Do you want to publish a course? Click here

Competitive Experience Replay

147   0   0.0 ( 0 )
 Added by Hao Liu
 Publication date 2019
and research's language is English




Ask ChatGPT about the research

Deep learning has achieved remarkable successes in solving challenging reinforcement learning (RL) problems when dense reward function is provided. However, in sparse reward environment it still often suffers from the need to carefully shape reward function to guide policy optimization. This limits the applicability of RL in the real world since both reinforcement learning and domain-specific knowledge are required. It is therefore of great practical importance to develop algorithms which can learn from a binary signal indicating successful task completion or other unshaped, sparse reward signals. We propose a novel method called competitive experience replay, which efficiently supplements a sparse reward by placing learning in the context of an exploration competition between a pair of agents. Our method complements the recently proposed hindsight experience replay (HER) by inducing an automatic exploratory curriculum. We evaluate our approach on the tasks of reaching various goal locations in an ant maze and manipulating objects with a robotic arm. Each task provides only binary rewards indicating whether or not the goal is achieved. Our method asymmetrically augments these sparse rewards for a pair of agents each learning the same task, creating a competitive game designed to drive exploration. Extensive experiments demonstrate that this method leads to faster converge and improved task performance.



rate research

Read More

Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understanding. We therefore present a systematic and extensive analysis of experience replay in Q-learning methods, focusing on two fundamental properties: the replay capacity and the ratio of learning updates to experience collected (replay ratio). Our additive and ablative studies upend conventional wisdom around experience replay -- greater capacity is found to substantially increase the performance of certain algorithms, while leaving others unaffected. Counterintuitively we show that theoretically ungrounded, uncorrected n-step returns are uniquely beneficial while other techniques confer limited benefit for sifting through larger memory. Separately, by directly controlling the replay ratio we contextualize previous observations in the literature and empirically measure its importance across a variety of deep RL algorithms. Finally, we conclude by testing a set of hypotheses on the nature of these performance benefits.
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task.
In reinforcement learning, experience replay stores past samples for further reuse. Prioritized sampling is a promising technique to better utilize these samples. Previous criteria of prioritization include TD error, recentness and corrective feedback, which are mostly heuristically designed. In this work, we start from the regret minimization objective, and obtain an optimal prioritization strategy for Bellman update that can directly maximize the return of the policy. The theory suggests that data with higher hindsight TD error, better on-policiness and more accurate Q value should be assigned with higher weights during sampling. Thus most previous criteria only consider this strategy partially. We not only provide theoretical justifications for previous criteria, but also propose two new methods to compute the prioritization weight, namely ReMERN and ReMERT. ReMERN learns an error network, while ReMERT exploits the temporal ordering of states. Both methods outperform previous prioritized sampling algorithms in challenging RL benchmarks, including MuJoCo, Atari and Meta-World.
In this work, we study algorithms for learning in infinite-horizon undiscounted Markov decision processes (MDPs) with function approximation. We first show that the regret analysis of the Politex algorithm (a version of regularized policy iteration) can be sharpened from $O(T^{3/4})$ to $O(sqrt{T})$ under nearly identical assumptions, and instantiate the bound with linear function approximation. Our result provides the first high-probability $O(sqrt{T})$ regret bound for a computationally efficient algorithm in this setting. The exact implementation of Politex with neural network function approximation is inefficient in terms of memory and computation. Since our analysis suggests that we need to approximate the average of the action-value functions of past policies well, we propose a simple efficient implementation where we train a single Q-function on a replay buffer with past data. We show that this often leads to superior performance over other implementation choices, especially in terms of wall-clock time. Our work also provides a novel theoretical justification for using experience replay within policy iteration algorithms.
Continual learning is the problem of learning new tasks or knowledge while protecting old knowledge and ideally generalizing from old experience to learn new tasks faster. Neural networks trained by stochastic gradient descent often degrade on old tasks when trained successively on new tasks with different data distributions. This phenomenon, referred to as catastrophic forgetting, is considered a major hurdle to learning with non-stationary data or sequences of new tasks, and prevents networks from continually accumulating knowledge and skills. We examine this issue in the context of reinforcement learning, in a setting where an agent is exposed to tasks in a sequence. Unlike most other work, we do not provide an explicit indication to the model of task boundaries, which is the most general circumstance for a learning agent exposed to continuous experience. While various methods to counteract catastrophic forgetting have recently been proposed, we explore a straightforward, general, and seemingly overlooked solution - that of using experience replay buffers for all past events - with a mixture of on- and off-policy learning, leveraging behavioral cloning. We show that this strategy can still learn new tasks quickly yet can substantially reduce catastrophic forgetting in both Atari and DMLab domains, even matching the performance of methods that require task identities. When buffer storage is constrained, we confirm that a simple mechanism for randomly discarding data allows a limited size buffer to perform almost as well as an unbounded one.

suggested questions

comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا