Off-Policy Training

In online reinforcement learning, an agent is able to gather data by directly interacting with its environment. It can then use this experience to learn from and update its policy. To enable our agent to interact in this way, the agent needs to act either in the real world, or in a simulation.

AgileRL’s online training framework enables agents to learn in environments, using the standard Gym interface, 10x faster than SOTA by using our Evolutionary Hyperparameter Optimization algorithm.

Off-policy reinforcement learning involves decoupling the learning policy from the data collection policy. Algorithms like Q-learning and DDPG enable learning from experiences collected by a different, possibly exploratory policy, allowing for greater flexibility in exploration and improved sample efficiency. By learning from a diverse set of experiences, off-policy methods can leverage past data more effectively, separating the exploration strategy from the learning strategy and enabling the agent to learn optimal policies even from suboptimal or random exploration policies. This independence between data collection and learning policies often results in higher potential for reuse of previously gathered experiences and facilitates more efficient learning.

Population Creation

To perform evolutionary HPO, we require a population of agents. Individuals in this population will share experiences but learn individually, allowing us to determine the efficacy of certain hyperparameters. Individual agents which learn best are more likely to survive until the next generation, and so their hyperparameters are more likely to remain present in the population. The sequence of evolution (tournament selection followed by mutation) is detailed further below.

from agilerl.utils.utils import makeVectEnvs, initialPopulation
import torch

NET_CONFIG = {
    'arch': 'mlp',          # Network architecture
    'hidden_size': [32, 32],     # Actor hidden size
}

INIT_HP = {
            'DOUBLE': True,         # Use double Q-learning
            'BATCH_SIZE': 128,      # Batch size
            'LR': 1e-3,             # Learning rate
            'GAMMA': 0.99,          # Discount factor
            'LEARN_STEP': 1,        # Learning frequency
            'TAU': 1e-3,            # For soft update of target network parameters
            'CHANNELS_LAST': False  # Swap image channels dimension from last to first [H, W, C] -> [C, H, W]
          }

env = makeVectEnvs('LunarLander-v2', num_envs=16)   # Create environment
try:
    state_dim = env.single_observation_space.n          # Discrete observation space
    one_hot = True                                      # Requires one-hot encoding
except Exception:
    state_dim = env.single_observation_space.shape      # Continuous observation space
    one_hot = False                                     # Does not require one-hot encoding
try:
    action_dim = env.single_action_space.n              # Discrete action space
except Exception:
    action_dim = env.single_action_space.shape[0]       # Continuous action space

if INIT_HP['CHANNELS_LAST']:
    state_dim = (state_dim[2], state_dim[0], state_dim[1])

agent_pop = initialPopulation(algo='DQN',               # Algorithm
                              state_dim=state_dim,      # State dimension
                              action_dim=action_dim,    # Action dimension
                              one_hot=one_hot,          # One-hot encoding
                              net_config=NET_CONFIG,    # Network configuration
                              INIT_HP=INIT_HP,          # Initial hyperparameters
                              population_size=6,        # Population size
                              device=torch.device("cuda"))

Experience Replay

In order to efficiently train a population of RL agents, off-policy algorithms must be used to share memory within populations. This reduces the exploration needed by an individual agent because it allows faster learning from the behaviour of other agents. For example, if you were able to watch a bunch of people attempt to solve a maze, you could learn from their mistakes and successes without necessarily having to explore the entire maze yourself.

The object used to store experiences collected by agents in the environment is called the Experience Replay Buffer, and is defined by the class ReplayBuffer(). During training it can be added to using the ReplayBuffer.save2memory() function, or ReplayBuffer.save2memoryVectEnvs() for vectorized environments (recommended). To sample from the replay buffer, call ReplayBuffer.sample().

from agilerl.components.replay_buffer import ReplayBuffer
import torch

field_names = ["state", "action", "reward", "next_state", "done"]
memory = ReplayBuffer(action_dim=action_dim,    # Number of agent actions
                      memory_size=10000,        # Max replay buffer size
                      field_names=field_names,  # Field names to store in memory
                      device=torch.device("cuda"))

Tournament Selection

Tournament selection is used to select the agents from a population which will make up the next generation of agents. If elitism is used, the best agent from a population is automatically preserved and becomes a member of the next generation. Then, for each tournament, k individuals are randomly chosen, and the agent with the best evaluation fitness is preserved. This is repeated until the population for the next generation is full.

