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MuZero is a state-of-the-art reinforcement learning algorithm developed by DeepMind. This artificial intelligence program achieves superhuman performance in complex domains, the most noteworthy being popular board games and Atari games. Reinforcement learning agents, like MuZero, depend critically on effective exploration to discover optimal decision-making strategies. In MuZero, this is done with a standard exploration mechanism based on Monte Carlo Tree Search visit counts and a temperature-controlled softmax action selection. This thesis investigates the potential for enhancing MuZero's performance, sample efficiency, and learning trajectory by systematically evaluating alternative exploration strategies. Our research explores several modifications to the action selection process. This involves varying the scheduling of temperature for softmax selection, an epsilon-greedy action selection and using Thompson Sampling with an ensemble of models for the exploration step. These methods provide a robust approach to balancing exploration and exploitation, and have already been applied to other programs similarly. This paper contributes a comprehensive empirical comparison of these strategies, providing insights into their practical implications for optimising MuZero and advancing the understanding of exploration in complex model-based RL agents.
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MuZero is a state-of-the-art reinforcement learning algorithm developed by DeepMind. This artificial intelligence program achieves superhuman performance in complex domains, the most noteworthy being popular board games and Atari games. Reinforcement learning agents, like MuZero, depend critically on effective exploration to discover optimal decision-making strategies. In MuZero, this is done with a standard exploration mechanism based on Monte Carlo Tree Search visit counts and a temperature-controlled softmax action selection. This thesis investigates the potential for enhancing MuZero's performance, sample efficiency, and learning trajectory by systematically evaluating alternative exploration strategies. Our research explores several modifications to the action selection process. This involves varying the scheduling of temperature for softmax selection, an epsilon-greedy action selection and using Thompson Sampling with an ensemble of models for the exploration step. These methods provide a robust approach to balancing exploration and exploitation, and have already been applied to other programs similarly. This paper contributes a comprehensive empirical comparison of these strategies, providing insights into their practical implications for optimising MuZero and advancing the understanding of exploration in complex model-based RL agents.
A key advancement in model-based Reinforcement Learning (RL) stems from Transformer based world models, which allow agents to plan effectively by learning an internal represen tation of the environment. However, causal self-attention in Transformers can be computa tionally redundant when most relevant information lies in only a few recent steps, making it inefficient for environments with predominantly short-term memory dependencies. This pa per investigates integrating alternative attention mechanisms into world models to address these limitations. We embed inductive biases via local attention and Gaussian adaptive attention, aiming to guide the model’s focus towards more relevant elements of the ob servation history. We evaluate these modified architectures in four environments on the Atari 100k benchmark under partially observable conditions. Our results show that, in environments where relevant information is contained within a specific recent window of observations (i.e. a short-term memory dependency), tuning local or Gaussian adaptive attention to that window lets them significantly outperform causal attention within a lim ited number of interactions. In Pong, the best performing Gaussian attention model raised the mean return from–14.53 to–6.86, representing roughly a 53% improvement over the baseline. The effectiveness of these mechanisms varies with the complexity and dynamism of the influential variables within an environment, highlighting the importance of appro priate prior selection and flexibility. This work highlights that leveraging influence-based principles through inductive biases can lead to more data-efficient attention mechanisms for world models, particularly when agents must learn from limited environment interactions in diverse RL settings.
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A key advancement in model-based Reinforcement Learning (RL) stems from Transformer based world models, which allow agents to plan effectively by learning an internal represen tation of the environment. However, causal self-attention in Transformers can be computa tionally redundant when most relevant information lies in only a few recent steps, making it inefficient for environments with predominantly short-term memory dependencies. This pa per investigates integrating alternative attention mechanisms into world models to address these limitations. We embed inductive biases via local attention and Gaussian adaptive attention, aiming to guide the model’s focus towards more relevant elements of the ob servation history. We evaluate these modified architectures in four environments on the Atari 100k benchmark under partially observable conditions. Our results show that, in environments where relevant information is contained within a specific recent window of observations (i.e. a short-term memory dependency), tuning local or Gaussian adaptive attention to that window lets them significantly outperform causal attention within a lim ited number of interactions. In Pong, the best performing Gaussian attention model raised the mean return from–14.53 to–6.86, representing roughly a 53% improvement over the baseline. The effectiveness of these mechanisms varies with the complexity and dynamism of the influential variables within an environment, highlighting the importance of appro priate prior selection and flexibility. This work highlights that leveraging influence-based principles through inductive biases can lead to more data-efficient attention mechanisms for world models, particularly when agents must learn from limited environment interactions in diverse RL settings.
