No Arabic abstract
Although distributional reinforcement learning (DRL) has been widely examined in the past few years, there are two open questions people are still trying to address. One is how to ensure the validity of the learned quantile function, the other is how to efficiently utilize the distribution information. This paper attempts to provide some new perspectives to encourage the future in-depth studies in these two fields. We first propose a non-decreasing quantile function network (NDQFN) to guarantee the monotonicity of the obtained quantile estimates and then design a general exploration framework called distributional prediction error (DPE) for DRL which utilizes the entire distribution of the quantile function. In this paper, we not only discuss the theoretical necessity of our method but also show the performance gain it achieves in practice by comparing with some competitors on Atari 2600 Games especially in some hard-explored games.
Distributional Reinforcement Learning (RL) differs from traditional RL in that, rather than the expectation of total returns, it estimates distributions and has achieved state-of-the-art performance on Atari Games. The key challenge in practical distributional RL algorithms lies in how to parameterize estimated distributions so as to better approximate the true continuous distribution. Existing distributional RL algorithms parameterize either the probability side or the return value side of the distribution function, leaving the other side uniformly fixed as in C51, QR-DQN or randomly sampled as in IQN. In this paper, we propose fully parameterized quantile function that parameterizes both the quantile fraction axis (i.e., the x-axis) and the value axis (i.e., y-axis) for distributional RL. Our algorithm contains a fraction proposal network that generates a discrete set of quantile fractions and a quantile value network that gives corresponding quantile values. The two networks are jointly trained to find the best approximation of the true distribution. Experiments on 55 Atari Games show that our algorithm significantly outperforms existing distributional RL algorithms and creates a new record for the Atari Learning Environment for non-distributed agents.
Sparse-reward domains are challenging for reinforcement learning algorithms since significant exploration is needed before encountering reward for the first time. Hierarchical reinforcement learning can facilitate exploration by reducing the number of decisions necessary before obtaining a reward. In this paper, we present a novel hierarchical reinforcement learning framework based on the compression of an invariant state space that is common to a range of tasks. The algorithm introduces subtasks which consist of moving between the state partitions induced by the compression. Results indicate that the algorithm can successfully solve complex sparse-reward domains, and transfer knowledge to solve new, previously unseen tasks more quickly.
Despite many algorithmic advances, our theoretical understanding of practical distributional reinforcement learning methods remains limited. One exception is Rowland et al. (2018)s analysis of the C51 algorithm in terms of the Cramer distance, but their results only apply to the tabular setting and ignore C51s use of a softmax to produce normalized distributions. In this paper we adapt the Cramer distance to deal with arbitrary vectors. From it we derive a new distributional algorithm which is fully Cramer-based and can be combined to linear function approximation, with formal guarantees in the context of policy evaluation. In allowing the models prediction to be any real vector, we lose the probabilistic interpretation behind the method, but otherwise maintain the appealing properties of distributional approaches. To the best of our knowledge, ours is the first proof of convergence of a distributional algorithm combined with function approximation. Perhaps surprisingly, our results provide evidence that Cramer-based distributional methods may perform worse than directly approximating the value function.
Many reinforcement learning (RL) tasks have specific properties that can be leveraged to modify existing RL algorithms to adapt to those tasks and further improve performance, and a general class of such properties is the multiple reward channel. In those environments the full reward can be decomposed into sub-rewards obtained from different channels. Existing work on reward decomposition either requires prior knowledge of the environment to decompose the full reward, or decomposes reward without prior knowledge but with degraded performance. In this paper, we propose Distributional Reward Decomposition for Reinforcement Learning (DRDRL), a novel reward decomposition algorithm which captures the multiple reward channel structure under distributional setting. Empirically, our method captures the multi-channel structure and discovers meaningful reward decomposition, without any requirements on prior knowledge. Consequently, our agent achieves better performance than existing methods on environments with multiple reward channels.
Network slicing is a key technology in 5G communications system. Its purpose is to dynamically and efficiently allocate resources for diversified services with distinct requirements over a common underlying physical infrastructure. Therein, demand-aware resource allocation is of significant importance to network slicing. In this paper, we consider a scenario that contains several slices in a radio access network with base stations that share the same physical resources (e.g., bandwidth or slots). We leverage deep reinforcement learning (DRL) to solve this problem by considering the varying service demands as the environment state and the allocated resources as the environment action. In order to reduce the effects of the annoying randomness and noise embedded in the received service level agreement (SLA) satisfaction ratio (SSR) and spectrum efficiency (SE), we primarily propose generative adversarial network-powered deep distributional Q network (GAN-DDQN) to learn the action-value distribution driven by minimizing the discrepancy between the estimated action-value distribution and the target action-value distribution. We put forward a reward-clipping mechanism to stabilize GAN-DDQN training against the effects of widely-spanning utility values. Moreover, we further develop Dueling GAN-DDQN, which uses a specially designed dueling generator, to learn the action-value distribution by estimating the state-value distribution and the action advantage function. Finally, we verify the performance of the proposed GAN-DDQN and Dueling GAN-DDQN algorithms through extensive simulations.