# popgym_benchmarking_partially_observable_reinforcement_learning__240325bb.pdf POPGYM: BENCHMARKING PARTIALLY OBSERVABLE REINFORCEMENT LEARNING Steven Morad, Ryan Kortvelesy, Matteo Bettini, Stephan Liwicki, Amanda Prorok Real world applications of Reinforcement Learning (RL) are often partially observable, thus requiring memory. Despite this, partial observability is still largely ignored by contemporary RL benchmarks and libraries. We introduce Partially Observable Process Gym (POPGym), a two-part library containing (1) a diverse collection of 15 partially observable environments, each with multiple difficulties and (2) implementations of 13 memory model baselines the most in a single RL library. Existing partially observable benchmarks tend to fixate on 3D visual navigation, which is computationally expensive and only one type of POMDP. In contrast, POPGym environments are diverse, produce smaller observations, use less memory, and often converge within two hours of training on a consumer-grade GPU. We implement our high-level memory API and memory baselines on top of the popular RLlib framework, providing plug-andplay compatibility with various training algorithms, exploration strategies, and distributed training paradigms. Using POPGym, we execute the largest comparison across RL memory models to date. POPGym is available at https: //github.com/proroklab/popgym. 1 INTRODUCTION Datasets like MNIST (Lecun et al., 1998) have driven advances in Machine Learning (ML) as much as new architectural designs (Levine et al., 2020). Comprehensive datasets are paramount in assessing the progress of learning algorithms and highlighting shortcomings of current methodologies. This is evident in the context of RL, where the absence of fast and comprehensive benchmarks resulted in a reproducability crisis (Henderson et al., 2018). Large collections of diverse environments, like the Arcade Learning Environment, Open AI Gym, Proc Gen, and DMLab provide a reliable measure of progress in deep RL. These fundamental benchmarks play a role in RL equivalent to that of MNIST in supervised learning (SL). The vast majority of today s RL benchmarks are designed around Markov Decision Processes (MDPs). In MDPs, agents observe a Markov state, which contains all necessary information to solve the task at hand. When the observations are Markov states, the Markov property is satisfied, and traditional RL approaches guarantee convergence to an optimal policy (Sutton & Barto, 2018, Chapter 3). But in many RL applications, observations are ambiguous, incomplete, or noisy any of which makes the MDP partially observable (POMDP) (Kaelbling et al., 1998), breaking the Markov property and all convergence guarantees. Furthermore, Ghosh et al. (2021) find that policies trained under the ideal MDP framework cannot generalize to real-world conditions when deployed, with epistemic uncertainty turning real-world MDPs into POMDPs. By introducing memory (referred to as sequence to sequence models in SL), we can summarize the observations1 therefore restoring policy convergence guarantees for POMDPs (Sutton & Barto, 2018, Chapter 17.3). Despite the importance of memory in RL, most of today s comprehensive benchmarks are fully observable or near-fully observable. Existing partially observable benchmarks are often navigationbased representing only spatial POMDPs, and ignoring applications like policymaking, disease diagnosis, teaching, and ecology (Cassandra, 1998). The state of memory-based models in RL libraries is even more dire we are not aware of any RL libraries that implement more than three 1Strictly speaking, the agent actions are also required to guarantee convergence. We consider the previous action as part of the current observation. (a) Stateless Cartpole and Stateless Pendulum (b) Battleship, Concentration, Higher Lower and Mine Sweeper (c) Labyrinth Escape and Explore Figure 1: Renders from select POPGym environments. or four distinct memory baselines. In nearly all cases, these memory models are limited to frame stacking and LSTM. To date, there are no popular RL libraries that provide a diverse selection of memory models. Of the few existing POMDP benchmarks, even fewer are comprehensive and diverse. As a consequence, there are no large-scale studies comparing memory models in RL. We propose to fill these three gaps with our proposed POPGym. 1.1 CONTRIBUTIONS POPGym is a collection of 15 partially observable gym environments (Figure 1) and 13 memory baselines. All environments come with at least three difficulty settings and randomly generate levels to prevent overfitting. The POPGym environments use low-dimensional observations, making them fast and memory efficient. Many of our baseline models converge in under two hours of training on a single consumer-grade GPU ( Table 1, Figure 2). The POPGym memory baselines utilize a simple API built on top of the popular RLlib library (Liang et al., 2018), seamlessly integrating memory models with an assortment of RL algorithms, sampling, exploration strategies, logging frameworks, and distributed training methodologies. Utilizing POPGym and its memory baselines, we execute a large-scale evaluation, analyzing the capabilities of memory models on a wide range of tasks. To summarize, we contribute: 1. A comprehensive collection of diverse POMDP tasks. 2. The largest collection of memory baseline implementations in an RL library. 3. A large-scale, principled comparison across memory models. 2 RELATED WORK There are many existing RL benchmarks, which we categorize as fully (or near-fully) observable and partially observable. In near-fully observable environments, large portions of the the Markov state are visible in an observation, though some information may be missing. We limit our literature review to comprehensive benchmarks (those that contain a wide set of tasks), as environment diversity is essential for the accurate evaluation of RL agents (Cobbe et al., 2020). 2.1 FULLY AND NEAR-FULLY OBSERVABLE BENCHMARKS The Arcade Learning Environment (ALE) (Bellemare et al., 2013) wraps Atari 2600 ROMs in a Python interface. Most of the Atari games, such as Space Invaders or Missile Command are fully observable (Cobbe et al., 2020). Some games like asteroids require velocity observations, but models can recover full observability by stacking four consecutive observations (Mnih et al., 2015), an approach that does not scale for longer timespans. Even seemingly partially-observable multi-room games like Montezuma s Revenge are made near-fully observable by displaying the player s score and inventory (Burda et al., 2022). Open AI Gym (Brockman et al., 2016) came after ALE, implementing classic fully observable RL benchmarks like Cart Pole and Mountain Car. Their Gym API found use in many other environments, including our proposed benchmark. Cobbe et al. (2020) find that randomly generated environments are critical to training general agents, showing policies will overfit to specific levels otherwise. They propose Proc Gen: 16 procedurally generated environments with pixel-space observations. Most environments are fully or near-fully observable, although a few environments provide a partially observable mode, effectively turning them into 2D area coverage (navigation) tasks. Proc Gen motivates POPGym s use of random level generation. 