DRL (Deep Reinforcement Learning) challenge on Montezuma's Revenge is presented. The score and the rooms reached in A3C exceed that of DeepMind. This is English translation of my Japanese slide + some update. (updated 2017/7/22)
I changed http server. See following for result of experiment: http://35.197.57.214/
(I'd like to update slide, but re-upload function was already lost form 際際滷Share)
This document discusses computer vision applications using TensorFlow for deep learning. It introduces computer vision and convolutional neural networks. It then demonstrates how to build and train a CNN for MNIST handwritten digit recognition using TensorFlow. Finally, it shows how to load and run the pre-trained Google Inception model for image classification.
This document provides an overview of TensorFlow and how to implement machine learning models using TensorFlow. It discusses:
1) How to install TensorFlow either directly or within a virtual environment.
2) The key concepts of TensorFlow including computational graphs, sessions, placeholders, variables and how they are used to define and run computations.
3) An example one-layer perceptron model for MNIST image classification to demonstrate these concepts in action.
This document summarizes key concepts in neural sequence modeling including recurrent neural networks, long short-term memory networks, and neural Turing machines. It outlines recurrent neural networks and how they can be used for sequence modeling. It then describes long short-term memory networks and how they address the vanishing gradient problem in recurrent neural networks using gating mechanisms. Finally, it provides an overview of neural Turing machines and how they use an external memory component with addressing and reading/writing mechanisms controlled by a neural network controller.
1) The document discusses AlphaGo and its use of machine learning techniques like deep neural networks, reinforcement learning, and Monte Carlo tree search to master the game of Go.
2) AlphaGo uses reinforcement learning to learn Go strategies and evaluate board positions by playing many games against itself. It also uses deep neural networks and convolutional neural networks to pattern-match board positions and Monte Carlo tree search to simulate future moves and strategies.
3) By combining these techniques, AlphaGo was able to defeat top human Go players by developing an intuitive understanding of the game and strategizing several moves in advance.
The slides go through the implementation details of Google Deepmind's AlphaGo, a computer Go AI that defeated the European champion. The slides are targeted for beginners in the machine learning area.
Korean version (??? ??): http://www.slideshare.net/ShaneSeungwhanMoon/ss-59226902
AlphaGo Zero is an AI agent created by DeepMind to master the game of Go without human data or expertise. It uses reinforcement learning through self-play with the following key aspects:
1. It uses a single deep neural network that predicts both the next move and the winner of the game from the current board position. This dual network is trained solely through self-play reinforcement learning.
2. The neural network improves the Monte Carlo tree search used to select moves. The search uses the network predictions to guide selection and backup of information during search.
3. Training involves repeated self-play games to generate data, then using this data to update the neural network parameters through gradient descent. The updated network plays
Wrangle 2016: (Lightning Talk) FizzBuzz in TensorFlowWrangleConf
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This document discusses using machine learning to solve the "Fizz Buzz" problem in an unconventional way. The author first presents simple Python solutions to Fizz Buzz. He then frames Fizz Buzz as a classification problem, where the goal is to predict the correct "Fizz", "Buzz", "FizzBuzz", or number output given an input number. Various machine learning models are applied to this problem, including linear regression, logistic regression, multilayer perceptrons, and deep learning models. The author finds that deeper neural networks can reliably solve Fizz Buzz after training.
Stop Guessing and Start Measuring - Benchmarking Practice (Poly Version)Tobias Pfeiffer
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This is the Polyconf version of the talk, including a little MJIT vs. GraalVM rebuttal, JavaScript, SQL, Ruby and Elixir to be truly Poly.
^What¨s the fastest way of doing this? ̄ - you might ask yourself during development. Sure, you can guess, your intuition might be correct - but how do you know? Benchmarking is here to give you the answers, but there are many pitfalls in setting up a good benchmark and analyzing the results. This talk will guide you through, introduce best practices, and surprise you with some unexpected benchmarking results. You didn¨t think that the order of arguments could influence its performance...or did you?
The document discusses building 2D and 3D games with Ruby using low-level APIs. It covers topics like building 2D games with Ruby SDL, building 3D games with Ruby OpenGL, and whether Ruby is a legitimate player in the gaming space. Examples provided include sample code for sprites, events, and extensions to interface with C libraries for graphics and game development.
