Reconciling $λ$-Returns with Experience Replay
Modern deep reinforcement learning methods have departed from the incremental learning required for eligibility traces, rendering the implementation of the $\lambda$-return difficult in this context. In particular, off-policy methods that utilize experience replay remain problematic because their random sampling of minibatches is not conducive to the efficient calculation of $\lambda$-returns. Yet replay-based methods are often the most sample efficient, and incorporating $\lambda$-returns into them is a viable way to achieve new state-of-the-art performance. Towards this, we propose the first method to enable practical use of $\lambda$-returns in arbitrary replay-based methods without relying on other forms of decorrelation such as asynchronous gradient updates. By promoting short sequences of past transitions into a small cache within the replay memory, adjacent $\lambda$-returns can be efficiently precomputed by sharing Q-values. Computation is not wasted on experiences that are never sampled, and stored $\lambda$-returns behave as stable temporal-difference (TD) targets that replace the target network. Additionally, our method grants the unique ability to observe TD errors prior to sampling; for the first time, transitions can be prioritized by their true significance rather than by a proxy to it. Furthermore, we propose the novel use of the TD error to dynamically select $\lambda$-values that facilitate faster learning. We show that these innovations can enhance the performance of DQN when playing Atari 2600 games, even under partial observability. While our work specifically focuses on $\lambda$-returns, these ideas are applicable to any multi-step return estimator.
Code (1)
Tasks
Atari GamesDeep Reinforcement LearningIncremental LearningReinforcement LearningMethods 이 논문이 사용한 방법론
Similar Papers 제목 키워드 기반
Reconciling λ-Returns with Experience Replay
Modern deep reinforcement learning methods have departed from the incremental learning required for eligibility traces, rendering the implementation of the λ-return difficult in this context. In particular, off-policy me…
Atari GamesDeep Reinforcement LearningIncremental LearningReinforcement LearningRevisiting Fundamentals of Experience Replay
Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understanding. We therefore present a systematic and extensive analysis of experience re…
Deep Reinforcement LearningDQN Replay DatasetQ-LearningReinforcement Learning (RL)DQN Performance with Epsilon Greedy Policies and Prioritized Experience Replay
We present a detailed study of Deep Q-Networks in finite environments, emphasizing the impact of epsilon-greedy exploration schedules and prioritized experience replay. Through systematic experimentation, we evaluate how…
Reinforcement LearningMGSER-SAM: Memory-Guided Soft Experience Replay with Sharpness-Aware Optimization for Enhanced Continual Learning
Deep neural networks suffer from the catastrophic forgetting problem in the field of continual learning (CL). To address this challenge, we propose MGSER-SAM, a novel memory replay-based algorithm specifically engineered…
Continual LearningReturn Dispersion as an Estimator of Learning Potential for Prioritized Level Replay
Prioritized Level Replay (PLR) has been shown to induce adaptive curricula that improve the sample-efficiency and generalization of reinforcement learning policies in environments featuring multiple tasks or levels. PLR …
reinforcement-learningReinforcement LearningReinforcement Learning (RL)