88,475 research outputs found

    Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents

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    Evolution strategies (ES) are a family of black-box optimization algorithms able to train deep neural networks roughly as well as Q-learning and policy gradient methods on challenging deep reinforcement learning (RL) problems, but are much faster (e.g. hours vs. days) because they parallelize better. However, many RL problems require directed exploration because they have reward functions that are sparse or deceptive (i.e. contain local optima), and it is unknown how to encourage such exploration with ES. Here we show that algorithms that have been invented to promote directed exploration in small-scale evolved neural networks via populations of exploring agents, specifically novelty search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to improve its performance on sparse or deceptive deep RL tasks, while retaining scalability. Our experiments confirm that the resultant new algorithms, NS-ES and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES to achieve higher performance on Atari and simulated robots learning to walk around a deceptive trap. This paper thus introduces a family of fast, scalable algorithms for reinforcement learning that are capable of directed exploration. It also adds this new family of exploration algorithms to the RL toolbox and raises the interesting possibility that analogous algorithms with multiple simultaneous paths of exploration might also combine well with existing RL algorithms outside ES

    A Graph-Based Reinforcement Learning Method with Converged State Exploration and Exploitation

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    In any classical value-based reinforcement learning method, an agent, despite of its continuous interactions with the environment, is yet unable to quickly generate a complete and independent description of the entire environment, leaving the learning method to struggle with a difficult dilemma of choosing between the two tasks, namely exploration and exploitation. This problem becomes more pronounced when the agent has to deal with a dynamic environment, of which the configuration and/or parameters are constantly changing. In this paper, this problem is approached by first mapping a reinforcement learning scheme to a directed graph, and the set that contains all the states already explored shall continue to be exploited in the context of such a graph. We have proved that the two tasks of exploration and exploitation eventually converge in the decision-making process, and thus, there is no need to face the exploration vs. exploitation tradeoff as all the existing reinforcement learning methods do. Rather this observation indicates that a reinforcement learning scheme is essentially the same as searching for the shortest path in a dynamic environment, which is readily tackled by a modified Floyd-Warshall algorithm as proposed in the paper. The experimental results have confirmed that the proposed graph-based reinforcement learning algorithm has significantly higher performance than both standard Q-learning algorithm and improved Q-learning algorithm in solving mazes, rendering it an algorithm of choice in applications involving dynamic environments

    Exploration in Gradient-Based Reinforcement Learning

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    Gradient-based policy search is an alternative to value-function-based methods for reinforcement learning in non-Markovian domains. One apparent drawback of policy search is its requirement that all actions be 'on-policy'; that is, that there be no explicit exploration. In this paper, we provide a method for using importance sampling to allow any well-behaved directed exploration policy during learning. We show both theoretically and experimentally that using this method can achieve dramatic performance improvements
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