2.2 PARTIALLY OBSERVABLE BENCHMARKS When enumerating partially observable benchmarks, we find many are based on 3D first-person navigation. Deep Mind Lab (Beattie et al., 2016) (DMLab) is a 3D first-person view navigation simulator based on the Quake 3 physics engine. It implements various tasks such as collecting fruits, maze exploration, and laser tag. Viz Doom (Kempka et al., 2016) is another 3D navigation simulator based on the PC game Doom. It gives the agent weapons and adds computer-controlled characters that can shoot at the player. Miniworld (Chevalier-Boisvert, 2018) is a third 3D first-person view navigation simulator that is easier to install than DMLab or Viz Doom. Mini Grid (Chevalier-Boisvert et al., 2018) and Grid Verse (Baisero & Katt, 2021) are 2D navigation simulators with a first-person view. Unlike the previously mentioned 3D simulators, agents converge on gridworld environments much faster due to the smaller observation space. This makes it a popular benchmark for memory models. There are few POMDP libraries that provide tasks beyond navigation. Behaviour suite (BSuite) evaluates agents on a variety of axes, one of which is memory (Osband et al., 2020), but they only provide two POMDPs. Similar to our benchmark, (Zheng & Tellex, 2020) provide classic POMDPs with low-dimensional observation spaces. But their tasks are solvable without neural networks and are not difficult enough for modern deep RL. Ni et al. (2022) provide 21 environments, most of which are a special case of POMDP known as latent MDPs (Kwon et al., 2021), where a specific MDP is chosen from a set of possible MDPs at the beginning of an episode. (Morad et al., 2022) provides three POMDPs, which is insufficient for a benchmark. We briefly mention the Starcraft (Samvelyan et al., 2019) and VMAS (Bettini et al., 2022) benchmarks because multi-agent environments are intrinsically partially observable, but we focus specifically on single-agent POMDPs. 2.3 SHORTCOMINGS OF CURRENT BENCHMARKS Popular fully observable benchmarks use pixel-based observation spaces, adding a layer of complexity that takes an order of magnitude longer to train when compared against state-based observation counterparts (Seita, 2020). In fully observable environments, visually pleasing results are worth a few extra hours training. This dogma persists into partial observability, where environments often take 10x longer to converge than their fully observable counterparts. Popular benchmarks using 3D graphics take hundreds of billions of timesteps (Parisotto et al., 2020) and multiple weeks (Morad et al., 2021) on a GPU to train a single policy to convergence. Until sample efficiency in partially observable RL improves, we must forgo pixel-based observations or continue to struggle with reproducibility. Many partially observable tasks with pixel-based observation spaces are based on some form of navigation (Ramani, 2019). Although navigation can be a partially observable task, wall following behavior in perfect mazes guarantees complete area coverage without the need for memory. When mazes are imperfect (i.e. contain cycles), deterministic wall following can get stuck in infinite loops. However, RL policies often have some amount of stochasticity that can break out of these loops. Kadian et al. (2020) and Morad et al. (2021) inadvertently show that memory-free navigation agents learn wall following strategies2 that are surprisingly effective in imperfect real-world mazes. We confirm these findings with our experiments, showing that memory-free agents are competitive with memory-endowed agents in certain navigation benchmarks. All other (imperfect) mazes can be fully explored by storing no more than two past locations (observations) in memory (Blum & Kozen, 1978). Navigation-based tasks like area coverage, moving to a coordinate, or searching for items can be reduced to the maze exploration task. We do not claim 2https://en.wikipedia.org/wiki/Maze-solving_algorithm#Wall_follower that navigation tasks are easy, but rather that it is important to have a variety of tasks to ensure we evaluate all facets of memory, such as memory capacity, that navigation tasks might miss. 2.4 EXISTING MEMORY BASELINES The state of memory models in RL is even more bleak than the benchmarks. Most libraries provide frame stacking and a single type of RNN. Open AI Baselines (Dhariwal et al., 2017), Stable Baselines3 (Raffin et al., 2021), and Clean RL (Huang et al., 2021) provide implementations of PPO with frame stacking and an LSTM. Ray RLlib (Liang et al., 2018) currently implements frame stacking, LSTM, and a transformer for some algorithms. Ni et al. (2022) implement LSTM, GRUs, and two model-based memory models. Yang & Nguyen (2021) provides recurrent versions of the DDPG, TD3, and SAC RL algorithms, which utilize GRUs and LSTM. Zheng & Tellex (2020) implement multiple classical POMDP solvers, but these do not use neural networks, preventing their application to more complex tasks. There is currently no go-to library for users who want to compare or apply non-standard memory models. 2.5 A BRIEF SUMMARY ON MEMORY When designing a library of memory models, it is important to select competitive models. Ni et al. (2022) show that sequence to sequence models from SL are competitive or better than RL-specific memory methods while being more straightforward to implement, so we focus specifically on sequence to sequence models (called memory throughout the paper). Although a strict categorization of memory is elusive, most methods are based on RNNs, attention, or convolution. RNNs (Elman, 1990) take an input and hidden state, feed them through a network, and produce a corresponding output and hidden state. RNNs depend on the previous state and must be executed sequentially, resulting in slow training but fast inference when compared with other methods. Attention-based methods (Vaswani et al., 2017) have supplanted RNNs in many applications of SL, but traditional transformers have quadratically-scaling memory requirements, preventing them from running on long episodes in RL. Recent linear attention formulations (Schlag et al., 2021; Katharopoulos et al., 2020) claim to produce transformer-level performance in linear time and space, potentially enabling widespread use of attention in RL. Like attention, convolutional methods are computationally efficient (Bai et al., 2018), lending