The document discusses building 2D and 3D games with Ruby using low-level APIs. It covers topics like building 2D games with Ruby SDL, building 3D games with Ruby OpenGL, and whether Ruby is a legitimate player in the gaming space. Examples provided include sample code for sprites, events, and extensions to interface with C libraries for graphics and game development.
1. The document discusses the author's use of Cocos2d-JS for game development and some experiments with performance optimization.
2. It describes the author's background in accounting software and game development. The author chose Cocos2d-JS because it allows creating games for both browsers and native apps.
3. Two experiments are described: using viewport clipping to only draw enemies within the viewport for performance, and saving position data to localStorage while the final score to the server.
A Bizarre Way to do Real-Time LightingSteven Tovey
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CUDA by Example : Constant Memory and Events : NotesSubhajit Sahu
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Highlighted notes of:
Chapter 6: Constant Memory and Events
Book:
CUDA by Example
An Introduction to General Purpose GPU Computing
Authors:
Jason Sanders
Edward Kandrot
^This book is required reading for anyone working with accelerator-based computing systems. ̄
CFrom the Foreword by Jack Dongarra, University of Tennessee and Oak Ridge National Laboratory
CUDA is a computing architecture designed to facilitate the development of parallel programs. In conjunction with a comprehensive software platform, the CUDA Architecture enables programmers to draw on the immense power of graphics processing units (GPUs) when building high-performance applications. GPUs, of course, have long been available for demanding graphics and game applications. CUDA now brings this valuable resource to programmers working on applications in other domains, including science, engineering, and finance. No knowledge of graphics programming is requiredCjust the ability to program in a modestly extended version of C.
CUDA by Example, written by two senior members of the CUDA software platform team, shows programmers how to employ this new technology. The authors introduce each area of CUDA development through working examples. After a concise introduction to the CUDA platform and architecture, as well as a quick-start guide to CUDA C, the book details the techniques and trade-offs associated with each key CUDA feature. You¨ll discover when to use each CUDA C extension and how to write CUDA software that delivers truly outstanding performance.
Table of Contents
Why CUDA? Why Now?
Getting Started
Introduction to CUDA C
Parallel Programming in CUDA C
Thread Cooperation
Constant Memory and Events
Texture Memory
Graphics Interoperability
Atomics
Streams
CUDA C on Multiple GPUs
The Final Countdown
All the CUDA software tools you¨ll need are freely available for download from NVIDIA.
Jason Sanders is a senior software engineer in NVIDIA¨s CUDA Platform Group, helped develop early releases of CUDA system software and contributed to the OpenCL 1.0 Specification, an industry standard for heterogeneous computing. He has held positions at ATI Technologies, Apple, and Novell.
Edward Kandrot is a senior software engineer on NVIDIA¨s CUDA Algorithms team, has more than twenty years of industry experience optimizing code performance for firms including Adobe, Microsoft, Google, and Autodesk.
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This document provides a programmers guide for Cocos2d-x version 3.3. It includes chapters on basic Cocos2d-x concepts such as scenes, nodes, sprites, actions, and the scene graph. The guide explains how to create and manipulate sprites, run actions and sequences of actions, and handle parent-child relationships between nodes. It aims to teach programmers how to use Cocos2d-x to develop cross-platform 2D games.
It will give a short overview of Reinforcement Learning and its combination with Neural Networks (Deep Reinforcement Learning) in a brief and simple way
This document analyzes the optimal strategy for a card game where a player flips over cards to earn money. It finds that the optimal strategy to maximize expected value is to flip 14 cards. However, it notes that expected value alone does not account for risk. When risk (measured by standard deviation) is incorporated, the best strategy balances reward and risk, which is achieved by flipping 8 cards. The analysis also derives a general formula to find the optimal strategy for similar games.
Visualising is essential for data science process because it allows as to look at the portrait of our data and develop new hypotheses about our problem. However, visualisation does not scale very well as we are limited by the number of pixels in the our screen (at least for static graphics). This deck talks about the approach - Bin - Summarize - Smooth approach to visualise big data which has been developed by Hadley Wickham and then implemented in an R package in Bigvis.
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The document is a lab file submitted by Sachin Singh that describes 13 programs implemented for an Introduction to Artificial Intelligence lab course. It includes the code and output for programs that perform tasks like finding consecutive prime numbers, solving the water jug problem, implementing tic-tac-toe, various graph search algorithms like BFS, DFS, A*, and solving problems like the 4 queens and hangman.
