Asynchronous Methods for Deep Reinforcement Learning

Volodymyr Mnih, Adrià Puigdomènech Badia, Mehdi Mirza, Alex Graves, Timothy Lillicrap, Tim Harley, David Silver, Koray Kavukcuoglu

2016 · ICML

Asynchronous Methods for Deep Reinforcement Learning

Problem

Framing

Deep RL in 2016 still depended on replay buffers or large distributed systems to stabilize correlated updates. This paper shows that parallel actor-learners alone can decorrelate training enough to make on-policy and value-based deep RL fast, stable, and CPU-only. On 57 Atari games, A3C reaches 496.8% mean and 116.6% median human-normalized score.

Currently Used Methods

Foundational

Proposed Method

Architecture

A3C uses a shared convolutional encoder with separate policy and value heads. Atari uses a feedforward convnet or an LSTM variant; each thread keeps local parameters, rolls out for up to tmaxt_{\max} steps, then applies asynchronous gradients to shared global weights.

Results figure: five Atari learning-speed plots comparing DQN, one-step Q, one-step SARSA, n-step Q, and A3C; A3C is the top yellow curve in most games.

Loss / Objective

The actor maximizes nn-step advantage estimates with entropy regularization, while the critic regresses the bootstrapped return.

θlogπ(atst;θ)(RtV(st;θv))+βθH(π(st;θ))\nabla_{\theta} \log \pi(a_t\mid s_t;\theta)\bigl(R_t - V(s_t;\theta_v)\bigr) + \beta\,\nabla_{\theta} H\bigl(\pi(s_t;\theta)\bigr) θv(RtV(st;θv))2\frac{\partial}{\partial \theta_v} \bigl(R_t - V(s_t;\theta_v)\bigr)^2

Sampling Rule / Algorithm

Each worker forms a truncated nn-step return and backs gradients through the rollout.

Rt=i=0k1γirt+i+γkV(st+k;θv),ktmaxR_t = \sum_{i=0}^{k-1} \gamma^i r_{t+i} + \gamma^k V(s_{t+k};\theta_v), \qquad k \le t_{\max}

Training Procedure

Evaluation

Datasets

Metrics

Headline results

Ablations

Table 1: Mean and median human-normalized scores on 57 Atari games using the human starts evaluation metric

MethodTraining TimeMeanMedian
DQN8 days on GPU121.9%47.5%
Gorila4 days on 130 machines215.2%71.3%
Double8 days on GPU332.9%110.9%
Dueling8 days on GPU343.8%117.1%
Prioritized8 days on GPU463.6%127.6%
A3C FF, 1 day1 day on 16 CPU cores344.1%68.2%
A3C FF4 days on 16 CPU cores496.8%116.6%
A3C LSTM4 days on 16 CPU cores623.0%112.6%

Method Strengths and Weaknesses

Strengths

Weaknesses

Suggestions from the authors

Links

Prior Papers

Further Papers