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Frontiers of Computer Science

ISSN 2095-2228

ISSN 2095-2236(Online)

CN 10-1014/TP

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2018 Impact Factor: 1.129

Front. Comput. Sci.    2025, Vol. 19 Issue (4) : 194313    https://doi.org/10.1007/s11704-024-3194-1
Artificial Intelligence
Clustered Reinforcement Learning
Xiao MA1, Shen-Yi ZHAO1, Zhao-Heng YIN2, Wu-Jun LI1()
1. National Key Laboratory for Novel Software Technology, Department of Computer Science and Technology, Nanjing University, Nanjing 210023, China
2. Department of Electrical Engineering and Computer Sciences, University of California, Berkeley, CA 94720-1770, USA
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Abstract

Exploration strategy design is a challenging problem in reinforcement learning (RL), especially when the environment contains a large state space or sparse rewards. During exploration, the agent tries to discover unexplored (novel) areas or high reward (quality) areas. Most existing methods perform exploration by only utilizing the novelty of states. The novelty and quality in the neighboring area of the current state have not been well utilized to simultaneously guide the agent’s exploration. To address this problem, this paper proposes a novel RL framework, called clustered reinforcement learning (CRL), for efficient exploration in RL. CRL adopts clustering to divide the collected states into several clusters, based on which a bonus reward reflecting both novelty and quality in the neighboring area (cluster) of the current state is given to the agent. CRL leverages these bonus rewards to guide the agent to perform efficient exploration. Moreover, CRL can be combined with existing exploration strategies to improve their performance, as the bonus rewards employed by these existing exploration strategies solely capture the novelty of states. Experiments on four continuous control tasks and six hard-exploration Atari-2600 games show that our method can outperform other state-of-the-art methods to achieve the best performance.

Keywords deep reinforcement learning      exploration      count-based method      clustering      K-means     
Corresponding Author(s): Wu-Jun LI   
About author:

Just Accepted Date: 28 February 2024   Issue Date: 20 May 2024
 Cite this article:   
Xiao MA,Shen-Yi ZHAO,Zhao-Heng YIN, et al. Clustered Reinforcement Learning[J]. Front. Comput. Sci., 2025, 19(4): 194313.
 URL:  
https://academic.hep.com.cn/fcs/EN/10.1007/s11704-024-3194-1
https://academic.hep.com.cn/fcs/EN/Y2025/V19/I4/194313
Fig.1  (a) Using clustering to divide the collected states (blue dots) into 5 clusters. The agent is rewarded with 1 in the orange area and receives no reward in other areas; (b) the clustering-based bonus rewards with novelty alone (η=1.0); (c) the clustering-based bonus rewards (η=0.5). The blue bar represents the portion of bonus rewards reflecting the novelty of states, and the orange bar represents the portion reflecting the quality of states
  
