Deep Q-Network
Q-learning with a deep neural network instead of a table, which learned to play dozens of Atari games from raw pixels and the score alone.
Also DQN · experience replay · target network · Atari
Mnih et al., DeepMind, 2013 (Nature, 2015)
Instead of a notebook with a score for every possible screen, which would be impossibly large, a neural network looks at the screen and guesses the score of each joystick move.
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How it works
A video game screen has far too many possible states for a Q-learning table. DQN replaces the table with a CNN: input the last few frames, output one Q-value per joystick action.
Naively training a neural network with Q-learning is unstable, because consecutive frames are highly correlated and the target moves every time the network changes. DQN added two fixes:
- Experience replay: store past transitions in a big buffer and train on random samples from it.
- Target network: compute targets with a frozen copy of the network that is only updated occasionally.
With the same network and settings for every game, DQN learned dozens of Atari 2600 games from pixels and score alone, reaching human-level play on many of them. That 2015 Nature paper made deep reinforcement learning a major field.
Everyday use cases
- Case 01
Game-playing agents
The classic demonstration of learning to play Breakout and other Atari games from pixels.
Strengths, weaknesses and when to use it
Strengths
- Learns directly from high-dimensional input like images.
- One method across many different games.
Weaknesses
- Needs enormous amounts of experience.
- Only works with a small set of discrete actions.
When to use itFor discrete-action problems with rich observations, especially when a simulator can generate lots of experience.
Compare with
Check yourself
- Q01
What is experience replay for?
Show answer
A: Training on random samples of past experience, which breaks harmful correlations between consecutive frames