# skill_disentanglement_in_reproducing_kernel_hilbert_space__3c87e7f3.pdf Skill Disentanglement in Reproducing Kernel Hilbert Space Vedant Dave, Elmar Rueckert Cyber-Physical-Systems Lab, Montanuniversit at Leoben vedant.dave@unileoben.ac.at, rueckert@unileoben.ac.at Unsupervised Skill Discovery aims at learning diverse skills without any extrinsic rewards and leverage them as prior for learning a variety of downstream tasks. Existing approaches to unsupervised reinforcement learning typically involve discovering skills through empowerment-driven techniques or by maximizing entropy to encourage exploration. However, this mutual information objective often results in either static skills that discourage exploration or maximise coverage at the expense of non-discriminable skills. Instead of focusing only on maximizing bounds on f-divergence, we combine it with Integral Probability Metrics to maximize the distance between distributions to promote behavioural diversity and enforce disentanglement. Our method, Hilbert Unsupervised Skill Discovery (HUSD), provides an additional objective that seeks to obtain exploration and separability of state-skill pairs by maximizing the Maximum Mean Discrepancy between the joint distribution of skills and states and the product of their marginals in Reproducing Kernel Hilbert Space. Our results on Unsupervised RL Benchmark show that HUSD outperforms previous exploration algorithms on state-based tasks. Introduction Reinforcement Learning (RL) has excelled in various tasks, such as game playing (Mnih et al. 2015; Silver et al. 2016; Vinyals et al. 2019), autonomous control (Lillicrap et al. 2015; Smith, Cao, and Levine 2023; Team et al. 2024), and autonomous driving (Kendall et al. 2019; Jiang et al. 2023). Typically, RL algorithms train policies by optimizing a task-specific reward function. However, this often results in highly specialized policies that lack generalizability to new tasks, remaining confined to their training environments and demonstrating limited transferability (Cobbe et al. 2019; Zhang et al. 2018; Packer et al. 2019). In contrast, Humans possess the ability to independently learn skills, explore new domains, and select and refine learned skill primitives to utilise them in complex downstream tasks, demonstrating remarkable adaptability and versatility in diverse environments (L ovd en et al. 2020). Can we leverage this behaviour to our Reinforcement Learning agents? Many unsupervised skill discovery approaches have been proposed to provide good prior for the downstream tasks Copyright 2025, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. in the absence of extrinsic rewards (Srinivas and Abbeel 2022). Mutual Information Skill Learning (MISL) (Eysenbach, Salakhutdinov, and Levine 2022) addresses Unsupervised Skill Discovery by maximizing the Mutual Information (MI) between the state representations s and skill vector z, which results in associating different skill vector to different state representations, leading to diverse behaviour and covering maximum possible state space. Initially, the agent is pre-trained using an intrinsic reward to maximize its behavioral diversity, and subsequently fine-tuned on various downstream tasks with fewer steps (Gregor et al. 2016; Eysenbach et al. 2019). Due to the intractability of this MI, the methods either optimize the Reverse-MI formulation by assuming a fixed skill prior distribution (Gregor et al. 2016; Eysenbach et al. 2019; Achiam et al. 2018; Hansen et al. 2019) or optimize the Forward-MI and explicitly maximize the state entropy to generate diverse states conditioned on skills (Sharma et al. 2020; Campos et al. 2020; Liu et al. 2021b,a; Laskin et al. 2022; Zhao et al. 2022). However, these MI based objectives does not necessarily enforce large coverage of state-space and the agent may end up learning static or redundant skills that focus on a limited subset of the environment (Strouse et al. 2021; Yang et al. 2023, 2024b). This is primarily due to the reason that KL divergence is completely invariant to the underlying data distribution or any invertible transformation i.e. for any invertible function f, I(s; z) = I(f(s); z) (Kraskov, Stoegbauer, and Grassberger 2004; Ozair et al. 2019; Park et al. 2022). KL divergence is also highly sensitive to minor variations in data samples, resulting in minute perturbations in statespace to significantly impact the maximization of KL divergence (Arjovsky, Chintala, and Bottou 2017) and produce near-static skills. A few methods explicitly increase the state coverage in their respective coordinate space and provide high incentives on