Hierarchical State Abstraction based on Structural Information Principles
Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence. Main Track. Pages 4549-4557.
https://doi.org/10.24963/ijcai.2023/506
Keywords
- Agent-based and Multi-agent Systems: MAS: Applications
- Machine Learning: ML: Reinforcement learning
- Machine Learning: ML: Deep reinforcement learning
Abstract
State abstraction optimizes decision-making by ignoring irrelevant environmental information in reinforcement learning with rich observations. Nevertheless, recent approaches focus on adequate representational capacities resulting in essential information loss, affecting their performances on challenging tasks. In this article, we propose a novel mathematical Structural Information principles-based State Abstraction framework, namely SISA, from the information-theoretic perspective. Specifically, an unsupervised, adaptive hierarchical state clustering method without requiring manual assistance is presented, and meanwhile, an optimal encoding tree is generated. On each non-root tree node, a new aggregation function and condition structural entropy are designed to achieve hierarchical state abstraction and compensate for sampling-induced essential information loss in state abstraction. Empirical evaluations on a visual gridworld domain and six continuous control benchmarks demonstrate that, compared with five SOTA state abstraction approaches, SISA significantly improves mean episode reward and sample efficiency up to 18.98 and 44.44%, respectively. Besides, we experimentally show that SISA is a general framework that can be flexibly integrated with different representation-learning objectives to improve their performances further.
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1 Introduction
Reinforcement Learning (RL) is a promising approach to intelligent decision-making for a variety of complex tasks, such as robot walking [Collins et al., 2005], recommending systems [Ie et al., 2019], automating clustering [Zhang et al., 2022], abnormal detection [Peng et al., 2021], and multiagent collaboration [Baker et al., 2020; Peng et al., 2022]. In the RL setting, agents often learn to maximize their rewards in environments with high-dimensional and noisy observations, which requires suitable state representations [Jong and Stone, 2005; Kaiser et al., 2019]. A valid solution is state abstraction, which can ignore irrelevant environmental information to compress the original state space, thereby considerably simplifying the decision process [Abel et al., 2016; Laskin et al., 2020b].
Prior work defines state-abstraction types via aggregation functions that group together "sufficiently similar" states for reductions in task complexity [Li et al., 2006; Hutter, 2016; Abel et al., 2016; Abel et al., 2018]. However, their abstraction performances heavily depend on manual assistance due to high sensitivity to aggregation parameters, such as approximate abstraction's predicate constant and transitive abstraction's bucket size. On the other hand, recent work transfers state abstraction into a representation-learning problem and incorporates various learning objectives to enable state representations with desirable properties [Gelada et al., 2019; Zhang et al., 2020; Zang et al., 2022; Zhu et al., 2022]. Despite their adequate representational capacities, these approaches discard some essential information about state dynamics or rewards, making them hard to characterize the environment accurately. Therefore, balancing irrelevant and essential information is vital for decision-making with rich observations. Recently, Markov state abstraction [Allen et al., 2021] is introduced to realize this balance, reflecting the original rewards and transition dynamics while guaranteeing its representational capacity. Nevertheless, representation learning based on sampling from finite replay buffers inevitably induces essential information loss in Markov abstraction, affecting its performance on challenging tasks. Although multiagent collaborative role discovery based on structural information principles has been proposed [Zeng et al., 2023], it is not available in the RL scenario of a single agent.
