11
Learning State Abstractions for Transfer in Continuous Control Kavosh Asadi *1 David Abel *1 Michael Littman 1 Abstract Can simple algorithms with a good representation solve challenging reinforcement learning prob- lems? In this work, we answer this question in the affirmative, where we take “simple learning algorithm” to be tabular Q-Learning, the “good representations” to be a learned state abstraction, and “challenging problems” to be continuous con- trol tasks. Our main contribution is a learning algorithm that abstracts a continuous state-space into a discrete one. We transfer this learned rep- resentation to unseen problems to enable effec- tive learning. We provide theory showing that learned abstractions maintain a bounded value loss, and we report experiments showing that the abstractions empower tabular Q-Learning to learn efficiently in unseen tasks. 1. Introduction Finding the right representation is critical for effective re- inforcement learning (RL). A domain like Backgammon can be tractable given a simple representation (Tesauro, 1995), but replace this typical input stream with a 3D point cloud of a Backgammon board, and the problem becomes intractable (Konidaris, 2019). In this context, representa- tion learning could be thought of as a learning process that enables faster learning in future. In this paper we explore the limits of this reasoning. Specifically, we study whether unseen continuous control problems can be solved by sim- ple tabular RL algorithms using a state-abstraction function learned from previous problems. Identifying useful abstractions has long been a goal of AI and RL; indeed, understanding abstraction’s role in intelli- gence was one of the areas of inquiry of the 1956 Dartmouth Summer AI Workshop (McCarthy et al., 1955), and has been an active area of study since (Brooks, 1991; Dayan & Hin- ton, 1993; Singh et al., 1995; Sutton et al., 1999; Parr & Rus- sell, 1998; Dietterich, 2000; Li et al., 2006). We narrow this study by concentrating on state abstractions that translate * Equal contribution 1 Department of Computer Science, Brown University. Correspondence to: Kavosh Asadi <[email protected]>. Figure 1. Learned state abstractions (right) in the Puddle World domain (left), where goal location is one of the four corners. The abstraction function is trained using three randomly chosen prob- lems, and is then tested to solve the fourth problem. Notice that states that generally have the same optimal policy are clustered together in a common abstract state. a continuous state space into a small discrete one, suitable for use with “tabular” learning algorithms which are simple and well-understood (Sutton & Barto, 2018). Prior work has studied a similar setting leading to tree-based methods for abstracting continuous state spaces (Moore, 1994; Uther & Veloso, 1998; Feng et al., 2004; Menashe & Stone, 2018), algorithms for finding state abstractions suitable for trans- fer (Walsh et al., 2006; Cobo et al., 2011; 2012; Abel et al., 2018), and methods for learning succinct representations of continuous states (Whiteson et al., 2007; Jonschkowski & Brock, 2015). More concretely, we introduce and analyze an algorithm for learning a state abstraction. We then transfer the learned abstraction to help perform efficient reinforcement learning in unseen problems. Notably, this algorithm is well suited to continuous domains—after training, it outputs a state abstraction that maps continuous states into a small, finite state space, suitable for use with tabular RL algorithms. We present initial analysis and support for this abstraction- learning algorithm, emphasizing its ability to enable down- stream tabular RL algorithms to solve new problems not seen during the training of the abstraction. We provide a theorem on the sample complexity of learning the abstraction function, allowing us to relate the value loss under the learned abstraction function to both the number of samples used for training the abstraction function and to the Rademacher complexity of the set of abstraction functions in the hypothesis space. Moreover, our central experimental arXiv:2002.05518v1 [cs.LG] 8 Feb 2020

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Page 1: Learning State Abstractions for Transfer in Continuous Control · the algorithm used to learn these abstractions. 2. Background We begin with background on RL and state abstraction

Learning State Abstractions for Transfer in Continuous Control

Kavosh Asadi * 1 David Abel * 1 Michael Littman 1

AbstractCan simple algorithms with a good representationsolve challenging reinforcement learning prob-lems? In this work, we answer this question inthe affirmative, where we take “simple learningalgorithm” to be tabular Q-Learning, the “goodrepresentations” to be a learned state abstraction,and “challenging problems” to be continuous con-trol tasks. Our main contribution is a learningalgorithm that abstracts a continuous state-spaceinto a discrete one. We transfer this learned rep-resentation to unseen problems to enable effec-tive learning. We provide theory showing thatlearned abstractions maintain a bounded valueloss, and we report experiments showing that theabstractions empower tabular Q-Learning to learnefficiently in unseen tasks.

