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 详细说明:关于duelingdqn的原始论文,适合初学者对深度强化学习duelingdqn的认识和了解Dueling Network Architectures for Deep Reinforcement Learning et al.(2016). The results of Schaul et al.(2016) are the 2.1. Deep Q-networks current published state-of-the-art The value functions as described in the preceding section are high dimensional objects. To approximate them, we can 2. Background use a deep Q2-network: Q (s, 0; 0) with parameters 6. To We consider a sequential decision making setup, in which estimate this network, we optimize the following sequence of loss functions at iteration i an agent interacts with an environment over discrete time steps, see Sutton Barto(1998)for an introduction. In the L2(O2)=E,a,s( DON Atari domain, for example, the agent perceives a video St Q(s,a: 0 (4) consisting of M image frames: St =(at-M+1 S at time step t. The agent then chooses an action from a with discrete set at E A=(1,.,A and observes a reward D N=r+r max Q(s,a; 6), 5 signal rt produced by the game emulator The agent seeks maximize the expected discounted re- here g represents the parameters of a fixed and sepa rate target network. We could attempt to use standard Q turn where we define the discounted return as r ∑=:?7- rr. In this formulation,y∈0,1 is a discount learning to learn the parameters of the network Q (s, 0; 8) online. However, this estimator performs poorly in prac- factor that trades-off the importance of immediate and fu tice. a key innovation in(Mnih et al., 2015) was to freeze ture rewards the parameters of the target network Q(s, a: 0)for a For an agent behaving according to a stochastic policy I, fixed number of iterations while updating the online net the values of the state-action pair(s, a)and the state s are work Q(3, a; 0i) by gradient descent. (This greatly im defined as follows proves the stability of the algorithm. The specific gradient update is Q(S,a)=E Rt st=S, at=aT],and V( Eann(s Q"(s, a) (1)Ve, Li(0;)=Es,a, 7, s"llyDQN Q(s,0:0)Ve,Q(s,:6 The preceding state-action value function(Q function for This approach is model free in the sense that the states and short) can be computed recursively with dy namic program rewards are produced by the environment. It is also off min g policy because these states and rewards are obtained with a behavior policy (epsilon greedy in DQn) different from Q(s,a)=E,[+?E2r()[Q2(s,a勹|6,a,x] the online policy that is being learned Another key ingredient behind the success of dQN is expe We define the optimal Q*(s, a)- maxQ(s, a). Un- rience replay(Lin, 1993; Mnih et al., 2015). During learn- der the deterministic policy a= arg maxa'cAQ(S, a), ing, the agent accumulates a dataset D=el, e2,...,et it follows that V*(s)= maxa Q*s, a). From this, it also of experiences et=(St: at, rt, St+1) from many episodes follows that the optimal Q function satisfies the Bellman When training the Q-network, instead only using the equation: current experience as prescribed by standard temporal difference learning, the network is trained by sampling Q"(s, a)=Eg|r+y maxQ"(s,a') mini-batches of experiences from d uniformly at random The sequence of losses thus takes the form We define another important quantity, the advantage func I(0)=R(n)(D)(00-0(s,0; tion, relating the value and Q functions A S,a=Q"(s, a)-V( Experience replay increases data efficiency through re-use (3) of experience samples in multiple updates and, importantly Note that Ear(s)[47 it reduces variance as uniform sampling from the replay 0. Intuitively, the valu buffer reduces the correlation among the samples used in function V measures the how good it is to be in a particular the update. state s. The Q function, however, measures the the value of choosing a particular action when in this state. The ad- vantage function subtracts the value of the state from the Q 2.2. Double Deep Q-networks function to obtain a relative measure of the importance of The previous section described the main components of each action DQN as presented in(Mnih et al., 2015).In this paper, Dueling Network Architectures for Deep Reinforcement Learning we use the improved Double dQn (ddQn) learning al- function. As in(Mnih et al., 2015), the output of the net gorithm of van Hasselt et al.(2015 ). In Q-learning and work is a set of Q values, one for each action dON, the max operator uses the same values to both select and evaluate an action This can therefore lead to overopti Since the output of the dueling network is a Q function, mistic value estimates(van Hasselt, 2010). To mitigate this it can be trained with the many existing algorithms. Such as ddQn and sarsA. In addition, it can take advantage problem, DDQN uses the tollowing target of any improvements to these algorithms, including better 乃DQN r+?Q(s, arg max Q(s, a': 0i); 0).