No Arabic abstract
This paper proposes a new robust update rule of target network for deep reinforcement learning (DRL), to replace the conventional update rule, given as an exponential moving average. The target network is for smoothly generating the reference signals for a main network in DRL, thereby reducing learning variance. The problem with its conventional update rule is the fact that all the parameters are smoothly copied with the same speed from the main network, even when some of them are trying to update toward the wrong directions. This behavior increases the risk of generating the wrong reference signals. Although slowing down the overall update speed is a naive way to mitigate wrong updates, it would decrease learning speed. To robustly update the parameters while keeping learning speed, a t-soft update method, which is inspired by student-t distribution, is derived with reference to the analogy between the exponential moving average and the normal distribution. Through the analysis of the derived t-soft update, we show that it takes over the properties of the student-t distribution. Specifically, with a heavy-tailed property of the student-t distribution, the t-soft update automatically excludes extreme updates that differ from past experiences. In addition, when the updates are similar to the past experiences, it can mitigate the learning delay by increasing the amount of updates. In PyBullet robotics simulations for DRL, an online actor-critic algorithm with the t-soft update outperformed the conventional methods in terms of the obtained return and/or its variance. From the training process by the t-soft update, we found that the t-soft update is globally consistent with the standard soft update, and the update rates are locally adjusted for acceleration or suppression.
We propose a new sample-efficient methodology, called Supervised Policy Update (SPU), for deep reinforcement learning. Starting with data generated by the current policy, SPU formulates and solves a constrained optimization problem in the non-parameterized proximal policy space. Using supervised regression, it then converts the optimal non-parameterized policy to a parameterized policy, from which it draws new samples. The methodology is general in that it applies to both discrete and continuous action spaces, and can handle a wide variety of proximity constraints for the non-parameterized optimization problem. We show how the Natural Policy Gradient and Trust Region Policy Optimization (NPG/TRPO) problems, and the Proximal Policy Optimization (PPO) problem can be addressed by this methodology. The SPU implementation is much simpler than TRPO. In terms of sample efficiency, our extensive experiments show SPU outperforms TRPO in Mujoco simulated robotic tasks and outperforms PPO in Atari video game tasks.
Complex networks are often either too large for full exploration, partially accessible, or partially observed. Downstream learning tasks on these incomplete networks can produce low quality results. In addition, reducing the incompleteness of the network can be costly and nontrivial. As a result, network discovery algorithms optimized for specific downstream learning tasks given resource collection constraints are of great interest. In this paper, we formulate the task-specific network discovery problem in an incomplete network setting as a sequential decision making problem. Our downstream task is selective harvesting, the optimal collection of vertices with a particular attribute. We propose a framework, called Network Actor Critic (NAC), which learns a policy and notion of future reward in an offline setting via a deep reinforcement learning algorithm. The NAC paradigm utilizes a task-specific network embedding to reduce the state space complexity. A detailed comparative analysis of popular network embeddings is presented with respect to their role in supporting offline planning. Furthermore, a quantitative study is presented on several synthetic and real benchmarks using NAC and several baselines. We show that offline models of reward and network discovery policies lead to significantly improved performance when compared to competitive online discovery algorithms. Finally, we outline learning regimes where planning is critical in addressing sparse and changing reward signals.
This paper presents a new neural architecture that combines a modulated Hebbian network (MOHN) with DQN, which we call modulated Hebbian plus Q network architecture (MOHQA). The hypothesis is that such a combination allows MOHQA to solve difficult partially observable Markov decision process (POMDP) problems which impair temporal difference (TD)-based RL algorithms such as DQN, as the TD error cannot be easily derived from observations. The key idea is to use a Hebbian network with bio-inspired neural traces in order to bridge temporal delays between actions and rewards when confounding observations and sparse rewards result in inaccurate TD errors. In MOHQA, DQN learns low level features and control, while the MOHN contributes to the high-level decisions by associating rewards with past states and actions. Thus the proposed architecture combines two modules with significantly different learning algorithms, a Hebbian associative network and a classical DQN pipeline, exploiting the advantages of both. Simulations on a set of POMDPs and on the MALMO environment show that the proposed algorithm improved DQNs results and even outperformed control tests with A2C, QRDQN+LSTM and REINFORCE algorithms on some POMDPs with confounding stimuli and sparse rewards.
Many real-world sequential decision making problems are partially observable by nature, and the environment model is typically unknown. Consequently, there is great need for reinforcement learning methods that can tackle such problems given only a stream of incomplete and noisy observations. In this paper, we propose deep variational reinforcement learning (DVRL), which introduces an inductive bias that allows an agent to learn a generative model of the environment and perform inference in that model to effectively aggregate the available information. We develop an n-step approximation to the evidence lower bound (ELBO), allowing the model to be trained jointly with the policy. This ensures that the latent state representation is suitable for the control task. In experiments on Mountain Hike and flickering Atari we show that our method outperforms previous approaches relying on recurrent neural networks to encode the past.
Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-policy sampling - this is known as the deadly triad. Emphatic temporal difference (ETD($lambda$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($lambda$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($lambda$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.