In this paper, we propose a novel mathematical Structural Information principles-based hierarchical State Abstraction framework, namely SISA, from the information-theoretic perspective. The critical insight is that SISA combines hierarchical state clustering and aggregation of different hierarchies to achieve sample-efficient hierarchical abstraction. Inspired by the structural entropy minimization principle [Li and Pan, 2016; Li et al., 2018], we first present an unsupervised, adaptive hierarchical state clustering method without requiring manual assistance. It consists of structuralization, sparsification, and optimization modules, to construct an optimal encoding tree. Secondly, an effective autoencoder structure and representation-learning objectives are adopted to learn state embeddings and refine the hierarchical clustering. Thirdly, for non-root tree nodes of different heights, we define a new aggregation function using the assigned structural entropy as each child node's weight, thereby achieving the hierarchical state abstraction. The hierarchical abstraction from leaf nodes to the root on the optimal encoding tree is an automatic process of ignoring irrelevant information and preserving essential information. Moreover, a new conditional structural entropy is designed to reconstruct the relation between original states to compensate for samplinginduced essential information loss. Furthermore, SISA is a general framework and can be flexibly integrated with various representation-learning abstraction approaches, e.g., Markov abstraction [Allen et al., 2021] and SAC-AE [Yarats et al., 2021], for improving their performances. Extensive experiments are conducted in both offline and online environments with rich observations, including one gridworld navigation task and six continuous control benchmarks. Comparative results and analysis demonstrate the performance advantages of the proposed state abstraction framework over the five latest SOTA baselines. All source codes and experimental results are available at Github 1 .
The main contributions of this paper are as follows: 1) Based on the structural information principles, an innovative, unsupervised, adaptive hierarchical state abstraction framework (SISA) without requiring manual assistance is proposed to optimize RL in rich environments. 2) A novel aggregation function leveraging the assigned structural entropy is defined to achieve hierarchical abstraction for efficient decisionmaking. 3) A new conditional structural entropy reconstructing state relations is designed to compensate for essential information loss in abstraction. 4) The remarkable performance on challenging tasks shows that SISA achieves up to 18.98 and 44.44% improvements in the final performance and sample efficiency than the five latest SOTA baselines.
2 Background
2.1 Markov Decision Process
In RL, the problem to resolve is described as a Markov Decision Process (MDP) [Bellman, 1957], a tuple M = (S,A,R, P, γ), where S is the original state space, A is the action space, R is the reward function, P (s′ | s, a) is the transitioning probability from state s ∈ S to state s′ ∈ S conditioning on an action a ∈ A, and γ ∈ [0, 1) is the discount factor. At each timestep, an agent chooses an action a ∈ A according to its policy function a ∼ π(s), which updates the environment state s′ ∼ P(s, a), yielding a reward r ∼ R(s, a) ∈ R. The goal of the agent is to learn a policy that maximizes long-term expected discounted reward.
2.2 State Abstraction
Following Markov state abstraction [Allen et al., 2021], we define state abstraction as a function fϕ that projects each original state s ∈ S to an abstract state z ∈ Z. When applied to an MDP M = (S,A,R,P, γ), the state abstraction induces a new abstract decision process Mϕ = (Z, A, Rϕ, Pϕ, γ), where typically |Z| ≪ |S|.
1 https://github.com/RingBDStack/SISA
2.3 Structural Information Principles
Structural information principles were first proposed to measure the dynamical uncertainty of a graph, called structural entropy [Li and Pan, 2016]. They have been widely applied to optimize graph classification and node classification [Wu et al., 2022a; Wu et al., 2022b; Zou et al., 2023; Wang et al., 2023; Yang et al., 2023], obfuscate community structures [Liu et al., 2019], and decode the chromosomes domains [Li et al., 2018]. By minimizing the structural entropy, we can generate the optimal partitioning tree, which we name an "encoding tree".
We suppose a weighted undirected graph G = (V, E, W), where V is the vertex set 2 , E is the edge set, and W : E ↦→ R+ is the weight function of edges. Let n = |V | be the number of vertices and m = |E| be the number of edges. For each graph vertex v ∈ V , the weights sum of its connected edges is defined as its degree dv.
Encoding tree. The encoding tree of graph G is a rooted tree defined as follows: 1) For each node α ∈ T, a vertex subset Tα in G corresponds with α, Tα ⊆ V . 2) For the root node λ, we set Tλ = V . 3) For each node α ∈ T , we mark its children nodes as α∧⟨i⟩ ordered from left to right as i increases, and α∧⟨i⟩- = α. 4) For each node α ∈ T, L is supposed as the number of its children; then all vertex subsets Tα∧ ⟨i⟩ are disjointed, and Tα = ⋃Li=1 Tα∧ ⟨i⟩. 5) For each leaf ν, Tν is a singleton subset containing a graph vertex.