(6) replay memories, better exploration policies, intrinsic mo tivation and so on DdQN is the same as for dQn (see Mnih et al. (2015)), but DO N DDON The module that combines the two streams of fully with the target y replaced by y The pseudo connected layers to output a Q estimate requires very code for ddqn is presented in Appendix a thoughtful design 2.3. Prioritized Replay From the expressions for advantage Q(S, a)=V(s)+ A(,a)and state-value V(s)=EaNT(s)[Q(s,a)], recent innovation in prioritized experience re- follows that WanT(s) A(s,a)l=0. Moreover, for a de play (Schaul et al, 2016) built on top of ddQn and terministic policy, a*- arg max a′∈A Q(s, a), it follows further improved the state-of-the-art. Their key idea was that Q(s, a*)=V(s) and hence A(s, a*) to increase the replay probability of experience tuples that have a high expected learning progress(as measured Let us consider the dueling network shown in Figure 1 via the proxy of absolute TD-error). This led to both where we make one stream of fully-connected layers out aster learning and to better final policy quality across put a scalar V(s: 0, B), and the other stream output an A/ Inost games of the Atari benchmark suite, as compared to dimensional vector A(s, a: 0, a). Here, 0 denotes the pa uniform experience replay rameters of the convolutional layers while a and B are the parameters of the two streams of fully-connected layers To strengthen the claim that our dueling architecture is complementary to algorithmic innovations we show that Using the definition of advantage, we might be tempted to it improves performance for both the uniform and the pri- construct the aggregating module as follows oritized replay baselines(for which we picked the easier Q(s,a;6,a,B)=V(s;6,3)+A(s,a;0,a), to implement rank-based variant), with the resulting priori tized dueling variant holding the new state-of-the-art Note that this expression applies to all (s, a)instances; that is, to express equation(7) in matrix form we need to repli 3. The Dueling Network Architecture cate the scalar, V(s: 0, B),A times However, we need to keep in mind that Q(s, a: 0, a, B The key insight behind our new architecture, as illustrated is only a parameterized estimate of the true Q-function in Figure 2, is that for many states, it is unnecessary to es- Moreover, it would be wrong to conclude that V(s; 0, B) timate the value of each action choice. For example, in is a good estimator of the state-value function, or likewise the Enduro game setting, knowing whether to move left or that A(s, a: 0,a) provides a reasonable estimate of the ad right only matters when a collision is eminent. In some vantage function states, it is of paramount importance to know which action to take but in many other states the choice of action has no Equation (7)is unidentifiable in the sense that given Q repercussion on what happens For bootstrapping based al we cannot recover V and A uniquely. To see this, add a gorithms, however, the estimation of state values is of great constant to V(s: 0,B)and subtract the same constant from importance for every state A(s, a: 0, a). This constant cancels out resulting in the Q value. This lack of identifiab d b To bring this insight to fruition, we design a single Q- poor practical performance when this equation is used di network architecture as illustrated in Figure 1. which we rectly. refer to as the dueling network. The lower layers of the dueling network are convolutional as in the original DQNs To address this issue of identifiability we can force the ad (Mnih et al., 2015). However, instead of following the con vantage function estimator to have zero advantage at the volutional layers with a single sequence of fully connected chosen action That is we let the last module of the net layers, we instead use two sequences (or streams) of fully work implement the forward mapping connected layers. The streams are constructed such that they have they have the capability of providing separate es Q(s,a; 8, a,B)=V(s: 0,B)+ timates of the value and advantage functions. Finally, the A(,a:)-max4(,a).(8 two streams are combined to produce a single output Q a'∈|A Dueling Network Architectures for Deep Reinforcement Learning or a arg naxal∈AQ(s.u′;6,a,) ticular task because it is very useful for evaluating network arg maxa'EA A(s, a'; 8. a), we obtain Q(s, a*; B c, B) architectures. as it is devoid of con founding factors such as V(s; 8. 