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ADOPT: Modified Adam Can Converge with Any $β_2$ with the Optimal Rate
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ADOPT: Modified Adam Can Converge with Any $β_2$ with the Optimal Rate
DDPG, or Deep Deterministic Policy Gradient, is an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. It combines the actor-critic approach with insights from DQNs: in particular, the insights that 1) the network is trained off-policy with samples from a replay buffer to minimize correlations between samples, and 2) the network is trained with a target Q network to give consistent targets during temporal difference backups. DDPG makes use of the same ideas along with batch normalization.
Dropout as a Bayesian Approximation: Representing Model Uncertainty in Deep Learning
Weight Normalization is a normalization method for training neural networks. It is inspired by batch normalization, but it is a deterministic method that does not share batch normalization's property of adding noise to the gradients. It reparameterizes each $k$-dimentional weight vector $\textbf{w}$ in terms of a parameter vector $\textbf{v}$ and a scalar parameter $g$ and to perform stochastic gradient descent with respect to those parameters instead. Weight vectors are expressed in terms of the new parameters using: $$ \textbf{w} = \frac{g}{\Vert\\textbf{v}\Vert}\textbf{v}$$ where $\textbf{v}$ is a $k$-dimensional vector, $g$ is a scalar, and $\Vert\textbf{v}\Vert$ denotes the Euclidean norm of $\textbf{v}$. This reparameterization has the effect of fixing the Euclidean norm of the weight vector $\textbf{w}$: we now have $\Vert\textbf{w}\Vert = g$, independent of the parameters $\textbf{v}$.
Weight Normalization: A Simple Reparameterization to Accelerate Training of Deep Neural Networks
A2C, or Advantage Actor Critic, is a synchronous version of the A3C policy gradient method. As an alternative to the asynchronous implementation of A3C, A2C is a synchronous, deterministic implementation that waits for each actor to finish its segment of experience before updating, averaging over all of the actors. This more effectively uses GPUs due to larger batch sizes. Image Credit: OpenAI Baselines
Soft Actor Critic, or SAC, is an off-policy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy. That is, to succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as Q-learning methods. SAC combines off-policy updates with a stable stochastic actor-critic formulation. The SAC objective has a number of advantages. First, the policy is incentivized to explore more widely, while giving up on clearly unpromising avenues. Second, the policy can capture multiple modes of near-optimal behavior. In problem settings where multiple actions seem equally attractive, the policy will commit equal probability mass to those actions. Lastly, the authors present evidence that it improves learning speed over state-of-art methods that optimize the conventional RL objective function.
Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor
A3C, Asynchronous Advantage Actor Critic, is a policy gradient algorithm in reinforcement learning that maintains a policy $\pi\left(a\_{t}\mid{s}\_{t}; \theta\right)$ and an estimate of the value function $V\left(s\_{t}; \theta\_{v}\right)$. It operates in the forward view and uses a mix of $n$-step returns to update both the policy and the value-function. The policy and the value function are updated after every $t\_{\text{max}}$ actions or when a terminal state is reached. The update performed by the algorithm can be seen as $\nabla\_{\theta{'}}\log\pi\left(a\_{t}\mid{s\_{t}}; \theta{'}\right)A\left(s\_{t}, a\_{t}; \theta, \theta\_{v}\right)$ where $A\left(s\_{t}, a\_{t}; \theta, \theta\_{v}\right)$ is an estimate of the advantage function given by: $$\sum^{k-1}\_{i=0}\gamma^{i}r\_{t+i} + \gamma^{k}V\left(s\_{t+k}; \theta\_{v}\right) - V\left(s\_{t}; \theta\_{v}\right)$$ where $k$ can vary from state to state and is upper-bounded by $t\_{max}$. The critics in A3C learn the value function while multiple actors are trained in parallel and get synced with global parameters every so often. The gradients are accumulated as part of training for stability - this is like parallelized stochastic gradient descent. Note that while the parameters $\theta$ of the policy and $\theta\_{v}$ of the value function are shown as being separate for generality, we always share some of the parameters in practice. We typically use a convolutional neural network that has one softmax output for the policy $\pi\left(a\_{t}\mid{s}\_{t}; \theta\right)$ and one linear output for the value function $V\left(s\_{t}; \theta\_{v}\right)$, with all non-output layers shared.
MADDPG, or Multi-agent DDPG, extends DDPG into a multi-agent policy gradient algorithm where decentralized agents learn a centralized critic based on the observations and actions of all agents. It leads to learned policies that only use local information (i.e. their own observations) at execution time, does not assume a differentiable model of the environment dynamics or any particular structure on the communication method between agents, and is applicable not only to cooperative interaction but to competitive or mixed interaction involving both physical and communicative behavior. The critic is augmented with extra information about the policies of other agents, while the actor only has access to local information. After training is completed, only the local actors are used at execution phase, acting in a decentralized manner.
Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments
** Sigmoid Linear Units**, or SiLUs, are activation functions for neural networks. The activation of the SiLU is computed by the sigmoid function multiplied by its input, or $$ x\sigma(x).$$ See Gaussian Error Linear Units (GELUs) where the SiLU was originally coined, and see Sigmoid-Weighted Linear Units for Neural Network Function Approximation in Reinforcement Learning and Swish: a Self-Gated Activation Function where the SiLU was experimented with later.