1. IntroductionFinding the right representation is critical for effective re-inforcement learning (RL). A domain like Backgammoncan be tractable given a simple representation (Tesauro,1995), but replace this typical input stream with a 3D pointcloud of a Backgammon board, and the problem becomesintractable (Konidaris, 2019). In this context, representa-tion learning could be thought of as a learning process thatenables faster learning in future. In this paper we explorethe limits of this reasoning. Specifically, we study whetherunseen continuous control problems can be solved by sim-ple tabular RL algorithms using a state-abstraction functionlearned from previous problems.

Identifying useful abstractions has long been a goal of AIand RL; indeed, understanding abstraction’s role in intelli-gence was one of the areas of inquiry of the 1956 DartmouthSummer AI Workshop (McCarthy et al., 1955), and has beenan active area of study since (Brooks, 1991; Dayan & Hin-ton, 1993; Singh et al., 1995; Sutton et al., 1999; Parr & Rus-sell, 1998; Dietterich, 2000; Li et al., 2006). We narrow thisstudy by concentrating on state abstractions that translate

*Equal contribution 1Department of Computer Science, BrownUniversity. Correspondence to: Kavosh Asadi <[email protected]>.

Figure 1. Learned state abstractions (right) in the Puddle Worlddomain (left), where goal location is one of the four corners. Theabstraction function is trained using three randomly chosen prob-lems, and is then tested to solve the fourth problem. Notice thatstates that generally have the same optimal policy are clusteredtogether in a common abstract state.

a continuous state space into a small discrete one, suitablefor use with “tabular” learning algorithms which are simpleand well-understood (Sutton & Barto, 2018). Prior workhas studied a similar setting leading to tree-based methodsfor abstracting continuous state spaces (Moore, 1994; Uther& Veloso, 1998; Feng et al., 2004; Menashe & Stone, 2018),algorithms for finding state abstractions suitable for trans-fer (Walsh et al., 2006; Cobo et al., 2011; 2012; Abel et al.,2018), and methods for learning succinct representations ofcontinuous states (Whiteson et al., 2007; Jonschkowski &Brock, 2015).

More concretely, we introduce and analyze an algorithm forlearning a state abstraction. We then transfer the learnedabstraction to help perform efficient reinforcement learningin unseen problems. Notably, this algorithm is well suitedto continuous domains—after training, it outputs a stateabstraction that maps continuous states into a small, finitestate space, suitable for use with tabular RL algorithms.We present initial analysis and support for this abstraction-learning algorithm, emphasizing its ability to enable down-stream tabular RL algorithms to solve new problems notseen during the training of the abstraction.

We provide a theorem on the sample complexity of learningthe abstraction function, allowing us to relate the value lossunder the learned abstraction function to both the number ofsamples used for training the abstraction function and to theRademacher complexity of the set of abstraction functionsin the hypothesis space. Moreover, our central experimental

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Page 2: Learning State Abstractions for Transfer in Continuous Control · the algorithm used to learn these abstractions. 2. Background We begin with background on RL and state abstraction

Learning State Abstractions for Transfer in Continuous Control

finding is that the learned state abstraction enables tabular Q-learning to perform sample efficient reinforcement learningin problems with continuous state spaces.

An example of a learned abstraction function in the PuddleWorld domain is shown in Figure 1. In section 4 we detailthe algorithm used to learn these abstractions.

2. BackgroundWe begin with background on RL and state abstraction.

We take the standard treatment of RL (Sutton & Barto,2018): An agent learns to make decisions that maximize re-ward in an environment through interaction alone. We makethe usual assumption that the environment can be modeledby a Markov Decision Process (MDP) (Puterman, 2014).

State abstraction describes methods for reducing the sizeof an MDP’s state space, typically by aggregating statestogether in the environmental MDP. With a smaller statespace that preserves some characteristics, RL algorithmscan often learn to make good decisions from fewer samplesand with less computation.

More formally, a state abstraction is a function, φ : S → C,that maps each ground state, s ∈ S, into an abstract state,c ∈ C. Usually, such state abstractions are chosen so that|C| � |S|, thus the state space is more tractable to work with(either by making exploration, planning, or other aspects ofdecision making easier).

When the environment’s underlying state space is continu-ous however, a natural family of relevant abstractions arethose that translate the continuous state space into a discreteone. Such functions can dramatically simplify problemsthat are otherwise intractable for certain types of RL algo-rithms (Moore, 1994; Uther & Veloso, 1998; Lee & Lau,2004), like traditional Q-Learning (Watkins & Dayan, 1992)and TD-Learning (Sutton, 1988).

