生物学的最新见解表明,智力不仅从神经元之间的连接中出现,而是单独的神经元肩部比以前预期的计算责任更多。这种观点在不断变化不同的加强学习环境的背景下,目前的方法仍然主要采用静态激活功能。在这项工作中,我们激励为什么理性适合适应性激活函数以及为什么将其纳入神经网络至关重要。灵感来自剩余网络中的复发,我们得出了一个有理单位在残留连接下关闭的条件,并制定了自然的正规化版本:复发性理性。我们证明,用(反复间)的Rational Activations的流行算法导致Atari Games的一致性改进,特别是将简单的DQN转化为稳定的方法,竞争DDQN和Rainbow。
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横跨街机学习环境,彩虹实现了对人类和现代RL算法的竞争程度。然而,获得这种性能水平需要大量的数据和硬件资源,在该区域进行研究计算地昂贵并且在实际应用中使用通常是不可行的。本文的贡献是三倍:我们(1)提出了一种改进的彩虹版本,寻求大大减少彩虹的数据,培训时间和计算要求,同时保持其竞争性能; (2)我们通过实验通过对街机学习环境的实验来证明我们的方法的有效性,以及(3)我们进行了许多消融研究,以研究个体提出的修改的效果。我们改进的Rainbow版本达到了靠近经典彩虹的中位数的人为规范化分数,而使用20倍的数据,只需要7.5小时的单个GPU培训时间。我们还提供了我们的全部实施,包括预先训练的型号。
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The deep reinforcement learning community has made several independent improvements to the DQN algorithm. However, it is unclear which of these extensions are complementary and can be fruitfully combined. This paper examines six extensions to the DQN algorithm and empirically studies their combination. Our experiments show that the combination provides state-of-the-art performance on the Atari 2600 benchmark, both in terms of data efficiency and final performance. We also provide results from a detailed ablation study that shows the contribution of each component to overall performance.
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Off-policy reinforcement learning (RL) using a fixed offline dataset of logged interactions is an important consideration in real world applications. This paper studies offline RL using the DQN Replay Dataset comprising the entire replay experience of a DQN agent on 60 Atari 2600 games. We demonstrate that recent off-policy deep RL algorithms, even when trained solely on this fixed dataset, outperform the fully-trained DQN agent. To enhance generalization in the offline setting, we present Random Ensemble Mixture (REM), a robust Q-learning algorithm that enforces optimal Bellman consistency on random convex combinations of multiple Q-value estimates. Offline REM trained on the DQN Replay Dataset surpasses strong RL baselines. Ablation studies highlight the role of offline dataset size and diversity as well as the algorithm choice in our positive results. Overall, the results here present an optimistic view that robust RL algorithms used on sufficiently large and diverse offline datasets can lead to high quality policies. To provide a testbed for offline RL and reproduce our results, the DQN Replay Dataset is released at offline-rl.github.io.
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Q学习是最著名的增强学习算法之一。使用神经网络开发该算法已经做出了巨大的努力。其中包括引导深度Q学习网络。它利用多个神经网络头将多样性引入Q学习。有时可以将多样性视为代理商在给定状态下可以采取的合理移动量,类似于RL勘探比的定义。因此,引导深度Q学习网络的性能与算法中的多样性水平深厚相关。在最初的研究中,有人指出,随机的先验可以提高模型的性能。在本文中,我们进一步探讨了用噪声代替先验的可能性,并从高斯分布中采样噪声,以将更多的多样性引入该算法。我们对Atari基准测试进行实验,并将我们的算法与原始算法和其他相关算法进行比较。结果表明,我们对自举的深Q学习算法的修改可在不同类型的Atari游戏中获得更高的评估得分。因此,我们得出的结论是,用噪声代替先验可以通过确保多样性的完整性来改善自举的深度Q学习的性能。
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In recent years there have been many successes of using deep representations in reinforcement learning. Still, many of these applications use conventional architectures, such as convolutional networks, LSTMs, or auto-encoders. In this paper, we present a new neural network architecture for model-free reinforcement learning. Our dueling network represents two separate estimators: one for the state value function and one for the state-dependent action advantage function. The main benefit of this factoring is to generalize learning across actions without imposing any change to the underlying reinforcement learning algorithm. Our results show that this architecture leads to better policy evaluation in the presence of many similar-valued actions. Moreover, the dueling architecture enables our RL agent to outperform the state-of-the-art on the Atari 2600 domain.
