Agent57 beats human average on all Atari games.
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DreamerV2 learns Atari game behaviors from a world model, achieving human-level performance.
A new RL method improves performance on Atari games without complex techniques.
Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more, in fact, than a human would need to learn the same games. How can people learn so…
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 act effectively across a wide range of environments such as Atari games, but requ…
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 that any algorithm needs to master in order to perform well on all games: process…
State representation learning, or the ability to capture latent generative factors of an environment, is crucial for building intelligent agents that can perform a wide variety of tasks. Learning such representations without supervision from rewards is a challenging open problem. We introduce a method that learns state…
A new reward learning module improves imitation learning in high-dimensional environments.
Low precision networks in the reinforcement learning (RL) setting are relatively unexplored because of the limitations of binary activations for function approximation. Here, in the discrete action ATARI domain, we demonstrate, for the first time, that low precision policy distillation from a high precision network pro…
Deep reinforcement learning has become popular over recent years, showing superiority on different visual-input tasks such as playing Atari games and robot navigation. Although objects are important image elements, few work considers enhancing deep reinforcement learning with object characteristics. In this paper, we p…
In this work, we build on recent advances in distributional reinforcement learning to give a generally applicable, flexible, and state-of-the-art distributional variant of DQN. We achieve this by using quantile regression to approximate the full quantile function for the state-action return distribution. By reparameter…
Distributional Reinforcement Learning (RL) differs from traditional RL in that, rather than the expectation of total returns, it estimates distributions and has achieved state-of-the-art performance on Atari Games. The key challenge in practical distributional RL algorithms lies in how to parameterize estimated distrib…
Our work is a simple extension of the paper "Exploration by Random Network Distillation". More in detail, we show how to efficiently combine Intrinsic Rewards with Experience Replay in order to achieve more efficient and robust exploration (with respect to PPO/RND) and consequently better results in terms of agent perf…
Paper presents a new method for Bayesian deep learning that scales to Atari games.
Currently, many applications in Machine Learning are based on define new models to extract more information about data, In this case Deep Reinforcement Learning with the most common application in video games like Atari, Mario, and others causes an impact in how to computers can learning by himself with only informatio…
Achieving efficient and scalable exploration in complex domains poses a major challenge in reinforcement learning. While Bayesian and PAC-MDP approaches to the exploration problem offer strong formal guarantees, they are often impractical in higher dimensions due to their reliance on enumerating the state-action space.…
Deep reinforcement learning is successful in decision making for sophisticated games, such as Atari, Go, etc. However, real-world decision making often requires reasoning with partial information extracted from complex visual observations. This paper presents Discriminative Particle Filter Reinforcement Learning (DPFRL…
From a young age humans learn to use grammatical principles to hierarchically combine words into sentences. Action grammars is the parallel idea, that there is an underlying set of rules (a "grammar") that govern how we hierarchically combine actions to form new, more complex actions. We introduce the Action Grammar Re…
Due to the capability of deep learning to perform well in high dimensional problems, deep reinforcement learning agents perform well in challenging tasks such as Atari 2600 games. However, clearly explaining why a certain action is taken by the agent can be as important as the decision itself. Deep reinforcement learni…
Aims to create a world model without baggage, achieving good performance.
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. …
Develops a deep metric learning approach for detecting bugs in video games.
Study shows popular RL methods are inefficient due to unfair baselines.
Paper proposes an RL algorithm to ensure policy performance guarantees.
CURL uses contrastive learning to improve reinforcement learning performance.
Do you remember your first video game console? We remember ours. Decades ago, they provided hours of entertainment. Now, we have repurposed them to solve dynamic and stochastic optimization problems. With deep reinforcement learning methods posting superhuman performance on a wide range of Atari games, we consider the …
A new neural network model improves reinforcement learning efficiency.
Method learns statistics of return distributions via neural networks and maximum mean discrepancy.
A new method for reinforcement learning scales errors without tuning.
We introduce CuLE (CUDA Learning Environment), a CUDA port of the Atari Learning Environment (ALE) which is used for the development of deep reinforcement algorithms. CuLE overcomes many limitations of existing CPU-based emulators and scales naturally to multiple GPUs. It leverages GPU parallelization to run thousands …
New loss function equivalence reveals PER's uniform sampling can be improved.
We explore the use of Evolution Strategies (ES), a class of black box optimization algorithms, as an alternative to popular MDP-based RL techniques such as Q-learning and Policy Gradients. Experiments on MuJoCo and Atari show that ES is a viable solution strategy that scales extremely well with the number of CPUs avail…
Deep reinforcement learning, applied to vision-based problems like Atari games, maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it. By separating the image processing from decision-making, one could better …
New Bellman error estimator improves offline model selection performance.
Deep RL algorithms can overfit to early experiences, leading to poor performance.
Deep RL approach improves MIS for complex environments.
Deep reinforcement learning (DeepRL) agents surpass human-level performance in many tasks. However, the direct mapping from states to actions makes it hard to interpret the rationale behind the decision-making of the agents. In contrast to previous a-posteriori methods for visualizing DeepRL policies, in this work, we …
A new method prioritizes and recycles experiences for better reinforcement learning.
We present a modern scalable reinforcement learning agent called SEED (Scalable, Efficient Deep-RL). By effectively utilizing modern accelerators, we show that it is not only possible to train on millions of frames per second but also to lower the cost of experiments compared to current methods. We achieve this with a …
New approach to understand recurrent policies as FSMs without minimization.
Although deep reinforcement learning agents have produced impressive results in many domains, their decision making is difficult to explain to humans. To address this problem, past work has mainly focused on explaining why an action was chosen in a given state. A different type of explanation that is useful is a counte…
Paper proposes SinkhornDRL for distributional RL using Sinkhorn divergence and regularized Wasserstein loss.
Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate the development of new methods by providing a common reproducible standard. Many h…
Stabilizes policy optimization with off-policy data using divergence augmentation.
A new method learns object representations from motion in slot representations.
Curiosity enhanced by audio-visual associations improves learning efficiency.
Transformer learns long-term dependencies from real-world data.
We show how an ensemble of -functions can be leveraged for more effective exploration in deep reinforcement learning. We build on well established algorithms from the bandit setting, and adapt them to the -learning setting. We propose an exploration strategy based on upper-confidence bounds (UCB). Our experimen…