# Tag Info

14

How does this method differ from the experience replay, as they both use past information in the training? What's the typical application of both techniques? Using a recurrent neural network is one way for an agent to build a model of hidden or unobserved state in order to improve its predictions when direct observations do not give enough information, but ...

10

Here's an intuitive description answer: Function approximation can be done with any parameterizable function. Consider the problem of a $Q(s,a)$ space where $s$ is the positive reals, $a$ is $0$ or $1$, and the true Q-function is $Q(s, 0) = s^2$, and $Q(s, 1)= 2s^2$, for all states. If your function approximator is $Q(s, a) = m*s + n*a + b$, there exists no ...

6

Eligibility traces is a method of weighting between temporal-difference "targets" and Monte-Carlo "returns". In practice, for example, instead of using the one-step TD target, $r_t + \gamma V (s_{t+1})$, as in the temporal difference update $V (s_t) \leftarrow V (s_t) + \alpha (r_t + \gamma V (s_{t+1}) − V (s_t))$, you use the so-called &...

6

DQN and AlphaZero do not share much in terms of implementation. However, they are based on the same Reinforcement Learning (RL) theoretical framework. If you understand terms like MDP, reward, return, value, policy, then these are interchangeable between DQN and AlphaZero. When it comes to implementation, and what each part of the system is doing, then this ...

5

No. DQN and other deep RL methods work well with fully connected layers. Here's an implementation of DQN which doesn't use CNNs: github.com/keon/deep-q-learning/blob/master/dqn.py DeepMind mostly use CNN because they use image as input state, and that because they tried to evaluate performance of their methods vs humans performance. Humane performance is ...

5

I have done some research and would like to share. Generally to eliminate the use of target network one needs to show that training would be stable under off-policy semi-gradient. There are two approaches that might work: Experience reweighting Constrained optimization Experience reweighting Probably the simplest idea is to use importance sampling ...