The class TournamentSelection() defines the functions required for tournament selection. TournamentSelection.select() returns the best agent, and the new generation of agents.

from agilerl.hpo.tournament import TournamentSelection

tournament = TournamentSelection(tournament_size=2, # Tournament selection size
                                 elitism=True,      # Elitism in tournament selection
                                 population_size=6, # Population size
                                 evo_step=1)        # Evaluate using last N fitness scores

Mutation

Mutation is periodically used to explore the hyperparameter space, allowing different hyperparameter combinations to be trialled during training. If certain hyperparameters prove relatively beneficial to training, then that agent is more likely to be preserved in the next generation, and so those characteristics are more likely to remain in the population.

The Mutations() class is used to mutate agents with pre-set probabilities. The available mutations currently implemented are:
  • No mutation

  • Network architecture mutation - adding layers or nodes. Trained weights are reused and new weights are initialized randomly.

  • Network parameters mutation - mutating weights with Gaussian noise.

  • Network activation layer mutation - change of activation layer.

  • RL algorithm mutation - mutation of learning hyperparameter, such as learning rate or batch size.

Mutations.mutation() returns a mutated population.

Tournament selection and mutation should be applied sequentially to fully evolve a population between evaluation and learning cycles.

from agilerl.hpo.mutation import Mutations
import torch

mutations = Mutations(algo='DQN',                           # Algorithm
                      no_mutation=0.4,                      # No mutation
                      architecture=0.2,                     # Architecture mutation
                      new_layer_prob=0.2,                   # New layer mutation
                      parameters=0.2,                       # Network parameters mutation
                      activation=0,                         # Activation layer mutation
                      rl_hp=0.2,                            # Learning HP mutation
                      rl_hp_selection=['lr', 'batch_size'], # Learning HPs to choose from
                      mutation_sd=0.1,                      # Mutation strength
                      arch=NET_CONFIG['arch'],              # Network architecture
                      rand_seed=1,                          # Random seed
                      device=torch.device("cuda"))

Off-policy Training Loop

Now it is time to insert the evolutionary HPO components into our training loop. If you are using a Gym-style environment, it is easiest to use our training function, which returns a population of trained agents and logged training metrics.

from agilerl.training.train_off_policy import train_off_policy
import gymnasium as gym
import torch

trained_pop, pop_fitnesses = train_off_policy(env=env,                      # Gym-style environment
                                   env_name='LunarLander-v2',               # Environment name
                                   algo='DQN',                              # Algorithm
                                   pop=agent_pop,                           # Population of agents
                                   memory=memory,                           # Replay buffer
                                   swap_channels=INIT_HP['CHANNELS_LAST'],  # Swap image channel from last to first
                                   n_episodes=1000,                         # Max number of training episodes
                                   evo_epochs=20,                           # Evolution frequency
                                   evo_loop=1,                              # Number of evaluation episodes per agent
                                   target=200.,                             # Target score for early stopping
                                   tournament=tournament,                   # Tournament selection object
                                   mutation=mutations,                      # Mutations object
                                   wb=False)                                # Weights and Biases tracking

Alternatively, use a custom training loop. Combining all of the above:

from agilerl.utils.utils import makeVectEnvs, initialPopulation
from agilerl.components.replay_buffer import ReplayBuffer
from agilerl.hpo.tournament import TournamentSelection
from agilerl.hpo.mutation import Mutations
import gymnasium as gym
import numpy as np
import torch

NET_CONFIG = {
                'arch': 'mlp',       # Network architecture
                'hidden_size': [32, 32],  # Actor hidden size
            }

