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Heterogeneous team deep q-learning in low-dimensional multi-agent environments

机译:低维多智能体环境中的异构团队深度q学习

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Deep Q-Learning is an effective reinforcement learning method, which has recently obtained human-level performance for a set of Atari 2600 games. Remarkably, the system was trained on the high-dimensional raw visual data. Is Deep Q-Learning equally valid for problems involving a low-dimensional state space? To answer this question, we evaluate the components of Deep Q-Learning (deep architecture, experience replay, target network freezing, and meta-state) on a Keepaway soccer problem, where the state is described only by 13 variables. The results indicate that although experience replay indeed improves the agent performance, target network freezing and meta-state slow down the learning process. Moreover, the deep architecture does not help for this task since a rather shallow network with just two hidden layers worked the best. By selecting the best settings, and employing heterogeneous team learning, we were able to outperform all previous methods applied to Keepaway soccer using a fraction of the runner-up's computational expense. These results extend our understanding of the Deep Q-Learning effectiveness for low-dimensional reinforcement learning tasks.
机译:深度Q-Learning是一项有效的加固学习方法,最近获得了一套Atari 2600游戏的人为级别。值得注意的是,系统培训了高维原始视觉数据。深度Q-Learning对涉及低维态空间的问题同样有效吗?为了回答这个问题,我们在Lexaway足球问题上评估深度Q学习(深度架构,重播,目标网络冻结,元状态)的组成部分,其中状态仅由13个变量描述。结果表明,虽然经验重播确实可以提高代理性能,目标网络冻结和元状态减慢了学习过程。此外,由于只有两个隐藏图层的相当浅的网络,深度架构对此任务并不帮助这项任务。通过选择最佳设置,并采用异构团队学习,我们能够以亚军的计算费用的一小部分优越应用于Keepaway足球的所有先前的方法。这些结果可以了解我们对低维加强学习任务的深度Q学习效能的理解。

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