arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2209.06604cs.LGcs.AI
收藏

通过基于RL特定GAN的对应函数实现深度强化学习中的知识迁移

Knowledge Transfer in Deep Reinforcement Learning via an RL-Specific GAN-Based Correspondence Function

Institute of Information Theory and Automation, Czech Academy of Sciences(捷克科学院信息理论与自动化研究所);Czech University of Life Sciences(捷克生命科学大学)

Marko Ruman, Tatiana V. Guy

AI总结:

本文提出一种针对强化学习改进的循环生成对抗网络,通过模型损失和Q损失实现任务间知识迁移,在Pong游戏上达到100%迁移或减少30%训练时间,优于标准GAN方法。

摘要:

深度强化学习在复杂决策任务中已展现出超人的性能,但在泛化和知识复用方面仍存在困难,而这两者是真正智能的关键方面。本文介绍了一种新颖的方法,该方法专门针对强化学习修改了循环生成对抗网络,从而能够在两个任务之间实现有效的一对一知识迁移。我们的方法通过两个新组件增强了损失函数:模型损失,它捕捉源任务与目标任务之间的动态关系;以及Q损失,它识别对目标决策策略有显著影响的状态。在二维Atari游戏Pong上进行的测试中,我们的方法在相同任务上实现了100%的知识迁移,而在旋转任务上,根据网络架构的不同,要么实现100%的知识迁移,要么训练时间减少30%。相比之下,使用标准生成对抗网络或循环生成对抗网络在大多数情况下导致性能比从头训练更差。结果表明,所提出的方法确保了深度强化学习中增强的知识泛化。

英文摘要:

Deep reinforcement learning has demonstrated superhuman performance in complex decision-making tasks, but it struggles with generalization and knowledge reuse - key aspects of true intelligence. This article introduces a novel approach that modifies Cycle Generative Adversarial Networks specifically for reinforcement learning, enabling effective one-to-one knowledge transfer between two tasks. Our method enhances the loss function with two new components: model loss, which captures dynamic relationships between source and target tasks, and Q-loss, which identifies states significantly influencing the target decision policy. Tested on the 2-D Atari game Pong, our method achieved 100% knowledge transfer in identical tasks and either 100% knowledge transfer or a 30% reduction in training time for a rotated task, depending on the network architecture. In contrast, using standard Generative Adversarial Networks or Cycle Generative Adversarial Networks led to worse performance than training from scratch in the majority of cases. The results demonstrate that the proposed method ensured enhanced knowledge generalization in deep reinforcement learning.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

↑