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Multi-task curriculum learning in a complex, visual, hard-exploration domain: Minecraft

Ingmar Kanitscheider, Joost Huizinga, David Farhi, William Hebgen Guss, Brandon Houghton, Raul Sampedro, Peter Zhokhov, Bowen Baker, Adrien Ecoffet, Jie Tang, Oleg Klimov, Jeff Clune

arXiv:2106.14876v1cs.LGstat.ML

TL;DR

Dependent tasks can make reinforcement-learning exploration difficult when agents lack prerequisite skills. The paper combines learning-progress curriculum sampling with exploration bonuses and reports more solved tasks than uniform sampling alone.

  • Problem

    In goal-conditioned learning, agents may not know which previously learned behaviors help with a new task, and those behaviors may not generalize to it.

    Source: §1 · p. 2
  • Method

    The paper combines a curriculum based on fast-versus-slow success-probability averages with an exploration bonus adapted to the agent’s current skill.

    Source: §2.2 · p. 6, §5 · p. 11
  • Results

    Across the reported progression, learned tasks rise from 17 with uniform sampling and no bonus to 82 with bidirectional learning progress; static and dynamic bonuses reach 43 and 70.

    Source: §5 · p. 12
  • Takeaways & Limitations

    Bidirectional learning progress focuses sampling on the expanding skill frontier and mitigates forgetting by tracking deterioration as well as improvement.

    Source: §5 · p. 12

    The method assumes explicit task labels, and estimating progress for each task becomes computationally expensive as the task count grows.

    Source: §5 · p. 12

Abstract

from arXiv · show

An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by focusing on the next best task to learn. We explore curriculum learning in a complex, visual domain with many hard exploration challenges: Minecraft. We find that learning progress (defined as a change in success probability of a task) is a reliable measure of learnability for automatically constructing an effective curriculum. We introduce a learning-progress based curriculum and test it on a complex reinforcement learning problem (called "Simon Says") where an agent is instructed to obtain a desired goal item. Many of the required skills depend on each other. Experiments demonstrate that: (1) a within-episode exploration bonus for obtaining new items improves performance, (2) dynamically adjusting this bonus across training such that it only applies to items the agent cannot reliably obtain yet further increases performance, (3) the learning-progress based curriculum elegantly follows the learning curve of the agent, and (4) when the learning-progress based curriculum is combined with the dynamic exploration bonus it learns much more efficiently and obtains far higher performance than uniform baselines. These results suggest that combining intra-episode and across-training exploration bonuses with learning progress creates a promising method for automated curriculum generation, which may substantially increase our ability to train more capable, generally intelligent agents.

1 Introduction

The introduction motivates automatic curricula for dependent tasks and presents Minecraft Simon Says results in which exploration bonuses and learning-progress sampling improve item discovery.

  • Uniformly sampling tasks can waste computation when few are currently learnable, motivating curricula that infer learnability during training.Source: §1 · p. 2
  • A goal-independent exploration bonus for tasks unrelated to the current goal substantially improves performance over uniform sampling.Source: §1 · p. 3
  • Dynamically removing bonuses from reliably obtainable items adds across-training diversity pressure and further improves performance.Source: §1 · p. 3
  • Learning-progress sampling tracks the expanding skill frontier; tracking performance drops as well as gains avoids forgetting seen with improvement-only sampling.Source: §1 · p. 3
  • The bidirectional learning-progress curriculum discovers the most target items, followed by dynamic, fixed, then no exploration bonus; learning progress further increases performance.Source: Figure 1 · p. 3, §1 · p. 3

2 Methods

The methods use recent changes in task success probability to infer learnability and focus training on tasks the agent can currently learn. They combine this curriculum with an exploration bonus that is removed for reliably obtainable items and evaluate it on goal-conditioned Minecraft item-collection tasks.

2.1 Learning progress curriculum

  • Learning-progress curricula prioritize tasks with changing success probabilities, tracking both increases and decreases to revisit tasks that may be forgotten.Unlike fixed success-probability thresholds, progress can indicate learnability despite task- or environment-dependent limits on achievable success rates.Source: §2.1 · pp. 5–6

2.2 Learning progress inference

  • The estimator contrasts fast and slow success-probability averages; an intermediate measurement timescale balances noise against lag, while low-probability reweighting prioritizes unfinished tasks.The method also concentrates 90% of sampling weight on roughly 20% of tasks with the largest reweighted progress.Source: §2.2 · pp. 6–7

2.3 Curricula over goal-conditioned tasks

  • A goal-independent, within-episode bonus rewards newly collected items, while the dynamic version removes reliably obtainable items to limit distraction from harder goals.Items leave the exploration set above a goal-conditioned success probability of 0.1 and can return if performance drops below that threshold.Source: §2.3 · pp. 7–8