8). Hence, the stream V(s: 0,B)provides an esti- the choice of exploration strategy, and the interaction be mate of the value function, while the other stream produces tween policy improvement and policy evaluation an estimate of the advantage function In this experiment, we employ temporal difference learning An alternative module replaces the max operator with an (without eligibility traces, i.e,A=0)to learn Q More specifically, given a behavior policy T, we seek to estimate the state-action value Q"(, by optimizing the Q(s,a:;6,a,3)=V(s;θ,β)+ sequence of costs of equation(4), with target A(s,a:6,a) ∑ A(s,a‘;,a).(9) 9=7+Ea~r(s)Q(s,a;0:) The above update rule is the same as that of Expected On the one hand this loses the original semantics of v and SARSA(van Seijen et al., 2009). We, however, do not A because they are now off-target by a constant, but on modify the behavior policy as in Expected SARSa the other hand it increases the stability of the optimization To evaluate the learned Q values, we choose a simple envi- with(9)the advantages only need to change as fast as the mean, instead of having to compensate any change to the ronment where the exact Q"(s, a) values can be computed optimal actions advantage in( 8). We also experimented separately for all (s, a)C SXA.This environment, which with a softmax version of equation (8), but found it to de we call the corridor is composed of three connected cor- liver similar results to the simpler module of equation(9) ridors. A schematic drawing of the corridor environment is shown in Figure 3, The agent starts from the bottom left Hence, all the experiments reported in this paper use the module of equation(9) corner of the environment and must move to the top right to get the largest reward. a total of 5 actions are available Note that while subtracting the mean in equation(9) helps go up, down, left, right and no-op. We also have the free with identifiability, it does not change the relative rank of dom of adding an arbitrary number of no-op actions. In our the A(and hence Q) values, preserving any greedy or E- setup the two vertical sections both have 10 states while greedy policy based on Q values from equation(7). When the horizontal section has 50 acting, it suffices to evaluate the advantage stream to make decisions We use an t-greedy policy as the behavior policy T, which chooses a random action with probability e or an action It is important to note that equation(9) is viewed and im- according to the optimal function arg maxaE A O*(s, a plemented as part of the network and not as a separate algo- with probability 1-c. In our experiments, c is chosen to rithmic step Training of the dueling architectures, as with be 0.001 standard Q networks(e.g. the deep Q-network of Mnih et al.(2015)), requires only back-propagation. The esti We compare a single-stream Q architecture with the duel- mates V(8; 0, B)and A(s, a; 0, a) are computed automati- ing architecture on three variants of the corridor environ ment with 5, 10 and 20 actions respectively The 10 and 20 cally without any extra supervision or algorithmic modifi action variants are formed by adding no-ops to the original cations environment. We measure performance by Squared Error As the dueling architecture shares the same input-output in-(SE)against the true state values: SESac4(Q(s, a; 0) terface with standard Q networks, we can recycle all learn- Q"(s, a)2. The single-stream architecture is a three layer ing algorithms with Q networks(e. g, DDQN and SARSA) MLP with 50 units on each hidden laver. The dueling ar to train the dueling architecture chitecture is also composed of three layers. After the firs hidden layer of 50 units, however, the network branches off 4. Experiments into two streams each of them a two layer mlp with 25 hid den units. The results of the comparison are summarized in We now show the practical performance of the dueling net- Figure 3 work. We start with a simple policy evaluation task and then show larger scale results for learning policies for gen The results show that with 5 actions. both architectures eral Atari game-playing converge at about the same speed. However, when we in crease the number of actions, the dueling architecture per 4.1. Policy evaluation forms better than the traditional e-network. In the dueling network, the stream V(s; 0, B) learns a general value that We start by measuring the performance of the dueling ar- is shared across many similar actions at s, hence leading chitecture on a policy evaluation task. We choose this par- to faster convergence. This is