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The Cell Must Go On: Agar.io for Continual Reinforcement Learning

arXiv:2505.18347v2 Announce Type: replace-cross Abstract: Continual reinforcement learning (RL) concerns agents that are expected to learn continually, rather than converge to a policy that is then fixed for evaluation. This setting is well-suited to environments that the agent perceives as changing over time, rendering any static policy ineffective. In continual RL, researchers often simulate such changes either by modifying episodic environments to incorporate task shifts during interaction or by designing simulators that explicitly model continual dynamics. However, transforming episodic problems into continual ones primarily captures scenarios involving abrupt changes in the data stream and still relies on episodic structure. Meanwhile, the few simulators explicitly designed for empirical continual RL research are often limited in scope or complexity. In this paper, we introduce AgarCL, a research platform for continual RL that enables agents to progress toward increasingly sophisticated behaviour. AgarCL is based on the game Agar.io, a non-episodic, high-dimensional problem with stochastic, ever-evolving dynamics, continuous actions, and partial observability. We provide benchmark results for DQN, PPO, and SAC on the primary continual RL challenge, as well as across a suite of smaller tasks within AgarCL. These smaller tasks isolate aspects of the full environment and allow us to characterize the distinct challenges posed by different components of the game. We further evaluate three continual learning methods-Shrink and Perturb, ReDo, and Continual Backpropagation-and observe little improvement over standard RL algorithms, suggesting that the challenges posed by AgarCL extend beyond the stability-plasticity dilemma.
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When is Offline Policy Selection Sample Efficient for Reinforcement Learning?

arXiv:2312.02355v2 Announce Type: replace-cross Abstract: Offline reinforcement learning algorithms often require careful hyperparameter tuning. Before deployment, we need to select amongst a set of candidate policies. However, there is limited understanding about the fundamental limits of this offline policy selection (OPS) problem. In this work we provide clarity on when sample efficient OPS is possible, primarily by connecting OPS to off-policy policy evaluation (OPE) and Bellman error (BE) estimation. We first show a hardness result, that in the worst case, OPS is just as hard as OPE, by proving a reduction of OPE to OPS. As a result, no OPS method can be more sample efficient than OPE in the worst case. We then connect BE estimation to the OPS problem, showing how BE can be used as a tool for OPS. While BE-based methods generally require stronger requirements than OPE, when those conditions are met they can be more sample efficient. Building on this insight, we propose a BE method for OPS, called Identifiable BE Selection (IBES), that has a straightforward method for selecting its own hyperparameters. We conclude with an empirical study comparing OPE and IBES, and by showing the difficulty of OPS on an offline Atari benchmark dataset.
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