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自成立以来,建立在广泛任务中表现出色的普通代理的任务一直是强化学习的重要目标。这个问题一直是对Alarge工作体系的研究的主题,并且经常通过观察Atari 57基准中包含的广泛范围环境的分数来衡量的性能。 Agent57是所有57场比赛中第一个超过人类基准的代理商,但这是以数据效率差的代价,需要实现近800亿帧的经验。以Agent57为起点,我们采用了各种各样的形式,以降低超过人类基线所需的经验200倍。在减少数据制度和Propose有效的解决方案时,我们遇到了一系列不稳定性和瓶颈,以构建更强大,更有效的代理。我们还使用诸如Muesli和Muzero之类的高性能方法证明了竞争性的性能。 TOOUR方法的四个关键组成部分是(1)近似信任区域方法,该方法可以从TheOnline网络中稳定引导,(2)损失和优先级的归一化方案,在学习具有广泛量表的一组值函数时,可以提高鲁棒性, (3)改进的体系结构采用了NFNET的技术技术来利用更深的网络而无需标准化层,并且(4)政策蒸馏方法可使瞬时贪婪的策略加班。
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在过去的十年中,多智能经纪人强化学习(Marl)已经有了重大进展,但仍存在许多挑战,例如高样本复杂性和慢趋同稳定的政策,在广泛的部署之前需要克服,这是可能的。然而,在实践中,许多现实世界的环境已经部署了用于生成策略的次优或启发式方法。一个有趣的问题是如何最好地使用这些方法作为顾问,以帮助改善多代理领域的加强学习。在本文中,我们提供了一个原则的框架,用于将动作建议纳入多代理设置中的在线次优顾问。我们描述了在非传记通用随机游戏环境中提供多种智能强化代理(海军上将)的问题,并提出了两种新的基于Q学习的算法:海军上将决策(海军DM)和海军上将 - 顾问评估(Admiral-AE) ,这使我们能够通过适当地纳入顾问(Admiral-DM)的建议来改善学习,并评估顾问(Admiral-AE)的有效性。我们从理论上分析了算法,并在一般加上随机游戏中提供了关于他们学习的定点保证。此外,广泛的实验说明了这些算法:可以在各种环境中使用,具有对其他相关基线的有利相比的性能,可以扩展到大状态行动空间,并且对来自顾问的不良建议具有稳健性。
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我们确定和研究政策流失的现象,即基于价值的强化学习中贪婪政策的快速变化。政策流失以惊人的快速步伐运作,改变了少数学习更新(在Atari上的DQN等典型的深层RL设置中)中大量州的贪婪行动。我们从经验上表征了现象,验证它不限于特定算法或环境特性。许多消融有助于削弱关于为什么流失仅与深度学习有关的少数相关的合理解释。最后,我们假设政策流失是一种有益但被忽视的隐性探索形式,它以新鲜的方式铸造了$ \ epsilon $ greedy探索,即$ \ epsilon $ - noise的作用比预期的要小得多。
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A long-standing challenge in artificial intelligence is lifelong learning. In lifelong learning, many tasks are presented in sequence and learners must efficiently transfer knowledge between tasks while avoiding catastrophic forgetting over long lifetimes. On these problems, policy reuse and other multi-policy reinforcement learning techniques can learn many tasks. However, they can generate many temporary or permanent policies, resulting in memory issues. Consequently, there is a need for lifetime-scalable methods that continually refine a policy library of a pre-defined size. This paper presents a first approach to lifetime-scalable policy reuse. To pre-select the number of policies, a notion of task capacity, the maximal number of tasks that a policy can accurately solve, is proposed. To evaluate lifetime policy reuse using this method, two state-of-the-art single-actor base-learners are compared: 1) a value-based reinforcement learner, Deep Q-Network (DQN) or Deep Recurrent Q-Network (DRQN); and 2) an actor-critic reinforcement learner, Proximal Policy Optimisation (PPO) with or without Long Short-Term Memory layer. By selecting the number of policies based on task capacity, D(R)QN achieves near-optimal performance with 6 policies in a 27-task MDP domain and 9 policies in an 18-task POMDP domain; with fewer policies, catastrophic forgetting and negative transfer are observed. Due to slow, monotonic improvement, PPO requires fewer policies, 1 policy for the 27-task domain and 4 policies for the 18-task domain, but it learns the tasks with lower accuracy than D(R)QN. These findings validate lifetime-scalable policy reuse and suggest using D(R)QN for larger and PPO for smaller library sizes.
