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Prioritized Level Replay

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 Added by Minqi Jiang
 Publication date 2020
and research's language is English




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Environments with procedurally generated content serve as important benchmarks for testing systematic generalization in deep reinforcement learning. In this setting, each level is an algorithmically created environment instance with a unique configuration of its factors of variation. Training on a prespecified subset of levels allows for testing generalization to unseen levels. What can be learned from a level depends on the current policy, yet prior work defaults to uniform sampling of training levels independently of the policy. We introduce Prioritized Level Replay (PLR), a general framework for selectively sampling the next training level by prioritizing those with higher estimated learning potential when revisited in the future. We show TD-errors effectively estimate a levels future learning potential and, when used to guide the sampling procedure, induce an emergent curriculum of increasingly difficult levels. By adapting the sampling of training levels, PLR significantly improves sample efficiency and generalization on Procgen Benchmark--matching the previous state-of-the-art in test return--and readily combines with other methods. Combined with the previous leading method, PLR raises the state-of-the-art to over 76% improvement in test return relative to standard RL baselines.



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Experience replay enables off-policy reinforcement learning (RL) agents to utilize past experiences to maximize the cumulative reward. Prioritized experience replay that weighs experiences by the magnitude of their temporal-difference error ($|text{TD}|$) significantly improves the learning efficiency. But how $|text{TD}|$ is related to the importance of experience is not well understood. We address this problem from an economic perspective, by linking $|text{TD}|$ to value of experience, which is defined as the value added to the cumulative reward by accessing the experience. We theoretically show the value metrics of experience are upper-bounded by $|text{TD}|$ for Q-learning. Furthermore, we successfully extend our theoretical framework to maximum-entropy RL by deriving the lower and upper bounds of these value metrics for soft Q-learning, which turn out to be the product of $|text{TD}|$ and on-policyness of the experiences. Our framework links two important quantities in RL: $|text{TD}|$ and value of experience. We empirically show that the bounds hold in practice, and experience replay using the upper bound as priority improves maximum-entropy RL in Atari games.
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