Related papers: Implicit Quantile Networks for Distributional Rein…
Equalizer parameter optimization is critical for signal integrity in high-speed memory systems operating at multi-gigabit data rates. However, existing methods suffer from computationally expensive eye diagram evaluation, optimization of…
In reinforcement learning, it is often difficult to automate high-dimensional, rapid decision-making in dynamic environments, especially when domains require real-time online interaction and adaptive strategies such as web-based games. This…
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges…
This paper proposes a new optimization objective for value-based deep reinforcement learning. We extend conventional Deep Q-Networks (DQNs) by adding a model-learning component yielding a transcoder network. The prediction errors for the…
We study the problem of temporal-difference-based policy evaluation in reinforcement learning. In particular, we analyse the use of a distributional reinforcement learning algorithm, quantile temporal-difference learning (QTD), for this…
In recent years there is a growing interest in using deep representations for reinforcement learning. In this paper, we present a methodology and tools to analyze Deep Q-networks (DQNs) in a non-blind matter. Moreover, we propose a new…
Distributional reinforcement learning (distributional RL) has seen empirical success in complex Markov Decision Processes (MDPs) in the setting of nonlinear function approximation. However, there are many different ways in which one can…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using…
As the third-generation neural networks, Spiking Neural Networks (SNNs) have great potential on neuromorphic hardware because of their high energy-efficiency. However, Deep Spiking Reinforcement Learning (DSRL), i.e., the Reinforcement…
Widely-used deep reinforcement learning algorithms have been shown to fail in the batch setting--learning from a fixed data set without interaction with the environment. Following this result, there have been several papers showing…
A longstanding goal of the field of AI is a method for learning a highly capable, generalist agent from diverse experience. In the subfields of vision and language, this was largely achieved by scaling up transformer-based models and…
This paper presents a novel deep reinforcement learning-based resource allocation technique for the multi-agent environment presented by a cognitive radio network where the interactions of the agents during learning may lead to a…
Classical reinforcement learning (RL) techniques are generally concerned with the design of decision-making policies driven by the maximisation of the expected outcome. Nevertheless, this approach does not take into consideration the…
In this work we present a new agent architecture, called Reactor, which combines multiple algorithmic and architectural contributions to produce an agent with higher sample-efficiency than Prioritized Dueling DQN (Wang et al., 2016) and…
We employ the Deep Q-Learning algorithm with Experience Replay to train an agent capable of achieving a high-level of play in the L-Game while self-learning from low-dimensional states. We also employ variable batch size for training in…
We propose a new method to study the internal memory used by reinforcement learning policies. We estimate the amount of relevant past information by estimating mutual information between behavior histories and the current action of an…
Although deep reinforcement learning methods can learn effective policies for challenging problems such as Atari games and robotics tasks, algorithms are complex, and training times are often long. This study investigates how Evolution…
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to…
Eligibility traces in reinforcement learning are used as a bias-variance trade-off and can often speed up training time by propagating knowledge back over time-steps in a single update. We investigate the use of eligibility traces in…
Policy distillation in deep reinforcement learning provides an effective way to transfer control policies from a larger network to a smaller untrained network without a significant degradation in performance. However, policy distillation is…