In order to study the sample complexity of our abstractionlearning algorithm we use a tool from statistical learningtheory referred to as Rademacher complexity (Bartlett &Mendelson, 2002; Mohri et al., 2018). Consider a func-tion f : S 7→ [−1, 1], and an arbitrarily large set of suchfunctions F . We define Rademacher complexity of this set,Rad(F), as follows:

Rad(F) := EXj ,σj[

supf∈F

1

n

n∑j=1

σjf(Xj)],

where σj , referred to as Rademacher random variables, aredrawn uniformly at random from {±1}. One could thinkof these variables as independent and identically distributednoise. With this perspective, the average 1

n

∑nj=1 σjf(Xj)

can be thought of as the covariance between f(·) and noise,

or in other words, how well f(·) matches the noise. If forany realization of noise there exists an f ∈ F for which thisaverage is large, then we can accurately learn noise, and theRademacher complexity is large.

We can extend the previous Rademacher definition to vector-valued functions that map to [−1, 1]m. Imagine a functiong := 〈f1, ..., fm〉 where ∀ i fi ∈ F . Define the set ofsuch functions G. We similarly define the Rademachercomplexity of G as follows:

Rad(G) := EXj ,σji[

supg∈G

1

n

n∑j=1

m∑i=1

σjig(Xj)i

],

where σji are drawn uniformly randomly from {±1}.

3. Related WorkWe now summarize relevant prior literature.

We study state abstractions that map from continuous statesto discrete ones—in this sense, we offer a method for learn-ing to discretize the states of a continuous MDP. Prior litera-ture has introduced algorithms for the same purpose. Moore(1994) introduced the Parti-Game algorithm, which usesa decision tree to dynamically partition a continuous statespace based on the need for further exploration. That is, asdata about the underlying environment is collected, statepartitions are refined depending on a minimax score withrespect to an adversary that prevents the learning algorithmfrom reaching the goal (and knows the current partitioningscheme). For Parti-Game to be applied, we must assume 1)the transition function is deterministic, 2) the MDP is goal-based and the goal state is known, and 3) a local greedycontroller is available.

Feng et al. (2004) also make use of a tree-based approach—this time, kd-trees (Friedman et al., 1976)—to dynamicallypartition a continuous MDP’s state space into discrete re-gions. In contrast to Parti-Game, partitions are chosen basedon value equivalence, thereby enabling a form of closureunder the Bellman Equation.

Chapman & Kaelbling (1991) study tree-based partition-ing as a means of generalizing knowledge in RL, leadingto the development of the G algorithm. The G algorithmconstructs a data-dependent tree of Q-value partitions basedon which Q value can adequately summarize different re-gions of the state space. Over time, the tree will grow tosufficiently represent the needed distinctions in states. Fur-ther work uses decision trees of different forms to partitioncomplex (and often continuous) state spaces into discretemodels (McCallum, 1996; Uther & Veloso, 1998).

Menashe & Stone (2018) also introduced an algorithm forabstracting continuous state, with the goal of inducing asmall, tractable decision problem. They present RCAST

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Learning State Abstractions for Transfer in Continuous Control

(Recursive Cluster-based Abstraction Synthesis Technique),a technique for constructing a state abstraction that mapscontinuous states to discrete ones. Like the other tree-basedmethods discussed, RCAST uses kd-trees to partition thestate space. The key insight at the core of RCAST is topartition based on the ability to predict different factorsthat characterize the state space. This is the main departurebetween the approach of RCAST and our own algorithm,which is not tailored to factored representations. Krose &Van Dam (1992), who present an adaptive quantization forcontinuous state spaces, to be used with simple RL algo-rithms like TD-learning. Lee & Lau (2004) offer a similartechnique based on vector quantization that performs par-titioning based directly on data gathered by TD learningalgorithm. Whiteson et al. (2007) introduce a method foradaptive tile coding, to be used in value function approxima-tion. Liang et al. (2016) presented evidence that “shallow”learning algorithms can achieve competitive performance tomany Deep RL algorithms in Atari games. Their approachconstructs features that are well suited to the structure ofAtari games, including properties like relative object andcolor locations. The main result of the work shows thatwith a well crafted set of features, even a simple learningalgorithm can achieve competitive scores in Atari games.

We are not the first to explore transferring state abstrac-tions. Indeed, Walsh et al. (2006) studied the process oftransferring state abstractions across MDPs drawn from thesame distribution. Abel et al. (2018) builds on this workby introducing PAC abstractions, which are guaranteed toretain their usefulness over a distribution of tasks. Notably,similar to our main theoretical result, PAC abstractions alsoretain value with respect to a distribution of MDPs withhigh probability based on the value loss of the abstractionfamily (Abel et al., 2016). The crucial difference is that,again, PAC abstractions are tailored to discrete state spaces,and do not extend to continuous ones. Cobo et al. (2011)and Cobo et al. (2012) study methods for finding state ab-stractions based on a demonstrator’s behavior. Similarlyto our approach, their method is based on finding abstractstates that can be used to predict what a demonstrator willdo in those clusters. The key differentiating factor is thatour algorithm targets continuous state spaces, while theirsfocuses on discrete state spaces.

