Beyond DQN
Professur für Künstliche Intelligenz - Fakultät für Informatik
Bellemare et al. (2017) A Distributional Perspective on Reinforcement Learning. arXiv:1707.06887
V^\pi(s) = \mathbb{E}_\pi [R_t | s_t = s]
Q^\pi(s, a) = \mathbb{E}_\pi [R_t | s_t = s, a_t = a]
We select actions with the highest expected return, which makes sense on the long term.
Suppose we have two actions a_1 and a_2, which provide different returns with the same probability:
R(a_1) = \{100, 200\}
R(a_2) = \{-100, 400\}
Their Q-value is the same: Q(a_1) = Q(a_2) = 150, so if you play them an infinity of times, they are both optimal.
But suppose that, after learning, you can only try a single action. Which one do you chose?
RL does not distinguish safe from risky actions.
R_t \sim \mathcal{Z}^\pi(s_t, a_t)
Q^\pi(s, a) = \mathbb{E}_\pi [\mathcal{Z}^\pi(s, a)]
In categorical DQN (Bellemare et al., 2017), we model the distribution of returns as a discrete probability distribution.
We first need to identify the minimum and maximum returns R_\text{min} and R_\text{max} possible in the problem.
We then split the range [R_\text{min}, R_\text{max}] in n discrete bins centered on the atoms \{z_i\}_{i=1}^n.
The probability that the return obtained the action (s, a) lies in the bin of the atom z_i is noted p_i(s, a).
A discrete probability dustribution can be approximated by a neural network F with parameters \theta, using a softmax output layer:
p_i(s, a; \theta) = \frac{\exp F_i(s, a; \theta)}{\sum_{j=1}^{n} \exp F_j(s, a; \theta)}
Bellemare et al. (2017) A Distributional Perspective on Reinforcement Learning. arXiv:1707.06887
\mathcal{Z}_\theta(s, a) = \sum_a p_i(s, a; \theta) \,\delta_{z_i}
where \delta_{z_i} is a Dirac distribution centered on the atom z_i.
Q_\theta(s, a) = \mathbb{E} [\mathcal{Z}_\theta(s, a)] = \sum_{i=1}^{n} p_i(s, a; \theta) \, z_i
The only thing we need is a neural network \theta returning for each action a in the state s a discrete probability distribution \mathcal{Z}_\theta(s, a) instead of a single Q-value Q_\theta(s, a).
The NN uses a softmax activation function for each action.
Action selection is similar to DQN: we first compute the Q_\theta(s, a) and apply greedy / \epsilon-greedy / softmax over the actions.
Q_\theta(s, a) = \sum_{i=1}^{n} p_i(s, a; \theta) \, z_i
The number n of atoms for each action should be big enough to represent the range of returns.
A number that works well with Atari games is n=51:
How do we learn the distribution of returns \mathcal{Z}_\theta(s, a) of parameters \{p_i(s, a; \theta)\}_{i=1}^n?
In Q-learning, we minimize the mse between the prediction Q_\theta(s, a) and the target:
\mathcal{T} \, Q_\theta(s, a) = r + \gamma \, Q_\theta(s', a')
where \mathcal{T} is the Bellman operator.
\min_\theta (\mathcal{T} \, Q_\theta(s, a) - Q_\theta(s, a))^2
We do the same here:
\mathcal{T} \, \mathcal{Z}_\theta(s, a) = r(s, a) + \gamma \, \mathcal{Z}_\theta(s', a')
\min_\theta \text{KL}(\mathcal{T} \, \mathcal{Z}_\theta(s, a) || \mathcal{Z}_\theta(s, a))
Let’s note P^\pi \, \mathcal{Z} the return distribution of the greedy action in the next state \mathcal{Z}_\theta(s', a').
Multiplying the returns by the discount factor \gamma < 1 shrinks the return distribution (its support gets smaller).
The atoms z_i of \mathcal{Z}_\theta(s', a') now have the position \gamma \, z_i, but the probabilities stay the same.
z'_i = r + \gamma \, z_i
But now we have a problem: the atoms z'_i of \mathcal{T} \, \mathcal{Z}_\theta(s, a) do not match with the atoms z_i of \mathcal{Z}_\theta(s, a).
We need to interpolate the target distribution to compare it with the predicted distribution.
We need to apply a projection \Phi so that the bins of \mathcal{T} \, \mathcal{Z}_\theta(s, a) are the same as the ones of \mathcal{Z}_\theta(s, a).
