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Recurrent Experience Replay in Distributed Reinforcement Learning

2019-05-01 · ICLR 2019 5 · Steven Kapturowski, Georg Ostrovski, Will Dabney, John Quan, Remi Munos

Building on the recent successes of distributed training of RL agents, in this paper we investigate the training of RNN-based RL agents from distributed prioritized experience replay. We study the effects of parameter lag resulting in representational drift and recurrent state staleness and empirically derive an improved training strategy. Using a single network architecture and fixed set of hyperparameters, the resulting agent, Recurrent Replay Distributed DQN, quadruples the previous state of the art on Atari-57, and surpasses the state of the art on DMLab-30. It is the first agent to exceed human-level performance in 52 of the 57 Atari games.

📄 PDF Abstract BibTeX

Code (3)

garymm/earl/tree/master/earl/agents/r2d2 jax
michaelnny/deep_rl_zoo pytorch
opendilab/DI-engine/blob/main/ding/policy/r2d2.py pytorch

Tasks

Atari Gamesreinforcement-learningReinforcement LearningReinforcement Learning (RL)

Methods 이 논문이 사용한 방법론

R2D2 Building on the recent successes of distributed training of RL agents, R2D2 is an RL approach that trains a RNN-based RL agents from distributed prioritized experience replay.…
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…
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…
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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