long-stretched trajectories (Zhao et al. 2021; Park et al. 2022, 2023). However, these methods are usually confined to their respective coordinate space and often rely on strong assumptions about space. METRA (Park, Rybkin, and Levine 2024) replaces KL divergence with the Wasserstein Metric, but under strong assumptions, reduces it to a Euclidean space and constrains temporal difference between state representations. These methods generally presume that by maximizing state coverage, far-reaching trajectories will naturally lead The Thirty-Ninth AAAI Conference on Artificial Intelligence (AAAI-25) to the discovery of novel skills, which isn t always the case. For instance, a Quadruped could easily traverse a wide area by simply rolling in different directions, covering substantial space but only learning the behavior of rolling (Park et al. 2022; Park, Rybkin, and Levine 2024). On other hand, Kim et al. (2021) introduces the concept of disentanglement in form of WSEPIN (Do and Tran 2020) but does not explicitly formulates state-space coverage. It also remains unclear how exploration and disentanglement should be balanced effectively (Yang et al. 2024a). Recently, Yang et al. (2024b) provide a theoretical analysis of adding an additional separability objective (by leveraging the Wasserstein distance) to enhance diversity of learned skills. In summary, the approaches that are explorative often hinders skill discriminability and vice-versa. Our work, Hilbert Unsupervised Skill Discovery (HUSD) proposes a novel MI objective that focuses on enforcing the discriminability in the skills along with the state entropydriven exploration. Our primary goal is to ensure that the distribution of the learned state-skill pairs is distinctly separable from others, thereby maintaining clear distinctions between different skills within the learned representation space. Specifically, we employ Maximum Mean Discrepancy (MMD) as a metric to quantify the separation between state-skill pairs, which is then used as an intrinsic reward. A larger distribution shift between the joint and marginal distributions corresponds to higher rewards, and aim at maximizing this objective. Intuitively, this approach incentivizes the agent with higher rewards when it can clearly differentiate between states generated by the same skill versus those generated by different skills. Contributions The key contributions of this work are summarized as follows. (i) Unlike traditional methods based on KL-divergence, HUSD adopts an alternate perspective to skill discovery by focusing on discriminability through the distances in distributions, while incorporating entropy-based exploration. (ii)We present an objective function along with a practical implementation, which can be theoretically integrated with any existing method. (iii)We validate our approach on maze tasks and the Unsupervised Reinforcement Learning Benchmark (URLB, Laskin et al. (2021)), demonstrating that HUSD is capable of learning a diverse and farreaching set of skills. Related Work In this section, we explore the broader landscape of Unsupervised RL and delve into one of its key areas, Unsupervised Skill Discovery, in detail. Additionally, we discuss the Integral Probability Metrics and its application across various domains, highlighting their significance and usage in prior research. Unsupervised RL and Skill Discovery Unsupervised Reinforcement Learning focuses on interacting with the environment with no extrinsic reward, only using intrinsic rewards to enhance their adaptability for a range of downstream tasks (Xie et al. 2022; Li et al. 2023). Unsupervised RL algorithms can be classified into three categories: knowledge-based, data-based, and competencebased methods (Oudeyer et al. 2007; Srinivas and Abbeel 2022). The knowledge-based approaches aims at maximising some output value like prediction error, surprise, uncertainty etc. (Salge, Glackin, and Polani 2014; Pathak et al. 2019; Burda et al. 2019; Sekar et al. 2020; Bai et al. 2021). Data-based methods aims to maximize the state coverage by maximizing the state entropy (Liu et al. 2021b; Yarats et al. 2021; Laskin et al. 2022). The Competence-based approaches maximize agent empowerment within the environment and learns skills that generate diverse behaviours (Gregor et al. 2016; Eysenbach et al. 2019; Sharma et al. 2020; Zhao et al. 2022; Yang et al. 2023). However, these methods does not guarantee far-reaching states, due to which some methods explicitly maximise the state coverage (Park et al. 2022, 2023; Park, Rybkin, and Levine 2024; Liu, Chen, and Zhao 2023). They cover a large state-space but suffer