The formula sounds complicated, but it is basically a linear interpolation:
(\Phi \, \mathcal{T} \, \mathcal{Z}_\theta(s, a))_i = \sum_{j=1}^n \big [1 - \frac{| [\mathcal{T}\, z_j]_{R_\text{min}}^{R_\text{max}} - z_i|}{\Delta z} \big ]_0^1 \, p_j (s', a'; \theta)
We now have two distributions \mathcal{Z}_\theta(s, a) and \Phi \, \mathcal{T} \, \mathcal{Z}_\theta(s, a) sharing the same support.
We now want to have the prediction \mathcal{Z}_\theta(s, a) close from the target \Phi \, \mathcal{T} \, \mathcal{Z}_\theta(s, a).
These are probability distributions, not numbers, so we cannot use the mse.
We instead minimize the Kullback-Leibler (KL) divergence between the two distributions.
Let’s consider a parameterized discrete distribution X_\theta and a discrete target distribution T.
The KL divergence between the two distributions is:
\text{KL}(T || X_\theta) = \mathbb{E}_{t \sim T} [- \log \, \frac{X_\theta}{T}]
\text{KL}(X_\theta || T) = \mathbb{E}_{t \sim T} [- \log \, X_\theta + \log T] = H(X_\theta, T) - H(T)
\nabla_\theta \, \text{KL}(X_\theta || T) = \mathbb{E}_{t \sim T} [- \nabla_\theta \, \log \, X_\theta]
Minimizing the KL divergence is the same as minimizing the cross-entropy.
Neural networks with a softmax output layer and the cross-entropy loss function can do that.
\mathcal{L}(\theta) = \mathbb{E}_{\mathcal{D}} [ - \mathbf{t} \, \log \mathbf{y} ]
Initialize value network Q_{\theta} and target network Q_{\theta'}.
Initialize experience replay memory \mathcal{D} of maximal size N.
for t \in [0, T_\text{total}]:
Select an action a_t based on Q_\theta(s_t, a), observe s_{t+1} and r_{t+1}.
Store (s_t, a_t, r_{t+1}, s_{t+1}) in the experience replay memory.
Every T_\text{train} steps:
Sample a minibatch \mathcal{D}_s randomly from \mathcal{D}.
For each transition (s_k, a_k, r_k, s'_k) in the minibatch:
Update the value network Q_{\theta} on \mathcal{D}_s to minimize:
\mathcal{L}(\theta) = \mathbb{E}_{\mathcal{D}_s}[(t_k - Q_\theta(s_k, a_k))^2]
Every T_\text{target} steps:
Initialize distributional value network Z_{\theta} and target network Z_{\theta'}, experience replay memory \mathcal{D}.
Every T_\text{train} steps:
Sample a minibatch \mathcal{D}_s randomly from \mathcal{D}.
For each transition (s_k, a_k, r_k, s'_k) in the minibatch:
a'_k = \text{argmax}_a \, \mathbb{E}[Z_{\theta'}(s'_k, a)]
TZ_k = r_k + \gamma \, Z_{\theta'}(s'_k, a'_k)
\mathbf{t}_k = \text{Projection}(TZ_k, Z_\theta(s_k, a_k))
Update the value network Q_{\theta} on \mathcal{D}_s to minimize the cross-entropy:
\mathcal{L}(\theta) = \mathbb{E}_{\mathcal{D}_s}[ - \mathbf{t}_k \, \log Z_\theta(s_k, a_k)]
Bellemare et al. (2017) A Distributional Perspective on Reinforcement Learning. arXiv:1707.06887
Bellemare et al. (2017) A Distributional Perspective on Reinforcement Learning. arXiv:1707.06887
Having the full distribution of returns allow to deal with uncertainty.
For certain actions in critical states, one could get a high return (killing an enemy) or no return (death).
The distribution reflects that the agent is not certain of the goodness of the action. Expectations would not provide this information.
Bellemare et al. (2017) A Distributional Perspective on Reinforcement Learning. arXiv:1707.06887
Bellemare et al. (2017) A Distributional Perspective on Reinforcement Learning. arXiv:1707.06887
Dabney et al. (2017) Distributional Reinforcement Learning with Quantile Regression. arXiv:1710.10044
Dabney et al. (2018) Implicit Quantile Networks for Distributional Reinforcement Learning. arXiv:1806.06923.
Gruslys et al. (2017) The Reactor: A fast and sample-efficient Actor-Critic agent for Reinforcement Learning. arXiv:1704.04651.
