In 2015, Google's Deepmind announced an advancement in creating an autonomous agent based on deep reinforcement learning (DRL) that could beat a professional player in a series of 49 Atari games. However, the current manifestation of DRL is still immature, and has significant drawbacks. One of DRL's imperfections is its lack of "exploration" during the training process, especially when working with high-dimensional problems. In this paper, we propose a mixed strategy approach that mimics behaviors of human when interacting with environment, and create a "thinking" agent that allows for more efficient exploration in the DRL training process. The simulation results based on the Breakout game show that our scheme achieves a higher probability of obtaining a maximum score than does the baseline DRL algorithm, i.e., the asynchronous advantage actor-critic method. The proposed scheme therefore can be applied effectively to solving a complicated task in a real-world application.
where @math and @math represent the parameters of the estimation network and target network, respectively. To break the correlation between samples and to stabilize the convergence, Mnih @cite_0 introduced an that is used to store history samples and a that is updated asynchronously for every @math steps from the estimation network. Although DQN can solve a challenging problem in RL literature, it still has drawbacks, and has been improving since its inception in 2015. At first, Hasselt @cite_5 proposed a (DDQN) to reduce the overfitting problem in Q-learning by separating action evaluation from selection. In other words, the loss function ) is replaced by the following function:
@cite_0 @cite_5
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The recent years have witnessed the emerging of vector quantization (VQ) techniques for efficient similarity search. VQ partitions the feature space into a set of codewords and encodes data points as integer indices using the codewords. Then the distance between data points can be efficiently approximated by simple memory lookup operations. By the compact quantization, the storage cost, and searching complexity are significantly reduced, thereby facilitating efficient large-scale similarity search. However, the performance of several celebrated VQ approaches degrades significantly when dealing with noisy data. In addition, it can barely facilitate a wide range of applications as the distortion measurement only limits to @math norm . To address the shortcomings of the squared Euclidean ( @math norm) loss function employed by the VQ approaches, in this paper, we propose a novel robust and general VQ framework, named RGVQ, to enhance both robustness and generalization of VQ approaches. Specifically, a @math -norm loss function is proposed to conduct the @math -norm similarity search, rather than the @math norm search, and the @math -th order loss is used to enhance the robustness. Despite the fact that changing the loss function to @math norm makes VQ approaches more robust and generic, it brings us a challenge that a non-smooth and non-convex orthogonality constrained @math - norm function has to be minimized. To solve this problem, we propose a novel and efficient optimization scheme and specify it to VQ approaches and theoretically prove its convergence. Extensive experiments on benchmark data sets demonstrate that the proposed RGVQ is better than the original VQ for several approaches, especially when searching similarity in noisy data. We propose Bayesian Deep Q-Network (BDQN), a practical Thompson sampling based Reinforcement Learning (RL) Algorithm. Thompson sampling allows for targeted exploration in high dimensions through posterior sampling but is usually computationally expensive. We address this limitation by introducing uncertainty only at the output layer of the network through a Bayesian Linear Regression (BLR) model. This layer can be trained with fast closed-form updates and its samples can be drawn efficiently through the Gaussian distribution. We apply our method to a wide range of Atari games in Arcade Learning Environments. Since BDQN carries out more efficient exploration, it is able to reach higher rewards substantially faster than a key baseline, the double deep Q network (DDQN). We propose Bayesian Deep Q-Network (BDQN), a practical Thompson sampling based Reinforcement Learning (RL) Algorithm. Thompson sampling allows for targeted exploration in high dimensions through posterior sampling but is usually computationally expensive. We address this limitation by introducing uncertainty only at the output layer of the network through a Bayesian Linear Regression (BLR) model, which can be trained with fast closed-form updates and its samples can be drawn efficiently through the Gaussian distribution. We apply our method to a wide range of Atari games in Arcade Learning Environments. Since BDQN carries out more efficient exploration, it is able to reach higher rewards substantially faster than a key baseline, double deep Q network DDQN. Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens. Additionally, when trained with partial observations and evaluated with incrementally more complete observations, DRQN's performance scales as a function of observability. Conversely, when trained with full observations and evaluated with partial observations, DRQN's performance degrades less than DQN's. Thus, given the same length of history, recurrency is a viable alternative to stacking a history of frames in the DQN's input layer and while recurrency confers no systematic advantage when learning to play the game, the recurrent net can better adapt at evaluation time if the quality of observations changes.