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Playing Atari with Hybrid Quantum-Classical Reinforcement Learning

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 Added by Owen Lockwood
 Publication date 2021
  fields Physics
and research's language is English




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Despite the successes of recent works in quantum reinforcement learning, there are still severe limitations on its applications due to the challenge of encoding large observation spaces into quantum systems. To address this challenge, we propose using a neural network as a data encoder, with the Atari games as our testbed. Specifically, the neural network converts the pixel input from the games to quantum data for a Quantum Variational Circuit (QVC); this hybrid model is then used as a function approximator in the Double Deep Q Networks algorithm. We explore a number of variations of this algorithm and find that our proposed hybrid models do not achieve meaningful results on two Atari games - Breakout and Pong. We suspect this is due to the significantly reduced sizes of the hybrid quantum-classical systems.



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Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more, in fact, than a human would need to learn the same games. How can people learn so quickly? Part of the answer may be that people can learn how the game works and predict which actions will lead to desirable outcomes. In this paper, we explore how video prediction models can similarly enable agents to solve Atari games with fewer interactions than model-free methods. We describe Simulated Policy Learning (SimPLe), a complete model-based deep RL algorithm based on video prediction models and present a comparison of several model architectures, including a novel architecture that yields the best results in our setting. Our experiments evaluate SimPLe on a range of Atari games in low data regime of 100k interactions between the agent and the environment, which corresponds to two hours of real-time play. In most games SimPLe outperforms state-of-the-art model-free algorithms, in some games by over an order of magnitude.
469 - Paolo Aniello 2014
A function of positive type can be defined as a positive functional on a convolution algebra of a locally compact group. In the case where the group is abelian, by Bochners theorem a function of positive type is, up to normalization, the Fourier transform of a probability measure. Therefore, considering the group of translations on phase space, a suitably normalized phase-space function of positive type can be regarded as a realization of a classical state. Thus, it may be called a function of classical positive type. Replacing the ordinary convolution on phase space with the twisted convolution, one obtains a noncommutative algebra of functions whose positive functionals we may call functions of quantum positive type. In fact, by a quantum version of Bochners theorem, a continuous function of quantum positive type is, up to normalization, the (symplectic) Fourier transform of a Wigner quasi-probability distribution; hence, it can be regarded as a phase-space realization of a quantum state. Playing with functions of positive type, classical and quantum, one is led in a natural way to consider a class of semigroups of operators, the classical-quantum semigroups. The physical meaning of these mathematical objects is unveiled via quantization, so obtaining a class of quantum dynamical semigroups that, borrowing terminology from quantum information science, may be called classical-noise semigroups.
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