Fig.2  A snapshot of Mountain Car
Fig.3  (a) The total number of novel states NNovelty (y-axis) of Hash on Mountain Car with different lengths of hash codes d (x-axis) when the bonus coefficient is set to 0.1; (b) the mean average return (y-axis) of Hash on Mountain Car with different lengths of hash codes (x-axis) when the bonus coefficient is set to 0.1. The results are averaged over 100 random seeds
Fig.4  The training curve of CRL on coordinate-based Mountain Car when {K,β,η}={32,0.01,0.1}
Fig.5  Coordinate-based Mountain Car. (a) All dots represent states collected in iteration 0. Green dots represent states allocated to cluster 1(0) and blue dots represent states allocated to cluster 2(0); (b) all dots represent states collected in iteration 5. Green dots represent states allocated to cluster 1(5) and blue dots represent states allocated to cluster 2(5). The x-coordinate is the agent’s horizontal position, and the y-coordinate is the agent’s horizontal velocity
Fig.6  The training curve of CRL on pixel-based Mountain Car when {K,β,η}={32,0.01,0.1}
Fig.7  Pixel-based Mountain Car. (a) All dots represent states collected in iteration 10. Green dots represent states allocated to cluster 1(10) and blue dots represent states allocated to cluster 2(10); (b) all dots represent states collected in iteration 14. Green dots represent states allocated to cluster 1(14) and blue dots represent states allocated to cluster 2(14). The x-coordinate is the agent’s horizontal position, and the y-coordinate is the agent’s horizontal velocity
Method Mountain Car Cart-Pole Swing up Half-Cheetah Double Pendulum
TRPO [58] 0 145.16 0 294.71
VIME [36] 1 256.04 19.46 298.77
CRL 1 (0.1) 346.58 (0.1) 2.06 (0.1) 375.51 (0.1)
Hash [24] 0.40 268.01 0 279.14
CRL-Hash 0.40 (0.5) 356.15 (0.9) 0 (0.9) 367.42 (0.5)
RND [41] 0.65 310.96 0 368.81
CRL-RND 1 (0.5) 331.52 (0.5) 0 (0.9) 381.02 (0.5)
NovelD [42] 0.27 326.38 0 366.96
CRL-NovelD 0.38 (0.25) 336.39 (0.5) 0 (0.9) 392.23 (0.5)
Tab.1  The results of our method and all baselines on four continuous control tasks over 5 random seeds. For our method, the numbers in parentheses indicate the values of η. Boldface numbers are the best results among all methods
Fig.8  Training curves of TRPO, Hash, VIME, and CRL on Mountain Car, Cart-Pole Swing up, Double Pendulum and Half-Cheetah. The results are averaged over 5 random seeds. The solid line represents the mean average return, and the shaded area represents one standard deviation. On Mountain Car and Half-Cheetah, the training curves of TRPO coincide with the x-axis. (a) Mountain Car; (b) Cart-Pole Swing up; (c) Double Pendulum; (d) Half-Cheetah
Layer Configuration
conv 1 filter 32×8×8, stride 4, Leaky RELU
conv 2 filter 64×4×4, stride 2, Leaky RELU
conv 3 filter 64×3×3, stride 1, Leaky RELU
full 4 256 units
Tab.2  Configuration of the network for the random feature on Atari-2600 games
Method Freeway Frostbite Gravitar Montezuma Solaris Venture
TRPO [58] 17.55 1229.66 500.33 0 2110.22 283.48
CRL 30.80 (0.75) 4337.98 (0.1) 552.46 (0.1) 0 (0.75) 3672.55 (0.5) 312.40 (0.1)
Hash [24] 22.29 2954.10 577.47 0 2619.32 299.61
CRL-Hash 28.38 (0.75) 4148.90 (0.1) 585.79 (0.1) 0 (0.75) 2741.48 (0.5) 328.50 (0.1)
RND [41] 21.52 2837.70 867.30 2188.80 765.47 966.00
CRL-RND 20.85 (0.9) 4076.60 (0.9) 1002.40 (0.75) 2453.30 (0.5) 1021.60 (0.5) 981.20 (0.9)
NovelD [42] 21.39 3476.46 677.90 1744.80 975.52 283.60
CRL-NovelD 19.97 (0.9) 3520.06 (0.9) 971.50 (0.5) 2323.40 (0.5) 980.16 (0.5) 498.60 (0.9)
Tab.3  The mean average return of our method and baselines after training for 200M frames on six hard-exploration Atari-2600 games over 5 random seeds. For our method, the numbers in parentheses indicate the values of η. The Boldface numbers are the best results among all methods
Method Freeway Frostbite Gravitar Montezuma Solaris Venture
Hash [24] 22.29 2954.10 577.47 0 2619.32 299.61
CRL 30.80 4337.98 552.46 0 3672.55 312.40
HashRF [24] 27.28 5530.79 520.67 0 2470.54 72.30
CRLRF 28.60 4444.63 572.74 0 2891.14 190.18
HashBASS [24] 32.18 2958.44 524.28 265.16 2372.05 401.08
CRLBASS 31.60 6173.75 602.60 379.68 3397.51 582.69
Tab.4  The mean average return of CRL and Hash when adopting different features after training for 200M frames on six hard-exploration Atari-2600 games over 5 random seeds
Fig.9  Training curves of TRPO, HashBASS and CRLBASS on six hard-exploration Atari-2600 games. The results are averaged over 5 random seeds. The solid line represents the mean average return and the shaded area represents one standard deviation. (a) Freeway; (b) Frostbite; (c) Gravitar; (d) Montezuma’s Revenge; (e) Solaris; (f) Venture
Fig.10  Sensitivity to K (x-axis) of CRL and CRLBASS on Freeway when β=0.1, η=0.25 and β=0.1, η=0.75. The results are averaged over 5 random seeds. The y-axis represents mean average return, which is averaged over 5 random seeds after training for 500 iterations. (a) CRL. β=0.1, η=0.25; (b) CRL. β=0.1, η=0.75; (c) CRLBASS. β=0.1, η=0.25; (d) CRLBASS. β=0.1, η=0.75
Fig.11  Visualization of states collected during iteration 0 on Freeway, along with their corresponding cluster centers for K=16
MAR CRL MAR CRLBASS
η η
β 0.1 0.25 0.5 0.75 0.9 β 0.1 0.25 0.5 0.75 0.9
0 17.55 17.55 17.55 17.55 17.55 0 17.55 17.55 17.55 17.55 17.55
0.01 25.60 27.67 24.21 25.09 24.38 0.01 23.52 24.42 27.15 24.92 23.54
0.1 30.10 30.72 28.43 30.80 29.66 0.1 30.07 31.35 29.89 31.60 23.28
1 25.19 28.52 28.75 23.79 24.35 1 23.53 29.15 22.85 22.82 24.22
Tab.5  Effect of β and η using CRL and CRLBASS on Freeway when β is chosen from {0,0.01,0.1,1}, η is chosen from {0.1,0.25,0.5,0.75,0.9}, and K is set to 16. The results are averaged over 5 random seeds after 500 iterations
MAR β=0.01 β=0.1
K η=0.25 η=0.75 η=0.25 η=0.75
16 1.0 1.0 1.0 1.0
24 1.0 1.0 1.0 1.0
32 1.0 1.0 1.0 1.0
40 1.0 1.0 1.0 1.0
Tab.6  The mean average return of CRL on Mountain Car with different settings. The results are averaged over 5 random seeds
Fig.12  Mean average return of CRL and Hash with respect to wall-clock time on Freeway during the first 50 iterations
  
  
  
  
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