48,800 research outputs found

    Reinforcement Learning using Augmented Neural Networks

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    Neural networks allow Q-learning reinforcement learning agents such as deep Q-networks (DQN) to approximate complex mappings from state spaces to value functions. However, this also brings drawbacks when compared to other function approximators such as tile coding or their generalisations, radial basis functions (RBF) because they introduce instability due to the side effect of globalised updates present in neural networks. This instability does not even vanish in neural networks that do not have any hidden layers. In this paper, we show that simple modifications to the structure of the neural network can improve stability of DQN learning when a multi-layer perceptron is used for function approximation.Comment: 7 pages; two columns; 4 figure

    A geometrical analysis of global stability in trained feedback networks

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    Recurrent neural networks have been extensively studied in the context of neuroscience and machine learning due to their ability to implement complex computations. While substantial progress in designing effective learning algorithms has been achieved in the last years, a full understanding of trained recurrent networks is still lacking. Specifically, the mechanisms that allow computations to emerge from the underlying recurrent dynamics are largely unknown. Here we focus on a simple, yet underexplored computational setup: a feedback architecture trained to associate a stationary output to a stationary input. As a starting point, we derive an approximate analytical description of global dynamics in trained networks which assumes uncorrelated connectivity weights in the feedback and in the random bulk. The resulting mean-field theory suggests that the task admits several classes of solutions, which imply different stability properties. Different classes are characterized in terms of the geometrical arrangement of the readout with respect to the input vectors, defined in the high-dimensional space spanned by the network population. We find that such approximate theoretical approach can be used to understand how standard training techniques implement the input-output task in finite-size feedback networks. In particular, our simplified description captures the local and the global stability properties of the target solution, and thus predicts training performance

    Deep Reinforcement Learning with Double Q-learning

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    The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.Comment: AAAI 201

    Deep Reinforcement Learning from Self-Play in Imperfect-Information Games

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    Many real-world applications can be described as large-scale games of imperfect information. To deal with these challenging domains, prior work has focused on computing Nash equilibria in a handcrafted abstraction of the domain. In this paper we introduce the first scalable end-to-end approach to learning approximate Nash equilibria without prior domain knowledge. Our method combines fictitious self-play with deep reinforcement learning. When applied to Leduc poker, Neural Fictitious Self-Play (NFSP) approached a Nash equilibrium, whereas common reinforcement learning methods diverged. In Limit Texas Holdem, a poker game of real-world scale, NFSP learnt a strategy that approached the performance of state-of-the-art, superhuman algorithms based on significant domain expertise.Comment: updated version, incorporating conference feedbac
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