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1. Importing point data from a CSV file and defining the coordinate columns;
2. Specifying the coordinate reference system of the data;
3. Plotting the data spatially and exporting to common GIS formats like shapefiles;
4. Transforming the data to a different CRS (WGS84) in order to visualize in Google Earth.
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The document summarizes a presentation titled "Yoyak" given by Heejong Lee at ScalaDays 2015. The presentation introduces Yoyak, a static analysis framework developed by the speaker. It covers the following topics:
- Static analysis and abstract interpretation theory
- Implementation highlights of the Yoyak framework
- Experiences using Scala in developing Yoyak
- The roadmap for future development of Yoyak
This document discusses working with soil profile data from Macedonia in R. It shows how to import the data as a spatial points data frame, define the coordinate reference system, plot and export the data to different formats like shapefiles and KML for use in GIS software. Key steps include reading in the CSV data, specifying the X and Y coordinates, defining the CRS, plotting the data spatially, and exporting it to formats like shapefiles and KML to visualize and analyze the data in other software.
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This document summarizes the design and implementation of parallel and randomized approximation algorithms for solving matrix games, linear programs, and semi-definite programs. It presents solvers for these problems that provide approximate solutions in sublinear or near-linear time. It analyzes the performance and precision-time tradeoffs of the solvers compared to other algorithms. It also provides examples of applying the SDP solver to approximate the Lovasz theta function.
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DevOpsDays LA - Platform Engineers are Product Managers.pdfJustin Reock
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Platform engineering is the foundation of modern software development, equipping teams with the tools and workflows they need to move faster. However, to truly drive impact, platform engineers must think like product managers!leveraging productivity metrics to guide decisions, prioritize investments, and measure success. By applying a data-driven approach, platform teams can optimize developer experience, streamline workflows, and demonstrate tangible ROI on platform initiatives.
In this 15-minute session, Justin Reock, Deputy CTO at DX (getdx.com), will explore how platform engineers can use key developer productivity metrics!such as cycle time, deployment frequency, and developer satisfaction!to manage their platform as an internal product. By treating the platform with the same rigor as an external product launch, teams can accelerate adoption, improve efficiency, and create a frictionless developer experience.
Join us to learn how adopting a metrics-driven, product management mindset can transform your platform engineering efforts into a strategic, high-impact function that unlocks engineering velocity and business success.
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This is the Polyconf version of the talk, including a little MJIT vs. GraalVM rebuttal, JavaScript, SQL, Ruby and Elixir to be truly Poly.
^What¨s the fastest way of doing this? ̄ - you might ask yourself during development. Sure, you can guess, your intuition might be correct - but how do you know? Benchmarking is here to give you the answers, but there are many pitfalls in setting up a good benchmark and analyzing the results. This talk will guide you through, introduce best practices, and surprise you with some unexpected benchmarking results. You didn¨t think that the order of arguments could influence its performance...or did you?
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The document discusses building 2D and 3D games with Ruby using low-level APIs. It covers topics like building 2D games with Ruby SDL, building 3D games with Ruby OpenGL, and whether Ruby is a legitimate player in the gaming space. Examples provided include sample code for sprites, events, and extensions to interface with C libraries for graphics and game development.
1. The document discusses the author's use of Cocos2d-JS for game development and some experiments with performance optimization.
2. It describes the author's background in accounting software and game development. The author chose Cocos2d-JS because it allows creating games for both browsers and native apps.
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This document provides a 10 step guide for implementing real-time lighting on the PlayStation 3 (PS3) using its parallel architecture of 6 Synergistic Processing Units (SPUs). It discusses rendering a pre-pass to extract normals and depth, calculating lighting in a tile-based parallel manner on the SPUs, and compositing the final lighting texture. Special techniques like using atomics, striping data across SPUs, and maintaining pipeline balance are needed to optimize performance on the PS3's parallel architecture. The goal is to achieve real-time lighting for a game with 20 cars racing at night, while preserving picture quality and reducing frame latency to acceptable levels.
