R3L: Relative Representations for Reinforcement Learning
Antonio Pio Ricciardi, Valentino Maiorca, Luca Moschella, Riccardo Marin, Emanuele Rodolà
TL;DR
R3L tackles the problem of generalization in visual reinforcement learning under domain shifts by proposing Relative Representations, which map encodings from different visual-task settings into a shared latent space. By embedding encoders via anchors and using an exponential moving average to stabilize anchors, R3L enables zero-shot stitching of independently trained encoders and controllers, effectively reusing components to handle unseen visual-task pairs. Empirical results across CarRacing and Atari demonstrate that end-to-end performance remains comparable to standard baselines and that zero-shot stitching significantly reduces training time while increasing flexibility. This work advances modular RL by providing a principled approach to latent-space alignment and component reuse, with practical impact in reducing computational costs and enabling rapid deployment across varied environments.
Abstract
Visual Reinforcement Learning is a popular and powerful framework that takes full advantage of the Deep Learning breakthrough. It is known that variations in input domains (e.g., different panorama colors due to seasonal changes) or task domains (e.g., altering the target speed of a car) can disrupt agent performance, necessitating new training for each variation. Recent advancements in the field of representation learning have demonstrated the possibility of combining components from different neural networks to create new models in a zero-shot fashion. In this paper, we build upon relative representations, a framework that maps encoder embeddings to a universal space. We adapt this framework to the Visual Reinforcement Learning setting, allowing to combine agents components to create new agents capable of effectively handling novel visual-task pairs not encountered during training. Our findings highlight the potential for model reuse, significantly reducing the need for retraining and, consequently, the time and computational resources required.