Recent advances in reinforcement learning (RL) have achieved superhuman performance in various domains but often rely on vast numbers of environment interactions, limiting their practicality in real-world scenarios. MuZero is a RL algorithm that uses Monte Carlo Tree Search with a learned dynamics model, which is trained only to predict rewards, values, and policies, without any explicit objective to match real environment transitions. This work investigates how constraining the learned model of MuZero to follow the real environment dynamics with either a temporal-consistency loss over latent states or a pixel-level observation-reconstruction loss impacts the sample efficiency of MuZero, tested under the Atari100k benchmark. We evaluate performance on Pong, Breakout, and MsPacman analyzing the impact of each loss and its sensitivity to loss weight. Our results show how the temporal-consistency loss can improve performance in certain environments while the observation-reconstruction loss fails to do so, and that both losses are highly sensitive to their weight coefficient, indicating that they might require task-based fine tuning.
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Recent advances in reinforcement learning (RL) have achieved superhuman performance in various domains but often rely on vast numbers of environment interactions, limiting their practicality in real-world scenarios. MuZero is a RL algorithm that uses Monte Carlo Tree Search with a learned dynamics model, which is trained only to predict rewards, values, and policies, without any explicit objective to match real environment transitions. This work investigates how constraining the learned model of MuZero to follow the real environment dynamics with either a temporal-consistency loss over latent states or a pixel-level observation-reconstruction loss impacts the sample efficiency of MuZero, tested under the Atari100k benchmark. We evaluate performance on Pong, Breakout, and MsPacman analyzing the impact of each loss and its sensitivity to loss weight. Our results show how the temporal-consistency loss can improve performance in certain environments while the observation-reconstruction loss fails to do so, and that both losses are highly sensitive to their weight coefficient, indicating that they might require task-based fine tuning.
Planning agents have demonstrated superhuman performance in deterministic environments, such as chess and Go, by combining end-to-end reinforcement learning with powerful tree-based search algorithms. To extend such agents to stochastic or partially observable domains, Stochastic MuZero leveraged a framework that models environment uncertainty by splitting transitions into agent actions and learned stochastic outcomes. In this paper, we propose a novel architecture, FlowZero, which builds on this idea but replaces the discrete latent modeling of environment stochasticity with Conditional Normalizing Flows (CNF). This allows the model to learn a rich, continuous probability distribution over possible future states conditioned on the afterstate. The key advantage of this approach is its ability to perform exact log-likelihood evaluation, offering more precise density estimation than the evidence lower bound (ELBO) used in Stochastic MuZero. We aim to verify the proposed CNF’s capacity to overfit data and generalize to similar and larger data, and our novel agent FlowZero’s capacity to perform in a stochastic environment.
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Planning agents have demonstrated superhuman performance in deterministic environments, such as chess and Go, by combining end-to-end reinforcement learning with powerful tree-based search algorithms. To extend such agents to stochastic or partially observable domains, Stochastic MuZero leveraged a framework that models environment uncertainty by splitting transitions into agent actions and learned stochastic outcomes. In this paper, we propose a novel architecture, FlowZero, which builds on this idea but replaces the discrete latent modeling of environment stochasticity with Conditional Normalizing Flows (CNF). This allows the model to learn a rich, continuous probability distribution over possible future states conditioned on the afterstate. The key advantage of this approach is its ability to perform exact log-likelihood evaluation, offering more precise density estimation than the evidence lower bound (ELBO) used in Stochastic MuZero. We aim to verify the proposed CNF’s capacity to overfit data and generalize to similar and larger data, and our novel agent FlowZero’s capacity to perform in a stochastic environment.
