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Leveraging the Variance of Return Sequences for Exploration Policy

2020-11-17 · Zerong Xi, Gita Sukthankar

This paper introduces a method for constructing an upper bound for exploration policy using either the weighted variance of return sequences or the weighted temporal difference (TD) error. We demonstrate that the variance of the return sequence for a specific state-action pair is an important information source that can be leveraged to guide exploration in reinforcement learning. The intuition is that fluctuation in the return sequence indicates greater uncertainty in the near future returns. This divergence occurs because of the cyclic nature of value-based reinforcement learning; the evolving value function begets policy improvements which in turn modify the value function. Although both variance and TD errors capture different aspects of this uncertainty, our analysis shows that both can be valuable to guide exploration. We propose a two-stream network architecture to estimate weighted variance/TD errors within DQN agents for our exploration method and show that it outperforms the baseline on a wide range of Atari games.

📄 PDF Abstract BibTeX arXiv:2011.08649

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Atari Gamesreinforcement-learningReinforcement LearningReinforcement Learning (RL)

Methods 이 논문이 사용한 방법론

Dense Connections Dense Connections, or Fully Connected Connections, are a type of layer in a deep neural network that use a linear operation where every input is connected to every output…
Convolution A convolution is a type of matrix operation, consisting of a kernel, a small matrix of weights, that slides over input data performing element-wise multiplication with the…
Q-Learning Q-Learning is an off-policy temporal difference control algorithm: $$Q\left(S\_{t}, A\_{t}\right) \leftarrow Q\left(S\_{t}, A\_{t}\right) + \alpha\left[R_{t+1} +…
DQN A DQN, or Deep Q-Network, approximates a state-value function in a Q-Learning framework with a neural network. In the Atari…

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