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Human-level control through deep reinforcement learning

Gianluca Peri, PhD Student Unifi

mainly from Google DeepMind - Nature - 2015

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Chapter I - Introduction

R. Sutton & A.Barto, Reinforcement Learning: An Introduction, 2018.

C. Watkins & P. Dayan, Q-learning, 1992

V. Mnih et al, Playing Atari with Deep Reinforcement Learning, 2013

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Reinforcement

Learning

Learning paradigm useful in contexts interpretable as agent-environment

Formally:

  • The loss is not well defined for each sample

  • Different performances lead to different samples

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Note: agents, states, actions, and policies

Agent

Equipped with policy

Environment

Defines all possible states

1 Game ≡ 1 Episode

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We want to find the best policy!

Of course there is no best policy a priori, instead it depends on the reward signal.

We must specify what we want from the agent: to do this any state of the environment can be associated with a reward signal R(s). We can think of states without reward as ones with reward set to zero.

The best policy will be the one maximizing the expected cumulative reward!

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Finding the best policy is easy!

(on paper)

We define the state-action value function q(s,a): it is defined as the expected cumulative reward of being in the state s and performing the action a.

Once we have q(s,a) the best policy π(a|s) is simply the one assigning probability 1 to:

But the problem now is how to find q(s,a)

A priori we don’t know the probabilities needed to compute the expectation value, and even if we knew them the state-action space is almost always too big to compute the expectation value anyway!

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Q-learning

Id est: a smart method for approximating the value of the state-action value function

When the spaces of states and actions are discrete and finite the Q-function becomes a Q-table (initialized at random!).

Q-Table

Action 1

Action 2

Action 3

State 1

3.24

-2.12

1.00

State 2

0.21

1.12

-0.50

…..

…..

…..

…..

From the Q-table we can extract a (training) policy by normalizing the rows of the Q-table. We choose to do it via epsilon greedy policy implementation:

π-Table

Action 1

Action 2

Action 3

State 1

(1-ε)

ε/2

ε/2

State 2

ε/2

(1-ε)

ε/2

…..

…..

…..

…..

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Q-learning

Id est: a smart method for approximating the value of the state-action value function

The elements of the Q-table are updated, at every move, via the Q-learning algorithm:

But what if the spaces are not discrete? Or simply too big to handle with a table?

The use of this algorithm is motivated by the Q-learning convergence theorem (Watkins and Dayan, 1992), that proves the convergence of this algorithm to the optimal policy in the limit of infinite exploration.

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Deep Q-learning

A good idea to handle continuous (or simply too big) state spaces.

The idea is simply get the state-action value function through a neural network instead of relying on a lookup table.

In practice it generates one row of the new infinite Q-table. Notice that the action space is still assumed finite.

But the problem becomes how to adapt the Q-learning update rule to this new context!

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Chapter II - The paper

How to train a deep Q-network (without instability issues)

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The Experience Replay Trick

A trick to turn our RL problem into a regression one.

  1. Start with a random Q-network

  • Play for a bit, recording s, a, r , ŷ(a|s), ŷ(a’|s’) for each game state.

  • Once we have enough memory build a regression batch with the function characteristic of Q-learning optimization

  • Train the Q-network with a MSE loss on this batch (shuffled)

  • Repeat from 2.

But this is not all!

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Stop moving the target! (for a bit)

The second key idea needed to avoid instabilities during training.

We must also fix the network that builds the regression target, and update it only every C steps, with C a not too small number.

Final version of the algorithm’s loss:

  • MSE loss
  • Training step on minibatch U(D) made with experience replay
  • 𝜶 set to 1
  • The network under training has parameters 𝜃, while network used for target building has the old parameters 𝜃

That’s it! End of the theory! Let’s see the results.

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Note: details of DQN implementation

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Performance of DQN on Atari Games

100% represents the performance of a professional human game tester. 75% is chosen to represent the mean performance of a non professional human player.

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Thanks for the

attention!