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1 Tutorial: Deep Reinforcement Learning David Silver, Google DeepMind
2 Outline Introduction to Deep Learning Introduction to Reinforcement Learning Value-Based Deep RL Policy-Based Deep RL Model-Based Deep RL
3 Reinforcement Learning in a nutshell RL is a general-purpose framework for decision-making I RL is for an agent with the capacity to act I Each action influences the agent s future state I Success is measured by a scalar reward signal I Goal: select actions to maximise future reward
4 Deep Learning in a nutshell DL is a general-purpose framework for representation learning I Given an objective I Learn representation that is required to achieve objective I Directly from raw inputs I Using minimal domain knowledge
5 Deep Reinforcement Learning: AI = RL + DL We seek a single agent which can solve any human-level task I RL defines the objective I DL gives the mechanism I RL + DL = general intelligence
6 Examples of Deep I Play games: Atari, poker, Go,... I Explore worlds: 3D worlds, Labyrinth,... I Control physical systems: manipulate, walk, swim,... I Interact with users: recommend, optimise, personalise,...
7 Outline Introduction to Deep Learning Introduction to Reinforcement Learning Value-Based Deep RL Policy-Based Deep RL Model-Based Deep RL
8 o O o O o Deep Representations I A deep representation is a composition of many functions x / h 1 /... / h n / y / l w 1... w n I Its gradient can be backpropagated by the @h @h n n
9 Deep Neural Network A deep neural network is typically composed of: I Linear transformations I Non-linear activation functions h k+1 = Wh k h k+2 = f (h k+1 ) I A loss function on the output, e.g. I Mean-squared error l = y y 2 I Log likelihood l = log P [y ]
10 Training Neural Networks by Stochastic Gradient Descent I Sample gradient of expected loss L(w) = E @w = I Adjust w down the sampled gradient
11 ? O O = O O Weight Sharing Recurrent neural network shares weights between time-steps y t y t+1... / h t / h t+1 /... w x t w x t+1 Convolutional neural network shares weights between local regions w 1 w 2 w 1 w 2 h 2 x h 1
12 Outline Introduction to Deep Learning Introduction to Reinforcement Learning Value-Based Deep RL Policy-Based Deep RL Model-Based Deep RL
13 Many Faces of Reinforcement Learning Computer Science Engineering Mathematics Optimal Control Operations Research Machine Learning Reinforcement Learning Rationality/ Game Theory Reward System Classical/Operant Conditioning Neuroscience Psychology Economics
14 Agent and Environment observation action I At each step t the agent: o t reward r t a t I Executes action at I Receives observation o t I Receives scalar reward r t I The environment: I Receives action at I Emits observation o t+1 I Emits scalar reward r t+1
15 State I Experience is a sequence of observations, actions, rewards o 1, r 1, a 1,...,a t 1, o t, r t I The state is a summary of experience s t = f (o 1, r 1, a 1,...,a t 1, o t, r t ) I In a fully observed environment s t = f (o t )
16 Major Components of an RL Agent I An RL agent may include one or more of these components: I Policy: agent s behaviour function I Value function: how good is each state and/or action I Model: agent s representation of the environment
17 Policy I A policy is the agent s behaviour I It is a map from state to action: I Deterministic policy: a = (s) I Stochastic policy: (a s) =P [a s]
18 Value Function I A value function is a prediction of future reward I How much reward will I get from action a in state s? I Q-value function gives expected total reward I from state s and action a I under policy I with discount factor Q (s, a) =E r t+1 + r t r t s, a
19 Value Function I A value function is a prediction of future reward I How much reward will I get from action a in state s? I Q-value function gives expected total reward I from state s and action a I under policy I with discount factor Q (s, a) =E r t+1 + r t r t s, a I Value functions decompose into a Bellman equation Q (s, a) =E s 0,a 0 r + Q (s 0, a 0 ) s, a
