Q-map: A convolutional approach for goal-oriented reinforcement learning.
File(s)1810.02927v1.pdf (1.02 MB)
Working paper
Author(s)
Pardo, Fabio
Levdik, Vitaly
Kormushev, Petar
Type
Working Paper
Abstract
Goal-oriented learning has become a core concept in reinforcement learning
(RL), extending the reward signal as a sole way to define tasks. However, as
parameterizing value functions with goals increases the learning complexity,
efficiently reusing past experience to update estimates towards several goals
at once becomes desirable but usually requires independent updates per goal.
Considering that a significant number of RL environments can support spatial
coordinates as goals, such as on-screen location of the character in ATARI or
SNES games, we propose a novel goal-oriented agent called Q-map that utilizes
an autoencoder-like neural network to predict the minimum number of steps
towards each coordinate in a single forward pass. This architecture is similar
to Horde with parameter sharing and allows the agent to discover correlations
between visual patterns and navigation. For example learning how to use a
ladder in a game could be transferred to other ladders later. We show how this
network can be efficiently trained with a 3D variant of Q-learning to update
the estimates towards all goals at once. While the Q-map agent could be used
for a wide range of applications, we propose a novel exploration mechanism in
place of epsilon-greedy that relies on goal selection at a desired distance
followed by several steps taken towards it, allowing long and coherent
exploratory steps in the environment. We demonstrate the accuracy and
generalization qualities of the Q-map agent on a grid-world environment and
then demonstrate the efficiency of the proposed exploration mechanism on the
notoriously difficult Montezuma's Revenge and Super Mario All-Stars games.
(RL), extending the reward signal as a sole way to define tasks. However, as
parameterizing value functions with goals increases the learning complexity,
efficiently reusing past experience to update estimates towards several goals
at once becomes desirable but usually requires independent updates per goal.
Considering that a significant number of RL environments can support spatial
coordinates as goals, such as on-screen location of the character in ATARI or
SNES games, we propose a novel goal-oriented agent called Q-map that utilizes
an autoencoder-like neural network to predict the minimum number of steps
towards each coordinate in a single forward pass. This architecture is similar
to Horde with parameter sharing and allows the agent to discover correlations
between visual patterns and navigation. For example learning how to use a
ladder in a game could be transferred to other ladders later. We show how this
network can be efficiently trained with a 3D variant of Q-learning to update
the estimates towards all goals at once. While the Q-map agent could be used
for a wide range of applications, we propose a novel exploration mechanism in
place of epsilon-greedy that relies on goal selection at a desired distance
followed by several steps taken towards it, allowing long and coherent
exploratory steps in the environment. We demonstrate the accuracy and
generalization qualities of the Q-map agent on a grid-world environment and
then demonstrate the efficiency of the proposed exploration mechanism on the
notoriously difficult Montezuma's Revenge and Super Mario All-Stars games.
Date Issued
2018-10-06
Citation
2018
Identifier
http://arxiv.org/abs/1810.02927v1
Subjects
cs.LG
cs.LG
stat.ML
Notes
website: https://sites.google.com/view/q-map-rl