a very promising result be Dueling Network Architectures for Deep Reinforcement Learning CORRIDOR ENVIRONMENT S ACTIONS I0 ACTIONS 20 ACTIONS 10 Single N lte o. terations No. terations No, Iterations (c) Figure 3. (a) The corridor environment. The star marks the starting state. The redness of a state signifies the reward the agent receives upon arrival. The game terminates upon reaching either reward state. The agents actions are going up down, left, right and no action Plots (b),(c) and (d) shows squared error for policy evaluation with 5, 10, and 20 actions on a log-log scale. The dueling network (Duel) consistently outperforms a conventional single-stream network(Single), with the performance gap increasing with the number of actions cause nany control tasks with large action spaces have this as many outputs as there are valid actions. We combine the property, and consequently we should expect that the dul- value and advantage streams using the module described by eling network will often lead to much faster convergence Equation(9). Rectifier non-linearities(Fukushima, 1980) than a traditional single stream network. In the following are inserted between all adjacent layers section, we will indeed see that the dueling network results We adopt the optimizers and hyper-parameters of van has in substantial gains in performance in a wide-range of Atari selt et al.(2015), with the exception of the learning rate game which we chose to be slightly lower(we do not do this for double don as it can deteriorate its performance). Since 4.2. General Atari Game-Playin both the advantage and the value stream propagate gradi We perform a comprehensive evaluation of our proposed ents to the last convolutional layer in the backward pass, method on the Arcade Learning Environment(Bellemare we rescale the combined gradient entering the last convo- et al., 2013), which is composed of 57 Atari games. The lutional layer by 1/v2. This simple heuristic mildly in- challenge is to deploy a single algorithm and architecture, creases stability. In addition, we clip the gradients to have with a fixed set of hyper-parameters, to learn to play all their norm less than or equal to 10. This clipping is nol the games given only raw pixel observations and game re- standard practice in deep rl, but common in recurrent net wards. This environment is very demanding because it is work training( Bengio et al., 2013) both comprised of a large number of highly diverse games To isolate the contributions of the dueling architecture, we and the observations are high-dimensional re-train ddQn with a single stream network using exactly We follow closely the setup of van Hasselt et al. (2015) and the same procedure as described above. Specifically, we compare to their results using single-stream Q-networks. apply gradient clipping, and use 1024 hidden units for the We train the dueling network with the DDQn algorithm first fully-connected layer of the network so that both archi as presented in Appendix A. At the end of this section, tectures( dueling and single) have roughly the same number we incorporate prioritized experience replay(schaul et al., of parameters. We refer to this re-trained model as single 2016). Clip, while the original trained model of van Hasselt et al (2015)is referred to as single Our network architecture has the same low -level convolu tional structure of DON (Mnih et al., 2015 van Hasselt As in(van Hasselt et al., 2015), we start the game with up et al., 2015). There are 3 convolutional layers followed by to 30 no-op actions to provide random starting positions for 2 fully-connected layers. The first convolutional layer has the agent. To evaluate our approach, we measure improve 328x8 filters with stride 4. the second 64 4 x 4 filters with ment in percentage(positive or negative)in score over the stride 2, and the third and final convolutional layer consists better of human and baseline agent scores 643x 3 filters with stride 1. As shown in Figure 1, th ScoreAgent- scoreBaseline dueling network splits into two streams of fully connected max Score Human, Score Baseline/-So (10) coreRandom layers. The value and advantage streams both have a fully- connected layer with 512 units. The final hidden layers of We took the maximum over human and baseline agent the value and advantage streams are both fully-connected scores as it prevents insignificant changes to appear as with the value stream having one output and the advantage The number of actions ranges between 3-18 actions in the ale environment Dueling Network Architectures for Deep Reinforcement Learning Table 