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Doc update: notebooks links + RL tips (#536)
* Update notebooks links + start rl tips * Update draft * Add general advice * Add limitations * Add which algo to use * Correct typos and change colab link * Polish RL evaluation * Minor edits * Update changelog * Update docs/guide/rl_tips.rst Co-Authored-By: Adam Gleave <adam@gleave.me> * Update docs/guide/rl_tips.rst Co-Authored-By: Adam Gleave <adam@gleave.me> * Update docs/guide/rl_tips.rst Co-Authored-By: Adam Gleave <adam@gleave.me> * Update docs/guide/rl_tips.rst Co-Authored-By: Adam Gleave <adam@gleave.me> * Update docs/guide/rl_tips.rst Co-Authored-By: Adam Gleave <adam@gleave.me> * Add DeepRL course
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.. _rl_tips: | ||
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====================================== | ||
Reinforcement Learning Tips and Tricks | ||
====================================== | ||
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The aim of this section is to help you doing reinforcement learning experiments. | ||
It covers general advice about RL (where to start, which algorithm to choose, how to evaluate an algorithm, ...), | ||
as well as tips and tricks when using a custom environment or implementing an RL algorithm. | ||
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General advice when using Reinforcement Learning | ||
================================================ | ||
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TL;DR | ||
----- | ||
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1. Read about RL and Stable Baselines | ||
2. Do quantitative experiments and hyperparameter tuning if needed | ||
3. Evaluate the performance using a separate test environment | ||
4. For better performance, increase the training budget | ||
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Like any other subject, if you want to work with RL, you should first read about it (we have a dedicated `ressource page <rl.html>`_ to get you started) | ||
to understand what you are using. We also recommend you read Stable Baselines (SB) documentation and do the `tutorial <https://github.com/araffin/rl-tutorial-jnrr19>`_. | ||
It covers basic usage and guide you towards more advanced concepts of the library (e.g. callbacks and wrappers). | ||
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Reinforcement Learning differs from other machine learning methods in several ways. The data used to train the agent is collected | ||
through interactions with the environment by the agent itself (compared to supervised learning where you have a fixed dataset for instance). | ||
This dependence can lead to vicious circle: if the agent collects poor quality data (e.g., trajectories with no rewards), then it will not improve and continue to amass | ||
bad trajectories. | ||
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This factor, among others, explains that results in RL may vary from one run to another (i.e., when only the seed of the pseudo-random generator changes). | ||
For this reason, you should always do several runs to have quantitative results. | ||
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Good results in RL are generally dependent on finding appropriate hyperparameters. Recent alogrithms (PPO, SAC, TD3) normally require little hyperparameter tuning, | ||
however, *don't expect the default ones to work* on any environment. | ||
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Therefore, we *highly recommend you* to take a look at the `RL zoo <https://github.com/araffin/rl-baselines-zoo>`_ (or the original papers) for tuned hyperparameters. | ||
A best practice when you apply RL to a new problem is to do automatic hyperparameter optimization. Again, this is included in the `RL zoo <https://github.com/araffin/rl-baselines-zoo>`_. | ||
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When applying RL to a custom problem, you should always normalize the input to the agent (e.g. using VecNormalize for PPO2/A2C) | ||
and look at common preprocessing done on other environments (e.g. for `Atari <https://danieltakeshi.github.io/2016/11/25/frame-skipping-and-preprocessing-for-deep-q-networks-on-atari-2600-games/>`_, frame-stack, ...). | ||
Please refer to *Tips and Tricks when creating a custom environment* paragraph below for more advice related to custom environments. | ||
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Current Limitations of RL | ||
------------------------- | ||
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You have to be aware of the current `limitations <https://www.alexirpan.com/2018/02/14/rl-hard.html>`_ of reinforcement learning. | ||
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Model-free RL algorithms (i.e. all the algorithms implemented in SB) are usually *sample inefficient*. They require a lot of samples (sometimes millions of interactions) to learn something useful. | ||
That's why most of the successes in RL were achieved on games or in simulation only. For instance, in this `work <https://www.youtube.com/watch?v=aTDkYFZFWug>`_ by ETH Zurich, the ANYmal robot was trained in simulation only, and then tested in the real world. | ||
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As a general advice, to obtain better performances, you should augment the budget of the agent (number of training timesteps). | ||
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In order to to achieved a desired behavior, expert knowledge is often required to design an adequate reward function. | ||