2.4 "Simon Says" task

  • For goal-conditioned Minecraft tasks, the agent selects from 107 tech-tree items, has 5 minutes (1500 time steps) to complete each, and starts another task without resetting the world or respawning after success or failure.Episodes last at most 30 minutes (9000 time steps); a new episode starts in a new environment, with a 50% chance of retaining the prior inventory.Source: §2.4 · p. 8

3 Results: Evaluation on Minecraft "Simon Says"

Uniform sampling learns few items, while exploration bonuses and learning-progress curricula expand the set of obtainable goals. The bidirectional curriculum reaches the most items among the reported curricula and avoids the forgetting-and-rediscovery cycles seen with the unidirectional version.

3.1 Uniform sampling without exploration bonus

  • The agent learned to obtain only 17 of 107 tasks, with learning defined as success probability of at least 5%; learning plateaued early, and it discovered only a subset of surface-obtainable items.The target set also contained six additional items later realized to be impossible for the agent.Source: §3.1 · pp. 8–9

3.2 Uniform sampling with fixed exploration bonus

  • The fixed exploration bonus increases explored items at convergence from 17 to 43, extending discovery beyond surface items to underground mining and some iron tools.The bonus is applied over all items, including those already known to the agent, which can distract it from harder goals.Source: §3.2 · p. 9, §3.3 · p. 9

3.3 Uniform sampling with dynamic exploration bonus

  • The dynamic exploration bonus raises explored items at convergence to about 70 by rewarding hard items the agent rarely obtains.The bonus is removed for items whose goal-conditioned success probability exceeds 0.1; discovered items include all surface and stone items, most iron items, and most redstone items.Source: §3.3 · p. 9

3.4 Learning progress curriculum

  • The bidirectional curriculum discovers 82 items, while the unidirectional curriculum discovers 79 and undergoes unstable cycles of forgetting and rediscovery.The bidirectional treatment reaches half of the golden items and a few diamond items; the unidirectional treatment’s cycles arise from catastrophic forgetting.Source: §3.4 · p. 10

3.5 Mitigating catastrophic forgetting by tracking bidirectional learning progress

  • Bidirectional progress resamples tasks when performance declines, and sporadic revisiting of old tasks is reported as sufficient to mitigate forgetting more efficiently than uniform resampling.Unidirectional progress does not increase sampling of declining tasks, allowing extended focus on surface items and loss of underground skills.Source: §3.5 · p. 10

4 Related work

Prior curriculum methods often select tasks using success thresholds or regret, while learning progress offers a task-selection signal. The paper studies reliable measurement of that signal and its combination with dynamic exploration.

Automated curriculum learning

  • Threshold-based methods select tasks by success probability or reward, while regret-based methods favor tasks with high gaps between maximum return and average return [6] [7] [8] [16] [17] [18].The paper notes that static thresholds can be difficult or impossible to tune.Source: §4 · p. 11
  • Under environmental stochasticity, regret can favor less-learnable tasks when unusually lucky returns inflate the known maximum [17] [18].The authors present learning-progress curricula as having potential to address this issue.Source: §4 · p. 11

Learning progress and automated curricula

  • Learning-progress curricula extend earlier uses of progress as curiosity for novel-state exploration [22] to task selection, and this work studies reliable measurement and combination with dynamic exploration.The authors identify these as their novel contributions alongside applying progress curricula to hard problems requiring RL at scale.Source: §4 · p. 11

Exploration bonuses

  • Static within-episode item bonuses encourage obtaining new items, whereas dynamic bonuses encourage obtaining different items across episodes [3].The cited Curiosity Search work also reports the cost of repeatedly exploring the whole environment for deep exploration.Source: §4 · p. 11
  • The bidirectional curriculum resamples goals when success declines and restores items to the bonus set when success falls, helping mitigate detachment and reducing derailment risk.The paper says it does not address derailment as explicitly; removing learned items from the bonus set reduces the incentive for exploration when prerequisites are lacking.Source: §4 · p. 11

5 Discussion, Conclusion, and Future Work

In Minecraft Simon Says, exploration bonuses and learning-progress task sampling increased the number of learned tasks over uniform sampling. Bidirectional progress also mitigated forgetting, while future extensions would address task-label and scaling constraints.