This work investigates the impact of action sampling strategies on the performance of Sampled MuZero, a reinforcement learning algorithm designed for continuous control settings like robotics. In contrast to discrete domains, continuous action spaces require sampling from a proposal distribution beta during Monte Carlo Tree Search (MCTS), a process that is underexplored despite being central to the algorithm's effectiveness. We systematically study how performance is influenced by (1) the choice of beta distribution and (2) the use of progressive widening, an MCTS augmentation that samples additional actions for frequently visited search tree nodes. Our JAX-based implementation of Sampled MuZero is evaluated on the Brax HalfCheetah environment, testing beta as either a uniform distribution or the agent's policy distribution. Additionally, we examine how different progressive widening parameters affect planning depth and computational efficiency. Results show that while temperature modulation provides marginal benefits under specific conditions, progressive widening with properly calibrated parameters can improve planning depth and episode returns.
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This work investigates the impact of action sampling strategies on the performance of Sampled MuZero, a reinforcement learning algorithm designed for continuous control settings like robotics. In contrast to discrete domains, continuous action spaces require sampling from a proposal distribution beta during Monte Carlo Tree Search (MCTS), a process that is underexplored despite being central to the algorithm's effectiveness. We systematically study how performance is influenced by (1) the choice of beta distribution and (2) the use of progressive widening, an MCTS augmentation that samples additional actions for frequently visited search tree nodes. Our JAX-based implementation of Sampled MuZero is evaluated on the Brax HalfCheetah environment, testing beta as either a uniform distribution or the agent's policy distribution. Additionally, we examine how different progressive widening parameters affect planning depth and computational efficiency. Results show that while temperature modulation provides marginal benefits under specific conditions, progressive widening with properly calibrated parameters can improve planning depth and episode returns.
This thesis explores whether Large Language Models (LLMs) can generate abstractions in Markovian Decision Processes (MDPs) to reduce complexity in planning with Monte Carlo Tree Search (MCTS). A complete pipeline was developed to extract and validate cluster-based abstractions from LLMs. The pipeline combines modular prompt engineering, post-processing, and evaluation through both structural similarity and performance metrics. Experiments in gridworld environments show that Deepseek-R1 models consistently outperform LLaMA models, with architecture and training proving more important than parameter size. Structured prompts, especially those using JSON representation and rationale-driven responses, significantly improved abstraction quality. While LLMs can approximate, and sometimes even find the ideal abstractions in simple environments, performance deteriorates in larger or less regular domains. These findings highlight both the potential and current limitations of LLM-based abstraction, and suggest directions for future research, including more complex environments, richer abstraction types, and advanced prompting strategies.
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This thesis explores whether Large Language Models (LLMs) can generate abstractions in Markovian Decision Processes (MDPs) to reduce complexity in planning with Monte Carlo Tree Search (MCTS). A complete pipeline was developed to extract and validate cluster-based abstractions from LLMs. The pipeline combines modular prompt engineering, post-processing, and evaluation through both structural similarity and performance metrics. Experiments in gridworld environments show that Deepseek-R1 models consistently outperform LLaMA models, with architecture and training proving more important than parameter size. Structured prompts, especially those using JSON representation and rationale-driven responses, significantly improved abstraction quality. While LLMs can approximate, and sometimes even find the ideal abstractions in simple environments, performance deteriorates in larger or less regular domains. These findings highlight both the potential and current limitations of LLM-based abstraction, and suggest directions for future research, including more complex environments, richer abstraction types, and advanced prompting strategies.
Offline model-based reinforcement learning uses a model of the environment, learned from a static dataset of interactions, to guide policy generation. Sub-optimal planning decisions can be made when the agent explores states that are out-of-distribution, as the world model will have more uncertainty. This paper explores the use of pessimism, the tendency to avoid uncertain states, in the planning procedure. We evaluate Lower Confidence Bound, ensembles, and Monte Carlo dropout in the MinAtar breakout environment. Results indicate that ensemble methods yield the highest performance, with a significant performance gain over the baseline, while LCB also shows varying degrees of improvement. MC dropout is generally shown to not yield a performance improvement.
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Offline model-based reinforcement learning uses a model of the environment, learned from a static dataset of interactions, to guide policy generation. Sub-optimal planning decisions can be made when the agent explores states that are out-of-distribution, as the world model will have more uncertainty. This paper explores the use of pessimism, the tendency to avoid uncertain states, in the planning procedure. We evaluate Lower Confidence Bound, ensembles, and Monte Carlo dropout in the MinAtar breakout environment. Results indicate that ensemble methods yield the highest performance, with a significant performance gain over the baseline, while LCB also shows varying degrees of improvement. MC dropout is generally shown to not yield a performance improvement.