This *reward engineering* (or *RewArt* as coined by `Freek Stulp <http://www.freekstulp.net/>`_), necessitates several iterations. As a good example of reward shaping, | ||
you can take a look at `Deep Mimic paper <https://xbpeng.github.io/projects/DeepMimic/index.html>`_ which combines imitation learning and reinforcement learning to do acrobatic moves. | ||
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One last limitation of RL is the instability of training. That is to say, you can observe during training a huge drop in performance. | ||
This behavior is particularly present in `DDPG`, that's why its extension `TD3` tries to tackle that issue. | ||
Other method, like `TRPO` or `PPO` make use of a *trust region* to minimize that problem by avoiding too large update. | ||
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How to evaluate an RL algorithm? | ||
-------------------------------- | ||
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Because most algorithms use exploration noise during training, you need a separate test environment to evaluate the performance | ||
of your agent at a given time. It is recommended to periodically evaluate your agent for `n` test episodes (`n` is usually between 5 and 20) | ||
and average the reward per episode to have a good estimate. | ||
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As some policy are stochastic by default (e.g. A2C or PPO), you should also try to set `deterministic=True` when calling the `.predict()` method, | ||
this frequently leads to better performance. | ||
Looking at the training curve (episode reward function of the timesteps) is a good proxy but underestimates the agent true performance. | ||
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We suggest you reading `Deep Reinforcement Learning that Matters <https://arxiv.org/abs/1709.06560>`_ for a good discussion about RL evaluation. | ||
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You can also take a look at this `blog post <https://openlab-flowers.inria.fr/t/how-many-random-seeds-should-i-use-statistical-power-analysis-in-deep-reinforcement-learning-experiments/457>`_ | ||
and this `issue <https://github.com/hill-a/stable-baselines/issues/199>`_ by Cédric Colas. | ||
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Which algorithm should I use? | ||
============================= | ||
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There is no silver bullet in RL, depending on your needs and problem, you may choose one or the other. | ||
The first distinction comes from your action space, i.e., do you have discrete (e.g. LEFT, RIGHT, ...) | ||
or continuous actions (ex: go to a certain speed)? | ||
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Some algorithms are only tailored for one or the other domain: `DQN` only supports discrete actions, where `SAC` is restricted to continuous actions. | ||
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The second difference that will help you choose is whether you can parallelize your training or not, and how you can do it (with or without MPI?). | ||
If what matters is the wall clock training time, then you should lean towards `À2C` and its derivates (PPO, ACER, ACKTR, ...). | ||
Take a look at the `Vectorized Environments <vec_envs.html>`_ to learn more about training with multiple workers. | ||
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To sum it up: | ||
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Discrete Actions | ||
---------------- | ||
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.. note:: | ||
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This covers `Discrete`, `MultiDiscrete`, `Binary` and `MultiBinary` spaces | ||
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Discrete Actions - Single Process | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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DQN with extensions (double DQN, prioritized replay, ...) and ACER are the recommended algorithms. | ||
DQN is usually slower to train (regarding wall clock time) but is the most sample efficient (because of its replay buffer). | ||
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Discrete Actions - Multiprocessed | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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You should give a try to PPO2, A2C and its successors (ACKTR, ACER). | ||
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If you can multiprocess the training using MPI, then you should checkout PPO1 and TRPO. | ||
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Continuous Actions | ||
------------------ | ||
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Continuous Actions - Single Process | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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Current State Of The Art (SOTA) algorithms are `SAC` and `TD3`. | ||
Please use the hyperparameters in the `RL zoo <https://github.com/araffin/rl-baselines-zoo>`_ for best results. | ||
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Continuous Actions - Multiprocessed | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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Take a look at PPO2, TRPO or A2C. Again, don't forget to take the hyperparameters from the `RL zoo <https://github.com/araffin/rl-baselines-zoo>`_ | ||
for continuous actions problems (cf *Bullet* envs). | ||
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.. note:: | ||
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Normalization is critical for those algorithms | ||
