• Classified by Topic • Classified by Publication Type • Sorted by Date • Sorted by First Author Last Name • Classified by Funding Source •
Deep Recurrent Q-Learning for Partially Observable MDPs.
Matthew Hausknecht
and Peter Stone.
In AAAI Fall Symposium on Sequential Decision Making
for Intelligent Agents (AAAI-SDMIA15), November 2015.
Deep Reinforcement Learning has yielded proficient controllers forcomplex tasks. However, these controllers have limited memory and relyon being able to perceive the complete game screen at each decisionpoint. To address these shortcomings, this article investigates theeffects of adding recurrency to a Deep Q-Network (DQN) by replacingthe first post-convolutional fully-connected layer with a recurrentLSTM. The resulting Deep Recurrent Q-Network (DRQN), althoughcapable of seeing only a single frame at each timestep, successfullyintegrates information through time and replicates DQN's performanceon standard Atari games and partially observed equivalents featuringflickering game screens. Additionally, when trained with partialobservations and evaluated with incrementally more completeobservations, DRQN's performance scales as a function ofobservability. Conversely, when trained with full observations andevaluated with partial observations, DRQN's performance degrades lessthan DQN's. Thus, given the same length of history, recurrency is aviable alternative to stacking a history of frames in the DQN's inputlayer and while recurrency confers no systematic advantage when learningto play the game, the recurrent net can better adapt at evaluationtime if the quality of observations changes.
@InProceedings{SDMIA15-Hausknecht, author = {Matthew Hausknecht and Peter Stone}, title = {Deep Recurrent Q-Learning for Partially Observable MDPs}, booktitle = {AAAI Fall Symposium on Sequential Decision Making for Intelligent Agents (AAAI-SDMIA15)}, location = {Arlington, Virginia, USA}, month = {November}, year = {2015}, abstract={ Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting Deep Recurrent Q-Network (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens. Additionally, when trained with partial observations and evaluated with incrementally more complete observations, DRQN's performance scales as a function of observability. Conversely, when trained with full observations and evaluated with partial observations, DRQN's performance degrades less than DQN's. Thus, given the same length of history, recurrency is a viable alternative to stacking a history of frames in the DQN's input layer and while recurrency confers no systematic advantage when learning to play the game, the recurrent net can better adapt at evaluation time if the quality of observations changes. }, }
Generated by bib2html.pl (written by Patrick Riley ) on Tue Nov 19, 2024 10:24:47