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In this work we aim to solve a large collection of tasks using a single reinforcement learning agent with a single set of parameters. A key challenge is to handle the increased amount of data and extended training time. We have developed a new distributed agent IMPALA (Importance Weighted Actor-Learner Architecture) that not only uses resources more efficiently in single-machine training but also scales to thousands of machines without sacrificing data efficiency or resource utilisation. We achieve stable learning at high throughput by combining decoupled acting and learning with a novel off-policy correction method called V-trace. We demonstrate the effectiveness of IMPALA for multi-task reinforcement learning on DMLab-30 (a set of 30 tasks from the DeepMind Lab environment (Beattie et al., 2016)) and Atari-57 (all available Atari games in Arcade Learning Environment (Bellemare et al., 2013a)). Our results show that IMPALA is able to achieve better performance than previous agents with less data, and crucially exhibits positive transfer between tasks as a result of its multi-task approach.
Multi-simulator training has contributed to the recent success of Deep Reinforcement Learning by stabilizing learning and allowing for higher training throughputs. We propose Gossip-based Actor-Learner Architectures (GALA) where several actor-learners (such as A2C agents) are organized in a peer-to-peer communication topology, and exchange information through asynchronous gossip in order to take advantage of a large number of distributed simulators. We prove that GALA agents remain within an epsilon-ball of one-another during training when using loosely coupled asynchronous communication. By reducing the amount of synchronization between agents, GALA is more computationally efficient and scalable compared to A2C, its fully-synchronous counterpart. GALA also outperforms A2C, being more robust and sample efficient. We show that we can run several loosely coupled GALA agents in parallel on a single GPU and achieve significantly higher hardware utilization and frame-rates than vanilla A2C at comparable power draws.
We present a modern scalable reinforcement learning agent called SEED (Scalable, Efficient Deep-RL). By effectively utilizing modern accelerators, we show that it is not only possible to train on millions of frames per second but also to lower the cost of experiments compared to current methods. We achieve this with a simple architecture that features centralized inference and an optimized communication layer. SEED adopts two state of the art distributed algorithms, IMPALA/V-trace (policy gradients) and R2D2 (Q-learning), and is evaluated on Atari-57, DeepMind Lab and Google Research Football. We improve the state of the art on Football and are able to reach state of the art on Atari-57 three times faster in wall-time. For the scenarios we consider, a 40% to 80% cost reduction for running experiments is achieved. The implementation along with experiments is open-sourced so results can be reproduced and novel ideas tried out.
Model-free deep reinforcement learning (RL) algorithms have been demonstrated on a range of challenging decision making and control tasks. However, these methods typically suffer from two major challenges: very high sample complexity and brittle convergence properties, which necessitate meticulous hyperparameter tuning. Both of these challenges severely limit the applicability of such methods to complex, real-world domains. In this paper, we propose soft actor-critic, an off-policy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy. That is, to succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as Q-learning methods. By combining off-policy updates with a stable stochastic actor-critic formulation, our method achieves state-of-the-art performance on a range of continuous control benchmark tasks, outperforming prior on-policy and off-policy methods. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving very similar performance across different random seeds.
While deep reinforcement learning has achieved tremendous successes in various applications, most existing works only focus on maximizing the expected value of total return and thus ignore its inherent stochasticity. Such stochasticity is also known as the aleatoric uncertainty and is closely related to the notion of risk. In this work, we make the first attempt to study risk-sensitive deep reinforcement learning under the average reward setting with the variance risk criteria. In particular, we focus on a variance-constrained policy optimization problem where the goal is to find a policy that maximizes the expected value of the long-run average reward, subject to a constraint that the long-run variance of the average reward is upper bounded by a threshold. Utilizing Lagrangian and Fenchel dualities, we transform the original problem into an unconstrained saddle-point policy optimization problem, and propose an actor-critic algorithm that iteratively and efficiently updates the policy, the Lagrange multiplier, and the Fenchel dual variable. When both the value and policy functions are represented by multi-layer overparameterized neural networks, we prove that our actor-critic algorithm generates a sequence of policies that finds a globally optimal policy at a sublinear rate.
Many real-world applications such as robotics provide hard constraints on power and compute that limit the viable model complexity of Reinforcement Learning (RL) agents. Similarly, in many distributed RL settings, acting is done on un-accelerated hardware such as CPUs, which likewise restricts model size to prevent intractable experiment run times. These actor-latency constrained settings present a major obstruction to the scaling up of model complexity that has recently been extremely successful in supervised learning. To be able to utilize large model capacity while still operating within the limits imposed by the system during acting, we develop an Actor-Learner Distillation (ALD) procedure that leverages a continual form of distillation that transfers learning progress from a large capacity learner model to a small capacity actor model. As a case study, we develop this procedure in the context of partially-observable environments, where transformer models have had large improvements over LSTMs recently, at the cost of significantly higher computational complexity. With transformer models as the learner and LSTMs as the actor, we demonstrate in several challenging memory environments that using Actor-Learner Distillation recovers the clear sample-efficiency gains of the transformer learner model while maintaining the fast inference and reduced total training time of the LSTM actor model.