rainbow
Resetting the Optimizer in Deep RL: An Empirical Study
We focus on the task of approximating the optimal value function in deep reinforcement learning. This iterative process is comprised of solving a sequence of optimization problems where the loss function changes per iteration. The common approach to solving this sequence of problems is to employ modern variants of the stochastic gradient descent algorithm such as Adam. These optimizers maintain their own internal parameters such as estimates of the first-order and the second-order moments of the gradient, and update them over time. Therefore, information obtained in previous iterations is used to solve the optimization problem in the current iteration. We demonstrate that this can contaminate the moment estimates because the optimization landscape can change arbitrarily from one iteration to the next one. To hedge against this negative effect, a simple idea is to reset the internal parameters of the optimizer when starting a new iteration. We empirically investigate this resetting idea by employing various optimizers in conjunction with the Rainbow algorithm. We demonstrate that this simple modification significantly improves the performance of deep RL on the Atari benchmark.
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- Europe > Russia (0.04)
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Optimization (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.93)
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Faster Deep Reinforcement Learning with Slower Online Network
Deep reinforcement learning algorithms often use two networks for value function optimization: an online network, and a target network that tracks the online network with some delay. Using two separate networks enables the agent to hedge against issues that arise when performing bootstrapping. In this paper we endow two popular deep reinforcement learning algorithms, namely DQN and Rainbow, with updates that incentivize the online network to remain in the proximity of the target network. This improves the robustness of deep reinforcement learning in presence of noisy updates. The resultant agents, called DQN Pro and Rainbow Pro, exhibit significant performance improvements over their original counterparts on the Atari benchmark demonstrating the effectiveness of this simple idea in deep reinforcement learning.
Munchausen Reinforcement Learning
Bootstrapping is a core mechanism in Reinforcement Learning (RL). Most algorithms, based on temporal differences, replace the true value of a transiting state by their current estimate of this value. Yet, another estimate could be leveraged to bootstrap RL: the current policy. Our core contribution stands in a very simple idea: adding the scaled log-policy to the immediate reward. We show that, by slightly modifying Deep Q-Network (DQN) in that way provides an agent that is competitive with the state-of-the-art Rainbow on Atari games, without making use of distributional RL, n-step returns or prioritized replay. To demonstrate the versatility of this idea, we also use it together with an Implicit Quantile Network (IQN). The resulting agent outperforms Rainbow on Atari, installing a new State of the Art with very little modifications to the original algorithm. To add to this empirical study, we provide strong theoretical insights on what happens under the hood -- implicit Kullback-Leibler regularization and increase of the action-gap.
- North America > United States > California > San Diego County > San Diego (0.04)
- North America > Canada (0.04)
- Asia > China > Shandong Province > Qingdao (0.04)
- North America > Canada > Quebec > Montreal (0.04)
- North America > Puerto Rico > San Juan > San Juan (0.04)
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10 Appendix 10.1 Pseudo-code for DQN Pro Below, we present the pseudo-code for DQN Pro. Notice that the difference between DQN and DQN
Below, we present the pseudo-code for DQN Pro. Pro is minimal (highlighted in gray). Sticky actions True Optimizer Adam Kingma & Ba (2015) Network architecture Nature DQN network Mnih et al. (2015) Random seeds { 0, 1, 2, 3, 4 } Rainbow hyper-parameters (shared) Batch size 64 Other Config file rainbow_aaai.gin Theorem 2. Consider the PMPI algorithm specified by: We make two assumptions: 1. we assume error in policy evaluation step, as already stated in equation (4). All results are averaged over 5 independent seeds.
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details and add more discussions on related works in the camera-ready version
We thank all reviewers for valuable comments. Entropy is used to measure sufficiency, compactness and uniqueness . The usage of variance to approximate entropy was discussed in L203. Therefore, the performance deteriorates dramatically. We will run our algorithm in more environments and provide the results in Appendix.