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我们采用了近端迭代,以便在加固学习中进行价值函数优化。近端迭代是一种计算上有效的技术,使我们能够向更理想的解决方案偏置优化过程。作为近端迭代在深增强学习中的具体应用,我们将深度Q-Network(DQN)代理具有近期术语的目标函数,以确保DQN的在线网络组件仍保留在目标网络附近。我们用近端迭代调用DQN或DQNPRO的所得代理,在ATARI基准测试中对原始DQN的显着改进。我们的结果强调了采用深度增强学习的声音优化技术的力量。
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在这项工作中,我们提出并评估了一种新的增强学习方法,紧凑体验重放(编者),它使用基于相似转换集的复发的预测目标值的时间差异学习,以及基于两个转换的经验重放的新方法记忆。我们的目标是减少在长期累计累计奖励的经纪人培训所需的经验。它与强化学习的相关性与少量观察结果有关,即它需要实现类似于文献中的相关方法获得的结果,这通常需要数百万视频框架来培训ATARI 2600游戏。我们举报了在八个挑战街机学习环境(ALE)挑战游戏中,为仅10万帧的培训试验和大约25,000次迭代的培训试验中报告了培训试验。我们还在与基线的同一游戏中具有相同的实验协议的DQN代理呈现结果。为了验证从较少数量的观察结果近似于良好的政策,我们还将其结果与从啤酒的基准上呈现的数百万帧中获得的结果进行比较。
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Efficient exploration remains a major challenge for reinforcement learning (RL). Common dithering strategies for exploration, such as -greedy, do not carry out temporally-extended (or deep) exploration; this can lead to exponentially larger data requirements. However, most algorithms for statistically efficient RL are not computationally tractable in complex environments. Randomized value functions offer a promising approach to efficient exploration with generalization, but existing algorithms are not compatible with nonlinearly parameterized value functions. As a first step towards addressing such contexts we develop bootstrapped DQN. We demonstrate that bootstrapped DQN can combine deep exploration with deep neural networks for exponentially faster learning than any dithering strategy. In the Arcade Learning Environment bootstrapped DQN substantially improves learning speed and cumulative performance across most games.
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We propose a conceptually simple and lightweight framework for deep reinforcement learning that uses asynchronous gradient descent for optimization of deep neural network controllers. We present asynchronous variants of four standard reinforcement learning algorithms and show that parallel actor-learners have a stabilizing effect on training allowing all four methods to successfully train neural network controllers. The best performing method, an asynchronous variant of actor-critic, surpasses the current state-of-the-art on the Atari domain while training for half the time on a single multi-core CPU instead of a GPU. Furthermore, we show that asynchronous actor-critic succeeds on a wide variety of continuous motor control problems as well as on a new task of navigating random 3D mazes using a visual input.
