深度加强学习已经实现了重要的里程碑,然而,加强学习培训和推理的计算需求仍然很大。量化是减少神经网络的计算开销的有效方法,但在加强学习的背景下,尚不清楚量化的计算益处是否超过了相应量化误差引入的精度成本。为了量化这一权衡,我们对加强学习的量化进行了广泛的研究。我们应用标准量化技术,如训练后量化(PTQ)和量化意识培训(QAT),以全面的加强学习任务(Atari,Gym),算法(A2C,DDPG,DQN,D4PG,PPO)和模型(MLPS,CNNS)并表明可以将策略量化为8位,而不会降低奖励,从而在资源受限的边缘设备上实现了显着的推论加速。通过标准量化技术对加固学习政策的有效性,我们介绍了一种新颖的量化算法,\ TEXTIT {ACTORQ},用于量化演员 - 学习者分布式增强学习培训。通过利用Learner上的全精度优化并在演员上的量化执行,\ Textit {ActorQ}在保持收敛时启用8位推理。我们开发了一个用于围绕\ Texit {Actorq}的量化强化学习培训系统,并展示结束于最终加速$> $ 1.5 $ \ times $ - 2.5 $ \ times $超过一系列任务的完整精度培训(深型控制套件) 。最后,我们分解了分布式强化学习培训(如通信时间,推理时间,模型加载时间等)的各种运行时成本,并评估量化对这些系统属性的影响。
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We propose a conceptually simple and lightweight framework for deep reinforcement learning that uses asynchronous gradient descent for optimization of deep neural network controllers. We present asynchronous variants of four standard reinforcement learning algorithms and show that parallel actor-learners have a stabilizing effect on training allowing all four methods to successfully train neural network controllers. The best performing method, an asynchronous variant of actor-critic, surpasses the current state-of-the-art on the Atari domain while training for half the time on a single multi-core CPU instead of a GPU. Furthermore, we show that asynchronous actor-critic succeeds on a wide variety of continuous motor control problems as well as on a new task of navigating random 3D mazes using a visual input.
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强化学习(RL)在机器人,游戏和医疗保健等应用领域取得了重大成功。但是,培训RL代理商非常耗时。由于CPU上的不规则内存访问和线程级同步开销等挑战,当前的实现表现出较差的性能。在这项工作中,我们提出了一种用于在多核系统上产生可扩展的强化学习实现的框架。重放缓冲区是RL算法的一个关键组件,其有助于存储从环境相互作用和用于学习过程的数据采样的样本。我们为基于$ k $ $-arty sum树定义了一个新的数据结构,用于支持异步并行插入,采样和优先级更新。为解决不规则内存访问的挑战,我们提出了一种新颖的数据布局来存储减少缓存未命中的SUCH树的节点。此外,我们提出$ \ Textit {懒惰的写入} $机制,以减少重放缓冲区操作的线程级同步开销。我们的框架采用平行演员通过环境交互和并行学习者同时收集数据,并使用收集的数据执行随机梯度下降。我们的框架支持各种强化学习算法,包括DQN,DDPG等。我们通过使用OpenAI基准对CPU + GPU平台进行实验来证明我们的框架在加速RL算法中的有效性。
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Model quantization is a widely used technique to compress and accelerate deep neural network (DNN) inference. Emergent DNN hardware accelerators begin to support mixed precision (1-8 bits) to further improve the computation efficiency, which raises a great challenge to find the optimal bitwidth for each layer: it requires domain experts to explore the vast design space trading off among accuracy, latency, energy, and model size, which is both timeconsuming and sub-optimal. There are plenty of specialized hardware for neural networks, but little research has been done for specialized neural network optimization for a particular hardware architecture. Conventional quantization algorithm ignores the different hardware architectures and quantizes all the layers in a uniform way. In this paper, we introduce the Hardware-Aware Automated Quantization (HAQ) framework which leverages the reinforcement learning to automatically determine the quantization policy, and we take the hardware accelerator's feedback in the design loop. Rather than relying on proxy signals such as FLOPs and model size, we employ a hardware simulator to generate direct feedback signals (latency and energy) to the RL agent. Compared with conventional methods, our framework is fully automated and can specialize the quantization policy for different neural network architectures and hardware architectures. Our framework effectively reduced the latency by 1.4-1.95× and the energy consumption by 1.9× with negligible loss of accuracy compared with the fixed bitwidth (8 bits) quantization. Our framework reveals that the optimal policies on different hardware architectures (i.e., edge and cloud architectures) under different resource constraints (i.e., latency, energy and model size) are drastically different. We interpreted the implication of different quantization policies, which offer insights for both neural network architecture design and hardware architecture design. * indicates equal contributions. 68 69 70 71 72 73 25 44 63 82 101 120 MobileNets (fixed 8-bit quantization) MobileNets (our flexible-bit quantization) Latency (ms) Top-1 Accuracy (%) 1MB 2MB 3MB Model Size:Figure 1: We need mixed precision for different layers. We quantize MobileNets [12] to different number of bits (both weights and activations), and it lies on a better pareto curve (yellow) than fixed bit quantization (blue). The reason is that different layers have different redundancy and have different arithmetic intensity (OPs/byte) on the hardware, which advocates for using mixed precision for different layers.