1 mean and median scores across all 5/ atari games. mea sured in percentages of human performance 30 no-ops Human starts Mean Median Mean Median Prio. Duel clip5919%172.1%567.0%115.3% Prior. single 4346%123.7%3867%1129% 33.73% Duel cli 373.1%1515%343.8%117.1% Single cli 341.2%132.6%3028%114.1% Single 3073%1178%3329%110.9% None This game Nature DQN 227.9% 79.1%219.6% 68.5% 国5.2% AheRO Duel Clip does better than Single Clip on 75.4%o of the games(43 out of 57). It also achieves higher scores com Montezuma's Reveng pared to the Single baseline on 80.7%o(46 out of 57)of the games Of all the games with 18 actions, Duel Clip is better 86.6%c of the time(26 out of 30). This is consistent with the findings of the previous section. Overall, our agent (duel Clip) achieves human level performance on 42 out of 57 games. Raw scores for all the games, as well as measure Figure 4. Improvements of dueling architecture over the baseline ments in human performance percentage. are presented in Single network of van Hasselt et al.(2015), using the metric de the apper nIdi scribed in Equation (Io). Bars to the right indicate by how much the dueling network outperforms the single-stream network Robustness to human starts. One shortcoming of the 30 no-ops metric is that an agent does not necessarily have to generalize well to play the Alari games. Due to the deter ministic nature of the atari environment. from an unique large improvements when neither the agent in question nor the baseline are doing well. For example, an agent that starting point, an agent could learn to achieve good perfor achieves 2% human performance should not be interpreted mance by simply remembering sequences of actions as two times better when the baseline agent achieves 1%0 To obtain a more robust measure, we adopt the methodol human performance. We also chose not to measure perfor- ogy of Nair et al. (2015). Specifically, for each game, we mance in terms of percentage of human performance alone use 100 starting points sampled from a human experts tra- because a tiny difference relative to the baseline on some jectory. From each of these points, an evaluation episode games can translate into hundreds of percent in human per- is launched for up to 108, 000 frames. The agents are eval- formance difference uated only on rewards accrued after the starting point. We The results for the wide suite of 57 games are summarized refer to this metric as human starts in Table 1. Detailed results are presented in the Appendix. As shown in Table 1, under the Human Starts metric, Duel USing this 30 no-ops performance measure, it is clear that Clip once again outperforms the single stream variants. In the dueling network (Duel Clip) does substantially better particular, our agent does better than the single baseline on than the Single Clip network of similar capacity. It also 70.2%c(40 out of 57)games and on games of 18 actions does considerably better than the baseline(Single) of van Duel clip is 83. 3% better(25 out of 30) Hasselt et al. (2015). For comparison we also show results Combining with Prioritized Experience Replay. The du for the deep q-network of Mnih et al. (2015), referred to as eling architecture can be easily combined with other algo- Nature DQN rithmic improvements In particular prioritization of the Figure 4 shows the improvement of the dueling network experience replay has been shown to significantly improve over the baseline single network of van hasselt et al performance of Atari games(Schaul et al., 2016). Further (2015). Again, we seen that the improvements are often more,as prioritization and the dueling architecture address very dramatic very different aspects of the learning process, their combi nation is promising. So in our final experiment, we inves As shown in Table 1, Single Clip performs better than Sin- tigate the integration of the dueling architecture with pri gle. We verified that this gain was mostly brought in by oritized experience replay. We use the prioritized variant gradient clipping. For this reason, we incorporate gradient of DDQN(Prior. Single) as the new baseline algorithm, clipping in all the new approaches. which replaces with the uniform sampling of the experi Dueling Network Architectures for Deep Reinforcement Learning 097.