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On the consistency of hyper-parameter selection in value-based deep reinforcement learning

Obando-Ceron, Johan, Araújo, João G. M., Courville, Aaron, Castro, Pablo Samuel

arXiv.org Artificial Intelligence

Deep reinforcement learning (deep RL) has achieved tremendous success on various domains through a combination of algorithmic design and careful selection of hyper-parameters. Algorithmic improvements are often the result of iterative enhancements built upon prior approaches, while hyper-parameter choices are typically inherited from previous methods or fine-tuned specifically for the proposed technique. Despite their crucial impact on performance, hyper-parameter choices are frequently overshadowed by algorithmic advancements. This paper conducts an extensive empirical study focusing on the reliability of hyper-parameter selection for value-based deep reinforcement learning agents, including the introduction of a new score to quantify the consistency and reliability of various hyper-parameters. Our findings not only help establish which hyper-parameters are most critical to tune, but also help clarify which tunings remain consistent across different training regimes.


The Difficulty of Passive Learning in Deep Reinforcement Learning

Ostrovski, Georg, Castro, Pablo Samuel, Dabney, Will

arXiv.org Artificial Intelligence

Learning to act from observational data without active environmental interaction is a well-known challenge in Reinforcement Learning (RL). Recent approaches involve constraints on the learned policy or conservative updates, preventing strong deviations from the state-action distribution of the dataset. Although these methods are evaluated using non-linear function approximation, theoretical justifications are mostly limited to the tabular or linear cases. Given the impressive results of deep reinforcement learning, we argue for a need to more clearly understand the challenges in this setting. In the vein of Held & Hein's classic 1963 experiment, we propose the "tandem learning" experimental paradigm which facilitates our empirical analysis of the difficulties in offline reinforcement learning. We identify function approximation in conjunction with fixed data distributions as the strongest factors, thereby extending but also challenging hypotheses stated in past work. Our results provide relevant insights for offline deep reinforcement learning, while also shedding new light on phenomena observed in the online case of learning control.


Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning

Petrenko, Aleksei, Huang, Zhehui, Kumar, Tushar, Sukhatme, Gaurav, Koltun, Vladlen

arXiv.org Artificial Intelligence

Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput training system optimized for a single-machine setting. Our architecture combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing us to achieve throughput higher than $10^5$ environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency. We extend Sample Factory to support self-play and population-based training and apply these techniques to train highly capable agents for a multiplayer first-person shooter game. The source code is available at https://github.com/alex-petrenko/sample-factory