themselves well to RL. They are less common than recurrent or attention-based methods in SL, and there is little literature on their use in RL. 3 POPGYM ENVIRONMENTS All of our environments bound the cumulative episodic reward in [ 1, 1]. In some cases (e.g. repeating previous observations) an optimal policy would receive a cumulative reward of one in expectation. In other environments (e.g. playing battleship with randomly placed ships), an optimal policy has an expected episodic cumulative reward of less than one. We tag our proposed environments as diagnostic, control, noisy, game, and navigation. Each tag is designed to represent a different class of POMDP, and each environment has at least three distinct difficulty settings, creating the most diverse POMDP benchmark thus far. Our proposed environments are all overcomplete POMDPs, meaning our environments have more unique latent Markov states than unique observations (Sharan et al., 2017; Jin et al., 2020). Diagnostic environments probe model capabilities with respect to the duration of memories, forgetting, and compression and recall. They are designed to quickly summarize the strengths and weaknesses of a specific model. Control environments are control RL environments made partially observable by removing part of the observation. Solving these tasks only requires short-term memory. Noisy environments require the memory model to estimate the true underlying state by computing an expectation over many observations. These are especially useful for real-world robotics tasks. Game environments provide a more natural and thorough evaluation of memory through card and board games. They stress test memory capacity, duration, and higher-level reasoning. Navigation environments are common in other benchmarks, and we include a few to ensure our benchmark is comprehensive. More than anything, our navigation environments examine how memory fares over very long sequences. 3.1 ENVIRONMENT DESCRIPTIONS 1. Repeat First (Diagnostic): At the first timestep, the agent receives one of four values and a remember indicator. Then it randomly receives one of the four values at each successive timestep without the remember indicator. The agent receives a reward for outputting (remembering) the first value. 2. Repeat Previous (Diagnostic): Like Repeat First, observations contain one of four values. The agent is rewarded for outputting the observation from some constant k timesteps ago, i.e. observation ot k at time t. 3. Autoencode (Diagnostic): During the WATCH phase, a deck of cards is shuffled and played in sequence to the agent with the watch indicator set. The watch indicator is unset at the last card in the sequence, where the agent must then output the sequence of cards in order. This tests whether the agent can encode a series of observations into a latent state, then decode the latent state one observation at a time. 4. Stateless Cartpole (Control): The cartpole environment from Barto et al. (1983), but with the angular and linear positions removed from the observation. The agent must integrate to compute positions from velocity. 5. Stateless Pendulum (Control): The swing-up pendulum (Doya, 1995), with the angular position information removed. 6. Noisy Stateless Cartpole (Control, Noisy): Stateless Cartpole (Env. 4) with Gaussian noise. 7. Noisy Stateless Pendulum (Control, Noisy): Stateless Pendulum (Env. 5) with Gaussian noise. 8. Multiarmed Bandit (Noisy, Diagnostic): The multiarmed bandit problem (Slivkins & others, 2019; Lattimore & Szepesv ari, 2020) posed as an episodic task. Every episode, bandits are randomly initialized. Over the episode, the player must trade off exploration and exploitation, remembering which bandits pay best. Each bandit has some probability of paying out a positive reward, otherwise paying out a negative reward. Note that unlike the traditional multiarmed bandit task where the bandits are fixed once initialized, these bandits reset every episode, forcing the agent to learn a policy that can adapt between episodes. 9. Higher Lower (Game, Noisy): Based on the card game higher-lower, the agent must guess if the next card is of higher or lower rank than the previous card. The next card is then flipped faceup and becomes the previous card. Using memory, the agent can utilize card counting strategies to predict the expected value of the next card, improving the return. 10. Count Recall (Game, Diagnostic, Noisy): Each turn, the agent receives a next value and query value. The agent must answer the query with the number of occurrences of a specific value. In other words, the agent must store running counts of each unique observed value, and report a specific count back, based on the query value. This tests whether the agent can learn a compressed structured memory representation, such that it can continuously update portions of memory over a long sequence. 11. Concentration (Game): A deck of cards is shuffled and spread out face down. The player flips two cards at a time face up, receiving a reward if the flipped cards match. The agent must remember the value and position of previously flipped cards to improve the rate of successful matches. 12. Battleship (Game): A partially observable version of Battleship, where the agent has no access to the board and must derive its own internal representation. Observations contain either HIT or MISS and the position of the last salvo fired. The player receives a positive reward for striking a ship, zero reward for hitting water, and negative reward for firing on a specific tile more than once. Table 1: Frames per second (FPS) of our environments, computed on the Google Colab free tier and a Macbook Air (2020) laptop. Environment Colab FPS Laptop FPS Repeat First 23,895 155,201 Repeat Previous 50,349 136,392 Autoencode 121,756 251,997 Stateless Cartpole 73,622 218,446 Stateless Pendulum 8,168 26,358 Noisy Stateless Cartpole 6,269 66,891 Noisy Stateless Pendulum 6,808 20,090 Environment Colab FPS Laptop FPS Multiarmed Bandit 48,751 469,325 Battleship 117,158 235,402 Concentration 47,515 157,217 Higher Lower 24,312 76,903 Count Recall 16,799 53,779 Minesweeper 8,434 32,003 Labyrinth Escape 1,399 41,122 Labyrinth Explore 1,374 30,611 13. Mine Sweeper (Game): The computer game Mine Sweeper, but like our Battleship implementation, the agent does not have access to the board. Each observation contains the position and number of adjacent mines to the last square clicked by the agent. Clicking on a mined square will end the game and produce a negative reward. The agent must remember where it has already searched and must integrate information from nearby tiles to narrow down the location of mines. Once the agent has selected all non-mined squares, the game ends. 14. Labyrinth Explore (Navigation): The player is placed in a discrete, 2D procedurallygenerated maze, receiving a reward for each previously unreached tile it reaches. The player can only observe adjacent tiles. The agent also receives a small negative reward at each timestep, encouraging the agent to reach all squares quickly and end the episode. 