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培训代理商的训练人群在加强学习方面表现出了巨大的希望,可以稳定训练,改善探索和渐近性能以及产生各种解决方案。但是,从业人员通常不考虑基于人群的培训,因为它被认为是过速的(依次实施),或者在计算上昂贵(如果代理在独立加速器上并行训练)。在这项工作中,我们比较了实施和重新审视以前的研究,以表明对汇编和矢量化的明智使用允许与培训单个代理相比,在单台机器上进行基于人群的培训。我们还表明,当提供一些加速器时,我们的协议扩展到诸如高参数调谐等应用的大型人口大小。我们希望这项工作和公众发布我们的代码将鼓励从业者更频繁地使用基于人群的学习来进行研究和应用。
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Compressing neural network architectures is important to allow the deployment of models to embedded or mobile devices, and pruning and quantization are the major approaches to compress neural networks nowadays. Both methods benefit when compression parameters are selected specifically for each layer. Finding good combinations of compression parameters, so-called compression policies, is hard as the problem spans an exponentially large search space. Effective compression policies consider the influence of the specific hardware architecture on the used compression methods. We propose an algorithmic framework called Galen to search such policies using reinforcement learning utilizing pruning and quantization, thus providing automatic compression for neural networks. Contrary to other approaches we use inference latency measured on the target hardware device as an optimization goal. With that, the framework supports the compression of models specific to a given hardware target. We validate our approach using three different reinforcement learning agents for pruning, quantization and joint pruning and quantization. Besides proving the functionality of our approach we were able to compress a ResNet18 for CIFAR-10, on an embedded ARM processor, to 20% of the original inference latency without significant loss of accuracy. Moreover, we can demonstrate that a joint search and compression using pruning and quantization is superior to an individual search for policies using a single compression method.
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Deep reinforcement learning has achieved great success in various fields with its super decision-making ability. However, the policy learning process requires a large amount of training time, causing energy consumption. Inspired by the redundancy of neural networks, we propose a lightweight parallel training framework based on neural network compression, AcceRL, to accelerate the policy learning while ensuring policy quality. Specifically, AcceRL speeds up the experience collection by flexibly combining various neural network compression methods. Overall, the AcceRL consists of five components, namely Actor, Learner, Compressor, Corrector, and Monitor. The Actor uses the Compressor to compress the Learner's policy network to interact with the environment. And the generated experiences are transformed by the Corrector with Off-Policy methods, such as V-trace, Retrace and so on. Then the corrected experiences are feed to the Learner for policy learning. We believe this is the first general reinforcement learning framework that incorporates multiple neural network compression techniques. Extensive experiments conducted in gym show that the AcceRL reduces the time cost of the actor by about 2.0 X to 4.13 X compared to the traditional methods. Furthermore, the AcceRL reduces the whole training time by about 29.8% to 40.3% compared to the traditional methods while keeps the same policy quality.