CUDA by Example : Constant Memory and Events : NotesSubhajit Sahu
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Highlighted notes of:
Chapter 6: Constant Memory and Events
Book:
CUDA by Example
An Introduction to General Purpose GPU Computing
Authors:
Jason Sanders
Edward Kandrot
^This book is required reading for anyone working with accelerator-based computing systems. ̄
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CUDA is a computing architecture designed to facilitate the development of parallel programs. In conjunction with a comprehensive software platform, the CUDA Architecture enables programmers to draw on the immense power of graphics processing units (GPUs) when building high-performance applications. GPUs, of course, have long been available for demanding graphics and game applications. CUDA now brings this valuable resource to programmers working on applications in other domains, including science, engineering, and finance. No knowledge of graphics programming is requiredCjust the ability to program in a modestly extended version of C.
CUDA by Example, written by two senior members of the CUDA software platform team, shows programmers how to employ this new technology. The authors introduce each area of CUDA development through working examples. After a concise introduction to the CUDA platform and architecture, as well as a quick-start guide to CUDA C, the book details the techniques and trade-offs associated with each key CUDA feature. You¨ll discover when to use each CUDA C extension and how to write CUDA software that delivers truly outstanding performance.
Table of Contents
Why CUDA? Why Now?
Getting Started
Introduction to CUDA C
Parallel Programming in CUDA C
Thread Cooperation
Constant Memory and Events
Texture Memory
Graphics Interoperability
Atomics
Streams
CUDA C on Multiple GPUs
The Final Countdown
All the CUDA software tools you¨ll need are freely available for download from NVIDIA.
Jason Sanders is a senior software engineer in NVIDIA¨s CUDA Platform Group, helped develop early releases of CUDA system software and contributed to the OpenCL 1.0 Specification, an industry standard for heterogeneous computing. He has held positions at ATI Technologies, Apple, and Novell.
Edward Kandrot is a senior software engineer on NVIDIA¨s CUDA Algorithms team, has more than twenty years of industry experience optimizing code performance for firms including Adobe, Microsoft, Google, and Autodesk.
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This document provides a programmers guide for Cocos2d-x version 3.3. It includes chapters on basic Cocos2d-x concepts such as scenes, nodes, sprites, actions, and the scene graph. The guide explains how to create and manipulate sprites, run actions and sequences of actions, and handle parent-child relationships between nodes. It aims to teach programmers how to use Cocos2d-x to develop cross-platform 2D games.
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This document analyzes the optimal strategy for a card game where a player flips over cards to earn money. It finds that the optimal strategy to maximize expected value is to flip 14 cards. However, it notes that expected value alone does not account for risk. When risk (measured by standard deviation) is incorporated, the best strategy balances reward and risk, which is achieved by flipping 8 cards. The analysis also derives a general formula to find the optimal strategy for similar games.
Visualising is essential for data science process because it allows as to look at the portrait of our data and develop new hypotheses about our problem. However, visualisation does not scale very well as we are limited by the number of pixels in the our screen (at least for static graphics). This deck talks about the approach - Bin - Summarize - Smooth approach to visualise big data which has been developed by Hadley Wickham and then implemented in an R package in Bigvis.
This document discusses the coin changing problem and compares dynamic programming and greedy algorithms for solving it. The coin changing problem involves finding the minimum number of coins needed to make change for a given amount using an unlimited supply of coins. Dynamic programming breaks the problem down into subproblems that are solved once and stored, while greedy algorithms make locally optimal choices at each step to try to find a global optimum. The document provides examples of solving coin changing problems using both dynamic programming and greedy algorithms and analyzes their time complexities.
The document is a lab file submitted by Sachin Singh that describes 13 programs implemented for an Introduction to Artificial Intelligence lab course. It includes the code and output for programs that perform tasks like finding consecutive prime numbers, solving the water jug problem, implementing tic-tac-toe, various graph search algorithms like BFS, DFS, A*, and solving problems like the 4 queens and hangman.
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2. Specifying the coordinate reference system of the data;
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4. Transforming the data to a different CRS (WGS84) in order to visualize in Google Earth.
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- Implementation highlights of the Yoyak framework
- Experiences using Scala in developing Yoyak
- The roadmap for future development of Yoyak
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This document summarizes the design and implementation of parallel and randomized approximation algorithms for solving matrix games, linear programs, and semi-definite programs. It presents solvers for these problems that provide approximate solutions in sublinear or near-linear time. It analyzes the performance and precision-time tradeoffs of the solvers compared to other algorithms. It also provides examples of applying the SDP solver to approximate the Lovasz theta function.