15. Labyrinth Escape (Navigation): The player must escape the procedurally-generated maze, using the same observation space as Labyrinth Explore. This is a sparse reward setting, where the player receives a positive reward only after solving the maze. 4 POPGYM BASELINES Our memory model API relies on an abstract memory model class, only requiring users to implement memory forward and initial state methods. Our memory API builds on top of RLlib, exposing various algorithms, exploration methods, logging, distributed training, and more. We collect well-known memory models from SL domains and wrap them in this API, enabling their use on RL tasks. We rewrite models where the existing implementation is slow, unreadable, not amenable to our API, or not written in Pytorch. Some of these sequence models have yet to be applied in the context of reinforcement learning. 1. MLP: An MLP that cannot remember anything. This serves to form a lower bound for memory performance, as well and ensuring memory models are actively using memory, rather than just leveraging their higher parameter counts. 2. Positional MLP (Pos MLP): An MLP that can access the current episodic timestep. The current timestep is fed into the positional encoding from Vaswani et al. (2017), which is summed with the incoming features. Pos MLP enables agents to learn time-dependent policies (those which evolve over the course of an episode) without explicitly using memory. 3. Elman Networks: The original RNN, from Elman (1990). Elman networks sum the recurrent state and input, passing the resulting vector through a linear layer and activation function to produce the next hidden state. Elman networks are not used much in SL nowadays due to vanishing and exploding gradients. 4. Long Short-Term Memory (LSTM): Hochreiter & Schmidhuber (1997) designed LSTM to address the vanishing and exploding gradient problems present in earlier RNNs like the Elman Network. LSTM utilizes a constant error carousel to handle longer dependencies and gating to ensure recurrent state stability during training. It has two recurrent states termed the hidden and cell states. 5. Gated Recurrent Unit (GRU): The GRU is a simplification of LSTM, using only a single recurrent state. The GRU appears to have similar performance to LSTM in many applications while using fewer parameters (Chung et al., 2014). 500 1000 1500 Train Memory MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN 250 500 Num. Params 10 100 1000 10000 GPU Train Time 0 100 200 CPU Inf. Time 0 2 GPU Inf. Time Figure 2: Performance characteristics for POPGym memory baselines on random inputs. We use a recurrent state size of 256, a batch size of 64, and a episode length of 1024. We compute CPU statistics on a 3GHz Xeon Gold and GPU statistics on a 2080Ti, reporting the mean and 95% confidence interval over 10 trials. Train times correspond to a full batch while inference times are per-element (i.e. the latency to compute a single action). Note that GPU Train Time has logarithmic scale. 6. Independently Recurrent Networks (Ind RNN): Stacking LSTM and GRU cells tends to provide few benefits when compared with traditional deep neural networks. Ind RNNs update the recurrent state using elementwise connections rather than a dense layer, enabling much deeper RNNs and handling longer dependencies than the LSTM and GRU (Li et al., 2018). In our experiments, we utilize a 2-layer Ind RNN. 7. Differentiable Neural Computers (DNC): Graves et al. (2016) introduce a new type of recurrent model using external memory. The DNC utilizes an RNN as a memory controller, reading and writing to external storage in a differentiable manner. 8. Fast Autoregressive Transformers (FART): Unlike the traditional attention matrix whose size scales with the number of inputs, FART computes a fixed-size attention matrix at each timestep, taking the cumulative elementwise sum over successive timesteps (Katharopoulos et al., 2020). FART maintains two recurrent states, one for the running attention matrix and one for a normalization term, which helps mitigate large values and exploding gradients as the attention increases grows over time. The original paper omits a positional encoding, but we find it necessary for our benchmark. 9. Fast Weight Programmers (FWP): The theory behind FART and FWP is different, but the implementation is relatively similar. FWP also maintains a running cumulative sum. Unlike FART, FWP normalizes the key and query vectors to sum to one, requiring only a single recurrent state and keeping the attention matrix of reasonable scale (Schlag et al., 2021). Unlike the original paper, we add a positional encoding to FWP. 10. Frame Stacking (Fr.Stack): Mnih et al. (2015) implemented frame stacking to solve Atari games. Frame stacking is the concatenation of k observations along the feature dimension. Frame stacking is not strictly convolutional, but is implemented similarly to other convolutional methods. Frame stacking is known to work very well in RL, but the number of parameters scales with the receptive field, preventing it from learning long-term dependencies. 11. Temporal Convolutional Networks (TCN): TCNs slide 1D convolutional filters over the temporal dimension. On long sequences, they are faster and use less memory than RNNs. TCNs avoid the vanishing gradient problem present in RNNs because the gradient feeds through each sequence element individually, rather than propagating through the entire sequence (Bai et al., 2018). 12. Legendre Memory Units (LMU): LMUs are a mixture of convolution and RNNs. They apply Legendre polynomials across a sliding temporal window, feeding the results into an RNN hidden state (Voelker et al., 2019). LMUs can handle temporal dependencies spanning up to 100K timesteps. 13. Diagonal State Space Models (S4D): S4D treats memory as a controls problem. It learns a linear time invariant (LTI) state space model for the recurrent state. S4D applies a Vandermonde matrix to the sequence of inputs, which we can represent using either convolution or a recurrence. Computing the result convolutionally makes it very fast. In SL, S4D was able to solve the challenging 16,000 timestep Path-X task, demonstrating significant capacity for long-term dependencies (Gu et al., 2022). MLP Pos MLP FWP FART S4D TCN Fr.Stack LMU Ind RNN Elman GRU LSTM DNC Model Normalized MMER Model MMER MMER w/o Nav MLP 0.067 -0.010 Pos MLP 0.064 0.053 FWP 0.112 0.200 FART 0.138 0.202 S4D -0.180 -0.119 TCN 0.233 0.219 Fr.Stack 0.190 0.177 LMU 0.229 0.246 Ind RNN 0.259 0.302 Elman 0.249 0.224 GRU 0.349 0.326 LSTM 0.255 0.294 DNC 0.065 0.016 Figure 3: (Left) A summary comparison of baselines aggregated over all environments. We normalize the MMER such that 0 denotes the worst trial and 1 denotes the best trial for a specific environment. We report the interquartile range (box), median (horizontal line), and mean (dot) normalized MMER over all trials. (Right) Single value scores for each model, produced by meaning the MMER over all POPGym environments. We also provide scores with navigation (Labyrinth) environments excluded; the reasoning is provided in the discussion section. 