Automated curricula through setter-solver interactions
Sebastien Racaniere, Andrew K. Lampinen, Adam Santoro, David P., Reichert, Vlad Firoiu, Timothy P. Lillicrap

TL;DR
This paper introduces an automatic curriculum generation method for goal-conditioned reinforcement learning agents in dynamic environments, addressing sparse rewards by considering goal validity, feasibility, and coverage.
Contribution
It presents a novel setter-solver framework for automatic curriculum creation in environments with varying goals, a first in goal-conditioned settings with changing goal sets.
Findings
Effective curriculum generation in 2D and 3D environments.
Guidance towards desired goal distributions improves learning.
Addresses challenges of sparse rewards and goal variability.
Abstract
Reinforcement learning algorithms use correlations between policies and rewards to improve agent performance. But in dynamic or sparsely rewarding environments these correlations are often too small, or rewarding events are too infrequent to make learning feasible. Human education instead relies on curricula--the breakdown of tasks into simpler, static challenges with dense rewards--to build up to complex behaviors. While curricula are also useful for artificial agents, hand-crafting them is time consuming. This has lead researchers to explore automatic curriculum generation. Here we explore automatic curriculum generation in rich, dynamic environments. Using a setter-solver paradigm we show the importance of considering goal validity, goal feasibility, and goal coverage to construct useful curricula. We demonstrate the success of our approach in rich but sparsely rewarding 2D and 3D…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsReinforcement Learning in Robotics · Artificial Intelligence in Games · Generative Adversarial Networks and Image Synthesis