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深度Q-Network(DQN)标志着强化学习的主要里程碑,首次展示了人类水平控制政策,可以通过奖励最大化直接从原始视觉输入学习。即使是介绍多年后,DQN与研究界仍然高度相关,因为其在继承方法中采用了许多创新。然而,尽管在临时上的硬件进步,但DQN的原始ATari 2600实验仍然昂贵,以便全面复制。这对无法负担最先进的硬件或缺乏大规模云计算资源的研究人员构成了巨大的障碍。为了便于改进对深度加强学习研究的访问,我们介绍了一种DQN实现,它利用了一种新颖的并发和同步执行框架,旨在最大限度地利用异构CPU-GPU桌面系统。只需一个Nvidia GeForce GTX 1080 GPU,我们的实施将200亿帧atari实验的培训时间从25小时到仅需9小时。本文介绍的想法应普遍适用于大量违规的深度增强学习方法。
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With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
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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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深度强化学习(RL)导致了许多最近和开创性的进步。但是,这些进步通常以培训的基础体系结构的规模增加以及用于训练它们的RL算法的复杂性提高,而均以增加规模的成本。这些增长反过来又使研究人员更难迅速原型新想法或复制已发表的RL算法。为了解决这些问题,这项工作描述了ACME,这是一个用于构建新型RL算法的框架,这些框架是专门设计的,用于启用使用简单的模块化组件构建的代理,这些组件可以在各种执行范围内使用。尽管ACME的主要目标是为算法开发提供一个框架,但第二个目标是提供重要或最先进算法的简单参考实现。这些实现既是对我们的设计决策的验证,也是对RL研究中可重复性的重要贡献。在这项工作中,我们描述了ACME内部做出的主要设计决策,并提供了有关如何使用其组件来实施各种算法的进一步详细信息。我们的实验为许多常见和最先进的算法提供了基准,并显示了如何为更大且更复杂的环境扩展这些算法。这突出了ACME的主要优点之一,即它可用于实现大型,分布式的RL算法,这些算法可以以较大的尺度运行,同时仍保持该实现的固有可读性。这项工作提出了第二篇文章的版本,恰好与模块化的增加相吻合,对离线,模仿和从演示算法学习以及作为ACME的一部分实现的各种新代理。
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深度学习一直是近来最具破坏性的技术进步之一。深度学习模型的高性能以高度计算,存储和功率要求为代价。感知到加速和压缩这些模型以提高设备性能的直接需求,我们引入了Deeplite Neutrino,以便对模型的生产优化和Deeplite运行时进行介绍,以在基于ARM的平台上部署超低位量化模型。我们为ARMV7和ARMV8架构实施低级量化内核,可在32位和64位基于ARM的设备上进行部署。通过使用矢量化,并行化和平铺的有效实现,与具有XNNPACK后端的TensorFlow Lite相比,我们在分类和检测模型上分别实现了高达2倍和2.2倍的速度。与ONNX运行时相比,我们还获得了高达5倍和3.2倍的显着加速,分别用于分类和检测模型。
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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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近年来,稀疏神经网络的使用迅速增长,尤其是在计算机视觉中。它们的吸引力在很大程度上源于培训和存储所需的参数数量以及学习效率的提高。有些令人惊讶的是,很少有努力探索他们在深度强化学习中的使用(DRL)。在这项工作中,我们进行了系统的调查,以在各种DRL代理和环境上应用许多现有的稀疏培训技术。我们的结果证实了计算机视觉域中稀疏训练的发现 - 稀疏网络在DRL域中对相同的参数计数的稀疏网络表现更好。我们提供了有关DRL中各种组件如何受到稀疏网络的影响的详细分析,并通过建议有希望的途径提高稀疏训练方法的有效性以及推进其在DRL中的使用来结论。
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多智能体增强学习任务对培训样本的体积提出了很高的需求。不同于其单代理对应物,基于分布式的超代理强化学习面临着苛刻的数据传输,流程间通信管理和勘探高要求的独特挑战。我们提出了一个容器化的学习框架来解决这些问题。我们打包了几个环境实例,本地学习者和缓冲区,以及仔细设计的多队列管理器,避免阻止容器。鼓励每个容器的本地政策尽可能多样,只有最优先考虑的轨迹被送到全球学习者。通过这种方式,我们实现了具有高系统吞吐量的可扩展,较效率和多样化的分布式Marl学习框架。要拥有知识,我们的方法是第一个解决挑战的谷歌研究足球全游戏$ 5 \ _v \ _5 $。在星际争霸II微型管理基准中,与最先进的非分布式MARL算法相比,我们的方法获得了4美元 - $ 18 \倍。
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模型量化已成为加速深度学习推理的不可或缺的技术。虽然研究人员继续推动量化算法的前沿,但是现有量化工作通常是不可否认的和不可推销的。这是因为研究人员不选择一致的训练管道并忽略硬件部署的要求。在这项工作中,我们提出了模型量化基准(MQBench),首次尝试评估,分析和基准模型量化算法的再现性和部署性。我们为实际部署选择多个不同的平台,包括CPU,GPU,ASIC,DSP,并在统一培训管道下评估广泛的最新量化算法。 MQBENCK就像一个连接算法和硬件的桥梁。我们进行全面的分析,并找到相当大的直观或反向直观的见解。通过对齐训练设置,我们发现现有的算法在传统的学术轨道上具有大致相同的性能。虽然用于硬件可部署量化,但有一个巨大的精度差距,仍然不稳定。令人惊讶的是,没有现有的算法在MQBench中赢得每一项挑战,我们希望这项工作能够激发未来的研究方向。
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The high emission and low energy efficiency caused by internal combustion engines (ICE) have become unacceptable under environmental regulations and the energy crisis. As a promising alternative solution, multi-power source electric vehicles (MPS-EVs) introduce different clean energy systems to improve powertrain efficiency. The energy management strategy (EMS) is a critical technology for MPS-EVs to maximize efficiency, fuel economy, and range. Reinforcement learning (RL) has become an effective methodology for the development of EMS. RL has received continuous attention and research, but there is still a lack of systematic analysis of the design elements of RL-based EMS. To this end, this paper presents an in-depth analysis of the current research on RL-based EMS (RL-EMS) and summarizes the design elements of RL-based EMS. This paper first summarizes the previous applications of RL in EMS from five aspects: algorithm, perception scheme, decision scheme, reward function, and innovative training method. The contribution of advanced algorithms to the training effect is shown, the perception and control schemes in the literature are analyzed in detail, different reward function settings are classified, and innovative training methods with their roles are elaborated. Finally, by comparing the development routes of RL and RL-EMS, this paper identifies the gap between advanced RL solutions and existing RL-EMS. Finally, this paper suggests potential development directions for implementing advanced artificial intelligence (AI) solutions in EMS.
