Toy environment question

Toy environment question

So I built this toy environment and I think no existing methods can really solve it— I tested only rainbow DQN and a simple actor-critic algorithm (forked bsuite), but it’s a pretty difficult problem because there’s a powerful local optimum and uniform exploration cannot break free of it (unless tuned to an unreasonable degree).

I have a couple questions:

  1. How contrived is this? I feel like it may represent a real class of “hard exploration” tasks with certain reward structures, in which targeted exploration is necessary to break through local optima, but I’m not sure how general this really is.

  2. What are the real-world RL environments that look most like this? If I had a variant that could solve this environment, what would be the logical next place to test it?

So far I’m thinking maybe Humanoid v4, which I could imagine having the necessary structure, at least in theory— it has dense, structured rewards and the powerful local optimum is standing still and just not falling over. Meanwhile, true locomotion is essentially controlled falling, and falling over does potentially reveal the necessary information to learn locomotion. So “following the breadcrumbs” of different ways to fall over could theoretically reveal the necessary information to learn locomotion.

What do y’all think?

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