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If you can use MPI, then you can choose between PPO1, TRPO and DDPG. | ||
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Goal Environment | ||
----------------- | ||
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If your environment follows the `GoalEnv` interface (cf `HER <her.html>`_), then you should use | ||
HER + (SAC/TD3/DDPG/DQN) depending on the action space. | ||
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.. note:: | ||
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The number of workers is an important hyperparameters for experiments with HER. Currently, only HER+DDPG supports multiprocessing using MPI. | ||
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Tips and Tricks when creating a custom environment | ||
================================================== | ||
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If you want to learn about how to create a custom environment, we recommend you read this `page <custom_envs.html>`_. | ||
We also provide a `colab notebook <https://colab.research.google.com/github/araffin/rl-tutorial-jnrr19/blob/master/5_custom_gym_env.ipynb>`_ for | ||
a concrete example of creating a custom gym environment. | ||
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Some basic advice: | ||
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- always normalize your observation space when you can, i.e., when you know the boundaries | ||
- normalize your action space and make it symmetric when continuous (cf potential issue below) A good practice is to rescale your actions to lie in [-1, 1]. This does not limit you as you can easily rescale the action inside the environment | ||
- start with shaped reward (i.e. informative reward) and simplified version of your problem | ||
- debug with random actions to check that your environment works and follows the gym interface: | ||
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Here is a code snippet to check that your environment runs without error. | ||
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.. code-block:: python | ||
env = YourEnv() | ||
obs = env.reset() | ||
n_steps = 10 | ||
for _ in range(n_steps): | ||
# Random action | ||
action = env.action_space.sample() | ||
obs, reward, done, info = env.step(action) | ||
**Why should I normalize the action space?** | ||
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Most reinforcement learning algorithms rely on a Gaussian distribution (initially centered at 0 with std 1) for continuous actions. | ||
So, if you forget to normalize the action space when using a custom environment, | ||
this can harm learning and be difficult to debug (cf attached image and `issue #473 <https://github.com/hill-a/stable-baselines/issues/473>`_). | ||
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.. figure:: ../_static/img/mistake.png | ||
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Another consequence of using a Gaussian is that the action range is not bounded. | ||
That's why clipping is usually used as a bandage to stay in a valid interval. | ||
A better solution would be to use a squashing function (cf `SAC`) or a Beta distribution (cf `issue #112 <https://github.com/hill-a/stable-baselines/issues/112>`_). | ||
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.. note:: | ||
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This statement is not true for `DDPG` or `TD3` because they don't rely on any probability distribution. | ||
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Tips and Tricks when implementing an RL algorithm | ||
================================================= | ||
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When you try to reproduce a RL paper by implementing the algorithm, the `nuts and bolts of RL research <http://joschu.net/docs/nuts-and-bolts.pdf>`_ | ||
by John Schulman are quite useful (`video <https://www.youtube.com/watch?v=8EcdaCk9KaQ>`_). | ||
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We *recommend following those steps to have a working RL algorithm*: | ||
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1. Read the original paper several times | ||
2. Read existing implementations (if available) | ||
3. Try to have some "sign of life" on toy problems | ||
4. Validate the implementation by making it run on harder and harder envs (you can compare results against the RL zoo) | ||
You usually need to run hyperparameter optimization for that step. | ||
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You need to be particularly careful on the shape of the different objects you are manipulating (a broadcast mistake will fail silently cf `issue #75 <https://github.com/hill-a/stable-baselines/pull/76>`_) | ||
and when to stop the gradient propagation. | ||
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A personal pick (by @araffin) for environments with gradual difficulty in RL with continuous actions: | ||
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1. Pendulum (easy to solve) | ||
2. HalfCheetahBullet (medium difficulty with local minima and shaped reward) | ||
3. BipedalWalkerHardcore (if it works on that one, then you can have a cookie) | ||
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in RL with discrete actions: | ||
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1. CartPole-v1 (easy to be better than random agent, harder to achieve maximal performance) | ||
2. LunarLander | ||
3. Pong (one of the easiest Atari game) | ||
4. other Atari games (e.g. Breakout) |
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