Sigmoid-Weighted Linear Units for Neural Network Function Approximation in Reinforcement Learning
A Dueling Network is a type of Q-Network that has two streams to separately estimate (scalar) state-value and the advantages for each action. Both streams share a common convolutional feature learning module. The two streams are combined via a special aggregating layer to produce an estimate of the state-action value function Q as shown in the figure to the right. The last module uses the following mapping: $$ Q\left(s, a, \theta, \alpha, \beta\right) =V\left(s, \theta, \beta\right) + \left(A\left(s, a, \theta, \alpha\right) - \frac{1}{|\mathcal{A}|}\sum\_{a'}A\left(s, a'; \theta, \alpha\right)\right) $$ This formulation is chosen for identifiability so that the advantage function has zero advantage for the chosen action, but instead of a maximum we use an average operator to increase the stability of the optimization.
Dueling Network Architectures for Deep Reinforcement Learning
Population Based Training, or PBT, is an optimization method for finding parameters and hyperparameters, and extends upon parallel search methods and sequential optimisation methods. It leverages information sharing across a population of concurrently running optimisation processes, and allows for online propagation/transfer of parameters and hyperparameters between members of the population based on their performance. Furthermore, unlike most other adaptation schemes, the method is capable of performing online adaptation of hyperparameters -- which can be particularly important in problems with highly non-stationary learning dynamics, such as reinforcement learning settings. PBT is decentralised and asynchronous, although it could also be executed semi-serially or with partial synchrony if there is a binding budget constraint.
ACER, or Actor Critic with Experience Replay, is an actor-critic deep reinforcement learning agent with experience replay. It can be seen as an off-policy extension of A3C, where the off-policy estimator is made feasible by: - Using Retrace Q-value estimation. - Using truncated importance sampling with bias correction. - Using a trust region policy optimization method. - Using a stochastic dueling network architecture.
A Stochastic Dueling Network, or SDN, is an architecture for learning a value function $V$. The SDN learns both $V$ and $Q$ off-policy while maintaining consistency between the two estimates. At each time step it outputs a stochastic estimate of $Q$ and a deterministic estimate of $V$.
A Noisy Linear Layer is a linear layer with parametric noise added to the weights. This induced stochasticity can be used in reinforcement learning networks for the agent's policy to aid efficient exploration. The parameters of the noise are learned with gradient descent along with any other remaining network weights. Factorized Gaussian noise is the type of noise usually employed. The noisy linear layer takes the form: $$y = \left(b + Wx\right) + \left(b\_{noisy}\odot\epsilon^{b}+\left(W\_{noisy}\odot\epsilon^{w}\right)x\right) $$ where $\epsilon^{b}$ and $\epsilon^{w}$ are random variables.
Ape-X is a distributed architecture for deep reinforcement learning. The algorithm decouples acting from learning: the actors interact with their own instances of the environment by selecting actions according to a shared neural network, and accumulate the resulting experience in a shared experience replay memory; the learner replays samples of experience and updates the neural network. The architecture relies on prioritized experience replay to focus only on the most significant data generated by the actors. In contrast to Gorila, Ape-X uses a shared, centralized replay memory, and instead of sampling uniformly, it prioritizes, to sample the most useful data more often. All communications are batched with the centralized replay, increasing the efficiency and throughput at the cost of some latency. And by learning off-policy, Ape-X has the ability to combine data from many distributed actors, by giving the different actors different exploration policies, broadening the diversity of the experience they jointly encounter.
Rainbow DQN is an extended DQN that combines several improvements into a single learner. Specifically: - It uses Double Q-Learning to tackle overestimation bias. - It uses Prioritized Experience Replay to prioritize important transitions. - It uses dueling networks. - It uses multi-step learning. - It uses distributional reinforcement learning instead of the expected return. - It uses noisy linear layers for exploration.
Rainbow: Combining Improvements in Deep Reinforcement Learning
DouZero is an AI system for the card game DouDizhu that enhances traditional Monte-Carlo methods with deep neural networks, action encoding, and parallel actors. The Q-network of DouZero consists of an LSTM to encode historical actions and six layers of MLP with hidden dimension of 512. The network predicts a value for a given state-action pair based on the concatenated representation of action and state.
DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement Learning
Ape-X DQN is a variant of a DQN with some components of Rainbow-DQN that utilizes distributed prioritized experience replay through the Ape-X architecture.
ACKTR, or Actor Critic with Kronecker-factored Trust Region, is an actor-critic method for reinforcement learning that applies trust region optimization using a recently proposed Kronecker-factored approximation to the curvature. The method extends the framework of natural policy gradient and optimizes both the actor and the critic using Kronecker-factored approximate curvature (K-FAC) with trust region.
Scalable trust-region method for deep reinforcement learning using Kronecker-factored approximation
Non-parametric approximation of Q-values by storing all visited states and doing inference through k-Nearest Neighbors.
NoisyNet-DQN is a modification of a DQN that utilises noisy linear layers for exploration instead of $\epsilon$-greedy exploration as in the original DQN formulation.
Sym-NCO: Leveraging Symmetricity for Neural Combinatorial Optimization
ALP-GMM is is an algorithm that learns to generate a learning curriculum for black box reinforcement learning agents, whereby it sequentially samples parameters controlling a stochastic procedural generation of tasks or environments.
Teacher algorithms for curriculum learning of Deep RL in continuously parameterized environments
Ape-X DPG combines DDPG with distributed prioritized experience replay through the Ape-X architecture.
NoisyNet-Dueling is a modification of a Dueling Network that utilises noisy linear layers for exploration instead of $\epsilon$-greedy exploration as in the original Dueling formulation.
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