One-dimensional structural entropy. The one-dimensional structural entropy 3 measures the dynamical complexity of the graph G without any partitioning structure and is defined as:
where vol(G) = ∑v∈V dv is the volume of G.
K-dimensional structural entropy. An encoding tree T, whose height is at most K, can effectively reduce the dynamical complexity of graph G, and the K-dimensional structural entropy measures the remaining complexity. For each node α ∈ T, α ̸= λ, its assigned structural entropy is defined as:
where gα is the sum of weights of all edges connecting vertices in Tα with vertices outside Tα. Vα is the volume of Tα, the sum of degrees of vertices in Tα. Given the encoding tree T , the K-dimensional structural entropy of G is defined as:
where T ranges over all encoding trees whose heights are at most K, and the dimension K constraints the maximal height of the encoding tree T .
2 Vertices are defined in the graph, and nodes are in the tree.
3 It is another form of Shannon entropy using the stationary distribution of the vertex degrees.

3 The SISA Framework
This section describes the detailed design of the structural information principles-based state abstraction and how to apply SISA to optimize RL.
3.1 Overall RL Framework Optimized by SISA
For better descriptions, we first introduce how to apply SISA to optimize RL framework. The optimized RL framework consists of three modules: Environment, Agent Network Q, and the proposed state abstraction SISA, as shown in Fig. 1. The decision process in the environment is labeled as an MDP M = (S,A,R,P, γ), where the original state space S is high-dimensional and noisy. SISA described in the following subsection takes action-observation history τ as input and maps each original environment state s ∈ S to an abstract state z ∈ Z, where |Z| ≪ |S|. Moreover, the agent makes decisions based on its individual network Q taking the abstract state z and reward r as inputs, which induces a new abstract decision process Mϕ = (Z, A, Rϕ, Pϕ, γ).
3.2 Hierarchical State Abstraction
As shown in Fig. 1, SISA includes pretrain, finetune, and abstract stages. In the pretrain stage, we map the original state space to a dense low-dimensional latent space and adopt representation-learning objectives to decode. In the finetune stage, we sparsify a state graph, optimize its encoding tree to obtain a hierarchical state structure, and calculate a clustering loss. In the abstract stage, we construct a hierarchical state graph and extract transition, action, and reward relations to calculate a structural information (SI) loss.
Prtrain. For tractable decision-making in highdimensional and noisy environments, we utilize representation-learning objectives to compress the state space via an abstraction function, as the level-0 abstraction.
To this end, we adopt the encoder-decoder structure [Cho et al., 2014] to learn abstract state representations, mapping the state space S to a low-dimensional and dense abstract state space Z. In the encoder, we encode each state s ∈ S as a d-dimensional embedded representation z ∈ Z via the abstraction function fϕ : S →Z, as the step 1 in Fig. 2 4 . In the decoder, we decode each abstract representation z and select the training objectives in Markov state abstraction, including constructive and adversarial objectives, for calculating the decoding loss Lde to guarantee Markov property in the pretrain stage, as the step 2 in Fig. 2. Given the action-observation history τ , the encoder-decoder structure is trained end-to-end by minimizing Lde. Furthermore, the abstraction function fϕ will be further optimized in the finetune and abstract stages by minimizing the clustering loss Lcl and SI loss Lsi.
Finetune. Instead of aggregation condition definitions [Abel et al., 2018] or representation learning in the original state space [Gelada et al., 2019; Laskin et al., 2020a; Zhang et al., 2020], we present an unsupervised, adaptive hierarchical clustering method without requiring manual assistance to obtain the hierarchical structure of environment states. Specifically, we construct a weighted, undirected, complete state graph according to state correlations, minimize its structural entropy to get the optimal encoding tree, and calculate the clustering loss based on Kullback-Leibler (KL) divergence.
Firstly, for states si and sj with i ̸= j, we calculate the cosine similarity between abstract representations zi and zj to measure their correlation Cij ∈ [-1, 1]. Intuitively, the larger the value of Cij represents the more similarity between states si and sj , which should belong to the same cluster with a more significant probability. We take states as vertices and for any two vertices si and sj, assign Ci,j to the undirected weighted edge (si, sj), wij = Cij, thereby constructing the complete graph G, as the step 3 in Fig. 2. In G, vertices represent states in S, namely V = S, edges represent state correlations, and edge weight quantifies the cosine similarity between states. We define edge weight whose absolute value approaches 0 as trivial weight.