Majeed & Hutter (2018) discussed Q-Learning convergencein non-Markov decision problems. In particular, Theorem7 of their work reports that Q-Learning converges in somenon-MDPs, under relatively mild assumptions. They go onto characterize the necessary and sufficient conditions forQ-Learning convergence, which does in fact extend to somenon-MDPs. In this sense, their work builds on Theorem 4from Li et al. (2006) which states that Q-Learning, usinga policy-based abstraction (similar to what we learn), cansometimes converge to a policy that is sub-optimal in the

original problem. Indeed, in experiments, we find this tonot be the case – it is still an open important question as tohow certain abstractions effect both the estimation error andsample complexity of different learning algorithms.

A separate but equally relevant body of literature investi-gates learning state representations in the context of deepneural networks, typically for use in deep RL. For instance,Jonschkowski & Brock (2015) proposed learning state rep-resentations through a set of well chosen ontological priors,catered toward robotics tasks, including a simplicity priorand a causality prior (among others). These priors are thenencoded into an optimization problem that seeks to jointlyoptimize over each of their prescribed properties. Theyconduct experiments in a continuous grid domain similarto Puddle World, comparing the use of all priors to eachone individually, showcasing a consistent performance in-crease in learning with all priors. (Karl et al., 2017) de-veloped a variational Bayes method for learning a latentstate-space representation of a Markov model, given highdimensional observations. Critically, this state space is of asimple Markov model, and does not involve decision mak-ing or rewards, which are critical aspects of learning staterepresentations in MDPs (Oh et al., 2017). For a full sur-vey of recent state representation schemes for deep RL, seeLesort et al. (2018).

Naturally, many active areas of recent literature ex-plore transfer for RL. For instance, work on learning tolearn (Thrun & Pratt, 1998), or meta RL (Finn et al., 2017),investigate how to explicitly improve sample efficiencyacross a collection of tasks. Recent work in meta RLhas studied how to improve model-based RL (Sæmunds-son et al., 2018) and how to learn a new RL algorithmexplicitly (Wang et al., 2016). Other areas of research haveexplored transferring shaping functions (Konidaris & Barto,2006; Konidaris et al., 2012), successor features (Barretoet al., 2017), skills (Konidaris & Barto, 2007; Da Silva et al.,2012; Brunskill & Li, 2014), hierarchies (Wilson et al., 2007;Mehta et al., 2008; Tessler et al., 2017), behavior (Taylor& Stone, 2005), and transfer for deep RL (Higgins et al.,2017; Parisotto et al., 2015; Teh et al., 2017). For a surveyof transfer in RL see Taylor & Stone (2009).

4. AlgorithmIn this section, we formulate an optimization problem andpropose an algorithm for learning state abstractions forMDPs with continuous states. Our approach builds on atype of abstraction studied by Li et al. (2006) in the tabularsetting. Specifically, the abstraction functions attempts tocluster together the states for which the optimal policy issimilar and map these states to a common abstract state. Ourgoal will be to learn such an abstraction function on a set oftraining problems, and then transfer and use this representa-

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Learning State Abstractions for Transfer in Continuous Control

tion for reinforcement learning in unseen problems.

We define a stochastic abstraction function φ : S 7→ Pr(C)as a function that maps from ground states s ∈ S to a proba-bility distribution over abstract states C (Singh et al., 1995).We focus on problems where S is infinite, but C is finite(problems with continuous state space and an abstractionthat maps to a discrete one). Our goal is to find a stateabstraction φ that enables simple learning algorithms toperform data-efficient reinforcement learning on new tasks.

To learn an abstraction function, we introduce an objectivethat measures the probability of trajectories τ i providedby our learned policy π∗. The goal will be to maximizethis probability if we were to use the abstraction functionφ and a policy, πφ, over abstract states. We formulate theoptimization problem as follows:

arg maxφ,πφ

ΠMi=1Pr(τ i, φ, πφ) = arg max

φ,πφ

M∑i=1

log Pr(τ i, φ, πφ) ,

where:

log Pr(τ i, φ, πφ) = log ΠT (τ i)j=1 π(aτ

i

j |sj)Pr(sτi

j+1|sτi

j , aτ i

j )

=

T (τ i)∑j=1

log∑c

φ(c | sτi

j )πφ(aτi

j | c)

+

T (τ i)∑j=1

log Pr(sτi

j+1 | sτi

j , aτ i

j ) .