20 Optimal Value Functions I An optimal value function is the maximum achievable value Q (s, a) =max Q (s, a) =Q (s, a)
21 Optimal Value Functions I An optimal value function is the maximum achievable value Q (s, a) =max Q (s, a) =Q (s, a) I Once we have Q we can act optimally, (s) = argmax a Q (s, a)
22 Optimal Value Functions I An optimal value function is the maximum achievable value Q (s, a) =max Q (s, a) =Q (s, a) I Once we have Q we can act optimally, (s) = argmax a Q (s, a) I Optimal value maximises over all decisions. Informally: Q (s, a) =r t+1 + max r t max r t a t+1 a t+2 = r t+1 + max a t+1 Q (s t+1, a t+1 )
23 Optimal Value Functions I An optimal value function is the maximum achievable value Q (s, a) =max Q (s, a) =Q (s, a) I Once we have Q we can act optimally, (s) = argmax a Q (s, a) I Optimal value maximises over all decisions. Informally: Q (s, a) =r t+1 + max r t max r t a t+1 a t+2 = r t+1 + max a t+1 Q (s t+1, a t+1 ) I Formally, optimal values decompose into a Bellman equation apple Q (s, a) =E s 0 r + max Q (s 0, a 0 ) s, a a 0
24 Value Function Demo
25 Model observation action o t a t reward r t
26 Model observation o t reward r t action a t I Model is learnt from experience I Acts as proxy for environment I Planner interacts with model I e.g. using lookahead search
27 Approaches To Reinforcement Learning Value-based RL I Estimate the optimal value function Q (s, a) I This is the maximum value achievable under any policy Policy-based RL I Search directly for the optimal policy I This is the policy achieving maximum future reward Model-based RL I Build a model of the environment I Plan (e.g. by lookahead) using model
28 Deep Reinforcement Learning I Use deep neural networks to represent I I I Value function Policy Model I Optimise loss function by stochastic gradient descent
29 Outline Introduction to Deep Learning Introduction to Reinforcement Learning Value-Based Deep RL Policy-Based Deep RL Model-Based Deep RL
30 Q-Networks Represent value function by Q-network with weights w Q(s, a, w) Q (s, a) Q(s,a,w) Q(s,a 1,w) Q(s,a m,w) w w s a s
31 Q-Learning I Optimal Q-values should obey Bellman equation apple Q (s, a) =E s 0 r + max Q (s 0, a 0 ) s, a a 0 I Treat right-hand side r + max Q(s 0, a 0, w) as a target a 0 I Minimise MSE loss by stochastic gradient descent l = r + 2 max a 0 Q(s 0, a 0, w) Q(s, a, w)
32 Q-Learning I Optimal Q-values should obey Bellman equation apple Q (s, a) =E s 0 r + max Q (s 0, a 0 ) s, a a 0 I Treat right-hand side r + max Q(s 0, a 0, w) as a target a 0 I Minimise MSE loss by stochastic gradient descent l = r + 2 max a 0 Q(s 0, a 0, w) Q(s, a, w) I Converges to Q using table lookup representation
33 Q-Learning I Optimal Q-values should obey Bellman equation apple Q (s, a) =E s 0 r + max Q (s 0, a 0 ) s, a a 0 I Treat right-hand side r + max Q(s 0, a 0, w) as a target a 0 I Minimise MSE loss by stochastic gradient descent l = r + 2 max a 0 Q(s 0, a 0, w) Q(s, a, w) I Converges to Q using table lookup representation I But diverges using neural networks due to: I Correlations between samples I Non-stationary targets
34 Deep Q-Networks (DQN): Experience Replay To remove correlations, build data-set from agent s own experience s t, a t, r t+1, s t+1! s t, a t, r t+1, s t+1 s 1, a 1, r 2, s 2 s 2, a 2, r 3, s 3! s, a, r, s 0 s 3, a 3, r 4, s 4... Sample experiences from data-set and apply update l = r + 2 max a 0 Q(s 0, a 0, w ) Q(s, a, w) To deal with non-stationarity, target parameters w are held fixed
35 Deep Reinforcement Learning in Atari state action s t a t reward r t
36 DQN in Atari I End-to-end learning of values Q(s, a) from pixels s I Input state s is stack of raw pixels from last 4 frames I Output is Q(s, a) for 18 joystick/button positions I Reward is change in score for that step Network architecture and hyperparameters fixed across all games
37 DQN Results in Atari