Secondly, we realize sparsification of the state graph to eliminate negative interference of trivial weights. Following the construction of cancer cell neighbor networks [Li et al., 2016], we minimize the one-dimensional structural entropy to sparsify graph G into a k-nearest neighbor (k-NN) graph Gk, as the step 4 in Fig. 2. We retain the most significant k edge weights for each vertex to construct Gk, calculate its one-dimensional structural entropy H1 (Gk), select parameter k of the minimum structural entropy as k∗ , and output Gk∗ as the sparse state graph G∗ . Moreover, we initialize an encoding tree T of G∗ : 1) We generate a root node λ and set its vertex subset Tλ = S as the whole state space; 2) We generate a leaf node ν with Tν = {s} for each state s ∈ S, and set it as a child node of λ, ν - = λ.
Thirdly, we realize the hierarchical state clustering by optimizing the encoding tree T from 1 layer to K layers. In our work, two operators merge and combine are introduced from the deDoc [Li et al., 2018] to optimize the sparse graph G∗ by minimizing its K-dimensional structural entropy, as the step 5 in Fig. 2. We define two nodes possessing a common father node in the encoding tree T are brothers. The merge and combine are operated on brother nodes and marked as Tmg and Tcb. We summarize the encoding tree optimization as an iterative algorithm, as shown in Algorithm 1. At each iteration, we traverse all brother nodes β1 and β2 in T (lines 4 and 9) and greedily execute operator Tmg or Tcb to realize the maximum structural entropy reduction ∆SE if the tree height does not exceed K (lines 5 and 10). When no brother nodes satisfy ∆SE > 0 or the tree height exceeds K, we terminate the iterative algorithm and output the optimal encoding tree T ∗ . The tree T ∗ is a hierarchical clustering structure of the state space S, where the root node λ corresponds to S, Tλ = S, each leaf node ν corresponds to a singleton containing a single state s ∈ S, Tν = {s}, and other tree nodes correspond to state clusters with different hierarchies.
4 For better understanding, we set S = {s0, s1 . . . , s11} in the original state space as an example.

Finally, we choose each child λ∧⟨i⟩ of the root node λ as a cluster center and define a structural probability distribution among its corresponding vertex set Tλ∧ ⟨i⟩ to calculate its embedding Ci. For each vertex sj ∈ Tλ∧ ⟨i⟩, we define its distribution probability using the sum of the assigned structural entropies of nodes on the path connecting its corresponding leaf node νj and node λ∧⟨i⟩ as follows:
where α is any node on the path connecting νj and λ∧⟨i⟩. For the cluster center λ∧⟨i⟩, we calculate its embedding Ci by:
where zj is the abstract representation of state sj. Based on the abstract representations and cluster center embeddings, we generate a soft assignment matrix Q, where Qij represents the probability of assigning i-th state si to j-th cluster center λ∧⟨j⟩. We derive a high-confidence assignment matrix P fromQ and calculate the clustering loss Lcl as follows:
Algorithm 1: The Iterative Optimization Algorithm

3.3 Abstraction on Optimal Encoding Tree
To compensate for essential information loss induced by sampling, we leverage structural information principles to design an aggregation function on the optimal encoding tree for achieving hierarchical abstraction while accurately characterizing the original decision process.