The second sum is not a function of the optimization vari-ables, and could be dropped:

arg maxφ,πφ

M∑i=1

log Pr(τ i, φ, πφ)

= arg maxφ,πφ

M∑i=1

T (τ i)∑j=1

log∑c

φ(c | sτi

j )πφ(aτi

j | c)

More importantly, we consider the case where our trainingset consists of K different MDPs. In this case, we solve fora generalization of the above optimization problem, namely:

arg maxφ,πφ

K∑k=1

M∑i=1

T (τ i)∑j=1

log∑c

φ(c | sτi

j )πφ(aτi

j | c, k) .

If the solution to the optimization problem is accurateenough, then states that are clustered into a single abstractstate generally have a similar policy in the MDPs used fortraining.

Although it is possible to jointly solve this optimizationproblem, for simplicity we assume πφ is fixed and providedto the learner. We parameterize the abstraction function

φ by a vector θ representing the weights of the networkφ(·|s; θ). We use softmax activation to ensure that φ outputsa probability distribution.

A good setting of θ can be found by performing stochasticgradient ascent on the objective above, as is standard whenoptimizing neural networks (LeCun et al., 2015):

θ←θ+α∇θK∑k=1

M∑i=1

T (τ i)∑j=1

log∑c

φ(c | sτi

j ; θ)πφ(aτi

j | c, k)

In our experiments we used the Adam optimizer (Kingma &Ba, 2015) which can be thought of as an advanced extensionof vanilla stochastic gradient ascent.

5. TheoryGiven a learned state abstraction, it is natural to ask if thepolicy over the learned abstract state space can achieve areasonable value. In this section we answer this questionpositively by providing a bound on the value loss of theabstract policy relative to the demonstrator policy.

We now outline our proof at a high level. The first stepshows the abstraction learning algorithm described in Sec-tion (4) has bounded ‖·‖1 policy difference on expectationunder states in the training set. We then use Rademachercomplexity to generalize this policy difference to any set ofstates drawn from the same distribution. Given the general-ization bound, we use the following lemma to conclude thatthe abstraction has bounded value loss.

Lemma 1. (Corollary of Lemma 2 in Abel et al. (2019))Consider two stochastic policies, π1 and π2 on state spaceS, and a fixed probability distribution over S, p(s). If, forsome k ∈ R≥0:

Ep(s)

[||π1(a | s)− π2(a | s)||1] ≤ k,

then:

Ep(s)

[V π1(s)− V π2(s)] ≤ kRMAX

1− γ.

To satisfy the assumption of the lemma, we first show thatthe objective function can be rewritten using Kullback-Leibler (KL) divergence. For the rest of this section, weassume that each cluster ca assigns probability 1 to the

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Learning State Abstractions for Transfer in Continuous Control

action a, allowing us to simplify notation:

arg maxφ

M∑i=1

T (τ i)∑j=1

log∑c

φ(c | sτi

j )πφ(aτi

j | c)

= arg maxφ

{E[

log φ(ca | s)]− E

[log π∗(a | s)

]}= arg max

φE[

logφ(ca | s)π∗(a|s)

]= arg max

φEs∼dπ∗

[KL(π∗(· | s)||φ(· | s)

)].

Now, suppose that our training procedure has a bounded KLloss formalized below:

1

n

n∑j=1

√2KL

(π∗(· | sj)||φ(· | sj)

)≤ ∆.

Using Pinsker’s inequality, we have:

1

n

n∑j=1

‖π∗(· | sj)− φ(· | sj)‖1 ≤∆

2.

That is, we have a bounded ‖·‖1 policy difference. Criti-cally, this bound is only valid given set of states seen in thetraining data, but to leverage Lemma 1, we need to boundthe generalization error. We get this result by introducing atheorem. Lemma below is used in the theorem.Lemma 2. (Corollary 4 in (Maurer, 2016)) Assume a setof vector valued functions G = {g : X 7→ Rm}. Assume nL-Lipschitz functions lj ∀j ∈ {1, ..., n}. Then, the followinginequality holds:

EXj ,σj[

supg∈G

1

n

n∑j=1

σj lj(g(Xj)

)]≤√

2LEXj ,σji[

supg∈G

1

n

n∑j=1

m∑i=1

σjig(Xj)i

].

