Transfer learning in deep reinforcement learning is often motivated by improved stability and reduced training cost, but it can also fail under substantial domain shift. This paper presents a controlled empirical study examining how architectural differences between Double Deep Q-Networks (DDQN) and Dueling DQN influence transfer behavior across environments. Using CartPole as a source task and LunarLander as a structurally distinct target task, we evaluate a fixed layer-wise representation transfer protocol under identical hyperparameters and training conditions, with baseline agents trained from scratch used to contextualize transfer effects. Empirical results show that DDQN consistently avoids negative transfer under the examined setup and maintains learning dynamics comparable to baseline performance in the target environment. In contrast, Dueling DQN consistently exhibits negative transfer under identical conditions, characterized by degraded rewards and unstable optimization behavior. Statistical analysis across multiple random seeds confirms a significant performance gap under transfer. These findings suggest that architectural inductive bias is strongly associated with robustness to cross-environment transfer in value-based deep reinforcement learning under the examined transfer protocol.
In this paper, we provide the details of implementing various reinforcement learning (RL) algorithms for controlling a Cart-Pole system. In particular, we describe various RL concepts such as Q-learning, Deep Q Networks (DQN), Double DQN, Dueling networks, (prioritized) experience replay and show their effect on the learning performance. In the process, the readers will be introduced to OpenAI/Gym and Keras utilities used for implementing the above concepts. It is observed that DQN with PER provides best performance among all other architectures being able to solve the problem within 150 episo…
Machine Learning algorithms and Neural Networks are widely applied to many different areas such as stock market prediction, face recognition and population analysis. This paper will introduce a strategy based on the classic Deep Reinforcement Learning algorithm, Deep Q-Network, for portfolio management in stock market. It is a type of deep neural network which is optimized by Q Learning. To make the DQN adapt to financial market, we first discretize the action space which is defined as the weight of portfolio in different assets so that portfolio management becomes a problem that Deep Q-Networ…
Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learni…
In this work we present a new agent architecture, called Reactor, which combines multiple algorithmic and architectural contributions to produce an agent with higher sample-efficiency than Prioritized Dueling DQN (Wang et al., 2016) and Categorical DQN (Bellemare et al., 2017), while giving better run-time performance than A3C (Mnih et al., 2016). Our first contribution is a new policy evaluation algorithm called Distributional Retrace, which brings multi-step off-policy updates to the distributional reinforcement learning setting. The same approach can be used to convert several classes of mu…
We introduce NoisyNet, a deep reinforcement learning agent with parametric noise added to its weights, and show that the induced stochasticity of the agent's policy can be used to aid efficient exploration. The parameters of the noise are learned with gradient descent along with the remaining network weights. NoisyNet is straightforward to implement and adds little computational overhead. We find that replacing the conventional exploration heuristics for A3C, DQN and dueling agents (entropy reward and $ε$-greedy respectively) with NoisyNet yields substantially higher scores for a wide range of…
National Research Council of Canada(加拿大国家研究委员会);University of Waterloo(滑铁卢大学);Vector Institute for Artificial Intelligence(Vector人工智能研究所)
The use of reinforcement learning (RL) in scientific applications, such as materials design and automated chemistry, is increasing. A major challenge, however, lies in fact that measuring the state of the system is often costly and time consuming in scientific applications, whereas policy learning with RL requires a measurement after each time step. In this work, we make the measurement costs explicit in the form of a costed reward and propose a framework that enables off-the-shelf deep RL algorithms to learn a policy for both selecting actions and determining whether or not to measure the cur…
Robotics Research Center, College of Intelligence Science and Technology, National University of Defense Technology(国防科技大学智能科学学院机器人研究中心)
It is still an open and challenging problem for mobile robots navigating along time-efficient and collision-free paths in a crowd. The main challenge comes from the complex and sophisticated interaction mechanism, which requires the robot to understand the crowd and perform proactive and foresighted behaviors. Deep reinforcement learning is a promising solution to this problem. However, most previous learning methods incur a tremendous computational burden. To address these problems, we propose a graph-based deep reinforcement learning method, SG-DQN, that (i) introduces a social attention mec…