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DRL challenge on Montezuma's Revenge
1. 20170722
Training long history on real reward and diverse hyper
parameters in threads combined with DeepMind¨s A3C+
Takayoshi Iitsuka
The Whole Brain Architecture Initiative
a specified non-profit organization, Japan
1983-2003: Researcher of compiler for Hitachi`s computers (mainly, Supercomputers)
2003-2015: Strategy and Planning Department of several divisions (Cloud Service, etc.)
2015/9 : Early retired Hitachi with additional payment
2016/2-12 : Catched up with latest IT including Deep Learning
2016/10 : Got top position in OpenAI Gym (Montezuma's Revenge), Kept until 2017/3
2016/10 : Return to Hitachi as contract employee (my work is not related to AI)
1
2. 20170722
Table of Content
1. Background
2. DeepMind's paper and A3C+
3. Experience with A3C+ and My Proposals
4. Conclusion
5. Future Directions
2
4. 20170722
State
Screen Image
after Action etc.
Deep Reinforcement Learning (DRL)
Environment
Game Emulator etc.
Agent
Predict best Action
by Deep Learning
Action
...
Reward
Score
obtained by Action
etc.
? Agent predicts best Action from State by Deep Learning
? Environment returns State and Reward as result of Action
? Agent updates internal Neural Network based on Reward
4
5. 20170722
Score of DRL in Atari 2600 games
? DRL reached human level score in
more than half of Atari 2600 games
(Deep Q-Network, DeepMind 2015)
? But poor score games still remained
? One of the hardest games for DRL
was "Montesuma's Revenge"
(until DeepMind submitted very effective paper to arXiv
in June 2016. I did not notice the paper by late August)
? I started challenge on DRL of
"Montesuma's Revenge" in the
beginning of August as my hobby
[DRL] https://deepmind.com/blog/deep-reinforcement-learning/
[My blog (in Japanese)] http://itsukara.hateblo.jp/
[My github] https://github.com/Itsukara/async_deep_reinforce Joe
Montesuma's Revenge
Human Level or Above
5
6. 20170722
Why so hard?
? So many kill-points => hard to go forward
? Little chance to get reward => little chance to learn
Reward chance by random actions (first 1M steps)
Name of game # of gameover Non-ZERO score Reward chance
Breakout 5440 4202 77.3%
Montezuma's Revenge 2323 1 0.043%
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7. 20170722
Simple countermeasures and their results
? So many kill-point
[measure] Give negative reward when Joe killed to avoid kill-point
[result] Joe does not approach kill-point and can't go over it
? Little chance to get reward
[measure] Give basic-income reward to promote learning
(provide constant reward in every steps or periodically)
[result] Joe stays one place forever
? Additionally, no motivation to go over kill-point
[measure] Combination (basic-income after kill-point may be attractive)
[result] Joe stays one place and can't go foward
=>
? Reward is important for training. But, at the same time, some kind
of motivation to move and go-over kill point is necessary. For that
purpose, reward should be decreased when visiting same place
many times or making same action many times.
7
9. 20170722
DeepMind's paper
? I had been offering information of DRL experiment with
Monezuma's Revenge in my blog and twitter
? Auther of A3C reproduciton code which I was using read
my blog and gave me information of DeepMind's new
paper ^Unifying Count-Based Exploration and Intrinsic
Motivation (Bellmare, et. al., June 2016) ̄ by twitter message
? Reading abstract of the paper, I realized that what I
wanted in rewarding was written in the paper in name of
^pseudo-reward based on pseudo-count^
? They applied pseudo-count to Montezuma's Revenge
and get good result (average score after 100M steps
training with double-DQN is 3439, that with A3C is 273)
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10. 20170722
Key idea
? Although there is simple method to count the the occurrence number of game
state i.e. binary comparison of game state, it is not effective when the
probability of game state is too small or zero, e.g. what is the probability of
(SUN, LATE, BUSY) after following observation? Just Zero?
