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63 lines
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2.8 KiB
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63 lines
No EOL
2.8 KiB
Markdown
# Weekly Progress Feb 12
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## Finished writing scripts for data collection
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- Playing a game now records
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- Video
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- State / Next-State as pixel values
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- Action taken
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- Reward Received
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- Whether the environment is finished every turn
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- Wrote scripts to gather and preprocess the demonstration data
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- Now everything is standardized on the npy format. Hopefully that stays consistent for a while.
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## Wrote code to create an actor that *imitates* the demonstrator
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Tweaked the loss function to be a form of cross-entropy loss
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$$
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loss = max(Q(s, a) + l(s,a)) - Q(s, a_E)
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$$
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Where $l(s, a)$ is zero for the action the demonstrator took and positive elsewhere.
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Turns out, that as with a lot of deep learning applications, you need a lot of training data. So the agent currently does poorly on mimicking the performance of the demonstrator.
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### Aside : Pretraining with the Bellman Equation
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Based off the paper:
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Todd Hester, Matej Vecerik, Olivier Pietquin, arc Lanctot, Tom Schaul, Bilal Piot, Andrew Sendonaris, Gabriel Dulac-Arnold, Ian OsbandI, John Agapiou, Joel Z. Leibo, Audrunas Gruslys. **Learning from Demonstrations for Real World Reinforcement Learning**
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This paper had the demonstration not include include the $(state, action)$ pairs like I did, but also the $(next_state, reward, done)$ signals. This way, they can pretrain with both supervised loss and with the general Q-learning loss.
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That way, they can use the result of the pretraining as a starting ground for the actual training. The way I implemented it, I would first train an imitator which would then be used as the actor during the simulations from which we would collect data and begin training another net.
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## Prioritized Replay
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Instead of uniform sampling of experiences, we can sample by how surprised we were about the outcome of the Q-value loss.
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I had a previous implementation of this, but it was faulty, so I took the code from OpenAI baselines and integrated it with my library.
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It helps with games like Pong, because there are many states where the result is not surprising and inconsequential. Like when the ball is around the center of the field.
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## Schedulers
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There are some people who use Linear Schedulers to change the value of various parameters throughout training.
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I implemented it as an iterator in python and called *next* for each time the function uses the hyper-parameter.
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The two parameters I use schedulers in normally are:
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- Epsilon - Gradually decreases exploration rate
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- Beta - Decreases the importance of the weights of experiences that get frequently sampled
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## Layer Norm
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"Reduces training by normalizes the activities of the neurons."
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Jimmy Lei Ba, Jamie Ryan Kiros, Geoffrey E. Hinton. **Layer Normalization.**
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It's nicely implemented in PyTorch already so I threw that in for each layer of the network. Reduces the average loss. |