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Reinforcement Learning with A* and a Deep Heuristic (1811.07745v1)

Published 19 Nov 2018 in cs.LG and stat.ML

Abstract: A* is a popular path-finding algorithm, but it can only be applied to those domains where a good heuristic function is known. Inspired by recent methods combining Deep Neural Networks (DNNs) and trees, this study demonstrates how to train a heuristic represented by a DNN and combine it with A*. This new algorithm which we call aleph-star can be used efficiently in domains where the input to the heuristic could be processed by a neural network. We compare aleph-star to N-Step Deep Q-Learning (DQN Mnih et al. 2013) in a driving simulation with pixel-based input, and demonstrate significantly better performance in this scenario.

Citations (13)

Summary

  • The paper introduces a novel algorithm that replaces traditional A* heuristics with a deep CNN-based heuristic for improved action selection in MDPs.
  • The algorithm employs a unique tree-based backpropagation strategy with pure exploitation, resulting in a compact planning tree and effective reward maximization.
  • Experimental validation in a pixel-based driving environment demonstrates faster convergence and superior performance compared to N-Step DQN methods.

Reinforcement Learning with A* and a Deep Heuristic: A Summary

The paper "Reinforcement Learning with A* and a Deep Heuristic" presents an innovative integration of traditional path-finding theories with modern machine learning techniques. It introduces a novel algorithm, denoted as $, which applies a deep heuristic network to the widely known A* algorithm for effective action selection in Markov Decision Processes (MDPs).</p> <h3 class='paper-heading'>The Core Proposition</h3> <p>Central to the A* algorithm is the reliance on heuristics for cost minimization, facilitating optimality and efficiency under certain conditions. However, the absence of a reliable heuristic often undermines its applicability. The authors propose addressing this limitation by substituting the conventional heuristic with a deep neural network. More specifically, a Convolutional Neural Network (CNN) is leveraged to determine the heuristic function, trained using reinforcement learning methods.</p> <p>This new approach allows A* to be utilized in broader domains, particularly where the input is apt for neural network processing. In comparative analyses with N-Step Deep Q-Learning (DQN) within a pixel-based simulated driving environment, the proposed algorithm demonstrated superior performance, highlighting the potential of deep heuristics in path planning.</p> <h3 class='paper-heading'>Methodological Contributions</h3> <p>The proposed algorithm diverges from the <a href="https://www.emergentmind.com/topics/monte-carlo-tree-search-mcts" title="" rel="nofollow" data-turbo="false" class="assistant-link" x-data x-tooltip.raw="">Monte Carlo Tree Search</a> (MCTS) by maintaining all possible state transitions in a tree structure and applying a unique backpropagation strategy using a &quot;soft&quot; maximum of Q values. This stands in contrast to the typical MCTS approach, which often relies on random rollouts. Moreover, during evaluation, the algorithm employs pure exploitation, a methodology that leads to a more streamlined and compact tree structure with minimal branching.</p> <p>The algorithm stores and prioritizes actions in a queue, optimizing the sequence of state transitions by maximizing instantaneous and discounted rewards. The learning proceeds iteratively, updating the heuristic weights until the tree is efficiently explored with high-ranking nodes leading to significant reward accumulation.</p> <h3 class='paper-heading'>Experimental Validation</h3> <p>The implementation and testing of the algorithm took place in a tailored pixel-based driving environment, where the heuristic network architecture mirrors earlier successful RL designs. Performance analyses exposed the algorithm&#39;s competence in reaching near-theoretical reward boundaries significantly faster than baseline N-Step DQN approaches, which struggled to perform under identical conditions.</p> <p>A pivotal measure of success was the efficiency of the tree structure, which exhibited minimal branching, ensuring deep planning with a compact number of nodes. This implies practical suitability for runtime environments, given its computational scalability advantages over conventional rollout-based methods.</p> <h3 class='paper-heading'>Implications and Future Directions</h3> <p>The paper&#39;s findings herald significant implications in the sphere of reinforcement learning, particularly for real-time path planning and decision-making applications. The potential to replace rule-based heuristics with learned deep networks may unlock new capabilities in non-deterministic and high-dimensional spaces.</p> <p>While the results are promising, the paper notes the exigency of further comparative studies against established methods like MCTS and AlphaZero in diverse environments such as the Arcade Learning Environment. Such future explorations could elucidate the generalizability and limitations of the $ algorithm within different sensory inputs and decision-making contexts.

The research opens avenues for enhancing heuristic training protocols in reinforcement learning and reinforces the value of hybrid models integrating classical algorithms with deep learning approaches for intelligent system design.

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