Deep Reinforcement Learning methods have achieved state of the art performance in learning control policies for the games in the Atari 2600 domain. One of the important parameters in the Arcade Learning Environment (ALE) is the frame skip rate. It decides the granularity at which agents can control game play. A frame skip value of $k$ allows the agent to repeat a selected action $k$ number of times. The current state of the art architectures like Deep Q-Network (DQN) and Dueling Network Architectures (DuDQN) consist of a framework with a static frame skip rate, where the action output from the…
The Australian National University(澳大利亚国立大学);Charles University(查理大学)
Angry Birds is a popular video game in which the player is provided with a sequence of birds to shoot from a slingshot. The task of the game is to destroy all green pigs with maximum possible score. Angry Birds appears to be a difficult task to solve for artificially intelligent agents due to the sequential decision-making, non-deterministic game environment, enormous state and action spaces and requirement to differentiate between multiple birds, their abilities and optimum tapping times. We describe the application of Deep Reinforcement learning by implementing Double Dueling Deep Q-network …
Designing Adaptive Algorithms Based on Reinforcement Learning for Dynamic Optimization of Sliding Window Size in Multi-Dimensional Data Streams
Department of Computer Engineering, Ferdowsi University of Mashhad(法尔多西大学马什哈德分校计算机工程系);Department of Computer Engineering, University of Tehran(德黑兰大学计算机工程系)
Rule-based and reinforcement-learning policies for resource allocation in a pediatric echo lab: a simulation study
Department of Applied and Computational Mathematics and Statistics, University of Notre Dame(应用与计算数学与统计学系,圣约翰大学);Department of Pediatrics (Cardiology), Stanford University(儿科(心脏病学)系,斯坦福大学);Department of Bioengineering, Stanford University(生物工程系,斯坦福大学)
Deep Reinforcement Learning (DRL) has shown outstanding performance on inducing effective action policies that maximize expected long-term return on many complex tasks. Much of DRL work has been focused on sequences of events with discrete time steps and ignores the irregular time intervals between consecutive events. Given that in many real-world domains, data often consists of temporal sequences with irregular time intervals, and it is important to consider the time intervals between temporal events to capture latent progressive patterns of states. In this work, we present a general Time-Awa…
Intent-Context Synergy Reinforcement Learning for Autonomous UAV Decision-Making in Air Combat
National Elite Institute of Engineering,Northwestern Polytechnical University(西北工业大学工程精英学院);School of Automation, Northwestern Polytechnical University(西北工业大学自动化学院)
Large-scale automatic carbon ion treatment planning for head and neck cancers via parallel multi-agent reinforcement learning
1 State Key Laboratory of Nuclear Physics;Technology, Institute of Heavy Ion Physics, Peking University School of Physics, Beijing 100871, China.;2 Key Laboratory of Carcinogenesis;Translational Research (Ministry of Education/Beijing), Department of Radiation Oncology, Peking University Cancer Hospital \& Institute, Beijing 100142, China.;3 Department of Technology, CAS Ion Medical Technology Co., Ltd., Beijing 100190, China.;4 Department of Health Technology;Informatics, The Hong Kong Polytechnic University, Hong Kong SAR, 999077, China.
Koç University(科奇大学);College of Engineering, Koç University(科奇大学工程学院)
We present a novel method for training a social robot to generate backchannels during human-robot interaction. We address the problem within an off-policy reinforcement learning framework, and show how a robot may learn to produce non-verbal backchannels like laughs, when trained to maximize the engagement and attention of the user. A major contribution of this work is the formulation of the problem as a Markov decision process (MDP) with states defined by the speech activity of the user and rewards generated by quantified engagement levels. The problem that we address falls into the class of …
Large-Scale Traffic Signal Control Using Constrained Network Partition and Adaptive Deep Reinforcement Learning
Xi’an Jiaotong-Liverpool University(西交利物浦大学);University of Liverpool(利物浦大学);Northeastern University(东北大学);Xidian University(西安电子科技大学);The University of Hong Kong(香港大学)
Reinforcement learning (RL) is currently a popular research topic in control engineering and has the potential to make its way to industrial and commercial applications. Corresponding RL controllers are trained in direct interaction with the controlled system, rendering them data-driven and performance-oriented solutions. The best practice of exploring starts (ES) is used by default to support the learning process via randomly picked initial states. However, this method might deliver strongly biased results if the system's dynamic and constraints lead to unfavorable sample distributions in the…