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Deep Reinforcement Learning with Double Q-learning (1509.06461v3)

Published 22 Sep 2015 in cs.LG

Abstract: The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.

Deep Reinforcement Learning with Double Q-learning

In the paper titled "Deep Reinforcement Learning with Double Q-learning," van Hasselt, Guez, and Silver address critical concerns in the domain of reinforcement learning (RL) by tackling the overestimation problem commonly found in Q-learning algorithms. They offer both theoretical insight and empirical validation to demonstrate the efficacy of their proposed solution: Double Q-learning applied within the framework of Deep Q Networks (DQN), termed Double DQN.

Key Insights and Contributions

The Q-learning algorithm, while popular, frequently overestimates action values due to the maximization bias intrinsic to its update rule. This bias is exacerbated in large-scale environments where function approximation is necessary, such as in deep RL setups that employ neural networks. The primary contributions of this paper can be summarized as follows:

  1. Empirical Demonstration of Overestimation in DQN: The authors show that DQN, when applied to the Atari 2600 domain, suffers significant overestimations in action values despite using a deep neural network for function approximation. This is particularly noteworthy because the Atari 2600 environment, being deterministic and varied, functions as a robust testbed where DQN had previously achieved notable success.
  2. Generalization of Double Q-learning: Originally developed in a tabular setting, Double Q-learning is adapted to work with function approximators such as deep neural networks. This approach decouples action selection from action evaluation, mitigating the maximization bias inherent in the Q-learning algorithm.
  3. Formulation of Double DQN: The new algorithm, Double DQN, integrates the core idea of Double Q-learning with the DQN framework. It employs the online network for action selection while the target network evaluates the selected actions. This simple yet critical modification leads to more accurate value estimates and improved policy quality.
  4. Superior Performance in Atari 2600 Games: Performance comparisons on a suite of 49 Atari 2600 games reveal that Double DQN outperforms the standard DQN in terms of value accuracy and policy effectiveness. The reduction in overestimation results in more stable and higher-quality learning outcomes.

Theoretical Foundations

The overestimation issue in Q-learning arises due to the maximization bias over noisy value estimates. When errors in value estimates are uniformly distributed, and under conditions of large action spaces, this bias can lead to significantly inflated value functions. The authors provide theoretical guarantees showing that any kind of estimation error can perpetuate this bias. They derive bounds to quantify this overestimation and compare it with the unbiased nature of Double Q-learning.

Experimental Validation

The empirical section of the paper showcases the detrimental effect of overestimation in DQN through some illustrative Atari game results. For instance, in games like "Asterix" and "Wizard of Wor," DQN exhibits high instability and performance deterioration due to overoptimism in value estimates. Conversely, Double DQN stabilizes these estimates and maintains higher performance levels.

Furthermore, aggregate analysis across all 49 Atari games shows that Double DQN not only reduces the overestimation but also improves the learned policies, achieving new state-of-the-art results in several games. Numerical performance metrics—such as mean and median scores—strongly favor Double DQN over DQN, demonstrating the robustness of the proposed modification.

Implications and Future Directions

The findings in this paper bear significant implications for both theoretical and practical aspects of RL:

  • Practical Robustness:

By mitigating the overestimation bias, Double DQN provides a more stable and reliable learning algorithm suitable for large-scale, high-dimensional problems. This robustness is crucial for deploying RL in real-world applications where stability and performance consistency are paramount.

  • Theoretical Depth:

The theoretical analysis unifies existing views on the sources of overestimation, providing a clearer understanding of the biases in Q-learning and how Double Q-learning rectifies them.

Future research could explore further refinements of Double Q-learning algorithms and their applications in more complex environments, including those with continuous action spaces. Additionally, extending these concepts to other RL algorithms that utilize value estimation and function approximation could generalize the benefits beyond the scope of DQN.

Conclusion

The paper "Deep Reinforcement Learning with Double Q-learning" makes a substantial contribution to the field of RL by addressing the core issue of overestimation in Q-learning algorithms. Through rigorous theoretical analysis and comprehensive empirical validation, van Hasselt, Guez, and Silver demonstrate that Double DQN significantly enhances the stability and performance of RL agents in complex environments. This work stands as a pivotal reference for researchers and practitioners aiming to develop more reliable and efficient RL algorithms.

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Authors (3)
  1. Hado van Hasselt (57 papers)
  2. Arthur Guez (26 papers)
  3. David Silver (67 papers)
Citations (7,136)
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