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A central component of training in Reinforcement Learning (RL) is Experience: the data used for training. The mechanisms used to generate and consume this data have an important effect on the performance of RL algorithms. In this paper, we introduce Reverb: an efficient, extensible, and easy to use system designed specifically for experience replay in RL. Reverb is designed to work efficiently in distributed configurations with up to thousands of concurrent clients. The flexible API provides users with the tools to easily and accurately configure the replay buffer. It includes strategies for selecting and removing elements from the buffer, as well as options for controlling the ratio between sampled and inserted elements. This paper presents the core design of Reverb, gives examples of how it can be applied, and provides empirical results of Reverbs performance characteristics.
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore
Continual learning is the problem of learning new tasks or knowledge while protecting old knowledge and ideally generalizing from old experience to learn new tasks faster. Neural networks trained by stochastic gradient descent often degrade on old ta
In reinforcement learning, experience replay stores past samples for further reuse. Prioritized sampling is a promising technique to better utilize these samples. Previous criteria of prioritization include TD error, recentness and corrective feedbac
Solving multi-goal reinforcement learning (RL) problems with sparse rewards is generally challenging. Existing approaches have utilized goal relabeling on collected experiences to alleviate issues raised from sparse rewards. However, these methods ar
Deep learning has achieved remarkable successes in solving challenging reinforcement learning (RL) problems when dense reward function is provided. However, in sparse reward environment it still often suffers from the need to carefully shape reward f