The optimal encoding tree T ∗ represents a hierarchical clustering structure of the state space S, where each tree node corresponds to a state cluster and the height is its clustering hierarchy. Given the action-observation and reward histories, we firstly sample randomly to construct a hierarchical state graph Gh, where vertices represent states and edges represent state transitions with action and reward information, as the step 7 in Fig. 2. Because of construction by sampling, there is an inevitable essential loss of reward or action information between states in the hierarchical graph Gh. Secondly, we define an aggregation function on the optimal encoding tree to achieve hierarchical abstraction from leaf nodes to the root, as shown in Fig. 3. For each leaf node νi with Tνi = {si}, we define the level-0 abstraction via function fϕ described in the pretrain stage and get its level-0 abstract representation z0 i :

For each non-leaf node αi whose height is h, we design an aggregation function using the assigned structural entropy as each child node's weight to achieve the level-h abstraction:
where L is the number of children nodes of αi and li is its most left child's index in tree nodes whose height is h - 1. Thirdly, we extract three kinds of state relations (transition, action, and reward) from the hierarchical graph Gh to construct multi-level transition, action, and reward graphs, respectively, as the step 8 in Fig. 2. For convenience, we take the level-0 transition graph G0t as an example, and operations on graphs of different relations or levels are similar. In G0t , vertices represent the level-0 abstract representations and edge weights quantify the transition probabilities between states via sampling. Fourthly, we minimize the Kdimensional structural entropy of G0t to generate its optimal encoding tree T 0 t and calculate the level-0 transition loss L0tr , as the step 9 in Fig. 2. Furthermore, we design a conditional structural entropy to reconstruct the state relation to compensate for sampling-induced essential information loss. For any two leaf nodes νi and νj in T 0 t , we find their common father node δ and calculate conditional structural entropy to quantify the transition probability from z0 i to z0 j as follows:
where α is any node on the path connecting the father node δ and leaf νj . And we decode the abstract representations to reconstruct transition probabilities for calculating L0tr . Finally, as the step 10 in Fig. 2, the SI loss Lsi is calculated as:
where K is the maximal encoding tree height.

4 Experiments
In this section, we conduct extensive empirical and comparative experiments, including offline abstraction for visual gridworlds and online abstraction for continuous control. And we evaluate final performance by measuring the mean reward of each episode and evaluate sample efficiency by measuring how many steps it takes to achieve the best performance. Similar to other works [Laskin et al., 2020a; Zhang et al., 2020], all experimental results are illustrated with the average and deviation of performances with different random seeds for fair evaluations. By default, we set the maximal encoding tree height in SISA as 3, K = 3. All experiments are conducted on a 3.00GHz Intel Core i9 CPU and an NVIDIA RTX A6000 GPU.
4.1 Offline Abstraction for Visual Gridworlds
Experimental setup. First, we evaluate SISA for offline state abstraction in a visual gridworld domain, where each discrete position is mapped to a noisy image, like experiments in Markov abstraction [Allen et al., 2021]. The agent only has access to these noisy images and uses a uniform random exploration policy over four directional actions to train the SISA framework offline. Then, we froze the framework that maps images to abstract states while training DQN [Mnih et al., 2015]. We compare SISA against three baselines, including pixel prediction [Kaiser et al., 2019], reconstruction [Lee et al., 2020], and Markov abstraction [Allen et al., 2021].
Evaluations. Fig. 4 shows the learning curves of SISA and three baselines for the visual gridworld navigation task. For reference, we also include a learning curve for DQN trained on ground-truth positions without abstraction, labeled as TrueState. Each curve's starting point of convergence is marked in brackets. As shown in Fig. 4 (left), SISA converges at 76.0 epochs and achieves a -7.17 mean episode reward. It can be observed that SISA significantly outperforms other baselines and matches the performance of the TrueState. Moreover, we visualize the 2-D abstract representations for the 6 × 6 gridworld domain and denote ground-truth positions with different colors in Fig. 4 (right). In SISA, the hierarchical clustering based on the structural information principles effectively reconstructs relative positions of the gridworld better than baselines, resulting in its advantage.