from the issue of not learning sufficiently diverse skills. Kim et al. (2021) leverages WSEPIN metric from Do and Tran (2020) to learn disentangled representations and enforce separability and informativeness between different dimensions of the skill. Recently, Yang et al. (2024b) uses a binary indicator function to learn separable skills, but overlooks state coverage. Our approach is classified as data and competencebased, and it aims at ensuring separability by adding additional objective that explicitly rewards the agent for separating the skills and ensures entropy-based exploration. Specifically, we employ the Maximum Mean Discrepancy (MMD) between state-skill pairs as an intrinsic reward, where a greater shift in distribution between the joint distribution and its marginal results in higher rewards and train the encoders to maximize this objective. Intuitively, the agent receives a higher reward incentive when it can effectively distinguish between states generated by the same skill and those generated by different skills. Integral Probability Metrics for Representation Learning Amongst several IPMs (Zolotarev 1976; Rachev 1991; M uller 1997; Sriperumbudur et al. 2009), for representation learning, the most widely used are Wasserstein Measures (Kantorovich and Rubinstein 1958) and Maximum Mean Discrepancy (Gretton et al. 2012). These metrics have been particularly effective in Generative Adversarial Networks for preventing mode collapse and the learning of meaningful representation (Arjovsky, Chintala, and Bottou 2017; Bi nkowski et al. 2018; Adler and Lunz 2018). A significant amount of research has focused on addressing the limitations of KL divergence to enable the learning of complete and fair representations (Ozair et al. 2019; Oneto et al. 2020; Kim et al. 2022). Dezfouli et al. (2019) combines KL divergence and MMD to learn informative and disentangles representations. Recently, Colombo et al. (2022) demonstrated that MMD and Sinkhorn Divergences significantly outperform KL divergence for disentanglement. However, despite their potential, these approaches remain relatively underutilized in the field of Unsupervised Skill Discovery, where KL divergence-based objectives continue to be the predominant choice (Kim et al. 2021; Yang et al. 2024b). Preliminaries and Notations Skill Learning in RL setting An agent operates in a Markov Decision Process (MDP), which is characterised by (S, A, P, r, γ), consisting of the state space S with states s, action space A with actions a, transition dynamics p(s |s, a) P, reward function r and discount factor γ [0, 1]. We denote the skill space by Z and sample skill vector z, which can be either discrete or continuous space. At every timestep t, the agent selects the action from a skill-conditioned policy a π( |s, z) and then moves to the next state s and acquires a reward r. During the unsupervised learning stage, the agent acquires intrinsic rewards rint and samples action from a skillconditioned policy a π( |s, z) and aims at maximizing the cumulative intrinsic reward Pt=T t=0 γtrt. This phase allows the agent to explore various behaviors and develop diverse skills. Once this pretraining stage is complete, the learned skill z is adapted to a downstream task, aiming to maximize the extrinsic rewards. A skill vector z is initialized based on some selected criteria in order to optimally fit to the downstream task. Then we finetune on this skill with task-specific rewards rint with a small number of interactions. Integral Probability Metrics Integral Probability Metrics (IPMs) (Sriperumbudur et al. 2009) are defined as a measure of the distance between two probability distributions, P and Q. This metric operates by selecting a witness function f with the largest discrepancy in expectation over these two distributions, DF(P, Q) = sup f F EP[f(X)] EQ[f(Y )]. (1) With this criterion, several divergences can be defined based on the selection of th witness function F. For example, selecting F as 1-Lipschitz functions leads to the Kantorovich Metric [Dudley (2018);Theorem 11.8.2], while the total variation is defined by functions whose absolute value is bounded by 1, and the Kolmogorov metric arises from functions with bounded variation 1. If the witness function is the unit ball in a Reproducing Kernel Hilbert Space H (RKHS) i.e. f H, f H 1, we obtain a metric called Maximum Mean Discrepancy (Gretton et al. 2012). Hilbert Unsupervised Skill Discovery (HUSD) Method To complement Mutual Information based Skill Discovery, we propose a novel metric to explicitly enforce the behavioural diversity and separability of learned skills, IMMD(S; Z) def = MMD(p(s, z), p(s)p(z)) (2) Maximum Mean Discrepancy (MMD) can only be zero iff all the moments (including higher-order moments) of the two distributions are zero. It helps us in testing null hypothesis H0 : p = q against the alternative H1 : p = q, i.e. if two samples are coming from the same distribution. Therefore, MMD is zero for identical distributions, while even a small change in the state distribution will result in a small, non-zero MMD, with larger discrepancies leading to higher MMD values. Intuitively, the more separation between the two skills for one state representation, the higher reward the agent will yield. MMD can quantify the disparity between the joint distributions of skills and actions, denoted as p(s, z), and the product of their marginal distributions, p(s)p(z), MMD p(s, z), p(s) p(z) = sup f H ||f||H 1 Es,z p(s,z) f(s, z) Es p(s),z p(z) f(s)f(z) . (3) Note that f is an element of the witness functions F in RKHS H. The states s S and skills z Z are defined on a measurable spaces S and Z respectively. The states of the agent and the skills correspond to two completely different components of agent s behavious. Thus, we construct a kernel on S Z that involves the tensor product of individual kernels ks and kz, which expressed as k = ks kz. The tensor product of two kernels ks and kz can be mathematically written as k((s, z), (s , z )) = ks(s, s ) kz(z, z ) s, s S and z, z Z with the corresponding RKHS Hk = Hk S Hk Z being the tensor product space generated by Hk S and Hk Z (Berlinet and Thomas-Agnan 2011; Szab o and Sriperumbudur 2018). To further simplify our objective in Eq 3, we use the reproducing property of RKHS i.e. f, k( , x) = f(x) x X, f H. The first term in Eq 3 can be written as f(s, z) = f, k(s, z) = f, ks(s, .) kz(z, .) = fs, ks(s, .) fz, kz(z, .) = fs(s) fz(z). This derivation leverages the theorem on tensor products in Hilbert spaces (Details to the theorem are provided in the Supplementary Material Theorem 1). For clarity, we define function f = fs fz that maps the states S and skills Z to their respective Hilbert spaces Hk S and Hk Z. We can write the Eq. 3 as MMD p(s, z), p(s) p(z) = sup f H ||f||H 1 Es,z p(s,z) f(s)f(z) Es p(s) fs(s) Ez p(z) fz(z) = ||Es,z p(s,z)Ψsz Es p(s)Ψs Ez p(z)Ψz||H (4) where Ψsz, Ψs and Ψz are the feature mean embeddings in RKHS (Muandet et al. 2017). An unbiased estimator of the squared MMD (Gretton et al. (2012), Lemma 6) in Eq. 4 can be written as, MMD2(A, B) = 1 m(m 1) i =j k(ai, aj) i =j k(bi, bj) j=1 k(ai, bj), where A and B represents the joint and marginal distributions of p(s) and p(z) respectively and a and b are their samples. Among the various kernel options available (Fukumizu et al. 2009; Sriperumbudur et al. 2010), we select the widely recognized characteristic kernel the exponentiated quadratic kernel, commonly referred to as the Gaussian RBF kernel, krbf(x, y) = exp 1 Selecting the kernel bandwidth can lead to significant issues and inconsistent results if not done correctly. In order to circumvent this issue, many aggregated tests have been proposed that combines tests with different bandwidths for two-sample tests (Fromont et al. 2012; Kim et al. 2022; Schrab et al. 2023). While these methods enhance robustness, their computational cost increases quadratically with sample size due to the use of U-statistics estimators (Blom 1976; Hoeffding 1992). However, to ensure that computational complexity does not become a barrier, we employ the second-order incomplete U-statistics to compute the MMD (Schrab et al. 2022), which achieves near-linear complexity. This approximation drastically reduces computational demands, thereby making the method feasible for large datasets in real-world applications, without sacrificing accuracy. The second-order incomplete U statistics to compute the MMD (Schrab et al. 2022) can be denoted as, MMD 2(A, B; DN) = 1 |DN| i DN MMD2(Ai, Bi), (7) where DN is a subset of samples drawn from the distribution without replacement and N is chosen to be fixed for our case. The details about its parameters are provided in the Supplementary Material. HUSD with Mutual Information Skill Learning As we want the agent to maximize the disentanglement and state coverage at the same time, we propose a novel objective that learns from multiple rewards, I(S; Z) | {z } Skill-discovery +λ IMMD(S; Z) | {z } Disentanglement where λ is the weighing parameter for tuning the state coverage and disentanglement. The first objective is the standard MI objective, addressed by approximating the KLdivergence, with the goal of maximizing state entropy and promoting exploration. The second objective