5 EXPERIMENTS Our memory framework hooks into RLlib, providing integration with IMPALA, DQN, and countless other algorithms. Due to computational constraints, we only execute our study on Proximal Policy Optimization (PPO) (Schulman et al., 2017). We tend to use conservative hyperparameters to aid in reproducability this entails large batch sizes, low learning rates, and many minibatch passes over every epoch. We run three trials of each model over three difficulties for each environment, resulting in over 1700 trials. We utilize the max-mean episodic reward (MMER) in many plots. We compute MMER by finding the mean episodic reward for each epoch, then taking the maximum over all epochs, resulting in a single MMER value for each trial. We present the full experimental parameters in Appendix A and detailed results for each environment and model in Appendix B. We provide a summary over models and tasks in Figure 3. Figure 2 reports model throughput and Table 1 provides environment throughput. 6 DISCUSSION In the following paragraphs, we pose some questions and findings made from the results of our large-scale study. Supervised learning is a bad proxy for RL. Supervised learning experiments show that Ind RNN, LMU, FART, S4D, DNC, and TCN surpass LSTM and GRUs by a wide margin (Li et al., 2018; Voelker et al., 2019; Katharopoulos et al., 2020; Gu et al., 2022; Graves et al., 2016; Bai et al., 2018). S4D is unstable and often crashed due to exploding weights, suggesting it is not suitable for RL out of the box and that further tuning may be required. Although linear attention methods like FWP and FART show significant improvements across a plethora of supervised learning tasks, they were some of the worst contenders in RL. Classical RNNs outperformed modern memory methods, even though RNNs have been thoroughly supplanted in SL (Figure 3). The underlying cause of the disconnect between RL and SL performance is unclear and warrants further investigation. Use GRUs for performance and Elman nets for efficiency. Within traditional RNNs, there seems little reason to use LSTM, as GRUs are more efficient and perform better. Elman networks are largely ignored in modern SL and RL due to vanishing or exploding gradients, but these issues did not impact our training. We find Elman networks perform on-par with LSTM while exhibiting some of the best parameter and memory efficiency out of any model (Figure 2). Future work could investigate why Elman networks work so well in RL given their limitations, and distill these properties into memory models suited specifically for RL. Are maze navigation tasks sufficient for benchmarking memory? Existing POMDP benchmarks focus primarily navigation tasks. In our experiments, we show that the MLP received the MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Stateless Cart Pole Easy Battleship Medium Autoencode Medium 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Labyrinth Explore Easy 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Labyrinth Explore Medium 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Labyrinth Explore Hard Figure 4: Selected results used in the discussion section. We standardize the MMER from [ 1, 1] to [0, 1] for readability. The colored bars denote the mean and the black lines denote the 95% bootstrapped confidence interval. Full results across all environments are in Appendix B highest score on almost all navigation tasks, beating all memory models (Figure 4). This is in line with our hypothesis from subsection 2.3, and raises doubts concerning previous models evaluated solely on navigation tasks. Does a novel memory method outperform baselines because of a better memory architectures, or just because it has more trainable parameters? Future work can bypass this scrutiny by including a diverse set of tasks beyond navigation, and by modifying simple navigation tasks to better leverage memory (e.g. positive reward for correctly answering how many rooms are there in the house? ). Positional MLPs are an important baseline. Masked control tasks turn MDPs into POMDPs by hiding the velocity or position portions of classic control problems, and are probably the second most popular type of POMDP in literature after navigation. The positional MLP performed notably better than the MLP, nearly solving the Stateless Cartpole masked control task on easy (Figure 4). This is entirely unexpected, as providing the current timestep to an MLP is insufficient to compute the position and underlying Markov state. Outside of masked control, the positional MLP regularly outperformed the MLP (Figure 3). Stateless policies that evolve over time could be an interesting topic for future work, and should be a standard baseline in future memory comparisons. Is PPO enough? Memory models do not noticeably outperform the MLP in many game environments, such as Autoencode or Battleship, indicating that the memory is minimally effective in these tasks (Figure 4). All thirteen models converge to the nearly same reward, suggesting this could be due to issues with PPO rather than the memory models themselves. Future work could focus on designing new algorithms to solve these tasks. In parallel, research institutions with ample compute could ablate POPGym across other algorithms, such as Recurrent Replay Distributed DQN (Kapturowski et al., 2019). 7 CONCLUSION We presented the POPGym benchmark, a collection of POMDPs and memory baselines designed to standardize RL in partially observable environments. We discovered a notable disconnect between memory performance in supervised and reinforcement learning, with older RNNs surpassing linear transformers and modern memory models. According to our experiments, the GRU is the best general-purpose memory model, with Elman networks providing the best tradeoff between performance and efficiency. We revealed shortcomings in prior benchmarks focused on control and navigation POMDPs, emphasizing the importance of numerous and diverse POMDPs for evaluating memory. There is still a great deal of work to be done towards solving POMDPs, and we hope POPGym provides some measure of progress along the way. 8 ACKNOWLEDGEMENTS Steven Morad and Stephan Liwicki gratefully acknowledge the support of Toshiba Europe Ltd. Ryan Kortvelesy was supported by Nokia Bell Labs through their donation for the Centre of Mobile, Wearable Systems and Augmented Intelligence to the University of Cambridge. Shaojie Bai, J Zico Kolter, and Vladlen Koltun. 