This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using checkpoints sampled from human gameplay as starting points for the learning process. This is meant to compensate for the difficulties of current exploration strategies, such as epsilon-greedy, to find successful control policies in games with sparse rewards. Like other deep reinforcement learning architectures, our model uses a convolutional neural network that receives only raw pixel inputs to estimate the state value function. We tested our method on Montezuma's Revenge and Private Eye, two of the most challenging games from the Atari platform. The results we obtained show a substantial improvement compared to previous learning approaches, as well as over a random player. We also propose a method for training deep reinforcement learning agents using human gameplay experience, which we call human experience replay.
Prioritized experience replay is a reinforcement learning technique whereby agents speed up learning by replaying useful past experiences. This usefulness is quantified as the expected gain from replaying the experience, a quantity often approximated as the prediction error (TD-error). However, recent work in neuroscience suggests that, in biological organisms, replay is prioritized not only by gain, but also by "need" -- a quantity measuring the expected relevance of each experience with respect to the current situation. Importantly, this term is not currently considered in algorithms such as…
Nanjing University(南京大学);University of New South Wales(新南威尔士大学)
In this paper, a novel training paradigm inspired by quantum computation is proposed for deep reinforcement learning (DRL) with experience replay. In contrast to traditional experience replay mechanism in DRL, the proposed deep reinforcement learning with quantum-inspired experience replay (DRL-QER) adaptively chooses experiences from the replay buffer according to the complexity and the replayed times of each experience (also called transition), to achieve a balance between exploration and exploitation. In DRL-QER, transitions are first formulated in quantum representations, and then the prep…
National Key Laboratory of Novel Software Technology(计算机软件新技术国家重点实验室);Nanjing University(南京大学)
In reinforcement learning, experience replay stores past samples for further reuse. Prioritized sampling is a promising technique to better utilize these samples. Previous criteria of prioritization include TD error, recentness and corrective feedback, which are mostly heuristically designed. In this work, we start from the regret minimization objective, and obtain an optimal prioritization strategy for Bellman update that can directly maximize the return of the policy. The theory suggests that data with higher hindsight TD error, better on-policiness and more accurate Q value should be assign…
Efficient Diversity-based Experience Replay for Deep Reinforcement Learning
School of Computer Science, Wuhan University(武汉大学计算机学院);State Key Laboratory of Internet of Things for Smart City, University of Macau(澳门大学智能城市物联网国家重点实验室);School of Artificial Intelligence Shenzhen Polytechnic University(深圳职业技术学院人工智能学院)
Imam Mohammad Ibn Saud Islamic University (IMSIU)(伊玛姆·穆罕默德·本·沙特伊斯兰大学);Monash University(莫纳什大学);University of New South Wales, Sydney(新南威尔士大学,悉尼);Cerenaut
Army Research Laboratory(陆军研究实验室);Washington State University(华盛顿州立大学);The University of Texas at Austin(德克萨斯大学奥斯汀分校);Sony AI(索尼AI);University of Alberta(阿尔伯塔大学);Alberta Machine Intelligence Institute(阿尔伯塔机器智能研究所)
Experience replay (ER) improves the data efficiency of off-policy reinforcement learning (RL) algorithms by allowing an agent to store and reuse its past experiences in a replay buffer. While many techniques have been proposed to enhance ER by biasing how experiences are sampled from the buffer, thus far they have not considered strategies for refreshing experiences inside the buffer. In this work, we introduce Lucid Dreaming for Experience Replay (LiDER), a conceptually new framework that allows replay experiences to be refreshed by leveraging the agent's current policy. LiDER consists of thr…
Google Research(谷歌研究院);University of Alberta(阿尔伯塔大学)
Off-policy reinforcement learning (RL) using a fixed offline dataset of logged interactions is an important consideration in real world applications. This paper studies offline RL using the DQN replay dataset comprising the entire replay experience of a DQN agent on 60 Atari 2600 games. We demonstrate that recent off-policy deep RL algorithms, even when trained solely on this fixed dataset, outperform the fully trained DQN agent. To enhance generalization in the offline setting, we present Random Ensemble Mixture (REM), a robust Q-learning algorithm that enforces optimal Bellman consistency on…
Department of Computing Science(计算科学系);University of Alberta(阿尔伯塔大学);Alberta Machine Intelligence Institute(阿尔伯塔机器智能研究所);CIFAR AI Chair(CIFAR人工智能主席);Edmonton, AB, Canada(加拿大艾德蒙顿省,亚伯达)
National Institute of Informatics(国立信息学研究所);University of Waterloo(滑铁卢大学)
Prioritized experience replay (PER) samples important transitions, rather than uniformly, to improve the performance of a deep reinforcement learning agent. We claim that such prioritization has to be balanced with sample diversity for making the DQN stabilized and preventing forgetting. Our proposed improvement over PER, called Predictive PER (PPER), takes three countermeasures (TDInit, TDClip, TDPred) to (i) eliminate priority outliers and explosions and (ii) improve the sample diversity and distributions, weighted by priorities, both leading to stabilizing the DQN. The most notable among th…
Alibaba Group(阿里巴巴集团);Beijing Institute of Technology(北京理工大学);Purdue University(普渡大学)
Offline reinforcement learning (RL) has increasingly become the focus of the artificial intelligent research due to its wide real-world applications where the collection of data may be difficult, time-consuming, or costly. In this paper, we first propose a two-fold taxonomy for existing offline RL algorithms from the perspective of exploration and exploitation tendency. Secondly, we derive the explicit expression of the upper bound of extrapolation error and explore the correlation between the performance of different types of algorithms and the distribution of actions under states. Specifical…
Neuron-level Balance between Stability and Plasticity in Deep Reinforcement Learning
School of Software, Beihang University(北京航空航天大学软件学院);School of Cyber Science and Technology, Shenzhen Campus of Sun Yat-sen University(中山大学深圳校区网络空间科学与技术学院);Nanyang Technological University(南洋理工大学)
CCLF: A Contrastive-Curiosity-Driven Learning Framework for Sample-Efficient Reinforcement Learning
Alibaba-NTU Singapore Joint Research Institute(阿里巴巴-新加坡南洋理工大学联合研究院);Nanyang Technological University(南洋理工大学);Alibaba Group(阿里巴巴集团);Joint NTU-UBC Research Centre of Excellence in Active Living for the Elderly (LILY)(南洋理工大学-不列颠哥伦比亚大学活跃老年生活卓越联合研究中心(LILY))