focuses on disentanglement, explicitly working to separate the state-skill distributions, ensuring that different skills are distinctly represented within the model. By utilizing MMD, we directly measure the distance between the joint distribution of states and skills and the product of their marginals. This allows us to quantify and maximize the discrepancy between how states and skills are associated versus how they would be if they were independent. By incentivizing larger MMD values, the agent is encouraged to learn skill-specific behaviors that are statistically distinct, leading to clearer differentiation between skills. This approach enhances the model s ability to capture unique skill dynamics without relying on assumptions about the underlying data distribution. By ensuring that skills are disentangled and distinct, we encourage the agent to explore different regions of the state space associated with each skill. This leads to improved overall state coverage, as each skill drives the agent to visit new and diverse states without redundancy. Entropy Estimation To calculate the intrinsic reward, we adopt a particle-based entropy estimation algorithm (Beirlant et al. 1997; Singh et al. 2003) that was utilised in previous methods (Liu et al. 2021b; Laskin et al. 2022). However, this disentanglement approach can theoretically be applied to any method. This entropy estimate is proportional to the sum of the log distance between each particle and its k-th nearest neighbor, h i Nk log hi h i , (9) where hi is the embedding of si, h i is the KNN embedding and Nk is the number of particles. Intrinsic Reward To this diversity maximising reward, we add our disentanglement reward. Initially, we sample a skill-state pair (τ, z) from the buffer. Subsequently, we randomly select an independent skill z from the replay buffer, Figure 1: Visualization of skill discovery in a maze environment (a-square) shows state trajectories represented by different colors, each corresponding to a distinct skill vector. The agent begins its movement from the same location (black dot) in the top corner, with 20 trajectories sampled for each skill to illustrate the behavior effectively decoupling the direct relationship between states and skills. Here, τ represents the state transition tuple i.e. (s, s ).Then we compute the aggregated MMD from eq. 7. The combined reward is denoted as, rint = Hk(τ) + λ MMD 2(τ, z; τ, z ) (10) Representation Learning Our reward function consists of entropy maximization and disentanglement, which is adaptable to different representation learning methods, allowing for the substitution of the representation learning component as needed. In order for our reward function to be effective, the representation must encapsulate a compressed version of the state. Similar strategies were applied in APT (Liu et al. 2021b), CIC (Laskin et al. 2022) and Be CL (Yang et al. 2023), where a representation learning in form of Contrastive Predictive Coding (van den Oord, Li, and Vinyals 2019) between the state transitions τ and skill vector z was utilised to complement the leaning process, I(τ; z) E[f(τ, z) log 1 j=1 exp(f(τj, z))] The loss function can be defined as, LNCE(τ) = ϕ1(τi) ϕ2(zi) ϕ1(τi) ϕ2(zi) T j=1 exp ϕ1(τj) ϕ2(zi) ϕ1(τj) ϕ2(zi) T where ϕk are the encoders and T is the temperature. Experiments In this section, we first conduct a qualitative analysis of the behaviors exhibited by different skills learned with HUSD and recent relevant competence-based methods (Laskin et al. 2022; Zhao et al. 2022; Yang et al. 2023) on a 2D continuous maze (Campos et al. 2020; Chen, Aggarwal, and Lan 2024; Kim et al. 2024). Next, we perform unsupervised training of agents on Deepmind Control Suite (DMC) (Tassa et al. 2018) and then evaluate the adaptation efficiency of these learned skills in 12 downstream tasks using the Unsupervised Reinforcement Learning Benchmark (URLB) (Laskin et al. 2021), where previous competence-based methods have generally demonstrated relatively weak performance. Continuous 2D Maze To explore skill discovery, we carried out experiments within a 2D maze setting from (Campos et al. 2020; Kim et al. 2024). In this environment, the agent perceives its location as observations S R2 and takes action A R2, which is responsible for controlling both the speed and direction of its movement. For experiments, we select two different shaped grids: Square-a and Square-Tree. We selected three of the most recent and top-performing methods: CIC (Laskin et al. 2022), MOSS (Zhao et al. 2022), and Be CL (Yang et al. 2023). We chose not to include DIAYN (Eysenbach et al. 2019) or DADS (Sharma