Theorem. With probability at least 1−δ, for any δ ∈ (0, 1):

Es[ ∥∥(π∗(·|s)− φ(·|s)

)∥∥1

]≤ ∆

2+ 2√

2Rad(Φ) +

√2 ln 1

δ

n

Proof. We build on techniques provided by Bartlett &Mendelson (2002). First, note that ∀φ we have:

Es[‖π∗(·|s)− φ(·|s)‖1

]− 1

n

n∑j=1

‖π∗(·|sj)− φ(·|sj)‖1 ≤

supφ∈Φ{Es

[‖π∗(·|s)− φ(·|s)‖1

]− 1

n

n∑j=1

‖π∗(·|sj)− φ(·|sj)‖1}︸ ︷︷ ︸:=Ψ(s1,...,sn)

(1)

We can bound the expected value of Ψ:

E[Ψ]≤ 2√

2Rad(Φ) (2)

We do so as follows:

E[Ψ]

= Esj[

supφ∈Φ

Es[ 1

n

n∑j=1

‖π∗(·|s)− φ(·|s)‖1

−‖π∗(·|sj)− φ(·|sj)‖1]]

= Esj[

supφ∈Φ

Es′j[ 1

n

n∑j=1

∥∥π∗(·|s′j)− φ(·|s′j)∥∥

1−

‖π∗(·|sj)− φ(·|sj)‖1]],

since s′j and sj are distributed similarly.

≤ Esj ,s′j[

supφ∈Φ

1

n

n∑j=1

∥∥π∗(·|s′j)− φ(·|s′j)∥∥

1

−∥∥(π∗(·|sj)− φ(·|sj)

∥∥1

](Due to Jansen’s inequality)

= Esj ,s′j ,σji[

supφ∈Φ

1

n

n∑j=1

σj

(∥∥π∗(·|s′j)− φ(·|s′j)∥∥

1−

‖π∗(·|sj)− φ(·|sj)‖1)]

(Due to Rademacher variables uniform from {±1})

= 2Esj ,s′j ,σji[

supφ∈Φ

1

n

n∑j=1

σj∥∥π∗(·|s′j)− φ(·|s′j)

∥∥1

]

≤ 2√

2Esj ,σji[

supφ∈Φ

1

n

n∑j=1

|A|∑i=1

σjiφ(ai|sj)]

(Due to Lemma (2) and ‖·‖1 being 1-Lipschitz)

= 2√

2Rad(Φ) .

Further, it is easy to show that Ψ satisfies

|Ψ(s1, ..., sj , ...sn)−Ψ(s1, ..., s′j , ...sn)| ≤ 2

n.

Applying MacDiarmid’s inequality, for any δ ∈ (0, 1):

Pr(Ψ ≤ E[Ψ]

+

√2 ln 1

δ

n) ≥ 1− δ . (3)

Combining (3) with (2), we can write:

Pr(Ψ ≤ 2√

2Rad(Ψ) +

√2 ln 1

δ

n) ≥ 1− δ .

Now recall from (1) that:

Es[‖π∗(·|s)− φ(·|s)‖1

]≤ 1

n

n∑j=1

‖π∗(·|sj)− φ(·|sj)‖1 + Ψ,

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Learning State Abstractions for Transfer in Continuous Control

we can conclude the proof by claiming that

Es[‖π∗(·|s)− φ(·|s)‖1

]≤

1

n

n∑j=1

‖π∗(·|sj)− φ(·|sj)‖1 + 2√

2Rad(Φ) +

√2 ln 1

δ

n.

with probability at least 1− δ.

It is clear to see that, given the above bound, Lemma 1ensures bounded value loss with probability at least 1− δ.

6. ExperimentsWe now present our experimental findings. At a high level,we conducted two types of experiments:

1. Single Task: We collected an initial data set Dtrain tobe used to train the state abstraction φ based on MDPM . Then, we evaluate the performance of tabular Q-Learning on M , given this state abstraction. Sinceeach M we test with has continuous state, tabular Q-Learning cannot be applied. However, we assess theperformance of tabular Q-learning given φ. These ex-periments provide an initial sanity check as to whetherthe state abstraction can facilitate learning at all.

2. Multi-Task: We next considered a collection of MDPs{M1, . . . ,Mn}. We collected an initial data setDtrain

of (s, a) tuples from a (strict) subset of MDPs in thecollection. We used Dtrain to construct a state ab-straction φ, which we then gave to Q-Learning to learnon one or many of the remaining MDPs. Critically,we evaluate Q-Learning on MDPs not seen during thetraining of φ.

For each of the two experiment types, we evaluate in threedifferent domains, Puddle World, Lunar Lander, and CartPole. Open-source implementation of Lunar Lander andCart Pole are available on the web (Brockman et al., 2016).An implementation of Puddle World is included in our code.Full parameter settings and other experimental details areavailable in our anonymized code, which we make freelyavailable for reproduction and extension.1

6.1. Puddle World

Our first experiment used the Puddle World MDP (Boyan &Moore, 1995), a continuous grid world in which states arerepresented by two coordinates, x ∈ [0 : 1] and y ∈ [0 : 1].The agent is initialized at (0.25, 0.6), and is tasked withgetting within .0025 of the goal location, which is placed

1https://github.com/anonicml2019/icml_2019_state_abstraction

at (1.0,1.0). Two large rectangles are placed in the domain,which produce −1 reward for any time-step in which theagent is in either rectangle. All other transitions receive 0reward, except for transitions into the goal state, which yield1 reward. The agent is given four actions, up, down, left,and right. Each action moves the agent .05 in the givendirection with a small amount of Gaussian noise.