38 DQN Atari Demo INNOVATIONS IN The microbiome T H E I N T E R N AT I O N A L W E E K LY J O U R N A L O F S C I E N C E DQN paper DQN source code: sites.google.com/a/deepmind.com/dqn/ Self-taught AI software attains human-level performance in video games PAGES 486 & 529 EPIDEMIOLOGY COSMOLOGY QUANTUM PHYSICS SHARE DATA IN OUTBREAKS A GIANT IN THE EARLY UNIVERSE TELEPORTATION FOR TWO PAGE 477 PAGES 490 & 512 PAGES 491 & 516 Forge open access to sequences and more A supermassive black hole at a redshift of 6.3 Transferring two properties of a single photon NATURE.COM/NATURE 26 February Vol. 518, No. 7540
39 Improvements since Nature DQN I Double DQN: Remove upward bias caused by max a I Current Q-network w is used to select actions I Older Q-network w is used to evaluate actions l = r + Q(s, a, w) 2 Q(s 0, argmax a 0 Q(s 0, a 0, w), w ) Q(s, a, w)
40 Improvements since Nature DQN I Double DQN: Remove upward bias caused by max a I Current Q-network w is used to select actions I Older Q-network w is used to evaluate actions l = r + Q(s, a, w) 2 Q(s 0, argmax a 0 Q(s 0, a 0, w), w ) Q(s, a, w) I Prioritised replay: Weight experience according to surprise I Store experience in priority queue according to DQN error r + max Q(s 0, a 0, w ) Q(s, a, w) a 0
41 Improvements since Nature DQN I Double DQN: Remove upward bias caused by max a I Current Q-network w is used to select actions I Older Q-network w is used to evaluate actions l = r + Q(s, a, w) 2 Q(s 0, argmax a 0 Q(s 0, a 0, w), w ) Q(s, a, w) I Prioritised replay: Weight experience according to surprise I Store experience in priority queue according to DQN error r + max Q(s 0, a 0, w ) Q(s, a, w) a 0 I Duelling network: Split Q-network into two channels I Action-independent value function V (s, v) I Action-dependent advantage function A(s, a, w) Q(s, a) =V (s, v)+a(s, a, w)
42 Improvements since Nature DQN I Double DQN: Remove upward bias caused by max a I Current Q-network w is used to select actions I Older Q-network w is used to evaluate actions l = r + Q(s, a, w) 2 Q(s 0, argmax a 0 Q(s 0, a 0, w), w ) Q(s, a, w) I Prioritised replay: Weight experience according to surprise I Store experience in priority queue according to DQN error r + max Q(s 0, a 0, w ) Q(s, a, w) a 0 I Duelling network: Split Q-network into two channels I Action-independent value function V (s, v) I Action-dependent advantage function A(s, a, w) Q(s, a) =V (s, v)+a(s, a, w) Combined algorithm: 3x mean Atari score vs Nature DQN
43 Gorila (General Reinforcement Learning Architecture) I 10x faster than Nature DQN on 38 out of 49 Atari games I Applied to recommender systems within Google
44 Asynchronous Reinforcement Learning I Exploits multithreading of standard CPU I Execute many instances of agent in parallel I Network parameters shared between threads I Parallelism decorrelates data I Viable alternative to experience replay I Similar speedup to Gorila - on a single machine!
45 Outline Introduction to Deep Learning Introduction to Reinforcement Learning Value-Based Deep RL Policy-Based Deep RL Model-Based Deep RL
46 Deep Policy Networks I Represent policy by deep network with weights u a = (a s, u) ora = (s, u) I Define objective function as total discounted reward L(u) =E r 1 + r r (, u) I Optimise objective end-to-end by SGD I i.e. Adjust policy parameters u to achieve more reward
47 Policy Gradients How to make high-value actions more likely: I The gradient of a stochastic policy (a s, u) is (a s, u) = E Q (s,
48 Policy Gradients How to make high-value actions more likely: I The gradient of a stochastic policy (a s, u) is (a s, u) = E Q (s, I The gradient of a deterministic policy a = (s) is = E @u I if a is continuous and Q is di erentiable
49 Actor-Critic Algorithm I Estimate value function Q(s, a, w) Q (s, a) I Update policy parameters u by stochastic gradient @log (a s, u) = Q(s, @u @u
50 Asynchronous Advantage Actor-Critic (A3C) I Estimate state-value function V (s, v) E [r t+1 + r t s] I Q-value estimated by an n-step sample q t = r t+1 + r t n 1 r t+n + n V (s t+n, v)
51 Asynchronous Advantage Actor-Critic (A3C) I Estimate state-value function V (s, v) E [r t+1 + r t s] I Q-value estimated by an n-step sample q t = r t+1 + r t n 1 r t+n + n V (s t+n, v) I Actor is updated towards (a t s t, u) (q t V (s t, I Critic is updated to minimise MSE w.r.t. target l v =(q t V (s t, v)) 2