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在发展强化学习(RL)培训系统方面取得了重大进展。过去的作品,例如Impala,Apex,Seed RL,样本工厂等,旨在改善系统的整体吞吐量。在本文中,我们试图解决RL训练系统中的常见瓶颈,即平行环境执行,这通常是整个系统中最慢的部分,但很少受到关注。通过针对RL环境的策划设计,我们改善了不同硬件设置的RL环境模拟速度,从笔记本电脑和适度的工作站到NVIDIA DGX-A100等高端机器。在高端机器上,Envpool在Atari环境上的环境执行每秒可实现100万帧,在Mujoco环境上每秒执行300万帧。在笔记本电脑上运行时,Envpool的速度是Python子过程的2.8倍。此外,在开源社区中已经证明了与现有RL培训库的极大兼容性,包括Cleanrl,RL_Games,DeepMind Acme等。最后,Envpool允许研究人员以更快的速度迭代他们的想法,并具有巨大的潜力,并具有巨大的潜力事实上的RL环境执行引擎。示例运行表明,在笔记本电脑上训练Atari Pong和Mujoco Ant只需5分钟即可。 Envpool已经在https://github.com/sail-sg/envpool上开源。
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In this work we aim to solve a large collection of tasks using a single reinforcement learning agent with a single set of parameters. A key challenge is to handle the increased amount of data and extended training time. We have developed a new distributed agent IMPALA (Importance Weighted Actor-Learner Architecture) that not only uses resources more efficiently in singlemachine training but also scales to thousands of machines without sacrificing data efficiency or resource utilisation. We achieve stable learning at high throughput by combining decoupled acting and learning with a novel off-policy correction method called V-trace. We demonstrate the effectiveness of IMPALA for multi-task reinforcement learning on DMLab-30 (a set of 30 tasks from the DeepMind Lab environment (Beattie et al., 2016)) and Atari-57 (all available Atari games in Arcade Learning Environment (Bellemare et al., 2013a)). Our results show that IMPALA is able to achieve better performance than previous agents with less data, and crucially exhibits positive transfer between tasks as a result of its multi-task approach. The source code is publicly available at github.com/deepmind/scalable agent.
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In recent years, image and video delivery systems have begun integrating deep learning super-resolution (SR) approaches, leveraging their unprecedented visual enhancement capabilities while reducing reliance on networking conditions. Nevertheless, deploying these solutions on mobile devices still remains an active challenge as SR models are excessively demanding with respect to workload and memory footprint. Despite recent progress on on-device SR frameworks, existing systems either penalize visual quality, lead to excessive energy consumption or make inefficient use of the available resources. This work presents NAWQ-SR, a novel framework for the efficient on-device execution of SR models. Through a novel hybrid-precision quantization technique and a runtime neural image codec, NAWQ-SR exploits the multi-precision capabilities of modern mobile NPUs in order to minimize latency, while meeting user-specified quality constraints. Moreover, NAWQ-SR selectively adapts the arithmetic precision at run time to equip the SR DNN's layers with wider representational power, improving visual quality beyond what was previously possible on NPUs. Altogether, NAWQ-SR achieves an average speedup of 7.9x, 3x and 1.91x over the state-of-the-art on-device SR systems that use heterogeneous processors (MobiSR), CPU (SplitSR) and NPU (XLSR), respectively. Furthermore, NAWQ-SR delivers an average of 3.2x speedup and 0.39 dB higher PSNR over status-quo INT8 NPU designs, but most importantly mitigates the negative effects of quantization on visual quality, setting a new state-of-the-art in the attainable quality of NPU-based SR.
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