? Key idea
? ρ = 1/10*1/10*9/10 (=0.009) looks natural as probalility of (SUN, LAGTE, BUSY)
? After observation of (SUN, LATE, BUSY),
it will become ρ' = 2/11*2/11*10/11 (=0.03)
(The paper named ρ' as "recording probability" )
day# Weather Time-of-day Crowdness
1 SUN LATE QUIET
2 RAIN EARY BUSY
3 RAIN EARY BUSY
4 RAIN EARY BUSY
5 RAIN EARY BUSY
6 RAIN EARY BUSY
7 RAIN EARY BUSY
8 RAIN EARY BUSY
9 RAIN EARY BUSY
10 RAIN EARY BUSY
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11. 20170722
Pseudo-count
? When the data-space S is direct product of multiple sub-data-spaces S1, S2, ...,
SM (in previous slide, Weather, Time-of-day, Crowdeness), the probability of a
sample D=(d1, ..., dM) in S is product of the probability of in d1, ..., dM in each of
S1, S2, ..., SM (assumption: each space is independent)
? For each Si , when the number of occurrence of a sample di is N, and the
number of the observation is n, ρ and ρ' can be calculated by definition:
? ρ = N/n
? ρ' = (N + 1)/(n + 1)
? From above equations, N can be calculate as follows from ρ and ρ':
? N = ρ(1 C ρ')/(ρ' C ρ) P ρ/(ρ' C ρ) (when ρ' << 1)
? ρ (and ρ') of D can be calculated as products of ρ (and ρ') in S1, S2, ..., S
? So, N (the number of occurence) of D can be calculate from ρ and ρ' of D
? The paper named N as ^pseudo-count^.
? In previous slide, ρ = 1/10*1/10*9/10 =0.009, ρ' = 2/11*2/11*10/11 = 0.03.
So, pseudo-count N = 0.009/(0.03 C 0.009) = 0.42 (not 0 & < 1: looks resonable)
Notice: Above explanation is much simplifed. See DeepMind paper for details.
11
12. 20170722
Utilization in DRL: Pseudo-Reward
? For every pixel of a game screen x, calculate ρ and ρ'
? Caculate product of all ρ and ρ' => These are ρ and ρ' of x
? Calculate N(x) (pseudo-count of x) from ρ and ρ' of x
? Calculate R(x) (Pseudo-Reward of the screen x) as follows
? R(x) = β / (N(x) + 0.01)1/P
? N(x) is bigger, R(x) is smaller => smaller in high-occurence screen
? 0.01 has no meaning (just to avoid zero-division)
? P was selected by experiment (tried P=2 and 1)
? P=2 both in Double DQN and A3C
? β was selected from short paramer sweep
? β=0.05 in Double DQN, β=0.01 in A3C
=> R(x) P β/
? ^Real-Reward + R(x) ̄ is used as Reward for training
(not used as score of the game)
? This gives motivation to extend exploration of state in DRL
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13. 20170722
Result: Double DQN + Pseudo-Reward
? Evaluated in 5 games. Effective in the following games
? In Montezuma's Revenge, extended reached rooms
This room was the
most important in
DeepMind¨s
evaluation
(confirmed Bellmare).
Because Joe can
get 3,000 in this
room only.
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14. 20170722
Result: A3C + Pseudo-Reward (A3C+)
? Evaluated in 60 games. The number of low-score
games was reduced (low-score: score is less than 150%
of random actions. Pink cells in the following table)
? Not so good (273.7) in Montezuma's Revenge
Score<150%Random Stochastic-ALE Deterministic-ALE Stochastic-ALE Deterministic-ALE
A3C A3C+ DQN A3C A3C+ A3C A3C+ Random Human A3C A3C+ DQN A3C A3C+ DQN
1 ASTEROIDS X 2680.7 2257.9 3946.2 2406.6 719.1 47388.7 4% 3% 0% 7% 4% 0%
2 BATTLE-ZONE X 3143.0 7429.0 3393.8 7969.1 2360.0 37187.5 2% 15% 41% 3% 16% 45%
3 BOWLING X 32.9 68.7 35.0 76.0 23.1 160.7 7% 33% 4% 9% 38% 5%
4 DOUBLE-DUNK X X 0.5 -8.9 0.2 -7.8 -18.6 -16.4 870% 442% 320% 854% 489% 210%
5 ENDURO X 0.0 749.1 0.0 694.8 0.0 860.5 0% 87% 40% 0% 81% 51%