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SGD iters 30 Batch size 65536 Minibatch size 8192 GAE λ 1.0 KL target 0.01 KL coefficient 0.2 PPO clipping 0.3 Value clipping 0.3 BPTT Truncation Length Maximum Episode Length 1024 A EXPERIMENTAL PARAMETERS Given the number of environments and models, it is not computationally feasible to optimize hyperparameters in a structured way. Through trial and error, we evaluated all models on the Repeat First and Repeat Previous environments and found suitable values that worked across all models. We then picked a more conservative estimate (larger batch size, lower learning rate) to promote monotonic improvement and prevent catastrophic forgetting, at the expense of some sample efficiency. There is no clear axis for a truly fair comparison between memory models model throughput and parameter count vary drastically throughout the memory models. We decide to limit the amount of storage (i.e. recurrent state size) of each memory model to 256 dimensions, which is greater than the common values of 64 and 128 in literature (Ni et al., 2022). This results in lower parameter counts for models that produce the recurrent state using a tensor product (e.g. FWP, FART, S4D). We could make an exception for these models, allowing them to produce recurrent states of size 2562 = 63356 dimensions instead of 162 = 256 dimensions to bring up the parameter count, but we believe this is unfair to recurrent models. In this case, recurrent models would need to forget and compress information over longer episodes, while tensor product models could store every single observation in memory without any compression or forgetting. Storing everything is unlikely to scale to real-world applications where episodes could span hours, days, or run indefinitely. A.1 GENERAL MODEL HYPERPARAMETERS For all our memory experiments, we use the same outer model, just swapping out the inner memory model. The outer model first projects observations from the environment to 128 zero-mean varianceone dimensions. Here, the positional encoding is applied if the memory model requests it. The projection goes through a single linear layer and Leaky Re LU activation of size 128, then feeds into the memory model. Output from the memory model is projected to 128 dimensions, then split into the actor and critic head. The actor and critic heads are two layer MLPs of width 128 with Leaky Re LU activation. A.2 MODEL-SPECIFIC HYPERPARAMETERS The Elman, GRU, LSTM, and LMU RNNs use a single cell. We use a 2-cell Ind RNN as they claim to utilize deeper networks. The FART and FWP models use a single attention block. We use the attention-only formulations of FWP, rather than the combined attention and RNN variant. We utilize a temporal window of four for frame stacking and TCN. LMU utilizes a θ window size of 64 timesteps. B FULL EXPERIMENTAL RESULTS We report our results in three forms: 1. Bar charts denoting the standardized MMER split by environment (Figure 5-Figure 9) 2. Line plots showing cumulative maximum episodic reward for each training epoch, split by environment (Figure 10-Figure 14) 3. Tables reporting the mean and standard deviation of the MMER, split by model and environment (Table 3) All models and environments are from commit e397e5e except for the Diff NC experiments, which are from commit 33b0995. All experiments sample 15M timesteps from each environment, except for the Diff NC experiments which sample 10M timesteps. We run each trial 3 times, aggregating results using the mean over trials. All raw data is available at https://wandb.ai/prorok-lab/popgym-public. The bar plots represent the mean and 95% bootstrap confidence interval. For the bar charts, we standardize the reward between 0 and 1. In the line plots, the solid region refers to the mean and the shaded region to the 95% bootstrap confidence interval. The table reports the MMER mean and standard deviation across trials. MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Autoencode Easy Autoencode Medium Autoencode Hard MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Battleship Easy Battleship Medium Battleship Hard 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Concentration Easy 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Concentration Medium 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Concentration Hard Figure 5: POPGym baselines. MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Count Recall Easy Count Recall Medium Count Recall Hard MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Higher Lower Easy Higher Lower Medium Higher Lower Hard 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Labyrinth Escape Easy 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Labyrinth Escape Medium 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Labyrinth Escape Hard Figure 6: POPGym baselines (continued) MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Labyrinth Explore Easy Labyrinth Explore Medium Labyrinth Explore Hard MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Mine Sweeper Easy Mine Sweeper Medium Mine Sweeper Hard 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Multiarmed Bandit Easy 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Multiarmed Bandit Medium 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Multiarmed Bandit Hard Figure 7: POPGym baselines (continued) MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Noisy Stateless Cart Pole Easy Noisy Stateless Cart Pole Medium Noisy Stateless Cart Pole Hard MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Noisy Stateless Pendulum Easy Noisy Stateless Pendulum Medium Noisy Stateless Pendulum Hard 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Repeat First Easy 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Repeat First Medium 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Repeat First Hard Figure 8: POPGym baselines (continued) MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Repeat Previous Easy Repeat Previous Medium Repeat Previous Hard MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Stateless Cart Pole Easy Stateless Cart Pole Medium Stateless Cart Pole Hard 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER MLP Pos MLP S4D TCN Fr.Stack LMU Ind RNN Stateless Pendulum Easy 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Stateless Pendulum Medium 0.0 0.2 0.4 0.6 0.8 1.0 Standardized MMER Stateless Pendulum Hard Figure 9: POPGym baselines (continued) Max Episodic Reward Autoencode Easy Autoencode Medium Autoencode Hard Max Episodic Reward Battleship Easy Battleship Medium Battleship Hard 0 50 100 150 200 Epoch Max Episodic Reward Concentration Easy 0 50 100 150 200 Epoch Concentration Medium 0 50 100 150 200 Epoch