We investigate the generalization performance of predictive models in model-based reinforcement learning when trained using maximum likelihood estimation (MLE) versus proper value equivalence (PVE) loss functions. While the more conventional MLE loss aims to fit models to predict state transitions and rewards as accurately as possible, value-equivalent methods (e.g. PVE) prioritize value-relevant features. We show that in a tabular setting, MLE-based models generalize better than their PVE counterparts when fit to a small number of training policies, whereas PVE-based models perform better as the number of policies increases. With increasing model rank, generalisation error tends to improve for MLE and PVE, and the two become closer in generalisation ability.
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We investigate the generalization performance of predictive models in model-based reinforcement learning when trained using maximum likelihood estimation (MLE) versus proper value equivalence (PVE) loss functions. While the more conventional MLE loss aims to fit models to predict state transitions and rewards as accurately as possible, value-equivalent methods (e.g. PVE) prioritize value-relevant features. We show that in a tabular setting, MLE-based models generalize better than their PVE counterparts when fit to a small number of training policies, whereas PVE-based models perform better as the number of policies increases. With increasing model rank, generalisation error tends to improve for MLE and PVE, and the two become closer in generalisation ability.
While model-free reinforcement learning (MFRL) approaches have been shown effective at solving a diverse range of environments, recent developments in model-based reinforcement learning (MBRL) have shown that it is possible to leverage its increased sample efficiency and generalisation abilities to solve highly complex tasks with fewer resources and environment interactions. The introduction of discrete latent states through categorical distributions allowed DreamerV2, a MBRL approach, to surpass the state-of-the-art MFRL Rainbow algorithm on the Arcade Learning Environment. Despite the successes of this approach, it is not yet understood why discretization improves performance. This paper investigates how the discretization of the latent space through categorical distribution affects planning performance in a deterministic environment. Further investigations are conducted on the model's generalization abilities and the impact of the latent space's shape on performance. By using a dataset of experiences instead of directly interacting with the environment, the models are trained in an offline setting. Results show that the discrete world model underperforms compared to a continuous latent space model while being significantly harder to train. Further investigations concluded that the number of categorical distributions has a high influence on performance and that in the considered setting the discrete world model can generalize better than the continuous baseline but it does so by sacrificing small gains in important metrics.
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While model-free reinforcement learning (MFRL) approaches have been shown effective at solving a diverse range of environments, recent developments in model-based reinforcement learning (MBRL) have shown that it is possible to leverage its increased sample efficiency and generalisation abilities to solve highly complex tasks with fewer resources and environment interactions. The introduction of discrete latent states through categorical distributions allowed DreamerV2, a MBRL approach, to surpass the state-of-the-art MFRL Rainbow algorithm on the Arcade Learning Environment. Despite the successes of this approach, it is not yet understood why discretization improves performance. This paper investigates how the discretization of the latent space through categorical distribution affects planning performance in a deterministic environment. Further investigations are conducted on the model's generalization abilities and the impact of the latent space's shape on performance. By using a dataset of experiences instead of directly interacting with the environment, the models are trained in an offline setting. Results show that the discrete world model underperforms compared to a continuous latent space model while being significantly harder to train. Further investigations concluded that the number of categorical distributions has a high influence on performance and that in the considered setting the discrete world model can generalize better than the continuous baseline but it does so by sacrificing small gains in important metrics.
Traditionally, Recurrent Neural Networks (RNNs) are used to predict the sequential dynamics of the environment. With the advancement and breakthroughs of Transformer models, there has been demonstrated improvement in the performance & sample efficiency of Transformers as world models. The focus has been on partially-observable environments where their capabilities can be maximally utilised. In this paper, we sought to investigate the conditions under which transformers outperform RNNs given a fully observable environment where states obey the Markov property. This provides insight into transformers' generalisation and predictive capabilities. Specifically, our experiments explored the impact of model complexity and the size of the dataset. We observed that transformers did not outperform our baseline implementation when given up to 7000 episodes of trajectory data. It was also observed that having shorter sequence lengths had a negligible impact on the performance of the model, leading to our recommendation of avoiding using transformers in these fully observable environments.