| Domain, Task | ball in cup-catch | cartpole-swingup | cheetah-run | finger-spin | reacher-easy | walker-walk |
|---|---|---|---|---|---|---|
| DBC | 168.95±84.76 | 317.74±77.49 | 432.24±181.43 | 805.90 ±78.85 | 191.44 ±69.07 | 331.97 ±108.40 |
| SAC-AE | 929.24±39.14 | 839.23±15.83 | 663.71±9.16 | 898.08 ±30.23 | 917.24 ±38.33 | 895.33 ±56.25 |
| RAD | 937.97 ± 6.77 | 825.62 ± 9.80 | 802.53±8.73 | 835.20±93.26 | 908.24 ±25.62 | 907.08±13.02 |
| CURL | 899.03±30.61 | 824.46±18.53 | 309.49 ±8.15 | 949.57±15.71 | 919.71±28.03 | 885.03±9.88 |
| Markov | 919.10±38.14 | 814.94±17.61 | 642.79±65.92 | 969.91±8.41 | 806.34±131.40 | 918.44±12.58 |
| SISA(Ours) | 946.29 ± 8.63 | 858.21 ± 6.31 | 806.67±8.61 | 970.45±8.75 | 924.52±19.04 | 921.64±12.43 |
| Abs.(%) Avg. ↑ | 8.32(0.89) | 18.98(2.26) | 4.14(0.52) | 0.54(0.06) | 4.81(0.52) | 3.20(0.35) |
4.2 Online Abstraction for Continuous Control
Experimental setup. Next, we benchmark our framework in an online setting with a challenging and diverse set of image-based, continuous control tasks from the DeepMind Control suite (DMControl) [Tunyasuvunakool et al., 2020]. The online experiments are conducted on six DMControl environments: ball in cup-catch, cartpole-swingup, cheetah-run, finger-spin, reacher-easy, and walkerwalk, to examine the sample efficiency and final performance. The Soft Actor-Critic (SAC) [Haarnoja et al., 2018] is chosen as a traditional RL algorithm, combined with SISA and different state abstraction baselines. The compared state-of-the-art baselines consist of random data augmentation RAD [Laskin et al., 2020b], contrastive method CURL [Laskin et al., 2020a], bisimulation method DBC [Zhang et al., 2020], pixel-reconstruction method SAC-AE [Yarats et al., 2021], and Markov abstraction [Allen et al., 2021].
Evaluations. We evaluate all compared methods in six environments from the DMControl suite and summarize averages and deviations of mean episode rewards in Table 1. It can be seen that SISA improves the average mean episode reward in each DMControl environment. Specifically, SISA achieves up to 18.98 (2.26%) improvement from 839.23 to 858.21 in average value, which corresponds to its advantage on final performance. In terms of stability, SISA reduces the standard deviation in two environments. And in the other four environments, SISA achieves the second lowest deviations (8.63, 8.61, 8.75, and 12.43), where it remains very close to the best baseline. The reason is that, SISAminimizes the structural entropy to realize the optimal hierarchical state clustering without any manual assistance and therefore guarantees its stability.
On the other hand, the sample-efficiency results of DMControl experiments are shown in Fig. 5. In each experiment, we set the mean reward target as 0.9 times the final performance of SISA and choose the best baseline as the compared method. In contrast to classical baselines, SISA takes fewer steps to finish the mean episode reward target and thereby achieves higher sample efficiency. In particular, SISA achieves up to 44.44% improvement in sample efficiency, reducing the environment steps from 45k to 25k to obtain an 851.661 mean reward in ball in cup-catch task.
In summary, in the online setting where reward information is available, SISA establishes a new state of art on DMControl regarding final performance and sample efficiency. The hierarchical abstraction on the optimal encoding tree effectively compensates for essential information loss in state compression to maintain the original task characteristics, guaranteeing SISA's advantages. Fig. 6 shows the learning curves of SISA and the three best-performing baselines in each task; similarly, their starting points of convergence are marked. SISA converges at 64000.0 timesteps and achieves an 858.21 mean episode reward, as shown in the cartpole-swingup task.

4.3 Integrative Abilities
SISA is a general framework and can be flexibly integrated with various existing representation-learning abstraction approaches in the pretrain stage. Therefore, we integrate our framework with the Markov abstraction and SAC-AE, namely Markov-SISA and SAC-SISA, and choose two tasks (ball in cup-catch and cartpole-swingup) to evaluate their performances. Each integrated framework achieves higher final performance and sample efficiency than the original approach, as shown in Fig. 7. The experimental results indicate that our abstraction framework can significantly optimize existing abstraction approaches in complex decision-making.