Concentration Hard MLP Pos MLP FWP FART S4D TCN Fr.Stack LMU Ind RNN Elman GRU LSTM DNC Figure 10: POPGym baselines (continued) Max Episodic Reward Count Recall Easy Count Recall Medium Count Recall Hard Max Episodic Reward Higher Lower Easy Higher Lower Medium Higher Lower Hard 0 50 100 150 200 Epoch Max Episodic Reward Labyrinth Escape Easy 0 50 100 150 200 Epoch Labyrinth Escape Medium 0 50 100 150 200 Epoch Labyrinth Escape Hard MLP Pos MLP FWP FART S4D TCN Fr.Stack LMU Ind RNN Elman GRU LSTM DNC Figure 11: POPGym baselines (continued) Max Episodic Reward Labyrinth Explore Easy Labyrinth Explore Medium Labyrinth Explore Hard Max Episodic Reward Mine Sweeper Easy Mine Sweeper Medium Mine Sweeper Hard 0 50 100 150 200 Epoch Max Episodic Reward Multiarmed Bandit Easy 0 50 100 150 200 Epoch Multiarmed Bandit Medium 0 50 100 150 200 Epoch Multiarmed Bandit Hard MLP Pos MLP FWP FART S4D TCN Fr.Stack LMU Ind RNN Elman GRU LSTM DNC Figure 12: POPGym baselines (continued) Max Episodic Reward Noisy Stateless Cart Pole Easy Noisy Stateless Cart Pole Medium Noisy Stateless Cart Pole Hard Max Episodic Reward Noisy Stateless Pendulum Easy Noisy Stateless Pendulum Medium Noisy Stateless Pendulum Hard 0 50 100 150 200 Epoch Max Episodic Reward Repeat First Easy 0 50 100 150 200 Epoch Repeat First Medium 0 50 100 150 200 Epoch Repeat First Hard MLP Pos MLP FWP FART S4D TCN Fr.Stack LMU Ind RNN Elman GRU LSTM DNC Figure 13: POPGym baselines (continued) Max Episodic Reward Repeat Previous Easy Repeat Previous Medium Repeat Previous Hard Max Episodic Reward Stateless Cart Pole Easy Stateless Cart Pole Medium Stateless Cart Pole Hard 0 50 100 150 200 Epoch Max Episodic Reward Stateless Pendulum Easy 0 50 100 150 200 Epoch Stateless Pendulum Medium 0 50 100 150 200 Epoch Stateless Pendulum Hard MLP Pos MLP FWP FART S4D TCN Fr.Stack LMU Ind RNN Elman GRU LSTM DNC Figure 14: POPGym baselines (continued) Table 3: Full table of results, denoting the MMER mean and standard deviation by environment and model. Env. Model MMER µ σ Autoencode Easy DNC -0.489 0.002 Elman -0.306 0.022 FART -0.447 0.014 FWP -0.322 0.020 Fr.Stack -0.422 0.010 GRU -0.283 0.029 Ind RNN -0.334 0.004 LMU -0.370 0.015 LSTM -0.312 0.008 MLP -0.470 0.004 Pos MLP -0.458 0.003 S4D -0.490 0.005 TCN -0.410 0.006 Autoencode Medium DNC -0.488 0.002 Elman -0.443 0.007 FART -0.478 0.002 FWP -0.449 0.005 Fr.Stack -0.466 0.002 GRU -0.425 0.018 Ind RNN -0.420 0.011 LMU -0.474 0.003 LSTM -0.423 0.004 MLP -0.482 0.002 Pos MLP -0.474 0.001 S4D -0.490 0.001 TCN -0.464 0.002 Autoencode Hard DNC -0.489 0.002 Elman -0.481 0.005 FART -0.481 0.001 FWP -0.472 0.011 Fr.Stack -0.478 0.004 GRU -0.456 0.009 Ind RNN -0.448 0.010 LMU -0.480 0.006 LSTM -0.467 0.004 MLP -0.488 0.002 Pos MLP -0.483 0.003 S4D -0.489 0.003 TCN -0.476 0.004 Battleship Easy DNC -0.427 0.002 Elman -0.290 0.013 FART -0.413 0.005 FWP -0.389 0.007 Fr.Stack -0.378 0.015 GRU -0.320 0.013 Ind RNN -0.287 0.005 LMU -0.323 0.027 LSTM -0.376 0.007 MLP -0.325 0.012 Pos MLP -0.226 0.077 S4D -0.432 0.002 Continued on next page µ σ Env. Model TCN -0.333 0.007 Battleship Medium DNC -0.394 0.003 Elman -0.373 0.007 FART -0.392 0.003 FWP -0.386 0.003 Fr.Stack -0.390 0.008 GRU -0.367 0.008 Ind RNN -0.337 0.005 LMU -0.387 0.010 LSTM -0.379 0.006 MLP -0.356 0.020 Pos MLP -0.344 0.030 S4D -0.406 0.003 TCN -0.363 0.003 Battleship Hard DNC -0.380 0.004 Elman -0.377 0.005 FART -0.384 0.003 FWP -0.380 0.005 Fr.Stack -0.381 0.004 GRU -0.377 0.008 Ind RNN -0.369 0.009 LMU -0.381 0.000 LSTM -0.380 0.001 MLP -0.383 0.002 Pos MLP -0.382 0.003 S4D -0.389 0.005 TCN -0.376 0.004 Concentration Easy DNC -0.182 0.004 Elman -0.098 0.012 FART -0.185 0.002 FWP -0.188 0.001 Fr.Stack -0.146 0.001 GRU -0.039 0.005 Ind RNN 0.142 0.004 LMU -0.057 0.009 LSTM -0.080 0.012 MLP -0.050 0.015 Pos MLP -0.048 0.010 S4D -0.190 0.004 TCN 0.253 0.004 Concentration Medium DNC -0.182 0.001 Elman -0.186 0.003 FART -0.186 0.002 FWP -0.185 0.002 Fr.Stack -0.185 0.002 GRU -0.189 0.003 Ind RNN -0.256 0.012 LMU -0.176 0.005 LSTM -0.185 0.001 MLP -0.178 0.004 Pos MLP -0.175 0.002 S4D -0.186 0.002 TCN -0.157 0.005 Concentration Hard DNC -0.830 0.002 Continued on next page µ σ Env. Model Elman -0.830 0.001 FART -0.830 0.001 FWP -0.831 0.001 Fr.Stack -0.829 0.001 GRU -0.829 0.003 Ind RNN -0.849 0.005 LMU -0.828 0.002 LSTM -0.829 0.001 MLP -0.833 0.001 Pos MLP -0.831 0.001 S4D -0.830 0.002 TCN -0.830 0.003 Count Recall Easy DNC -0.913 0.017 Elman 0.016 0.091 FART -0.300 0.145 FWP -0.399 0.047 Fr.Stack -0.365 0.022 GRU 0.177 0.005 Ind RNN -0.042 0.050 LMU -0.214 0.058 LSTM 0.509 0.062 MLP -0.847 0.011 Pos MLP -0.409 0.011 S4D -0.911 0.005 TCN -0.385 0.010 Count Recall Medium DNC -0.907 0.023 Elman -0.540 0.001 FART -0.541 0.003 FWP -0.541 0.016 Fr.Stack -0.529 0.002 GRU -0.528 0.001 Ind RNN -0.535 0.014 LMU -0.555 0.009 LSTM -0.538 0.005 MLP -0.907 0.001 Pos MLP -0.519 0.003 S4D -0.920 0.000 TCN -0.524 0.003 Count Recall Hard DNC -0.815 0.042 Elman -0.541 0.033 FART -0.501 0.008 FWP -0.477 0.006 Fr.Stack -0.475 0.008 GRU -0.475 0.006 Ind RNN -0.481 0.004 LMU -0.522 0.036 LSTM -0.478 0.006 MLP -0.867 0.002 Pos MLP -0.470 0.003 S4D -0.858 0.013 TCN -0.470 0.002 Higher Lower Easy DNC 0.505 0.002 Elman 0.520 0.002 FART 0.522 0.002 Continued on next page µ σ Env. Model FWP 0.520 0.002 Fr.Stack 0.504 0.001 GRU 0.529 0.002 Ind RNN 0.528 0.000 LMU 0.494 0.003 LSTM 0.526 0.003 MLP 0.505 0.001 Pos MLP 0.505 0.001 S4D 0.479 0.018 TCN 0.503 0.000 Higher Lower Medium DNC 0.501 0.003 Elman 0.503 0.001 FART 0.511 0.001 FWP 0.504 0.006 Fr.Stack 0.503 0.000 GRU 0.511 0.002 Ind RNN 0.513 0.001 LMU 0.466 0.004 LSTM 0.504 0.003 MLP 0.504 0.001 Pos MLP 0.505 0.002 S4D 0.420 0.057 TCN 0.503 0.001 Higher Lower Hard DNC 0.498 0.005 Elman 0.501 0.001 FART 0.507 0.001 FWP 0.499 0.002 Fr.Stack 0.499 0.002 GRU 0.506 0.001 Ind RNN 0.509 0.001 LMU 0.453 0.005 LSTM 0.502 0.001 MLP 0.504 0.002 Pos MLP 0.502 0.001 S4D 0.387 0.037 TCN 0.501 0.001 Labyrinth Escape Easy DNC 0.958 0.002 Elman 0.956 0.002 FART -0.043 0.266 FWP -0.078 0.062 Fr.Stack 0.521 0.055 GRU 0.959 0.001 Ind RNN -0.218 0.136 LMU 0.814 0.076 LSTM 0.920 0.024 MLP 0.961 0.000 Pos MLP 0.544 0.023 S4D -0.305 0.033 TCN 0.773 0.054 Labyrinth Escape Medium DNC -0.414 0.493 Elman -0.122 0.388 FART -0.602 0.057 FWP -0.604 0.015 Fr.Stack -0.384 0.271 Continued on next page µ σ Env. Model GRU 0.230 0.642 Ind RNN -0.735 0.135 LMU -0.525 0.081 LSTM -0.513 0.123 MLP -0.093 0.857 Pos MLP -0.413 0.049 S4D -0.719 0.064 TCN -0.494 0.046 Labyrinth Escape Hard DNC -0.827 0.085 Elman -0.780 0.039 FART -0.828 0.018 FWP -0.848 0.016 Fr.Stack -0.733 0.040 GRU -0.839 0.032 Ind RNN -0.907 0.030 LMU -0.762 0.033 LSTM -0.789 0.049 MLP -0.245 0.948 Pos MLP -0.806 0.078 S4D -0.897 0.034 TCN -0.787 0.011 Labyrinth Explore Easy DNC 0.956 0.006 Elman 0.964 0.001 FART 0.424 0.465 FWP -0.152 0.033 Fr.Stack 0.957 0.001 GRU 0.960 0.001 Ind RNN 0.961 