episodic control
Episodic Multi agent Reinforcement Learning with Curiosity driven Exploration
Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the "induced" individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local actionobservation histories, and can capture the interaction between agents due to reward backpropagation during centralized training. Therefore, we use prediction errors of individual Q-values as intrinsic rewards for coordinated exploration and utilize episodic memory to exploit explored informative experience to boost policy training. As the dynamics of an agent's individual Q-value function captures the novelty of states and the influence from other agents, our intrinsic reward can induce coordinated exploration to new or promising states. We illustrate the advantages of our method by didactic examples, and demonstrate its significant outperformance over state-of-the-art MARL baselines on challenging tasks in the StarCraft II micromanagement benchmark.
Relating Hopfield Networks to Episodic Control
Neural Episodic Control is a powerful reinforcement learning framework that employs a differentiable dictionary to store non-parametric memories. It was inspired by episodic memory on the functional level, but lacks a direct theoretical connection to the associative memory models generally used to implement such a memory. We first show that the dictionary is an instance of the recently proposed Universal Hopfield Network framework. We then introduce a continuous approximation of the dictionary readout operation in order to derive two energy functions that are Lyapunov functions of the dynamics. Finally, we empirically show that the dictionary outperforms the Max separation function, which had previously been argued to be optimal, and that performance can further be improved by replacing the Euclidean distance kernel by a Manhattan distance kernel. These results are enabled by the generalization capabilities of the dictionary, so a novel criterion is introduced to disentangle memorization from generalization when evaluating associative memory models.
Reviews: Hybrid Reward Architecture for Reinforcement Learning
R5: Summary: This paper builds on the basic idea of the Horde architecture: learning many value functions in parallel with off-policy reinforcement learning. This paper shows that learning many value functions in parallel improves the performance on a single main task. The novelty here lies in a particular strategy for generating many different reward functions and how to combine them to generate behavior. The results show large improvements in performance in an illustrative grid world and Miss Pac-man. Decision: This paper is difficult to access.
Efficient Episodic Memory Utilization of Cooperative Multi-Agent Reinforcement Learning
Na, Hyungho, Seo, Yunkyeong, Moon, Il-chul
In cooperative multi-agent reinforcement learning (MARL), agents aim to achieve a common goal, such as defeating enemies or scoring a goal. Existing MARL algorithms are effective but still require significant learning time and often get trapped in local optima by complex tasks, subsequently failing to discover a goal-reaching policy. To address this, we introduce Efficient episodic Memory Utilization (EMU) for MARL, with two primary objectives: (a) accelerating reinforcement learning by leveraging semantically coherent memory from an episodic buffer and (b) selectively promoting desirable transitions to prevent local convergence. To achieve (a), EMU incorporates a trainable encoder/decoder structure alongside MARL, creating coherent memory embeddings that facilitate exploratory memory recall. To achieve (b), EMU introduces a novel reward structure called episodic incentive based on the desirability of states. This reward improves the TD target in Q-learning and acts as an additional incentive for desirable transitions. We provide theoretical support for the proposed incentive and demonstrate the effectiveness of EMU compared to conventional episodic control. The proposed method is evaluated in StarCraft II and Google Research Football, and empirical results indicate further performance improvement over state-of-the-art methods. Our code is available at: https://github.com/HyunghoNa/EMU.