①% The combination of prioritized replay and the dueling Wizard ofor work results in vast improvements over the previous st of-the-art in the popular ale benchmark Chopper comsat Saliency maps. To better understand the roles of the value and the advantage streams, we compute saliency maps(Si- axon 0% monyan et al., 2013). More specifically, to visualize the 2233 lient part of the image as seen by the value stream, we compute the absolute value of the jacobian of v with re Battle zone spect to the input frames: VsV(s: 0). Similarly, to visu- alize the salient part of the image as seen by the advan- tage stream, we compute VsA(s, arg maxa, A(s, a): 0) Montezumas 3.03% Both quantities are of the same dimensionality as the input frames and therefore can be visualized easily alongside the ErO Input frames 603 Here we place the gray scale input frames in the green and blue channel and the saliency maps in the red channel. all Couble di three channels together form an rGB image Figure 2 de picts the value and advantage saliency maps on the Enduro game for two different time steps. As observed in the in- Figure 5. Improvements of dueling architecture over Prioritized troduction, the value stream pays attention to the horizon DDQN baseline, using the same metric as Figure 4. Again, the where the appearance of a car could affect future perfor dueling architecture leads to significant improvements over the mance. The value stream also pays attention to the score single-stream baseline on the majority of games The advantage stream, on the other hand cares more about cars that are on an immediate collision course ence tuples by rank-based prioritized sampling. We keep 5. Discussion all the parameters of the prioritized replay as described in (Schaul et aL., 2016), namely a priority exponent of 0.7, The advantage of the dueling architecture lies partly in its and an annealing schedule on the importance sampling ex ability to learn the state-value function efficiently. With ponent from 0.5 to 1. We combine this baseline with our every update of the Q values in the dueling architecture dueling architecture(as above), and again use gradient clip the value stream V is updated -this contrasts with the up ping(Prior Duel Clip) dates in a single-stream architecture where only the value for one of the actions is updated the values for all other Note that, although orthogonal in their objectives, these actions remain untouched. This more frequent updating of extensions(prioritization, dueling and gradient clipping) the value stream in our approach allocates more resources interact in subtle ways. For example, prioritization inter- to V, and thus allows for better approximation of the state acts with gradient clipping, as sampling transitions with values, which in turn need to be accurate for temporal high absolute TD-errors more often leads to gradients with difference-based methods like Q-learning to work(Sutton higher norms. To avoid adverse interactions, we roughly Barto, 1998). This phenomenon is reflected in the ex re-tuned the learning rate and the gradient clipping norm on periments, where the advantage of the dueling architecture a subset of 9 games. As a result of rough tuning, we settled over single-stream Q net works grows when the number of on 6. x 10 for the learning rate and 10 for the gradient actions is large clipping norm( the same as in the previous section) Furthermore, the differences between Q-values for a given When evaluated on all 57 Atari games, our prioritized du- state are often very small relative to the magnitude of Q eling agent performs significantly better than both the pri- For example, after training with ddQn on the game of oritized baseline agent and the dueling agent alone. The Seaquest the average action gap(the gap between the Q full mean and median performance against the human per- values of the best and the second best action in a given formance percentage is shown in Table 1. When initializ- state) across visited states is roughly 0.04, whereas the av- ing the games using up to 30 no-ops action, we observe erage state value across those states is about 15. This differ mean and median scores of 591%0 and 172% respectively ence in scales can lead to small amounts of noise in the up- The direct comparison between the prioritized baseline and dates can lead to reorderings of the actions, and thus make prioritized dueling versions, using the metric described in the nearly greedy policy switch abruptly. The dueling ar Equation 10, Is presented in Figure 5 Dueling Network Architectures for Deep Reinforcement Learning chitecture with its separate advantage stream is robust to Lin, L.J. Reinforcement learning for robots using neu such effects ral networks. PhD thesis, School of Computer Science Carnegie Mellon University, 1993 6. Conclusions Maddison, C. J, Huang, A, Sutskever, I, and Silver, D. 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