0.001 LMU 0.812 0.048 LSTM 0.587 0.076 MLP 0.968 0.000 Pos MLP 0.964 0.001 S4D -0.265 0.018 TCN 0.962 0.000 Labyrinth Explore Medium DNC 0.905 0.005 Elman 0.873 0.052 FART -0.197 0.130 FWP -0.464 0.041 Fr.Stack 0.847 0.063 GRU 0.893 0.008 Ind RNN 0.440 0.350 LMU 0.423 0.185 LSTM 0.025 0.009 MLP 0.924 0.001 Pos MLP 0.516 0.191 S4D -0.580 0.035 TCN 0.903 0.003 Labyrinth Explore Hard DNC 0.720 0.212 Elman 0.612 0.286 FART -0.407 0.032 FWP -0.611 0.044 Fr.Stack 0.437 0.287 GRU 0.796 0.003 Ind RNN 0.315 0.412 Continued on next page µ σ Env. Model LMU -0.068 0.048 LSTM -0.206 0.030 MLP 0.858 0.002 Pos MLP -0.018 0.016 S4D -0.721 0.008 TCN 0.559 0.203 Mine Sweeper Easy DNC 0.293 0.102 Elman 0.640 0.008 FART 0.474 0.030 FWP 0.520 0.025 Fr.Stack 0.516 0.028 GRU 0.693 0.009 Ind RNN 0.626 0.003 LMU 0.689 0.005 LSTM 0.686 0.022 MLP 0.251 0.019 Pos MLP 0.403 0.023 S4D -0.071 0.024 TCN 0.582 0.012 Mine Sweeper Medium DNC -0.385 0.016 Elman -0.009 0.034 FART -0.176 0.020 FWP -0.151 0.041 Fr.Stack -0.177 0.029 GRU -0.006 0.013 Ind RNN -0.024 0.023 LMU -0.108 0.008 LSTM -0.110 0.012 MLP -0.158 0.006 Pos MLP -0.117 0.042 S4D -0.365 0.019 TCN 0.018 0.030 Mine Sweeper Hard DNC -0.429 0.002 Elman -0.230 0.021 FART -0.390 0.009 FWP -0.338 0.036 Fr.Stack -0.338 0.028 GRU -0.206 0.027 Ind RNN -0.247 0.006 LMU -0.294 0.021 LSTM -0.303 0.012 MLP -0.289 0.011 Pos MLP -0.278 0.001 S4D -0.430 0.002 TCN -0.191 0.018 Multiarmed Bandit Easy DNC 0.302 0.106 Elman 0.631 0.014 FART 0.453 0.042 FWP 0.556 0.045 Fr.Stack 0.476 0.052 GRU 0.619 0.007 Ind RNN 0.625 0.014 LMU 0.332 0.141 LSTM 0.527 0.006 Continued on next page µ σ Env. Model MLP 0.377 0.055 Pos MLP 0.342 0.068 S4D 0.095 0.008 TCN 0.586 0.004 Multiarmed Bandit Medium DNC 0.260 0.066 Elman 0.450 0.043 FART 0.278 0.109 FWP 0.388 0.087 Fr.Stack 0.357 0.074 GRU 0.538 0.036 Ind RNN 0.591 0.026 LMU 0.055 0.018 LSTM 0.476 0.019 MLP 0.350 0.041 Pos MLP 0.299 0.055 S4D 0.136 0.006 TCN 0.598 0.022 Multiarmed Bandit Hard DNC 0.278 0.075 Elman 0.297 0.103 FART 0.208 0.102 FWP 0.234 0.048 Fr.Stack 0.264 0.096 GRU 0.516 0.083 Ind RNN 0.567 0.033 LMU 0.033 0.002 LSTM 0.419 0.057 MLP 0.391 0.040 Pos MLP 0.177 0.028 S4D 0.118 0.024 TCN 0.574 0.049 Noisy Stateless Cart Pole Easy DNC 0.615 0.094 Elman 0.991 0.000 FART 0.983 0.001 FWP 0.966 0.010 Fr.Stack 0.856 0.003 GRU 0.995 0.000 Ind RNN 0.994 0.001 LMU 0.921 0.020 LSTM 0.987 0.006 MLP 0.515 0.003 Pos MLP 0.537 0.006 S4D 0.259 0.021 TCN 0.871 0.002 Noisy Stateless Cart Pole Medium DNC 0.312 0.025 Elman 0.640 0.014 FART 0.590 0.006 FWP 0.547 0.017 Fr.Stack 0.449 0.004 GRU 0.642 0.012 Ind RNN 0.659 0.006 LMU 0.519 0.012 LSTM 0.638 0.007 MLP 0.302 0.002 Pos MLP 0.353 0.004 Continued on next page µ σ Env. Model S4D 0.211 0.025 TCN 0.462 0.007 Noisy Stateless Cart Pole Hard DNC 0.233 0.009 Elman 0.386 0.009 FART 0.366 0.002 FWP 0.354 0.001 Fr.Stack 0.326 0.006 GRU 0.390 0.007 Ind RNN 0.404 0.005 LMU 0.352 0.019 LSTM 0.393 0.002 MLP 0.229 0.002 Pos MLP 0.288 0.000 S4D 0.207 0.007 TCN 0.330 0.004 Noisy Stateless Pendulum Easy DNC 0.456 0.040 Elman 0.818 0.056 FART 0.610 0.005 FWP 0.532 0.028 Fr.Stack 0.832 0.015 GRU 0.894 0.002 Ind RNN 0.654 0.188 LMU 0.654 0.055 LSTM 0.786 0.031 MLP 0.387 0.010 Pos MLP 0.467 0.011 S4D 0.291 0.022 TCN 0.811 0.015 Noisy Stateless Pendulum Medium DNC 0.435 0.020 Elman 0.622 0.031 FART 0.570 0.001 FWP 0.521 0.006 Fr.Stack 0.621 0.010 GRU 0.717 0.004 Ind RNN 0.526 0.061 LMU 0.570 0.012 LSTM 0.653 0.024 MLP 0.369 0.002 Pos MLP 0.446 0.011 S4D 0.286 0.011 TCN 0.633 0.013 Noisy Stateless Pendulum Hard DNC 0.440 0.017 Elman 0.614 0.017 FART 0.553 0.007 FWP 0.498 0.008 Fr.Stack 0.561 0.008 GRU 0.657 0.002 Ind RNN 0.521 0.109 LMU 0.563 0.014 LSTM 0.617 0.010 MLP 0.351 0.012 Pos MLP 0.433 0.009 S4D 0.289 0.011 TCN 0.573 0.009 Continued on next page µ σ Env. Model Repeat First Easy DNC 0.716 0.207 Elman 1.000 0.000 FART 1.000 0.000 FWP 0.813 0.224 Fr.Stack 0.997 0.005 GRU 1.000 0.000 Ind RNN 1.000 0.000 LMU 1.000 0.000 LSTM 1.000 0.000 MLP 0.489 0.391 Pos MLP 0.736 0.209 S4D -0.194 0.098 TCN 1.000 0.000 Repeat First Medium DNC -0.349 0.041 Elman -0.468 0.014 FART 0.962 0.048 FWP 0.830 0.237 Fr.Stack -0.467 0.007 GRU 1.000 0.000 Ind RNN 0.998 0.003 LMU 0.641 0.457 LSTM 0.926 0.068 MLP -0.389 0.057 Pos MLP -0.472 0.007 S4D -0.241 0.100 TCN -0.449 0.033 Repeat First Hard DNC -0.334 0.039 Elman -0.464 0.002 FART 0.867 0.142 FWP 0.915 0.045 Fr.Stack -0.448 0.016 GRU 0.940 0.012 Ind RNN 0.969 0.026 LMU -0.406 0.060 LSTM 0.275 0.677 MLP -0.355 0.111 Pos MLP -0.455 0.009 S4D -0.178 0.146 TCN -0.457 0.010 Repeat Previous Easy DNC -0.223 0.075 Elman 1.000 0.000 FART 0.060 0.040 FWP 0.200 0.052 Fr.Stack 1.000 0.000 GRU 1.000 0.000 Ind RNN 0.957 0.012 LMU 1.000 0.000 LSTM 1.000 0.000 MLP -0.320 0.007 Pos MLP -0.336 0.014 S4D -0.473 0.003 TCN 1.000 0.000 Repeat Previous Medium DNC -0.490 0.001 Elman -0.394 0.025 Continued on next page µ σ Env. Model FART -0.468 0.011 FWP -0.345 0.033 Fr.Stack -0.484 0.003 GRU -0.315 0.017 Ind RNN -0.304 0.014 LMU 0.789 0.288 LSTM -0.284 0.024 MLP -0.486 0.001 Pos MLP -0.485 0.001 S4D -0.490 0.002 TCN -0.478 0.004 Repeat Previous Hard DNC -0.490 0.002 Elman -0.481 0.003 FART -0.485 0.003 FWP -0.443 0.017 Fr.Stack -0.485 0.001 GRU -0.428 0.002 Ind RNN -0.384 0.013 LMU 0.191 0.041 LSTM -0.397 0.008 MLP -0.486 0.002 Pos MLP -0.486 0.004 S4D -0.491 0.001 TCN -0.486 0.001 Stateless Cart Pole Easy DNC 0.960 0.027 Elman 1.000 0.000 FART 1.000 0.000 FWP 1.000 0.000 Fr.Stack 1.000 0.000 GRU 1.000 0.000 Ind RNN 1.000 0.000 LMU 0.996 0.001 LSTM 1.000 0.000 MLP 0.722 0.001 Pos MLP 0.967 0.006 S4D 0.514 0.076 TCN 1.000 0.000 Stateless Cart Pole Medium DNC 0.956 0.061 Elman 1.000 0.000 FART 1.000 0.000 FWP 0.989 0.007 Fr.Stack 1.000 0.000 GRU 1.000 0.000 Ind RNN 1.000 0.000 LMU 0.995 0.001 LSTM 1.000 0.000 MLP 0.398 0.006 Pos MLP 0.593 0.049 S4D 0.205 0.011 TCN 1.000 0.000 Stateless Cart Pole Hard DNC 0.778 0.330 Elman 1.000 0.000 FART 0.996 0.000 FWP 0.900 0.092 Continued on next page µ σ Env. Model Fr.Stack 0.989 0.017 GRU 1.000 0.000 Ind RNN 1.000 0.000 LMU 0.987 0.007 LSTM 1.000 0.000 MLP 0.265 0.002 Pos MLP 0.443 0.018 S4D 0.127 0.026 TCN 0.998 0.003 Stateless Pendulum Easy DNC 0.427 0.022 Elman 0.903 0.007 FART 0.652 0.010 FWP 0.556 0.007 Fr.Stack 0.906 0.005 GRU 0.913 0.002 Ind RNN 0.798 0.151 LMU 0.819 0.107 LSTM 0.878 0.048 MLP 0.448 0.005 Pos MLP 0.486 0.011 S4D 0.290 0.007 TCN 0.906 0.003 Stateless Pendulum Medium DNC 0.436 0.012 Elman 0.880 0.004 FART 0.660 0.013 FWP 0.579 0.033 Fr.Stack 0.881 0.002 GRU 0.884 0.002 Ind RNN 0.719 0.216 LMU 0.858 0.003 LSTM 0.875 0.005 MLP 0.455 0.025 Pos MLP 0.509 0.011 S4D 0.282 0.003 TCN 0.874 0.002 Stateless Pendulum Hard DNC 0.420 0.033 Elman 0.819 0.005 FART 0.698 0.077 FWP 0.663 0.051 Fr.Stack 0.824 0.002 GRU 0.828 0.001 Ind RNN 0.804 0.023 LMU 0.806 0.006 LSTM 0.819 0.006 MLP 0.477 0.030 Pos MLP 0.543 0.020 S4D 0.303 0.014 TCN 0.822 0.005