6 FREEWAY X 0.0 27.3 0.0 30.5 0.0 29.6 0% 92% 103% 0% 103% 102%
7 GRAVITAR X X X 204.7 246.0 201.3 238.7 173.0 3351.4 1% 2% -4% 1% 2% 1%
8 ICE-HOCKEY X X -5.2 -7.1 -5.1 -6.5 -11.2 0.9 49% 34% 12% 50% 39% 7%
9 KANGAROO X 47.2 5475.7 46.6 4883.5 52.0 3035.0 0% 182% 138% 0% 162% 198%
10 MONTEZUMA'S-REVENGE X 0.1 142.5 0.2 273.7 0.0 4753.3 0% 3% 0% 0% 6% 0%
11 PITFALL X X X -8.8 -156.0 -7.0 -259.1 -229.4 6463.7 3% 1% 2% 3% 0% 2%
12 ROBOTANK X 2.1 6.7 2.2 7.7 2.2 11.9 -1% 46% 501% 0% 56% 395%
13 SKIING X X X -23670.0 -20066.7 -20959.0 -22177.5 -17098.1 -4336.9 -51% -23% -73% -30% -40% -85%
14 SOLARIS X X 2157.0 2175.7 2102.1 2270.2 1236.3 12326.7 8% 8% -4% 8% 9% 5%
15 SURROUND X X X -7.8 -7.0 -7.1 -7.2 -10.0 6.5 13% 18% 7% 18% 17% 11%
16 TENNIS X X X -12.4 -20.5 -16.2 -23.1 -23.8 -8.9 76% 22% 73% 51% 5% 106%
17 TIME-PILOT X X X 7417.1 3816.4 9000.9 4103.0 3568.0 5925.0 163% 11% -32% 231% 23% 21%
18 VENTURE X X 0.0 0.0 0.0 0.0 0.0 1188.0 0% 0% 5% 0% 0% 0%
14X 10X 10X 15X 14X 14X 16X 14X 13X
Notice: Above table was created from the paper
14
16. 20170722
I tried A3C+ => Why?
? I already had A3C environment and had been
trying Montezuma's Revenge in this environment
? Training speed (steps per sec.) of A3C is very fast
? So I think that I can verify the effect of pseudo-reward
based on pseudo-count very soon
? The paper provides the result of few games only for
Double DQN. I felt that the reason might be the time to
tuning or evaluation with D-DQN is too long. It might
cosume much time to get good result in D-DQN.
16
17. 20170722
First trial: better than A3C+
? By incorporating pseudo-reward to my code,
I got very good result in first trial
? It was better than the result of A3C+ (273.7)
400
300
200
100
DeepMind's A3C+ Score
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18. 20170722
Effect of my original code
? To evaluate precisely, I turned-OFF my original code which I
incorporated in the past trials => Bad score (aroud 100 point)
? By turning-ON my original code, the score went up
My original code: OFF->ON
400
500
300
200
100
18
19. 20170722
My original code
? My original code contained several function
? Training Long History on Real Reward (TLHoRR)
? Inspired by reinforcement of learning with dopamine in human
brain. In this case, Real-Reward is very valuable event in brain
and TLHoRR strongly trains neural network like dopamine does
? Give negative reward when Joe killed
? Increase randomness of actions when no-reward time is long
? Only TLHoRR was effective
? My code contains so many hyper parameters now. I feel it is very difficut
to find best parameters because there are so many hyper parameters
? The length of history to train (various values tried)
? β and P in caluculation of pseudo-reward (varioius values tried)
? Learning algorithm (A3C-ff and A3C-lstm tried)
? The number of skipping frames (4 looks like best for ALE. 2 looks like best for OpenAI gym)
? Color conversion scheme (averege/max/last of skipping frames. max looks like best)
? ^save thread0`s pseudo-count and all thread use it when restored^ or all save and all restore
? Bits for Pixel value (DeepMind used 3. 7 looks like best for my code)
? Have data for pseudo-count in each room or have one data for all rooms
? ...
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20. 20170722
Structure of Neural Network (NN) for DRL
Value
Screen Images
scaled 84x84
last 4 Images
Convoution
8x8x16
Stride 4
Convoution
4x4x32
Stride 2
Fully
Connected
-> 256
Fully
Connected
-> 18
-> 1
Action
...