et al. 2020) in our comparisons, despite their foundational contribution, as they have consistently been shown in the literature to have inferior performance compared to more recent approaches (Yang et al. 2023; Bai et al. 2024). To ensure a fair comparison, each method is evaluated using 10 skills for 2500 episodes, with each episode having 50 environmental interactions, with all other training parameters kept the same (except MOSS). Additionally, we sample 20 trajectories from each skill for every method to maintain consistency in the evaluation process. The parameters of all the methods and other environments (Tree) are provided in the Supplementary Material. Evaluation As seen in Figure 1, entropy-driven methods such as CIC and MOSS are effective in spanning a wide range of the state space. However, they struggle to generate distinct and discriminable skills because they lack mechanisms to clearly differentiate between these skills. Consequently, trajectories from multiple skills often become intermixed, making it challenging to distinguish between them. On the other hand, contrastive learning-based approaches like Be CL succeed clearly in bifurcating skills, but it falters in achieving comprehensive state-space coverage. In contrast, HUSD strikes a balance by covering a substantial portion of the state space, due to its entropy-based reward, while also maintaining clear distinction between trajectories from multiple skills through the incorporation of an additional disentanglement objective. URLB Environments We evaluate HUSD on DMC tasks from the URLB benchmark (Laskin et al. 2021), which consists of three distinct domains: Walker, Quadruped, and Jaco Arm, each with varying dynamics and control strategies. Walker Walk is a biped locomotion task in a 2D plane with S R24 and A R6 and includes tasks like Stand, Walk, Flip and Run. Quadruped is more challenging with larger state-space S R78 and action space A R16, and consists of tasks like Stand, Walk, Jump and Run. Jaco Arm is a 6-Do F Robot arm with a three-finger gripper with S R55 and A R9, and tasks to reach top-left, top-right, bottom-left and bottom-right of the environment. Baselines We compare HUSD against all baselines from all three categories in the URLB benchmark. Knowledgebased methods include ICM (Pathak et al. 2017), Disagreement (Pathak et al. 2019) and RND (Burda et al. 2019). Data-based methods include Proto (Yarats et al. 2021), APT (Liu et al. 2021b), CIC (Laskin et al. 2022) and MOSS (Zhao et al. 2022). Competence-based approaches include SMM (Lee et al. 2019), DIAYN (Eysenbach et al. 2019), APS (Liu et al. 2021a), and Be CL (Yang et al. 2023). We utilize the open-source implementations of these methods, applying the hyperparameters as specified in their respective papers. A detailed description of these hyperparameters is provided in the Supplementary Material. All these methods are pretrained for 2M steps with their respective intrinsic rewards and finetuned for 100K steps on every task with the extrinsic reward for adaption. As a base Domain Walker Quadruped Jaco Method/Task Flip Run Stand Walk Jump Run Stand Walk BL BR TL TR Expert (Laskin et al. 2022) 799 796 984 971 888 888 920 866 193 203 191 223 ICM (Pathak et al. 2017) 426 14 232 18 851 22 545 31 181 30 102 13 255 39 110 16 101 8 115 10 116 10 114 8 Disagreement (Pathak et al. 2019) 365 13 203 8 749 31 585 23 470 31 368 15 644 49 419 32 147 9 148 11 150 12 159 10 RND (Burda et al. 2019) 439 19 416 24 915 7 824 24 633 15 420 10 789 23 567 30 104 9 124 10 101 7 122 10 Proto (Yarats et al. 2021) 504 17 353 30 914 18 831 25 550 56 393 36 716 54 663 68 126 10 129 11 142 5 156 7 APT (Liu et al. 2021b) 688 37 505 22 966 2 919 18 600 53 422 29 785 54 674 82 116 9 122 6 122 10 133 10 SMM (Lee et al. 2019) 472 16 394 32 854 25 686 32 178 37 194 34 336 76 176 30 50 6 57 8 45 4 52 8 DIAYN (Eysenbach et al. 2019) 331 11 178 7 750 42 444 36 493 51 391 33 727 52 472 63 38 9 29 3 14 4 16 2 APS (Liu et al. 2021a) 462 36 161 27 743 56 601 49 433 44 311 28 538 49 464 66 83 9 86 11 71 7 78 6 CIC (Laskin et al. 2022) 566 31 418 25 938 7 826 42 590 8 428 9 763 17 608 21 144 6 148 11 141 13 159 8 MOSS (Zhao et al. 2022) 772 35 478 14 956 4 924 7 313 21 250 15 421 20 202 6 115 9 132 6 105 9 120 9 Be CL (Yang et al. 2023) 593 18 450 20 952 4 861 34 584 49 366 47 685 64 607 82 134 7 135 8 125 12 132 12 HUSD (Ours) 625 25 394 36 964 4 874 34 660 44 502 25 852 30 740 62 158 5 151 5 152 5 166 7 Table 1: Performance comparison of HUSD and various baselines on the state-based URLB (Laskin et al. 2021) across 12 seeds per task. All baselines undergo 2M steps of pretraining