INIT_HP = {
            'DOUBLE': True,         # Use double Q-learning
            'BATCH_SIZE': 128,      # Batch size
            'LR': 1e-3,             # Learning rate
            'GAMMA': 0.99,          # Discount factor
            'LEARN_STEP': 1,        # Learning frequency
            'TAU': 1e-3,            # For soft update of target network parameters
            'CHANNELS_LAST': False  # Swap image channels dimension from last to first [H, W, C] -> [C, H, W]
        }

env = makeVectEnvs('LunarLander-v2', num_envs=16)   # Create environment

try:
    state_dim = env.single_observation_space.n       # Discrete observation space
    one_hot = True                                   # Requires one-hot encoding
except Exception:
    state_dim = env.single_observation_space.shape   # Continuous observation space
    one_hot = False                                  # Does not require one-hot encoding
try:
    action_dim = env.single_action_space.n           # Discrete action space
except Exception:
    action_dim = env.single_action_space.shape[0]    # Continuous action space

if INIT_HP['CHANNELS_LAST']:
    state_dim = (state_dim[2], state_dim[0], state_dim[1])

pop = initialPopulation(algo='DQN',             # Algorithm
                        state_dim=state_dim,    # State dimension
                        action_dim=action_dim,  # Action dimension
                        one_hot=one_hot,        # One-hot encoding
                        net_config=NET_CONFIG,  # Network configuration
                        INIT_HP=INIT_HP,        # Initial hyperparameters
                        population_size=6,      # Population size
                        device=torch.device("cuda"))

field_names = ["state", "action", "reward", "next_state", "done"]
memory = ReplayBuffer(action_dim=action_dim,    # Number of agent actions
                      memory_size=10000,        # Max replay buffer size
                      field_names=field_names,  # Field names to store in memory
                      device=torch.device("cuda"))

tournament = TournamentSelection(tournament_size=2, # Tournament selection size
                                 elitism=True,      # Elitism in tournament selection
                                 population_size=6, # Population size
                                 evo_step=1)        # Evaluate using last N fitness scores

mutations = Mutations(algo='DQN',                           # Algorithm
                      no_mutation=0.4,                      # No mutation
                      architecture=0.2,                     # Architecture mutation
                      new_layer_prob=0.2,                   # New layer mutation
                      parameters=0.2,                       # Network parameters mutation
                      activation=0,                         # Activation layer mutation
                      rl_hp=0.2,                            # Learning HP mutation
                      rl_hp_selection=['lr', 'batch_size'], # Learning HPs to choose from
                      mutation_sd=0.1,                      # Mutation strength
                      arch=NET_CONFIG['arch'],              # Network architecture
                      rand_seed=1,                          # Random seed
                      device=torch.device("cuda"))

max_episodes = 1000 # Max training episodes
max_steps = 500     # Max steps per episode

# Exploration params
eps_start = 1.0     # Max exploration
eps_end = 0.1       # Min exploration
eps_decay = 0.995   # Decay per episode
epsilon = eps_start

evo_epochs = 5      # Evolution frequency
evo_loop = 1        # Number of evaluation episodes

# TRAINING LOOP
for idx_epi in range(max_episodes):
    for agent in pop:   # Loop through population
        state = env.reset()[0]  # Reset environment at start of episode
        score = 0
        for idx_step in range(max_steps):
            if INIT_HP['CHANNELS_LAST']:
                state = np.moveaxis(state, [3], [1])
            action = agent.getAction(state, epsilon)    # Get next action from agent
            next_state, reward, done, _, _ = env.step(action)   # Act in environment

            # Save experience to replay buffer
            if INIT_HP['CHANNELS_LAST']:
                memory.save2memoryVectEnvs(
                    state, action, reward, np.moveaxis(next_state, [3], [1]), done)
            else:
                memory.save2memoryVectEnvs(
                    state, action, reward, next_state, done)

            # Learn according to learning frequency
            if memory.counter % agent.learn_step == 0 and len(memory) >= agent.batch_size:
                experiences = memory.sample(agent.batch_size) # Sample replay buffer
                agent.learn(experiences)    # Learn according to agent's RL algorithm

            state = next_state
            score += reward

    epsilon = max(eps_end, epsilon*eps_decay) # Update epsilon for exploration

    # Now evolve population if necessary
    if (idx_epi+1) % evo_epochs == 0:

        # Evaluate population
        fitnesses = [agent.test(env, swap_channels=False, max_steps=max_steps, loop=evo_loop) for agent in pop]

        print(f'Episode {idx_epi+1}/{max_episodes}')
        print(f'Fitnesses: {["%.2f"%fitness for fitness in fitnesses]}')
        print(f'100 fitness avgs: {["%.2f"%np.mean(agent.fitness[-100:]) for agent in pop]}')

        # Tournament selection and population mutation
        elite, pop = tournament.select(pop)
        pop = mutations.mutation(pop)

env.close()