Episodic Reinforcement Learning with Expanded State-reward Space
Liang, Dayang, Zhang, Yaru, Liu, Yunlong
Empowered by deep neural networks, deep reinforcement learning (DRL) has demonstrated tremendous empirical successes in various domains, including games, health care, and autonomous driving. Despite these advancements, DRL is still identified as data-inefficient as effective policies demand vast numbers of environmental samples. Recently, episodic control (EC)-based model-free DRL methods enable sample efficiency by recalling past experiences from episodic memory. However, existing EC-based methods suffer from the limitation of potential misalignment between the state and reward spaces for neglecting the utilization of (past) retrieval states with extensive information, which probably causes inaccurate value estimation and degraded policy performance. To tackle this issue, we introduce an efficient EC-based DRL framework with expanded state-reward space, where the expanded states used as the input and the expanded rewards used in the training both contain historical and current information. To be specific, we reuse the historical states retrieved by EC as part of the input states and integrate the retrieved MC-returns into the immediate reward in each interactive transition. As a result, our method is able to simultaneously achieve the full utilization of retrieval information and the better evaluation of state values by a Temporal Difference (TD) loss. Empirical results on challenging Box2d and Mujoco tasks demonstrate the superiority of our method over a recent sibling method and common baselines. Further, we also verify our method's effectiveness in alleviating Q-value overestimation by additional experiments of Q-value comparison.
Two-Memory Reinforcement Learning
Yang, Zhao, Moerland, Thomas. M., Preuss, Mike, Plaat, Aske
While deep reinforcement learning has shown important empirical success, it tends to learn relatively slow due to slow propagation of rewards information and slow update of parametric neural networks. Non-parametric episodic memory, on the other hand, provides a faster learning alternative that does not require representation learning and uses maximum episodic return as state-action values for action selection. Episodic memory and reinforcement learning both have their own strengths and weaknesses. Notably, humans can leverage multiple memory systems concurrently during learning and benefit from all of them. In this work, we propose a method called Two-Memory reinforcement learning agent (2M) that combines episodic memory and reinforcement learning to distill both of their strengths. The 2M agent exploits the speed of the episodic memory part and the optimality and the generalization capacity of the reinforcement learning part to complement each other. Our experiments demonstrate that the 2M agent is more data efficient and outperforms both pure episodic memory and pure reinforcement learning, as well as a state-of-the-art memory-augmented RL agent. Moreover, the proposed approach provides a general framework that can be used to combine any episodic memory agent with other off-policy reinforcement learning algorithms.
Neural Episodic Control with State Abstraction
Li, Zhuo, Zhu, Derui, Hu, Yujing, Xie, Xiaofei, Ma, Lei, Zheng, Yan, Song, Yan, Chen, Yingfeng, Zhao, Jianjun
Existing Deep Reinforcement Learning (DRL) algorithms suffer from sample inefficiency. Generally, episodic control-based approaches are solutions that leverage highly-rewarded past experiences to improve sample efficiency of DRL algorithms. However, previous episodic control-based approaches fail to utilize the latent information from the historical behaviors (e.g., state transitions, topological similarities, etc.) and lack scalability during DRL training. This work introduces Neural Episodic Control with State Abstraction (NECSA), a simple but effective state abstraction-based episodic control containing a more comprehensive episodic memory, a novel state evaluation, and a multi-step state analysis. We evaluate our approach to the MuJoCo and Atari tasks in OpenAI gym domains. The experimental results indicate that NECSA achieves higher sample efficiency than the state-of-the-art episodic control-based approaches. Our data and code are available at the project website\footnote{\url{https://sites.google.com/view/drl-necsa}}.
The Amazing Advancements Toward Data-Efficient Machine Learning
Developing more data-efficient machine learning algorithms is extremely important because training neural networks requires an enormous amount of data to perform well. Since unlabeled, noisy data is cheap and easy to record, it has grown almost ubiquitous, even though algorithms cannot apply this type of data very well. Collecting sufficiently high quality, labeled data is often difficult and expensive, so any model that performs well on a limited amount of data saves a lot of time and money. Artificial intelligence (AI) has existed at least conceptually since the invention of the computer, but only became truly feasible in the last thirty years as computer memory and processing speeds have increased. Since then, machine learning has quickly changed many aspects of daily life, from entertainment and home living to banking and business. Recent improvements on the incredible processing power of computers made these advances in AI technology possible. However, the convenience of fast processors led to a dependency on data that crippled the practicality of AI for many applications where recording data in a meaningful way is much more difficult.