using their intrinsic rewards, followed by 100K steps of finetuning for each downstream task with extrinsic rewards. The top-performing scores are highlighted. RL algorithm, we choose DDPG (Lillicrap et al. 2015). We evaluated 12 seeds for every task and method, resulting in 12 methods 12 tasks 12 seeds = 1728 runs. Skill Selection To select the appropriate skill for a downstream task, we implement the same strategy as in CIC (Laskin et al. 2022). Specifically, we perform a grid sweep during the first 4K finetuning steps to identify the skill that achieves the highest reward. Once the skill is selected, the agent is then trained for the remaining 96K steps using extrinsic rewards. This method is adopted due to the limited number of steps available for finetuning, ensuring efficient skill selection within a constrained timeframe. Evaluation As shown in Table 1, HUSD consistently surpasses CIC across 11/12 tasks. Furthermore, it not only demonstrates superior performance but also remains highly competitive with, and in many cases (9/12) outperforms, the other methods evaluated on the state-based URLB benchmark. This consistent trend across various domains underscores the robustness and effectiveness of HUSD compared to its counterparts. Following the guidelines in Reliable (Agarwal et al. 2021), we employ the interquartile mean (IQM) and optimality gap (OG) metrics, using stratified bootstrap sampling for aggregation, as our primary evaluation metrics across all runs. The IQM metric calculates the mean score by excluding the lowest and highest 25% of the runs, focusing on the middle 50%. The OG metric assesses the extent to which the algorithm falls short of a specified target (expert) score. The expert score is determined by running DDPG with 2M steps on the corresponding tasks, and we reference the expert scores provided by Laskin et al. (2022). We normalize all scores relative to the expert score, with the statistical results presented in Figure 3. In the IQM metric, HUSD outperforms all the algorithms by achieving 79.62% score, with the next best algorithms CIC, APT and Be CL achieving achieving 73.78%, 73.32% and 70.58% respectively. In the OG metric, HUSD achieves a performance close to that of the expert, with approximately 22.33%, while CIC, APT and Be CL scores 27.32%, 28.10% and 30.98% respectively. Ablation Study In this section, we see the effect of the λ parameter (weighing the MMD) on the actual results. The final reward is Figure 2: An illustration of the skills learned in Walker and Quadruped. As seen in the top, the walker learns to flip and in the bottom, the quadruped learns to jump during unsupervised pretraining, which can be later utilised during finetuning. Figure 3: The aggregate statistics for 12 downstream tasks on URLB, with 12 seeds each, using stratified bootstrap intervals from (Agarwal et al. 2021). The results indicate that HUSD obtains highest Interquartile Mean (IQM) score of 79.62% and Optimality Gap of 22.33%, and consistently outperforms other methods. Figure 4: An ablation study that shows the impact of the weighing factor λ in the maze task. Lower values of λ lead to broader state-space coverage, while increasing λ enhances the distinguishability of skills as the MMD reward becomes more prominent. However, excessively large λ values result in highly discriminable skills but at the cost of reduced state coverage. the combination of two rewards: State-Entropy and Disentanglement. We conducted the study using different values of alpha to show its effect on the state coverage and skilldiscriminability (Figure 4). (i) When λ is zero or even small, the trajectories are intermixed and it shows behaviour very simialr to CIC. (ii) On increasing the value of λ i.e. λ [10, 103], the skills starts to differentiate as the MMD reward increases which will push the state-skill distributions apart. (iii) Selecting a very large value of λ i.e. λ [104, 105] will let the MMD reward dominate and the agent will form discrete clusters. However, this comes at the expense of exploration, as the entropy reward becomes less influential. Conclusion In this paper, we presented Hilbert Unsupervised Skill Discovery (HUSD), a novel approach that enhances skill discovery in unsupervised reinforcement learning. HUSD focuses on discriminability between skills along with state entropy-driven exploration, using Maximum Mean Discrepancy (MMD) to measure and reward the separation between state-skill pairs. This method encourages the development of distinct and well-separated skills within the learned rep- resentation space. 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