Partially observed control problems are a challenging aspect of reinforcement learning. We extend two related, model-free algorithms for continuous control -- deterministic policy gradient and stochastic value gradient -- to solve partially observed domains using recurrent neural networks trained with backpropagation through time. We demonstrate that this approach, coupled with long-short term memory is able to solve a variety of physical control problems exhibiting an assortment of memory requirements. These include the short-term integration of information from noisy sensors and the identification of system parameters, as well as long-term memory problems that require preserving information over many time steps. We also demonstrate success on a combined exploration and memory problem in the form of a simplified version of the well-known Morris water maze task. Finally, we show that our approach can deal with high-dimensional observations by learning directly from pixels. We find that recurrent deterministic and stochastic policies are able to learn similarly good solutions to these tasks, including the water maze where the agent must learn effective search strategies.
Several groups @cite_22 @cite_26 @cite_21 have studied the use of model-free algorithms with recurrent networks to solve POMDPs with discrete action spaces. @cite_26 focused on relatively long-horizon ("deep") memory problems in small state-action spaces. In contrast, @cite_21 modified the Atari DQN architecture @cite_7 (i.e. they perform control from high-dimensional pixel inputs) and demonstrated that recurrent Q learning @cite_22 can perform the required information integration to resolve short-term partial observability (e.g. to estimate velocities) that is achieved via stacks of frames in the original DQN architecture.
@cite_26 @cite_21 @cite_22 @cite_7
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Deep Reinforcement Learning methods have achieved state of the art performance in learning control policies for the games in the Atari 2600 domain. One of the important parameters in the Arcade Learning Environment (ALE) is the frame skip rate. It decides the granularity at which agents can control game play. A frame skip value of @math allows the agent to repeat a selected action @math number of times. The current state of the art architectures like Deep Q-Network (DQN) and Dueling Network Architectures (DuDQN) consist of a framework with a static frame skip rate, where the action output from the network is repeated for a fixed number of frames regardless of the current state. In this paper, we propose a new architecture, Dynamic Frame skip Deep Q-Network (DFDQN) which makes the frame skip rate a dynamic learnable parameter. This allows us to choose the number of times an action is to be repeated based on the current state. We show empirically that such a setting improves the performance on relatively harder games like Seaquest. Recurrent neural networks (RNNs) such as long short-term memory and gated recurrent units are pivotal building blocks across a broad spectrum of sequence modeling problems. This paper proposes a recurrently controlled recurrent network (RCRN) for expressive and powerful sequence encoding. More concretely, the key idea behind our approach is to learn the recurrent gating functions using recurrent networks. Our architecture is split into two components - a controller cell and a listener cell whereby the recurrent controller actively influences the compositionality of the listener cell. We conduct extensive experiments on a myriad of tasks in the NLP domain such as sentiment analysis (SST, IMDb, Amazon reviews, etc.), question classification (TREC), entailment classification (SNLI, SciTail), answer selection (WikiQA, TrecQA) and reading comprehension (NarrativeQA). Across all 26 datasets, our results demonstrate that RCRN not only consistently outperforms BiLSTMs but also stacked BiLSTMs, suggesting that our controller architecture might be a suitable replacement for the widely adopted stacked architecture. Additionally, RCRN achieves state-of-the-art results on several well-established datasets. Learning to act optimally in a complex, dynamic and noisy environment is a hard problem. Various threads of research from reinforcement learning, animal conditioning, operations research, machine learning, statistics and optimal control are beginning to come together to offer solutions to this problem. I present a thesis in which novel algorithms are presented for learning the dynamics, learning the value function, and selecting good actions for Markov decision processes. The problems considered have high-dimensional factored state and action spaces, and are either fully or partially observable. The approach I take is to recognize similarities between the problems being solved in the reinforcement learning and graphical models literature, and to use and combine techniques from the two fields in novel ways. In particular I present two new algorithms. First, the DBN algorithm learns a compact representation of the core process of a partially observable MDP. Because inference in the DBN is intractable, I use approximate inference to maintain the belief state. A belief state action-value function is learned using reinforcement learning. I show that this DBN algorithm can solve POMDPs with very large state spaces and useful hidden state. Second, the PoE algorithm learns an approximation to value functions over large factored state-action spaces. The algorithm approximates values as (negative) free energies in a product of experts model. The model parameters can be learned efficiently because inference is tractable in a product of experts. I show that good actions can be found even in large factored action spaces by the use of brief Gibbs sampling. These two new algorithms take techniques from the machine learning community and apply them in new ways to reinforcement learning problems. Simulation results show that these new methods can be used to solve very large problems. The DBN method is used to solve a POMDP with a hidden state space and an observation space of size greater than 2180. The DBN model of the core process has 232 states represented as 32 binary variables. The PoE method is used to find actions in action spaces of size 240 . This paper presents Recurrent Policy Gradients, a modelfree reinforcement learning (RL) method creating limited-memory stochastic policies for partially observable Markov decision problems (POMDPs) that require long-term memories of past observations. The approach involves approximating a policy gradient for a Recurrent Neural Network (RNN) by backpropagating return-weighted characteristic eligibilities through time. Using a "Long Short-Term Memory" architecture, we are able to outperform other RL methods on two important benchmark tasks. Furthermore, we show promising results on a complex car driving simulation task.