历史上最好的深度强化学习q网络

Wenwu Yu, Rui Wang, Ruiying Li, Jing Gao, Xiaohui Hu
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引用次数: 5

摘要

众所周知,流行的DQN算法具有一定的不稳定性和可变性,这使得它的性能有时很差。在之前的工作中,只有一个目标网络,该网络由最新学习到的q值估计更新。在本文中,我们提出了多个目标网络,它们是深度q网络(Deep Q-Networks, DQN)的扩展。基于之前学习到的q值估计网络,我们选择了几个在所有之前的网络中表现最好的网络作为我们的辅助网络。我们表明,为了解决确定哪个网络更好的问题,我们使用每集的分数作为网络质量的度量。我们的方法背后的关键是每个辅助网络都有一些它擅长处理的状态,并指导智能体做出正确的选择。我们将我们的方法应用到OpenAI Gym的Atari 2600游戏中。我们发现带有辅助网络的DQN显著提高了游戏的性能和稳定性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Historical Best Q-Networks for Deep Reinforcement Learning
The popular DQN algorithm is known to have some instability and variability which make its performance poor sometimes. In prior work, there is only one target network, the network that is updated by the latest learned Q-value estimate. In this paper, we present multiple target networks which are the extension to the Deep Q-Networks (DQN). Based on the previously learned Q-value estimate networks, we choose several networks that perform best in all previous networks as our auxiliary networks. We show that in order to solve the problem of determining which network is better, we use the score of each episode as a measure of the quality of the network. The key behind our method is that each auxiliary network has some states that it is good at handling and guides the agent to make the right choices. We apply our method to the Atari 2600 games from the OpenAI Gym. We find that DQN with auxiliary networks significantly improves the performance and the stability of games.
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