In the single task Puddle World experiment, we trained theabstraction based on 4000 sampled (s, πE(s), r, s′) quadru-ples from the puddle instance pictured in Figure 2a with onlygoal G1 active, and πE the training policy. The samples aredrawn from U(x, y), the joint uniform probability distribu-tion over x and y. Notably, since the domain is continuous,the learning agent will necessarily find itself in states it didnot see during training time. We experiment with tabular Q-Learning paired with the abstraction, denoted Q-Learning-φ(green), and Q-Learning with a linear function approximator,denoted Linear-Q (blue). We set ε = 0.1 and α = 0.005 forboth algorithms. It is worth noting that since the training ofφ takes place in the same domain that we test Q-Learning-φ,we should anticipate that the resulting pair learn quite well(assuming the φ is capable of supporting good learning atall).

Results for the single task case are presented in Figure 2d.The figures present the cumulative reward averaged over all25 runs of the experiment, with 95% confidence intervals.As expected, we find that Q-Learning-φ consistently learnsto navigate to the goal in only a few episodes. Conversely,the linear approach fails to reliably find the goal, but doesoccasionally learn to avoid running into the puddle, resultingin high variance performance.

In the multi-task Puddle World experiment, we train φ usingthree out of the four possible goals (each goal defines anindependent MDP), located in the four corners. The held-outgoal is chosen uniformly randomly from the four possiblegoals. We leave one goal out of training to be used fortesting. All parameters are set as in the single task case,except that the agents now learn for 250 episodes instead of100. The abstraction learning algorithm was given a budgetof 81 abstract states.

Results are presented in Figure 2g. Notably, the only pos-itive reward available comes from reaching the goal, sowe can conclude from the low-variance positive slope ofthe learning curve that Q-Learning with φ still learns toreach the goal reliably in only a few episodes. Moreover,Q-learning with linear function approximation fails to everreliably find the goal.

6.2. Lunar

We next experiment with Lunar Lander, pictured in Fig-ure 2b. The agent controls the purple ship by applying

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(a) Puddle World (b) Lunar Lander (c) Cart Pole

(d) Single Task Puddle World (e) Single Task Lunar Lander (f) Single Task Cart Pole

(g) Puddle World Transfer (h) Lunar Lander Transfer (i) Cart Pole Transfer

Figure 2. Learning curves for the single task experiments (top) and the transfer experiments( bottom). Each line indicates the averagecumulative reward received by the agent, reported with 95% confidence intervals.

thrusters on exactly one of the left, right, bottom, or no sidesof the ship. The state is characterized by 8 state variables,2 dimensional position and velocity information, angle andangular velocity, and two boolean flags that are active only ifthe corresponding leg touches a surface. The agent receives+100 reward when it lands or -100 when it crashes, andan additional +10 reward for each leg of the ship touchingthe ground. Critically, the agent receives -.3 reward everytimestep it uses a thruster for each of the three thrustersavailable. The default reward signal in gym implementationincludes a shaped reward that gives the agent additionalpositive reward the closer it gets to the landing zone, posi-tioned at (0,0) on the screen (the flat area with the flags). Ineach run, the mountainous terrain to the left and right of thelanding zone changes.

In the single task case, we train the state abstraction basedon 10,000 (s, πE(s), r, s′) quadruples, sampled according

to the training policy πE (which reliably either lands or getshigh shaped reward). We then give the resulting abstraction(which maps from the continuous 8-dimensional states to adiscrete state space), to tabular Q-Learning and evaluate itslearning performance.

Results are presented in Figure 2e. Notably, again, Q-Learning with φ learns a policy that reliably lands the shipin around 50 episodes. In contrast, the linear Q-Learningagent fails to ever learn a reasonable policy even after col-lecting 8 times the data. The results suggest that again, φis capable of supporting sample efficient learning of a highvalue policy.

In the transfer case, we train φ similarly to the single taskcase. Then, we define a new instance of the Lunar problemwith no shaped reward. In this new, non-shaped variant,the agent receives −.3 for every use of a thruster, −100for crashing, +100 for landing safely, and +10 anytime a

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(a) Lunar Success Rate (b) Effect of |D| on RL

Figure 3. The average rate of successful landings over time inLunar Lander without shaping (left) and the effect of the numberof training data on RL performance in Puddle World (right). Inthe right plot, a point indicates the cumulative reward receivedby Q-Learning by the end of learning with the φ trained on thedata set of the given size, averaged over 10 runs of the experiment,reported with 95% confidence intervals.

leg touches the ground. This variant of Lunar is extremelychallenging, and to our knowledge, no known algorithm hassolved this problem from scratch.

Learning curves are presented in Figure 2h, and a plot ofthe successful landing rate over time is also provided in Fig-ure 3a. Here we find the strongest support for the usefulnessof φ: Q-Learning-φ learns to land the ship more than half ofthe time after around 250 episodes. By the end of learning(500 episodes), Q-Learning with φ has learned to land theship four out of every five trials.

6.3. Cart Pole

Cart Pole is a classical control problem first studiedby Widrow & Smith (1964) in which an agent must learnto balance a pole upright by moving a cart at the base ofthe pole along a horizontal track. The state of the MDPconsists of four variables: (x, ~x, ω, ~ω), denoting the po-sition, velocity, angle, and angular velocity respectively.The agent is given only two actions: move left and moveright. The reward signal is +1 when the pole is balanced(ω ∈ (−π/9, π/9), and otherwise -10. When the polemoves outside of the positive reward region, the agent re-ceives -10 reward and the MDP terminates.

We train φ based on a data set of 1000 (s, πE(s), r, s′)quadruples collected from the training policy, with a learn-ing rate of 0.001. Then, we give Q-Learning φ to learn onthe same MDP for 50 episodes, with a max of 200 stepsper episode. We repeat the experiment 20 times and reportaverage learning curves and 95% confidence intervals.

Results are presented in Figure 2f. Here we find that Lin-earQ is able to efficiently learn a high value policy, alongwith Q-Learning-φ. From the set of single task experiments,we conclude that φ is at least sufficient to support tabularlearning in continuous state MDPs in which φ was trained.

In the multi-task case, we train φ with the same parametersas in the single task experiment. Then, we build a collectionof 5 test MDPs where we change gravity from 9.8m/s2

to each of 5.0, 6.0, 8.0, and 12.0 m/s2. We then evaluateQ-Learning-φ on its average performance across each ofthese 5 test MDPs. When learning begins, we sample oneMDP from the test set and let the agent interact with thesampled MDP for 200 episodes. After the last episode, theagent samples a new MDP uniformly from the same set of5 and learns, repeating this process for 20 rounds.

Results are presented in Figure 2i. The learning curve is veryabrupt; after only a handful of episodes, both learning algo-rithms again reliably learns to balance the pole, regardlessof how much gravity has changed from the original problem.Here we find support for the use of a linear approximatorin some settings, but naturally, as the environment becomescomplex, the linear approach fails (as in the puddle andlunar experiments)

As a final experiment, we explore the effect of the size ofthe training data set used to train φ on the performance ofthe downstream RL task that φ will be used for. Our goalis to investigate how many samples are sufficient for thelearned state abstraction to reliably produce good behaviorin practice. In the experiment, we trained φ for N = 1 up toN = 4501 samples (by increments of 500) to convergence.We then gave the resulting φ to Q-Learning and let it learnin Puddle World with all parameters set as in the singletask Puddle experiment, and report the cumulative rewardof Q-Learning’s final episode.

Results are presented in Figure 3b. As expected, when thedata set used to train φ only contains a single point, RLperformance decays substantially, with Q-Learning receiv-ing 0 reward on average. However, somewhat surprisingly,with only 501 data points, the computed φ is sufficient forQ-Learning to obtain an average cumulative reward of 0.5.Such an average score indicates that, in about half of theruns, Q-Learning-φ reliably found the goal, and, in the otherhalf, it avoided the puddle.

7. Conclusion and Future WorkWe introduced an algorithm for state abstraction and showedthat transferring the learned abstraction to new problems canenable simple RL algorithms to be effective in continuousstate MDPs. We further studied our abstraction learningprocess through the lens of statistical learning theory andRademacher complexity, leading to the result that our learn-ing algorithm can represent high value abstract policies. Webelieve that this work takes an important step towards theproblem of automatic abstraction learning in RL.

One avenue for future research extends our approach tocontinuous action spaces; in this case, we can no longer

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leverage the fact that the number of actions are finite. More-over, learning with continuous state and action is notoriouslydifficult and ripe for abstraction to make a big impact. Addi-tionally, there are open questions on learning abstractions ina lifelong setting, in which agents continually refine their ab-stractions after seeing new problems. Lastly, it is unknownas to how different kinds of abstractions effect the samplecomplexity of RL (Kakade, 2003). Thus, we foresee con-nections between continuous state exploration (Pazis & Parr,2013) and learning abstractions that can lower the samplecomplexity of RL.

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