Fortunato et al. (2017) Noisy Networks for Exploration. arXiv:170610295
DQN and its variants rely on \epsilon-greedy action selection over the Q-values to explore.
The exploration parameter \epsilon is annealed during training to reach a final minimal value.
It is preferred to softmax action selection, where \tau scales with the unknown Q-values.
The problem is that it is a global exploration mechanism: well-learned states do not need as much exploration as poorly explored ones.
\epsilon-greedy and softmax add exploratory noise to the output of DQN:
What about adding noise to the parameters (weights and biases) of the DQN, what would change the greedy action everytime?
Controlling the level of noise inside the neural network indirectly controls the exploration level.
Plappert et al. (2018) Parameter Space Noise for Exploration. arXiv:1706.01905.
Parameter noise builds on the idea of Bayesian deep learning.
Instead of learning a single value of the parameters:
y = \theta_1 \, x + \theta_0
we learn the distribution of the parameters, for example by assuming they come from a normal distribution:
\theta \sim \mathcal{N}(\mu_\theta, \sigma_\theta^2)
\theta = \mu_\theta + \sigma_\theta \, \epsilon
with \epsilon \sim \mathcal{N}(0, 1) a random variable.
y = (\mu_{\theta_1} + \sigma_{\theta_1} \, \epsilon_1) \, x + \mu_{\theta_0} + \sigma_{\theta_0} \, \epsilon_0
\theta \sim \mathcal{N}(\mu_\theta, \sigma_\theta^2)
As the random variables \epsilon_i \sim \mathcal{N}(0, 1) are not correlated with anything, the variances \sigma_\theta^2 should decay to 0.
The variances \sigma_\theta^2 represent the uncertainty about the prediction y.
Applied to DQN, this means that a state which has not been visited very often will have a high uncertainty:
The predicted Q-values will change a lot between two evaluations.
The greedy action might change: exploration.
Conversely, a well-explored state will have a low uncertainty:
Noisy DQN uses greedy action selection over noisy Q-values.
The level of exploration is learned by the network on a per-state basis. No need for scheduling!
Parameter noise improves the performance of \epsilon-greedy-based methods, including DQN, dueling DQN, A3C, DDPG (see later), etc.
Fortunato et al. (2017) Noisy Networks for Exploration. arXiv:170610295
Hessel et al. (2017) Rainbow: Combining Improvements in Deep Reinforcement Learning. arXiv:1710.02298
We have seen various improvements over a few years (2013-2017):
\mathcal{L}(\theta) = \mathbb{E}_\mathcal{D} [(r + \gamma \, Q_{\theta'}(s´, \text{argmax}_{a'} Q_{\theta'}(s', a')) - Q_\theta(s, a))^2]
\mathcal{L}(\theta) = \mathbb{E}_\mathcal{D} [(r + \gamma \, Q_{\theta'}(s´, \text{argmax}_{a'} Q_{\theta}(s', a')) - Q_\theta(s, a))^2]
P(k) = \frac{(|\delta_k| + \epsilon)^\alpha}{\sum_k (|\delta_k| + \epsilon)^\alpha}
Q_\theta(s, a) = V_\alpha(s) + A_\beta(s, a)
\mathcal{L}(\theta) = \mathbb{E}_{\mathcal{D}_s}[ - \mathbf{t}_k \, \log Z_\theta(s_k, a_k)]
\theta = \mu_\theta + \sigma_\theta \, \epsilon
Which of these improvements should we use?
Answer: all of them.
The rainbow network combines :
double dueling DQN with PER.
categorical learning of return distributions.
parameter noise for exploration.
n-step return (n=3) for the bias/variance trade-off:
R_t = \sum_{k=0}^{n-1} \gamma^k r_{t+k+1} + \gamma^n \, \max_a Q(s_{t+n}, a)
It outperforms any of the single improvements.
Hessel et al. (2017) Rainbow: Combining Improvements in Deep Reinforcement Learning. arXiv:1710.02298
Most of these mechanisms are necessary to achieve optimal performance (ablation studies).
n-step returns, PER and distributional learning are the most critical.
Interestingly, double Q-learning does not have a huge effect on the Rainbow network:
You can find good implementations of Rainbow DQN on all major frameworks, for example on rllib
:
https://docs.ray.io/en/latest/rllib-algorithms.html#deep-q-networks-dqn-rainbow-parametric-dqn
Hessel et al. (2017) Rainbow: Combining Improvements in Deep Reinforcement Learning. arXiv:1710.02298
Hausknecht and Stone (2015) Deep Recurrent Q-Learning for Partially Observable MDPs. arXiv:1507.06527
Atari games are POMDP: each frame is a partial observation, not a Markov state.
One cannot infer the velocity of the ball from a single frame.
Hausknecht and Stone (2015) Deep Recurrent Q-Learning for Partially Observable MDPs. arXiv:1507.06527
The trick used by DQN and its variants is to stack the last four frames and provide them as inputs to the CNN.
The last 4 frames have (almost) the Markov property.
\mathbf{h}_t = f(W_x \times \mathbf{x}_t + W_h \times \mathbf{h}_{t-1} + \mathbf{b})
The output at time t depends on the whole history of inputs (\mathbf{x}_0, \mathbf{x}_1, \ldots, \mathbf{x}_t).
Using the output of a LSTM as a state representation, we can make sure that we have the Markov property, and RL will work:
P(\mathbf{h}_{t+1} | \mathbf{h}_t) = P(\mathbf{h}_{t+1} | \mathbf{h}_t, \mathbf{h}_{t-1}, \ldots, \mathbf{h}_0)
For the neural network, it is just a matter of adding a LSTM layer before the output layer.
The convolutional layers are feature extractors for the LSTM layer.
The loss function does not change: backpropagation (through time) all along.
\mathcal{L}(\theta) = \mathbb{E}_\mathcal{D} [(r + \gamma \, Q_{\theta'}(s´, \text{argmax}_{a'} Q_{\theta}(s', a')) - Q_\theta(s, a))^2]
Hausknecht and Stone (2015) Deep Recurrent Q-Learning for Partially Observable MDPs. arXiv:1507.06527
The only problem is that RNNs are trained using truncated backpropagation through time (BPTT).
One needs to provide a partial history of T = 10 inputs to the network in order to learn one output:
(\mathbf{x}_{t-T}, \mathbf{x}_{t-T+1}, \ldots, \mathbf{x}_t)
(s_{t-T}, a_{t-T}, r_{t-T+1}, s_{t-T+1}, \ldots, s_t, a_t, r_{t+1}, s_{t+1})
Hausknecht and Stone (2015) Deep Recurrent Q-Learning for Partially Observable MDPs. arXiv:1507.06527
Beware: LSTMs are extremely slow to train (but not to use).
Stacking frames is still a reasonable option.
Hausknecht and Stone (2015) Deep Recurrent Q-Learning for Partially Observable MDPs. arXiv:1507.06527
The DQN value network Q_\theta(s, a) has two jobs:
actor: it interacts with the environment to sample (s, a, r, s') transitions.
learner: it learns from minibatches out of the replay memory.
The weights of the value network lie on the same CPU/GPU, so the two jobs have to be done sequentially: computational bottleneck.
Nair et al. (2015) Massively Parallel Methods for Deep Reinforcement Learning. arXiv:1507.04296
The Gorila framework splits DQN into multiple actors and multiple learners.
Each actor (or worker) interacts with its copy of the environment and stores transitions in a distributed replay buffer.
Each learner samples minibatches from the replay buffer and computes gradients w.r.t the DQN loss.
The parameter server (master network) applies the gradients on the parameters and frequently synchronizes the actors and learners.
Nair et al. (2015) Massively Parallel Methods for Deep Reinforcement Learning. arXiv:1507.04296
Nair et al. (2015) Massively Parallel Methods for Deep Reinforcement Learning. arXiv:1507.04296
Having multiple workers interacting with different environments is easy in simulation (Atari games).
With physical environments, working in real time, it requires lots of money…
With more experience, Deepmind realized that a single learner is better. Distributed SGD (computing gradients with different learners) is not very efficient.
What matters is collecting transitions very quickly (multiple workers) but using prioritized experience replay to learn from the most interesting ones.
Horgan et al. (2018) Distributed Prioritized Experience Replay. arXiv:180300933
Horgan et al. (2018) Distributed Prioritized Experience Replay. arXiv:180300933
The multiple parallel workers can collect much more frames, leading to the better performance.
The learner uses n-step returns and the double dueling DQN network architecture, so it is not much different from Rainbow DQN internally.
Horgan et al. (2018) Distributed Prioritized Experience Replay. arXiv:180300933
R2D2 builds on Ape-X and DRQN:
Additionally solving practical problems with LSTMs (initial state), it became the state of the art on Atari-57 until 2019.
Kapturowski et al. (2019) Recurrent experience replay in distributed reinforcement learning. ICLR.