Related papers: Double Prioritized State Recycled Experience Repla…
Real-world reinforcement learning tasks often involve some form of partial observability where the observations only give a partial or noisy view of the true state of the world. Such tasks typically require some form of memory, where the…
Style Transfer has been proposed in a number of fields: fine arts, natural language processing, and fixed trajectories. We scale this concept up to control policies within a Deep Reinforcement Learning infrastructure. Each network is…
This paper proposes a method for prioritizing the replay experience referred to as Hindsight Goal Ranking (HGR) in overcoming the limitation of Hindsight Experience Replay (HER) that generates hindsight goals based on uniform sampling. HGR…
The beer game is a widely used in-class game that is played in supply chain management classes to demonstrate the bullwhip effect. The game is a decentralized, multi-agent, cooperative problem that can be modeled as a serial supply chain…
A central component of training in Reinforcement Learning (RL) is Experience: the data used for training. The mechanisms used to generate and consume this data have an important effect on the performance of RL algorithms. In this paper, we…
There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an…
Memory replay may be key to learning in biological brains, which manage to learn new tasks continually without catastrophically interfering with previous knowledge. On the other hand, artificial neural networks suffer from catastrophic…
Reinforcement learning is concerned with identifying reward-maximizing behaviour policies in environments that are initially unknown. State-of-the-art reinforcement learning approaches, such as deep Q-networks, are model-free and learn to…
Reinforcement learning is a model-free optimal control method that optimizes a control policy through direct interaction with the environment. For reaching tasks that end in regulation, popular discrete-action methods are not well suited…
Training agents via off-policy deep reinforcement learning (RL) requires a large memory, named replay memory, that stores past experiences used for learning. These experiences are sampled, uniformly or non-uniformly, to create the batches…
Successful applications of reinforcement learning in real-world problems often require dealing with partially observable states. It is in general very challenging to construct and infer hidden states as they often depend on the agent's…
In state of the art model-free off-policy deep reinforcement learning, a replay memory is used to store past experience and derive all network updates. Even if both state and action spaces are continuous, the replay memory only holds a…
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…
In distributional reinforcement learning (RL), the estimated distribution of value function models both the parametric and intrinsic uncertainties. We propose a novel and efficient exploration method for deep RL that has two components. The…
Replay strategies are Continual Learning techniques which mitigate catastrophic forgetting by keeping a buffer of patterns from previous experiences, which are interleaved with new data during training. The amount of patterns stored in the…
Episodic memory is a psychology term which refers to the ability to recall specific events from the past. We suggest one advantage of this particular type of memory is the ability to easily assign credit to a specific state when remembered…
Model-based strategies for control are critical to obtain sample efficient learning. Dyna is a planning paradigm that naturally interleaves learning and planning, by simulating one-step experience to update the action-value function. This…
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…
The recently introduced Deep Q-Networks (DQN) algorithm has gained attention as one of the first successful combinations of deep neural networks and reinforcement learning. Its promise was demonstrated in the Arcade Learning Environment…
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm…