Understanding Deep Neural Function Approximation in Reinforcement Learning via $ε$-Greedy Exploration
This paper provides a theoretical study of deep neural function approximation in reinforcement learning (RL) with the $\epsilon$-greedy exploration under the online setting. This problem setting is motivated by the successful deep Q-networks (DQN) framework that falls in this regime. In this work, we provide an initial attempt on theoretical understanding deep RL from the perspective of function class and neural networks architectures (e.g., width and depth) beyond the `linear'' regime. To be specific, we focus on the value based algorithm with the $\epsilon$-greedy exploration via deep (and two-layer) neural networks endowed by Besov (and Barron) function spaces, respectively, which aims at approximating an $\alpha$-smooth Q-function in a $d$-dimensional feature space. We prove that, with $T$ episodes, scaling the width $m = \widetilde{\mathcal{O}}(T^{\frac{d}{2\alpha + d}})$ and the depth $L=\mathcal{O}(\log T)$ of the neural network for deep RL is sufficient for learning with sublinear regret in Besov spaces. Moreover, for a two layer neural network endowed by the Barron space, scaling the width $\Omega(\sqrt{T})$ is sufficient. To achieve this, the key issue in our analysis is how to estimate the temporal difference error under deep neural function approximation as the $\epsilon$-greedy exploration is not enough to ensure `optimism''. Our analysis reformulates the temporal difference error in an $L^2(\mathrm{d}\mu)$-integrable space over a certain averaged measure $\mu$, and transforms it to a generalization problem under the non-iid setting. This might have its own interest in RL theory for better understanding $\epsilon$-greedy exploration in deep RL.
Code (0)
등록된 구현이 없습니다.
Tasks
reinforcement-learningReinforcement Learning (RL)Similar Papers 제목 키워드 기반
Does DQN Learn?
A primary requirement for any reinforcement learning method is that it should produce policies that improve upon the initial guess. In this work, we show that the widely used Deep Q-Network (DQN) fails to satisfy this mi…
Q-Learningreinforcement-learningReinforcement Learning (RL)Guarantees for Epsilon-Greedy Reinforcement Learning with Function Approximation
Myopic exploration policies such as epsilon-greedy, softmax, or Gaussian noise fail to explore efficiently in some reinforcement learning tasks and yet, they perform well in many others. In fact, in practice, they are of…
reinforcement-learningReinforcement LearningReinforcement Learning (RL)Angrier Birds: Bayesian reinforcement learning
We train a reinforcement learner to play a simplified version of the game Angry Birds. The learner is provided with a game state in a manner similar to the output that could be produced by computer vision algorithms. We …
Efficient ExplorationQ-Learningreinforcement-learningReinforcement Learning+1Finite-sample Analysis of Greedy-GQ with Linear Function Approximation under Markovian Noise
Greedy-GQ is an off-policy two timescale algorithm for optimal control in reinforcement learning. This paper develops the first finite-sample analysis for the Greedy-GQ algorithm with linear function approximation under …
reinforcement-learningReinforcement LearningReinforcement Learning (RL)Epsilon-Greedy Thompson Sampling to Bayesian Optimization
Bayesian optimization (BO) has become a powerful tool for solving simulation-based engineering optimization problems thanks to its ability to integrate physical and mathematical understandings, consider uncertainty, and …
Bayesian OptimizationCantilever BeamThompson Sampling