Related papers: Optimal Use of Experience in First Person Shooter …
Experience replay is a key technique behind many recent advances in deep reinforcement learning. Allowing the agent to learn from earlier memories can speed up learning and break undesirable temporal correlations. Despite its wide-spread…
ViZDoom is a robust, first-person shooter reinforcement learning environment, characterized by a significant degree of latent state information. In this paper, double-Q learning and prioritized experience replay methods are tested under a…
Model-based reinforcement learning uses models to plan, where the predictions and policies of an agent can be improved by using more computation without additional data from the environment, thereby improving sample efficiency. However,…
We investigate the effect of using human demonstration data in the replay buffer for Deep Reinforcement Learning. We use a policy gradient method with a modified experience replay buffer where a human demonstration experience is sampled…
Experience replay is one of the most commonly used approaches to improve the sample efficiency of reinforcement learning algorithms. In this work, we propose an approach to select and replay sequences of transitions in order to accelerate…
Humans and other intelligent animals evolved highly sophisticated perception systems that combine multiple sensory modalities. On the other hand, state-of-the-art artificial agents rely mostly on visual inputs or structured low-dimensional…
Reinforcement learning studies how an agent should interact with an environment to maximize its cumulative reward. A standard way to study this question abstractly is to ask how many samples an agent needs from the environment to learn an…
Experience replay \citep{lin1993reinforcement, mnih2015human} is a widely used technique to achieve efficient use of data and improved performance in RL algorithms. In experience replay, past transitions are stored in a memory buffer and…
Simulation is used extensively in autonomous systems, particularly in robotic manipulation. By far, the most common approach is to train a controller in simulation, and then use it as an initial starting point for the real system. We…
Recently experience replay is widely used in various deep reinforcement learning (RL) algorithms, in this paper we rethink the utility of experience replay. It introduces a new hyper-parameter, the memory buffer size, which needs carefully…
Experience replay lets online reinforcement learning agents remember and reuse experiences from the past. In prior work, experience transitions were uniformly sampled from a replay memory. However, this approach simply replays transitions…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
Bimodal, stochastic environments present a challenge to typical Reinforcement Learning problems. This problem is one that is surprisingly common in real world applications, being particularly applicable to pricing problems. In this paper we…
Deep reinforcement learning trains neural networks using experiences sampled from the replay buffer, which is commonly updated at each time step. In this paper, we propose a method to update the replay buffer adaptively and selectively to…
Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understanding. We therefore present a systematic and extensive analysis of experience replay in Q-learning…
Online reinforcement learning agents are currently able to process an increasing amount of data by converting it into a higher order value functions. This expansion of the information collected from the environment increases the agent's…
Reinforcement learning agents learn by encouraging behaviours which maximize their total reward, usually provided by the environment. In many environments, however, the reward is provided after a series of actions rather than each single…
In reinforcement learning, an agent interacts sequentially with an environment to maximize a reward, receiving only partial, probabilistic feedback. This creates a fundamental exploration-exploitation trade-off: the agent must explore to…
Artificial neural networks are promising for general function approximation but challenging to train on non-independent or non-identically distributed data due to catastrophic forgetting. The experience replay buffer, a standard component…
In this paper, we explore the Transformer based architectures for reinforcement learning in both online and offline settings within the Doom game environment. Our investigation focuses on two primary approaches: Deep Transformer Q- learning…