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在探索中,由于当前的低效率而引起的强化学习领域,具有较大动作空间的学习控制政策是一个具有挑战性的问题。在这项工作中,我们介绍了深入的强化学习(DRL)算法呼叫多动作网络(MAN)学习,以应对大型离散动作空间的挑战。我们建议将动作空间分为两个组件,从而为每个子行动创建一个值神经网络。然后,人使用时间差异学习来同步训练网络,这比训练直接动作输出的单个网络要简单。为了评估所提出的方法,我们在块堆叠任务上测试了人,然后扩展了人类从Atari Arcade学习环境中使用18个动作空间的12个游戏。我们的结果表明,人的学习速度比深Q学习和双重Q学习更快,这意味着我们的方法比当前可用于大型动作空间的方法更好地执行同步时间差异算法。
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深入学习的强化学习(RL)的结合导致了一系列令人印象深刻的壮举,许多相信(深)RL提供了一般能力的代理。然而,RL代理商的成功往往对培训过程中的设计选择非常敏感,这可能需要繁琐和易于易于的手动调整。这使得利用RL对新问题充满挑战,同时也限制了其全部潜力。在许多其他机器学习领域,AutomL已经示出了可以自动化这样的设计选择,并且在应用于RL时也会产生有希望的初始结果。然而,自动化强化学习(AutorL)不仅涉及Automl的标准应用,而且还包括RL独特的额外挑战,其自然地产生了不同的方法。因此,Autorl已成为RL中的一个重要研究领域,提供来自RNA设计的各种应用中的承诺,以便玩游戏等游戏。鉴于RL中考虑的方法和环境的多样性,在不同的子领域进行了大部分研究,从Meta学习到进化。在这项调查中,我们寻求统一自动的领域,我们提供常见的分类法,详细讨论每个区域并对研究人员来说是一个兴趣的开放问题。
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Deep reinforcement learning is poised to revolutionise the field of AI and represents a step towards building autonomous systems with a higher level understanding of the visual world. Currently, deep learning is enabling reinforcement learning to scale to problems that were previously intractable, such as learning to play video games directly from pixels. Deep reinforcement learning algorithms are also applied to robotics, allowing control policies for robots to be learned directly from camera inputs in the real world. In this survey, we begin with an introduction to the general field of reinforcement learning, then progress to the main streams of value-based and policybased methods. Our survey will cover central algorithms in deep reinforcement learning, including the deep Q-network, trust region policy optimisation, and asynchronous advantage actor-critic. In parallel, we highlight the unique advantages of deep neural networks, focusing on visual understanding via reinforcement learning. To conclude, we describe several current areas of research within the field.
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深度神经网络的强大学习能力使强化学习者能够直接从连续环境中学习有效的控制政策。从理论上讲,为了实现稳定的性能,神经网络假设I.I.D.不幸的是,在训练数据在时间上相关且非平稳的一般强化学习范式中,输入不存在。这个问题可能导致“灾难性干扰”和性能崩溃的现象。在本文中,我们提出智商,即干涉意识深度Q学习,以减轻单任务深度加固学习中的灾难性干扰。具体来说,我们求助于在线聚类,以实现在线上下文部门,以及一个多头网络和一个知识蒸馏正规化术语,用于保留学习上下文的政策。与现有方法相比,智商基于深Q网络,始终如一地提高稳定性和性能,并通过对经典控制和ATARI任务进行了广泛的实验。该代码可在以下网址公开获取:https://github.com/sweety-dm/interference-aware-ware-deep-q-learning。
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深度神经网络是当今离线增强学习中最常用的功能近似值。先前的工作表明,接受TD学习和梯度下降训练的神经网可以表现出隐式正则化,可以通过这些网络的参数化不足来表征。具体而言,已经观察到在训练期间,倒数第二个特征层的排名(也称为\ textit {有效等级})急剧崩溃。反过来,这种崩溃被认为是为了降低模型在学习后期进一步适应的能力,从而导致最终表现降低。有效等级和绩效之间的这种关联使离线RL的有效等级引人注目,主要用于离线政策评估。在这项工作中,我们对三个离线RL数据集的有效等级与绩效之间的关系进行了仔细的实证研究:Bsuite,Atari和DeepMind Lab。我们观察到,直接关联仅存在于受限的设置中,并且在更广泛的超参数扫描中消失。此外,我们从经验上确定了三个学习的阶段,这些阶段解释了隐式正则化对学习动力学的影响,并发现单独进行引导不足以解释有效等级的崩溃。此外,我们表明其他几个因素可能会混淆有效的等级与绩效之间的关系,并得出结论,在简单假设下研究这种关联可能会产生高度误导。
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Experience replay lets online reinforcement learning agents remember and reuse experiences from the past. In prior work, experience transitions were uniformly sampled from a replay memory. However, this approach simply replays transitions at the same frequency that they were originally experienced, regardless of their significance. In this paper we develop a framework for prioritizing experience, so as to replay important transitions more frequently, and therefore learn more efficiently. We use prioritized experience replay in Deep Q-Networks (DQN), a reinforcement learning algorithm that achieved human-level performance across many Atari games. DQN with prioritized experience replay achieves a new stateof-the-art, outperforming DQN with uniform replay on 41 out of 49 games.
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