaug(a∣s,g)\pi_{\text{aug}}(a|s,g) also through a FC layer and softmax activation. The two Value Function modules, V(s,g)V(s,g) and Vsw(s,e,g)V^{\text{sw}}(s,e,g), all have a scalar output through a FC layer.

Finally, the Selector module selects the action sampled from Augmented Policy module or Base Policy module based on the switching decision sampled from the Switch Policy module.

Appendix C Composed Hierarchical Plans

Figure 6 shows several plans for different tasks composed by executing our hierarchical policies.