No Arabic abstract
Deep Q-Learning is an important reinforcement learning algorithm, which involves training a deep neural network, called Deep Q-Network (DQN), to approximate the well-known Q-function. Although wildly successful under laboratory conditions, serious gaps between theory and practice as well as a lack of formal guarantees prevent its use in the real world. Adopting a dynamical systems perspective, we provide a theoretical analysis of a popular version of Deep Q-Learning under realistic and verifiable assumptions. More specifically, we prove an important result on the convergence of the algorithm, characterizing the asymptotic behavior of the learning process. Our result sheds light on hitherto unexplained properties of the algorithm and helps understand empirical observations, such as performance inconsistencies even after training. Unlike previous theories, our analysis accommodates state Markov processes with multiple stationary distributions. In spite of the focus on Deep Q-Learning, we believe that our theory may be applied to understand other deep learning algorithms
Contemporary machine learning applications often involve classification tasks with many classes. Despite their extensive use, a precise understanding of the statistical properties and behavior of classification algorithms is still missing, especially in modern regimes where the number of classes is rather large. In this paper, we take a step in this direction by providing the first asymptotically precise analysis of linear multiclass classification. Our theoretical analysis allows us to precisely characterize how the test error varies over different training algorithms, data distributions, problem dimensions as well as number of classes, inter/intra class correlations and class priors. Specifically, our analysis reveals that the classification accuracy is highly distribution-dependent with different algorithms achieving optimal performance for different data distributions and/or training/features sizes. Unlike linear regression/binary classification, the test error in multiclass classification relies on intricate functions of the trained model (e.g., correlation between some of the trained weights) whose asymptotic behavior is difficult to characterize. This challenge is already present in simple classifiers, such as those minimizing a square loss. Our novel theoretical techniques allow us to overcome some of these challenges. The insights gained may pave the way for a precise understanding of other classification algorithms beyond those studied in this paper.
This work extends the analysis of the theoretical results presented within the paper Is Q-Learning Provably Efficient? by Jin et al. We include a survey of related research to contextualize the need for strengthening the theoretical guarantees related to perhaps the most important threads of model-free reinforcement learning. We also expound upon the reasoning used in the proofs to highlight the critical steps leading to the main result showing that Q-learning with UCB exploration achieves a sample efficiency that matches the optimal regret that can be achieved by any model-based approach.
Delusional bias is a fundamental source of error in approximate Q-learning. To date, the only techniques that explicitly address delusion require comprehensive search using tabular value estimates. In this paper, we develop efficient methods to mitigate delusional bias by training Q-approximators with labels that are consistent with the underlying greedy policy class. We introduce a simple penalization scheme that encourages Q-labels used across training batches to remain (jointly) consistent with the expressible policy class. We also propose a search framework that allows multiple Q-approximators to be generated and tracked, thus mitigating the effect of premature (implicit) policy commitments. Experimental results demonstrate that these methods can improve the performance of Q-learning in a variety of Atari games, sometimes dramatically.
A critical and challenging problem in reinforcement learning is how to learn the state-action value function from the experience replay buffer and simultaneously keep sample efficiency and faster convergence to a high quality solution. In prior works, transitions are uniformly sampled at random from the replay buffer or sampled based on their priority measured by temporal-difference (TD) error. However, these approaches do not fully take into consideration the intrinsic characteristics of transition distribution in the state space and could result in redundant and unnecessary TD updates, slowing down the convergence of the learning procedure. To overcome this problem, we propose a novel state distribution-aware sampling method to balance the replay times for transitions with skew distribution, which takes into account both the occurrence frequencies of transitions and the uncertainty of state-action values. Consequently, our approach could reduce the unnecessary TD updates and increase the TD updates for state-action value with more uncertainty, making the experience replay more effective and efficient. Extensive experiments are conducted on both classic control tasks and Atari 2600 games based on OpenAI gym platform and the experimental results demonstrate the effectiveness of our approach in comparison with the standard DQN approach.
Deep reinforcement learning is the combination of reinforcement learning (RL) and deep learning. This field of research has been able to solve a wide range of complex decision-making tasks that were previously out of reach for a machine. Thus, deep RL opens up many new applications in domains such as healthcare, robotics, smart grids, finance, and many more. This manuscript provides an introduction to deep reinforcement learning models, algorithms and techniques. Particular focus is on the aspects related to generalization and how deep RL can be used for practical applications. We assume the reader is familiar with basic machine learning concepts.