52 Asynchronous Advantage Actor-Critic (A3C) I Estimate state-value function V (s, v) E [r t+1 + r t s] I Q-value estimated by an n-step sample q t = r t+1 + r t n 1 r t+n + n V (s t+n, v) I Actor is updated towards (a t s t, u) (q t V (s t, I Critic is updated to minimise MSE w.r.t. target l v =(q t V (s t, v)) 2 I 4x mean Atari score vs Nature DQN
53 Deep Reinforcement Learning in Labyrinth
54 A3C in Labyrinth π(a s t-1 ) V(s t-1 ) π(a s t ) V(s t ) π(a s t+1 ) V(s t-1 ) s t-1 s t s t+1 o t-1 o t o t+1 I End-to-end learning of softmax policy (a s t ) from pixels I Observations o t are raw pixels from current frame I State s t = f (o 1,...,o t ) is a recurrent neural network (LSTM) I Outputs both value V (s) and softmax over actions (a s) I Task is to collect apples (+1 reward) and escape (+10 reward)
55 A3C Labyrinth Demo Demo: Labyrinth source code (coming soon): sites.google.com/a/deepmind.com/labyrinth/
56 Deep Reinforcement Learning with Continuous Actions How can we deal with high-dimensional continuous action spaces? I Can t easily compute max Q(s, a) a I Actor-critic algorithms learn without max I Q-values are di erentiable w.r.t a I Deterministic policy gradients exploit
57 Deep DPG DPG is the continuous analogue of DQN I Experience replay: build data-set from agent s experience I Critic estimates value of current policy by DQN l w = 2 r + Q(s 0, (s 0, u ), w ) Q(s, a, w) To deal with non-stationarity, targets u, w I Actor updates policy in direction that improves @u I In other words critic provides loss function for actor are held fixed
58 DPG in Simulated Physics I Physics domains are simulated in MuJoCo I End-to-end learning of control policy from raw pixels s I Input state s is stack of raw pixels from last 4 frames I Two separate convnets are used for Q and I Policy is adjusted in direction that most improves Q a Q(s,a) π(s)
59 DPG in Simulated Physics Demo I Demo: DPG from pixels
60 A3C in Simulated Physics Demo I Asynchronous RL is viable alternative to experience replay I Train a hierarchical, recurrent locomotion controller I Retrain controller on more challenging tasks
61 Fictitious Self-Play (FSP) Can deep RL find Nash equilibria in multi-agent games? I Q-network learns best response to opponent policies I I By applying DQN with experience replay c.f. fictitious play I Policy network (a s, u) learns an average of (a s, I Actions a sample mix of policy network and best response
62 Neural FSP in Texas Hold em Poker I Heads-up limit Texas Hold em I NFSP with raw inputs only (no prior knowledge of Poker) I vs SmooCT (3x medal winner 2015, handcrafted knowlege) mbb/h SmooCT NFSP, best response strategy -700 NFSP, greedy-average strategy NFSP, average strategy e+06 1e e+07 2e e+07 3e e+07 Iterations
63 Outline Introduction to Deep Learning Introduction to Reinforcement Learning Value-Based Deep RL Policy-Based Deep RL Model-Based Deep RL
64 Learning Models of the Environment I Demo: generative model of Atari I Challenging to plan due to compounding errors I Errors in the transition model compound over the trajectory I Planning trajectories di er from executed trajectories I At end of long, unusual trajectory, rewards are totally wrong
65 CONSERVATION PAGE 452 THE INTERNATIONAL WEEKLY JOURNAL OF SCIENCE RESEARCH ETHICS PAGE 459 POPULAR SCIENCE PAGE 462 NATURE.COM/NATURE 28 January Vol. 529, No Deep Reinforcement Learning in Go What if we have a perfect model? e.g. game rules are known AlphaGo paper: AlphaGo resources: deepmind.com/alphago/ At last a computer program that can beat a champion Go player PAGE 484 ALL SYSTEMS GO SONGBIRDS À LA CARTE Illegal harvest of millions of Mediterranean birds SAFEGUARD TRANSPARENCY Don t let openness backfire on individuals WHEN GENES GOT SELFISH Dawkins s calling card forty years on
66 Conclusion I General, stable and scalable RL is now possible I Using deep networks to represent value, policy, model I Successful in Atari, Labyrinth, Physics, Poker, Go I Using a variety of deep RL paradigms
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