# Imitation Learning from Pixel-Level Demonstrations by HashReward

arXiv: https://arxiv.org/abs/1909.03773 · HTML: https://mlsanity.com/paper/1909.03773/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- Placed in Imitation learning methods, one of 13 directions in Offline RL and imitation learning from data.
- Builds on 19 of its 30 references that are in the map.
- First posted on arXiv 9 Sep 2019.

## Placed in

- Offline RL and imitation learning from data / [Imitation learning methods](https://mlsanity.com/offlinerl/imitation-learning-methods/)

## Builds on (most cited first, 19 of 19)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Deep reinforcement learning from human preferences](https://mlsanity.com/paper/1706.03741/) (2017)
- [Continuous control with deep reinforcement learning](https://mlsanity.com/paper/1509.02971/) (2015)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Spectrally-normalized margin bounds for neural networks](https://mlsanity.com/paper/1706.08498/) (2017)
- [Reward learning from human preferences and demonstrations in Atari](https://mlsanity.com/paper/1811.06521/) (2018)
- [#Exploration: A Study of Count-Based Exploration for Deep Reinforcement Learning](https://mlsanity.com/paper/1611.04717/) (2016)
- [Extrapolating Beyond Suboptimal Demonstrations via Inverse Reinforcement Learning from Observations](https://mlsanity.com/paper/1904.06387/) (2019)
- [Generalization and Equilibrium in Generative Adversarial Nets (GANs)](https://mlsanity.com/paper/1703.00573/) (2017)
- [Variational Discriminator Bottleneck: Improving Imitation Learning, Inverse RL, and GANs by Constraining Information Flow](https://mlsanity.com/paper/1810.00821/) (2018)
- [Model-Free Episodic Control](https://mlsanity.com/paper/1606.04460/) (2016)
- [Playing hard exploration games by watching YouTube](https://mlsanity.com/paper/1805.11592/) (2018)
- [Virtual-Taobao: Virtualizing Real-world Online Retail Environment for Reinforcement Learning](https://mlsanity.com/paper/1805.10000/) (2018)
- [On the Discrimination-Generalization Tradeoff in GANs](https://mlsanity.com/paper/1711.02771/) (2017)
- [Asymmetric Deep Supervised Hashing](https://mlsanity.com/paper/1707.08325/) (2017)
- [Inverse reinforcement learning for video games](https://mlsanity.com/paper/1810.10593/) (2018)
- [Hashing over Predicted Future Frames for Informed Exploration of Deep Reinforcement Learning](https://mlsanity.com/paper/1707.00524/) (2017)

## Built on by (most cited first, 6 of 6)

- [Understanding Adversarial Imitation Learning in Small Sample Regime: A Stage-coupled Analysis](https://mlsanity.com/paper/2208.01899/) (2022)
- [Seeing Differently, Acting Similarly: Heterogeneously Observable Imitation Learning](https://mlsanity.com/paper/2106.09256/) (2021)
- [Enhancing Reinforcement Learning Agents with Local Guides](https://mlsanity.com/paper/2402.13930/) (2024)
- [Unlabeled Imperfect Demonstrations in Adversarial Imitation Learning](https://mlsanity.com/paper/2302.06271/) (2023)
- [Imitation Learning from Purified Demonstrations](https://mlsanity.com/paper/2310.07143/) (2023)
- [Visual Imitation Learning with Calibrated Contrastive Representation](https://mlsanity.com/paper/2401.11396/) (2024)

## Abstract (arXiv)

One of the key issues for imitation learning lies in making policy learned from limited samples to generalize well in the whole state-action space. This problem is much more severe in high-dimensional state environments, such as game playing with raw pixel inputs. Under this situation, even state-of-the-art adversary-based imitation learning algorithms fail. Through empirical studies, we find that the main cause lies in the failure of training a powerful discriminator to generate meaningful rewards in high-dimensional environments. Although it seems that dimensionality reduction can help, a straightforward application of off-the-shelf methods cannot achieve good performance. In this work, we show in theory that the balance between dimensionality reduction and discriminative training is essential for effective learning. To achieve this target, we propose HashReward, which utilizes the idea of supervised hashing to realize such an ideal balance. Experimental results show that HashReward could outperform state-of-the-art methods for a large gap under the challenging high-dimensional environments.