5

We can start with equation (30): $$\bar{A}(s) = P(a \neq \tilde{a}) \mathbb{E}_{(a,\tilde{a})\sim(\pi,\tilde{\pi}|a\neq\tilde{a})} [A_\pi(s, \tilde{a}) - A_\pi(s, a)]$$ Taking the absolute value of both sides, the equality remains true. We can pull the probability term out of the absolute value since it is guaranteed to be nonnegative. $$|\bar{A}(s)| = ... 5 To model chess as a Markov decision problem (MDP) you can refer to the AlphaZero paper (Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm). The exact details can be found starting from the bottom of page 13. Briefly, an action is described by picking a piece and then picking a move with it. The size of the board is 8 by ... 5 I am not 100% sure if the following is the only/complete story, but I'm quite confident it's at least part of the story: In the PPO paper, after describing the standard policy gradient objective L^{PG}, they mention the following: While it is appealing to perform multiple steps of optimization on this loss L^{PG} using the same trajectory, doing so ... 5 Instead of having the AI learn what action to take, you can alternatively train it to judge how "good" a position is. In order to determine what move to make, you don't ask the AI "This is the current state, what move should I make", you iterate through all possible moves, and feed the the resulting state into the AI asking "How good do you think this new ... 5 In order for the algorithm to have stable behavior, the replay buffer should be large enough to contain a wide range of experiences, but it may not always be good to keep everything. The larger the experience replay, the less likely you will sample correlated elements, hence the more stable the training of the NN will be. However, a large experience replay ... 5 As far as I'm aware, it is still somewhat of an open problem to get a really clear, formal understanding of exactly why / when we get a lack of convergence -- or, worse, sometimes a danger of divergence. It is typically attributed to the "deadly triad" (see 11.3 of the second edition of Sutton and Barto's book), the combination of: Function approximation, ... 5 This answer will point the reader to potentially useful resources, but I can't ensure that the courses are good (because I have never followed them). Free Reinforcement Learning in the Open AI Gym (a small course that you can find in the YouTube channel suggested in the other answer) by Phil Tabor The free course Advanced Deep Learning & Reinforcement ... 5 Q-learning (and also its deep variant, and most of the other well-known reinforcement learning algorithms) are inherently learning approaches for single-agent environments. The entire problem setting that these algorithms are developed for (Markov decision processes, or MDPs) is always framed in terms of a single agent situated in some environment, where ... 5 If you're interested in the theory behind Double Q-learning (not deep!), the reference paper would be Double Q-learning by Hado van Hasselt (2010). As for Double deep Q-learning (also called DDQN, short for Double Deep Q-networks), the reference paper would be Deep Reinforcement Learning with Double Q-learning by Van Hasselt et al. (2016), as pointed out ... 4 Filling values is totally fine. In the case of image recognition the filling will be the background of the image (examples). For example in Belot you have total of 32 cards, which can be 32 boolean features. You can set the ones the player has to 1, while the rest are 0. Note that the in most games you'll need more features than the cards in your hand. I.e ... 4 Even after several years of success of deep learning systems (i.e. neural networks trained with gradient descent and back-propagation), as far as I know, there is not yet a consensus on what constitutes a deep neural network. Some people could use a neural network with 2 hidden layers and call it deep (like in your case), but other people may just dedicate ... 4 You need to read this 2020 paper by Deepmind: "Revisiting Fundamentals of Experience Replay" Also, to add to the answer by @nbro Assume you implement experience replay as a buffer where the newest memory is stored instead of the oldest. Then, if your buffer contains 100k entries, any memory will remain there for exactly 100k iterations. Such a ... 4 In some cases we may wish to have a discount factor \gamma_t which depends on time t (or depends on state s_t and/or action a_t, leading to an indirect dependence on time t). Indeed we do not usually do this, but it does happen sometimes. I guess that, from a theoretical point of view, it was very easy of the authors to make their algorithm more ... 4 First, the derivative is usually taken with respect to a variable (input) of the function. Hence the notation \frac{df}{dx} for some function f(x). If you look at your equation more carefully$$\nabla log P(\tau^{i};\theta) = \Sigma_{t=0}\nabla_{\theta}log\pi(a_{t}|s_t, \theta).$$You will see that the gradient is taken with respect to \theta, which ... 4 For the programming part I suggest this YouTube channel by Phil Tabor (he also has a website: neuralnet.ai. I found his videos really useful while I was attending reinforcement learning classes at the uni. He covers basic algorithms like value iteration and policy iteration and also more advanced like deep q learning, covering all main python libraries (... 4 The way you have described tends to be the common approach. There are of course other ways that you could do this e.g. using an exponential decay, or to only decay after a 'successful' episode, albeit in the latter case I imagine you would want to start with a smaller \epsilon value and then decay by a larger amount. 3 For tabular Q-learning, the q-values for state s and action a are updated according to$$ Q(s, a) \gets Q(s, a) + \alpha [(r + max_{a'} Q(s', a')) - Q(s,a)]  where $\alpha$ is the learning rate and $(r + max_{a'} Q(s', a')) - Q(s,a)$ is the difference between the current estimate of the q-value, $Q(s,a)$, and the target, $r + max_{a'} Q(s', a')$. The ...

3

Considering your use case, I would not use Deep Learning methods... what is the point? Instead of just winning, good AI is fun to play with. In practice when fine tuning game mechanics, you will want to analyze the game for churning events. Then it would be nice, if you could show the AI that "Hey, this is messed up, could you come up with a nice way of ...

3

I think this was just a "clever" design choice. You can actually design a neural network (NN), to represent your Q function, which receives as input the state and an action and outputs the corresponding Q value. However, to obtain $\max_aQ(s', a)$ (which is a term of the update rule of the Q-learning algorithm) you would need a "forward pass" of this network ...

3

The differences you have observed between the two different versions of the TRPO paper are due to different formalizations of the problem and the objective. In the first version of the paper you linked, they start out in Section 2 by defining Markov Decision Processes (MDPs) as tuples that, among other things, have a cost function \$c : \mathcal{S} \...

3

The purpose of Reinforcement Learning is to maximize some notion of cumulative reward, leading me to the point (1) : as far as I understand, there is no timesteps in your problem and the "reward" is immediate. Thus, I don't think reinforcement is suitable here. On an other hand, in supervised learning, linear regression is the task of approximating a ...

3

There are several common deep reinforcement algorithms and models apart from deep Q networks (or deep Q learning). I will list them below (along with a link to the paper that introduces them or a resource that describes them). Proximal policy optimization (PPO) Trust region policy optimization (TRPO) Deep deterministic policy gradient (DDPG) Asynchronous ...

3

Dueling-DQN has different network architecture comparing to vanilla DQN, so I don't think your version will work as well as the Dueling architecture. From Wang et al., 2016, Dueling Network Architectures for Deep Reinforcement Learning On the other hand, since we only have the target Q-value, separating the Q-value into state value and advantage result ...

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