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Traditionally, Recurrent Neural Networks (RNNs) are used to predict the sequential dynamics of the environment. With the advancement and breakthroughs of Transformer models, there has been demonstrated improvement in the performance & sample efficiency of Transformers as world models. The focus has been on partially-observable environments where their capabilities can be maximally utilised. In this paper, we sought to investigate the conditions under which transformers outperform RNNs given a fully observable environment where states obey the Markov property. This provides insight into transformers' generalisation and predictive capabilities. Specifically, our experiments explored the impact of model complexity and the size of the dataset. We observed that transformers did not outperform our baseline implementation when given up to 7000 episodes of trajectory data. It was also observed that having shorter sequence lengths had a negligible impact on the performance of the model, leading to our recommendation of avoiding using transformers in these fully observable environments.
Model-Based Reinforcement Learning (MBRL) algorithms solve sequential decision-making problems, usually formalised as Markov Decision Processes, using a model of the environment dynamics to compute the optimal policy. When dealing with complex environments, the environment dynamics are frequently approximated with function approximators (such as Neural Netoworks) that are not guaranteed to converge to an optimal solution. As a consequence, the planning process using samples generated by an imperfect model is also not guaranteed to converge to the optimal policy. In fact, the mismatch between source and target dynamics distribution can result in compounding errors, leading to poor algorithm performance during testing. To mitigate this, we combine the Robust Markov Decision Processes (RMDPs) framework and an ensemble of models to take into account the uncertainty in the approximation of the dynamics. With RMDPs, we can study the uncertainty problem as a two-player stochastic game where Player 1 aims to maximize the expected return and Player 2 wants to minimize it. Using an ensemble of models, Player 2 can choose the worst model to carry out the transitions when performing rollout for the policy improvement. We experimentally show that finding a maximin strategy for this game results in a policy robust to model errors leading to better performance when compared to assuming the learned dynamics to be correct.
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Model-Based Reinforcement Learning (MBRL) algorithms solve sequential decision-making problems, usually formalised as Markov Decision Processes, using a model of the environment dynamics to compute the optimal policy. When dealing with complex environments, the environment dynamics are frequently approximated with function approximators (such as Neural Netoworks) that are not guaranteed to converge to an optimal solution. As a consequence, the planning process using samples generated by an imperfect model is also not guaranteed to converge to the optimal policy. In fact, the mismatch between source and target dynamics distribution can result in compounding errors, leading to poor algorithm performance during testing. To mitigate this, we combine the Robust Markov Decision Processes (RMDPs) framework and an ensemble of models to take into account the uncertainty in the approximation of the dynamics. With RMDPs, we can study the uncertainty problem as a two-player stochastic game where Player 1 aims to maximize the expected return and Player 2 wants to minimize it. Using an ensemble of models, Player 2 can choose the worst model to carry out the transitions when performing rollout for the policy improvement. We experimentally show that finding a maximin strategy for this game results in a policy robust to model errors leading to better performance when compared to assuming the learned dynamics to be correct.
Previous research has in reinforcement learning for traffic control has used various state abstractions. Some use feature vectors while others use matrices of car positions. This paper first compares a simple feature vector consisting of only queue sizes per incoming lane to a matrix of car positions. Then it investigates if knowledge can be transferred from a simple agent using the feature vector abstraction to a more complex agent that uses the position matrix abstraction.We find that training cannot be sped up by first training an agent with the feature vector abstraction and then reusing this Q-function to train an agent with the position matrix abstraction. The simple agent does not take considerably fewer samples to converge, and the total time needed to first train the simple agent and then transfer exceeds the time needed to train the complex agent from scratch.
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Previous research has in reinforcement learning for traffic control has used various state abstractions. Some use feature vectors while others use matrices of car positions. This paper first compares a simple feature vector consisting of only queue sizes per incoming lane to a matrix of car positions. Then it investigates if knowledge can be transferred from a simple agent using the feature vector abstraction to a more complex agent that uses the position matrix abstraction.We find that training cannot be sped up by first training an agent with the feature vector abstraction and then reusing this Q-function to train an agent with the position matrix abstraction. The simple agent does not take considerably fewer samples to converge, and the total time needed to first train the simple agent and then transfer exceeds the time needed to train the complex agent from scratch.