Human-Level Control through Deep Reinforcement Learning

Volodymyr Mnih, Koray Kavukcuoglu

2015 · Nature

Human-Level Control through Deep Reinforcement Learning

Problem

Framing

Deep RL had not shown stable, end-to-end control from raw pixels across many Atari games. DQN closes this with a convolutional QQ-network plus experience replay and a lagged target network, reaching above human score on 29 of 49 games.

Currently Used Methods

Foundational

Proposed Method

Architecture

The agent maps a preprocessed 84×84×484 \times 84 \times 4 state stack to one Q(s,a)Q(s,a) output per legal action. It uses three convolution layers, then two fully connected layers, with rectifiers after each hidden layer.

Architecture diagram: four stacked Atari frames pass through two illustrated convolution stages and two fully connected layers to action-value outputs mapped to joystick actions.

Loss / Objective

DQN minimizes one-step temporal-difference error against a frozen target network.

Li(θi)=E(ϕ,a,r,ϕ)U(D)[(yiQ(ϕ,a;θi))2]L_i(\theta_i) = \mathbb{E}_{(\phi, a, r, \phi') \sim U(D)} \left[ \left( y_i - Q(\phi, a; \theta_i) \right)^2 \right] yi={rif episode terminates at step i+1,r+γmaxaQ(ϕ,a;θi)otherwisey_i = \begin{cases} r & \text{if episode terminates at step } i+1, \\ r + \gamma \max_{a'} Q(\phi', a'; \theta_i^-) & \text{otherwise} \end{cases}

Sampling Rule / Algorithm

Action selection uses an ϵ\epsilon-greedy policy over the learned action values.

at={random actionwith probability ϵ,argmaxaQ(ϕ(st),a;θ)with probability 1ϵa_t = \begin{cases} \text{random action} & \text{with probability } \epsilon, \\ \arg\max_a Q(\phi(s_t), a; \theta) & \text{with probability } 1 - \epsilon \end{cases}

Training Procedure

Evaluation

Datasets

Metrics

Headline results

Ablations

Method Strengths and Weaknesses

Strengths

Weaknesses

Suggestions from the authors

Links

Prior Papers

Further Papers