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.
Another major drawback of DQN is training time. DQN requires a training time of 7--8 days to surpass human performance in each Atari game. Therefore, in 2016, Mnih @cite_13 introduced an asynchronous version of DQN as well as of A3C. The simulation shows that A3C drastically speeds up the training process to only 1--3 days on CPU compared to DQN. Therefore, A3C becomes a baseline approach for deep RL. In this paper, we use A3C as a benchmark algorithm for comparisons with our proposed scheme.
@cite_13
2788862220 2893662673 2151210636 2755682530
Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN. Deep reinforcement learning (RL) algorithms have shown an impressive ability to learn complex control policies in high-dimensional environments. However, despite the ever-increasing performance on popular benchmarks such as the Arcade Learning Environment (ALE), policies learned by deep RL algorithms often struggle to generalize when evaluated in remarkably similar environments. In this paper, we assess the generalization capabilities of DQN, one of the most traditional deep RL algorithms in the field. We provide evidence suggesting that DQN overspecializes to the training environment. We comprehensively evaluate the impact of traditional regularization methods, @math -regularization and dropout, and of reusing the learned representations to improve the generalization capabilities of DQN. We perform this study using different game modes of Atari 2600 games, a recently introduced modification for the ALE which supports slight variations of the Atari 2600 games traditionally used for benchmarking. Despite regularization being largely underutilized in deep RL, we show that it can, in fact, help DQN learn more general features. These features can then be reused and fine-tuned on similar tasks, considerably improving the sample efficiency of DQN. The combination of modern Reinforcement Learning and Deep Learning approaches holds the promise of making significant progress on challenging applications requiring both rich perception and policy-selection. The Arcade Learning Environment (ALE) provides a set of Atari games that represent a useful benchmark set of such applications. A recent breakthrough in combining model-free reinforcement learning with deep learning, called DQN, achieves the best real-time agents thus far. Planning-based approaches achieve far higher scores than the best model-free approaches, but they exploit information that is not available to human players, and they are orders of magnitude slower than needed for real-time play. Our main goal in this work is to build a better real-time Atari game playing agent than DQN. The central idea is to use the slow planning-based agents to provide training data for a deep-learning architecture capable of real-time play. We proposed new agents based on this idea and show that they outperform DQN. Finishing 90-epoch ImageNet-1k training with ResNet-50 on a NVIDIA M40 GPU takes 14 days. This training requires 10^18 single precision operations in total. On the other hand, the world's current fastest supercomputer can finish 2 * 10^17 single precision operations per second ( 2017, this https URL). If we can make full use of the supercomputer for DNN training, we should be able to finish the 90-epoch ResNet-50 training in one minute. However, the current bottleneck for fast DNN training is in the algorithm level. Specifically, the current batch size (e.g. 512) is too small to make efficient use of many processors. For large-scale DNN training, we focus on using large-batch data-parallelism synchronous SGD without losing accuracy in the fixed epochs. The LARS algorithm (You, Gitman, Ginsburg, 2017, arXiv:1708.03888) enables us to scale the batch size to extremely large case (e.g. 32K). We finish the 100-epoch ImageNet training with AlexNet in 11 minutes on 1024 CPUs. About three times faster than Facebook's result ( 2017, arXiv:1706.02677), we finish the 90-epoch ImageNet training with ResNet-50 in 20 minutes on 2048 KNLs without losing accuracy. State-of-the-art ImageNet training speed with ResNet-50 is 74.9 top-1 test accuracy in 15 minutes. We got 74.9 top-1 test accuracy in 64 epochs, which only needs 14 minutes. Furthermore, when we increase the batch size to above 16K, our accuracy is much higher than Facebook's on corresponding batch sizes. Our source code is available upon request.