5 Discussion, Conclusion, and Future Work

  • 17 to 43, then 70 and 82 learned tasks as static bonuses, dynamically restricted bonuses, and bidirectional learning-progress sampling are added in sequence.The curriculum’s task sampling follows the agent’s learning curve and focuses on the expanding frontier of its skills.Source: §5 · p. 12
  • Bidirectional learning progress mitigates catastrophic forgetting by resampling tasks at risk of being forgotten, unlike the unidirectional curriculum observed to forget tasks.It tracks both task improvements and deteriorations in performance.Source: §5 · p. 12
  • The current curriculum assumes explicit task labels, and faithfully estimating progress becomes computationally expensive when task counts grow.Suggested extensions include clustering tasks and estimating progress over large task spaces with function approximation or environment generators.Source: §5 · p. 12

A.1 Optimal ∆t for estimating learning progress:

The appendix analyzes a finite-difference estimate of learning progress and its expected squared error. Its time interval trades off estimator variance against bias from curvature in the mean success-probability curve.

A.1 Optimal ∆t for estimating learning progress:

  • The estimator uses samples at t and t−∆t to form a difference quotient for the derivative of mean success probability.It is unbiased for the finite-difference quotient, but not for the derivative itself at finite ∆t.Source: §A.1 · pp. 13–14
  • The optimal ∆t balances variance and curvature bias: more samples or greater curvature favor a smaller interval, while greater average variance favors a larger one.The optimum exists only when the mean’s second derivative is nonzero.Source: §A.1 · p. 14
  • The expected squared error combines the squared bias and variance, with the bias determined to first order by the mean’s second derivative.The approximation neglects terms of third and higher order in ∆t when ∆t is assumed small.Source: §A.1 · p. 14

A.2 Reweighting of learning progress towards small success probabilities

The method estimates bidirectional learning progress from fast and slow success-probability averages. Reweighting makes differences at low success probabilities count more strongly before the progress calculation.

A.2 Reweighting of learning progress towards small success probabilities

  • For each task, the bidirectional learning-progress measure is the absolute difference between reweighted fast and slow success-probability estimates.The estimates are exponential moving averages with different time scales.Source: §A.2 · p. 15
  • Reweighting magnifies probability differences at low success levels: the gap from 0.1 to 0.2 becomes larger than the gap from 0.6 to 0.7.Figure 6 illustrates these two probability intervals with dotted red and blue lines, respectively.Source: §A.2 · p. 15, Figure 6 · p. 15
  • The reweighting is applied to probabilities before learning progress is calculated.This is the stated scope of Figure 6.Source: Figure 6 · p. 15, §A.2 · p. 15

A.3 Conversion of reweighted learning progress measure to sampling weight

The section converts reweighted learning progress into task-sampling probabilities by z-scoring the measure, applying a sigmoid, and normalizing the resulting weights. The sigmoid is designed to focus sampling on high-progress tasks without concentrating on only one or two; in practice, the share sampled can vary.

A.3 Conversion of reweighted learning progress measure to sampling weight

  • Z-scored reweighted learning progress is passed through a sigmoid and the resulting weights are normalized into sampling probabilities.The sigmoid is centered on the 90% quantile of the normal distribution.Source: §A.3 · pp. 15–16
  • The sigmoid's saturation for large learning progress prevents sampling from focusing on only one or two tasks.Under Gaussian-distributed reweighted learning progress, the algorithm would focus on the top 10% of tasks.Source: §A.3 · pp. 15–16, Figure 7 · p. 16
  • Because reweighted learning progress often deviates from Gaussianity, the curriculum may sample a larger or smaller share than the intended top 10%.Source: §A.3 · p. 16

A.4.1 Environment

The environment uses MineRL-based Minecraft observations and a mix of standard controls and special item actions. Frame skipping and a channel-attack action shape how often the agent acts and simplify mining.

A.4.1 Environment

  • The agent observes 64x64 RGB frames, game-state features, the current goal item, and the exploration-set items.Features include inventory, health, food, saturation, experience, and the items in hand.Source: §A.4.1 · p. 16
  • Actions include movement and combat controls, camera control, and special craft, equip, and place actions masked when unavailable in the current game state.Source: §A.4.1 · p. 16
  • Most actions repeat for four environment steps, while a channel-attack action repeats attacks for a tool-dependent duration to make mining easier to learn.At 20 frames per second, the four-step frame skip lets the policy choose a new action every 200 milliseconds.Source: §A.4.1 · pp. 16–17

A.4.2 Policy and Optimization details

The policy and value function share an enlarged IMPALA-based network that combines visual and game-state feature embeddings through an LSTM. The policy is optimized with PPO and GAE.

A.4.2 Policy and Optimization details

  • The policy and value function share an enlarged IMPALA convolutional network followed by a 512-unit fully connected layer.Source: §A.4.2 · p. 17
  • Visual and feature embeddings are summed, processed by an LSTM and another 512-unit layer, then sent to factorial policy and value-function heads.Inventory features are embedded linearly; other features use one-hot encoding.Source: §A.4.2 · p. 17
  • Optimization uses Proximal Policy Optimization and General Advantage Estimation.Source: §A.4.2 · p. 17
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