4.4 Ablation Studies
We conduct ablation studies in the finger-spin task to understand the functionalities of finetune and abstract stages in SISA. The finetune and abstract stages are removed from SISA, respectively, and we name the corresponding variants SISA-FI and SISA-AT. As shown in Fig. 8, SISA remarkably outperforms SISA-FI and SISA-AT in the final performance, sample efficiency, and stability, which shows that the finetune and abstract stages are both important for the SISA's advantages. Furthermore, the advantages over the SISA-AT variant are more significant.


(b) cartpole-swingup
Figure 7: Mean episode rewards of the SISA integrated with abstraction methods Markov and SAC-AE.
5 RelatedWork
State abstractions for sample-efficient RL. The SAC-AE [Yarats et al., 2021] trains models to reproduce original states by pixel prediction and related tasks perfectly. Instead of prediction, the CURL [Laskin et al., 2020a] learns abstraction by differentiating whether two augmented views come from the same observation. The DBC [Zhang et al., 2020] trains a transition model and reward function end-to-end to learn approximate bisimulation abstractions, where original states are equivalent if their expected reward and transition dynamics are the same. To ensure the abstract decision pro- Mean…Episode…Reward
(116000.0,972.74)
(241000.0,945.64)
SISA
SISA-FI
0.0
1.0×10 5
2.0×10 5
3.0×10 5
Steps
(116000.0,972.74)
(165000.0,723.88)
SISA
SISA-AT
0.0
1.0×10 5
2.0×10 5
3.0×10 5
Steps
Figure 8: Mean episode rewards for ablation studies.
cess is Markov, Allen et al. [2021] introduce sufficient conditions to learn Markov abstract state representations. Recently, SimSR [Zang et al., 2022] designs a stochastic approximation method to learn abstraction from observations to robust latent representations. IAEM [Zhu et al., 2022] efficiently obtains abstract representations, by capturing action invariance. State abstraction is applied to three-valued semantics to find "failure" states under assumptions of imperfect information and perfect recall [Belardinelli et al., 2023].
6 Conclusion
This paper proposes a general structural information principles-based hierarchical state abstraction (SISA) framework, from the information-theoretic perspective. To the best of our knowledge, it is the first work to incorporate the mathematical structural information principles into state abstraction to optimize decision-making with high-dimension and noisy observations. Evaluations of challenging tasks in the visual gridworld and DMControl suite demonstrate that SISA significantly improves final performance and sample efficiency over state-of-the-art baselines. In the future, we will evaluate SISA in other environments and further explore the hierarchical encoding tree structure in decision-making.
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Acknowledgments
The corresponding authors are Hao Peng and Angsheng Li. This paper was supported by the National Key R&D Program of China through grant 2021YFB1714800, NSFC through grant 61932002, S&T Program of Hebei through grant 20310101D, Natural Science Foundation of Beijing Municipality through grant 4222030, CCF-DiDi GAIA Collaborative Research Funds for Young Scholars, the Fundamental Research Funds for the Central Universities, Xiaomi Young Scholar Funds for Beihang University, and in part by NSF under grants III-1763325, III-1909323, III-2106758, SaTC1930941, and MRI-2215789, as well as Lehigh University's Accelerator and CORE grants S00010293 and 001250.
@inproceedings{ijcai2023p506,
title = {Hierarchical State Abstraction based on Structural Information Principles},
author = {Zeng, Xianghua and Peng, Hao and Li, Angsheng and Liu, Chunyang and He, Lifang and Yu, Philip S.},
booktitle = {Proceedings of the Thirty-Second International Joint Conference on
Artificial Intelligence, {IJCAI-23}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {Edith Elkind},
pages = {4549--4557},
year = {2023},
month = {8},
note = {Main Track},
doi = {10.24963/ijcai.2023/506},
url = {https://doi.org/10.24963/ijcai.2023/506},
}
TY - CPAPER TI - Hierarchical State Abstraction based on Structural Information Principles AU - Zeng, Xianghua AU - Peng, Hao AU - Li, Angsheng AU - Liu, Chunyang AU - He, Lifang AU - Yu, Philip S. T2 - Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, IJCAI-23 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2023 SP - 4549 EP - 4557 DO - 10.24963/ijcai.2023/506 UR - https://doi.org/10.24963/ijcai.2023/506 ER -Copied
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