Deep Reinforcement Learning: Pong from Pixels
This is a long overdue blog post on Reinforcement Learning (RL). You may have noticed that computers can now automatically learn to play ATARI games (from raw game pixels!), they are beating world champions at Go, simulated quadrupeds are learning to run and leap, and robots are learning how to perform complex manipulation tasks that defy explicit programming. It turns out that all of these advances fall under the umbrella of RL research. I also became interested in RL myself over the last year: I worked through Richard Sutton's book, read through David Silver's course, watched John Schulmann's lectures, wrote an RL library in Javascript, over the summer interned at DeepMind working in the DeepRL group, and most recently pitched in a little with the design/development of OpenAI Gym, a new RL benchmarking toolkit. So I've certainly been on this funwagon for at least a year but until now I haven't gotten around to writing up a short post on why RL is a big deal, what it's about, how it all developed and where it might be going. It's interesting to reflect on the nature of recent progress in RL. Similar to what happened in Computer Vision, the progress in RL is not driven as much as you might reasonably assume by new amazing ideas. In Computer Vision, the 2012 AlexNet was mostly a scaled up (deeper and wider) version of 1990's ConvNets. Similarly, the ATARI Deep Q Learning paper from 2013 is an implementation of a standard algorithm (Q Learning with function approximation, which you can find in the standard RL book of Sutton 1998), where the function approximator happened to be a ConvNet. AlphaGo uses policy gradients with Monte Carlo Tree Search (MCTS) - these are also standard components.
Jun-1-2016, 00:01:08 GMT