Action
and
Value
? Predict best Action and Value from last 4 Screen Images
(Value: predicted sum of Reward obtained until game over)
? Reward is used to correct the prediction of best Action and Value
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21. 20170722
A3C: Asynchronous Advantage Actor-Critic
? Gradients ( ) is calucluated like
? Gradients are asynchronously accumulated to Globlal Network ( )
? Global Network ( ) is periodically write back to Local Network
Local (thread0)
Calculate
Local (thread1)
Calculate
Local (threadN)
Calculate
...
Global
Accumulate
(update by )
Periodical Write Back
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22. 20170722
Calculation of Gradients ( ) in A3C+
# Play 5 steps
For i = 0 to 4
Predict best Action At and perform it
Get Reward rt and new State st+1
t += 1
R = Vt if not game over else 0
# Calculate from history of last 5 steps (backward propagation)
For i = 0 to 4
R = rt-i + d * R (d is discount ratio)
+=
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23. 20170722
Calculation of Gradients ( ) in TLHoRR
# Play 5 steps
For i = 0 to 4
Predict best Action At and perform it
Get Reward rt and new State st+1
t += 1
R = Vt if not game over else 0
# Traning Long History on Real Reward (TLHoRR)
T = 180 if Real Reward is included in last 5 steps else 4
# Pseudo Reward => T=5 : learn from last 0.3 seconds in game
# Real Reward => T=180 : learn from last 12 seconds in game
# Calculate from history of last T steps (backward propagation)
For i = 0 to T
R = rt-i + d * R (d is discount ratio)
+=
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24. 20170722
Effect of TLHoRR with A3C+ in ALE
? Average score approached 2000 (2016/10/6)
? Could not go over laser barriers. So, could not get additional 3,000 point.
Laser barriers
Laser barriers
24
2500
2000
1500
1000
500
25. 20170722
Strange behavior of JOE
? JOE looked like captured by the ghost of successful experience
? This happens because Value at step d is kept very high
? At step b (#2), reward is provided after disappearing SWORD
? So, screen image at step b is same as that of step d (*1)
? So, in step d, JOE think there is reward
? Additionally, Value at step d will not decreased by learning because reward
at #2 (step b) is backward propagated to itself through the loop of state
(#1 -> #1 -> #2). => Values of states in this loop is kept very high.
(*1) Actually, the number of monster (#M) will change (2->1 or 1->0).
But, state at step b when #M=1 is same as that at step d when #M=1.
That means this game does not obey Markov process.
25
2
1
a. Come from left of #1 and go down the stairs
b. Arrive #2 and get reward by getting SWORD
c. Return #1 and get reward by killing a monster by SWORD (1:00)
d. Return #2 and stay there forever (1:00 C 5:00)
(looks like waiting the ghost of SWORD)
26. 20170722
Effect of TLHoRR with A3C+ in OpenAI Gym
? Average score exceeded 1600
? Reached 6 rooms which DeepMind did't reached
? Movie reached 3, 8, 9 https://youtu.be/qOyFLCK8Umw
? Movie reached 18, 19 https://youtu.be/jMDhb-Toii8
? Movie reached 19, 20 https://youtu.be/vwkIg1Un7JA
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27. 20170722
Diverse Hyper Parameters in Thread (DHPT)
? Same Hyper Parameters in every thread
? Diverse Hyper Parameters in Thread (DHPT)
Score went down to 0,
and not recovered from it
Score went down to 0,
but recovered from it
The length of
history in TLHoRR,
β and P (in
caluculation of
pseudo-reward)
was changed in
each thread
Lost best action in start room and
unable to learn again because Pseudo-
Reward in start room is almost 0.
Details at http://52.199.15.161/OpenAIGym/montezuma-x1/00index.html
28. 20170722
Frame skip in OpenAI Gym
? In ALE environment, screen images, after same Action is
repeated 4 times (frame skip = 4), is used for learning
? But in OpenAI Gym, # of frame skip is determined by
OpenAI Gym by uniform random number between 2 to 4
? This randomness prevented learning in OpenAI Gym
? I resolved this issue by calling OpenAI Gym environment
twice by same Action (result: frame skip become gussian
distribution with avarage of 7)
? I believe this proper randomness helped to beak through
laser barrier
28
29. 20170722
Effect of TLHoRR with A3C+ in ALE (again)
? Retried THLHoRR + DHPT with A3C+ in ALE by setting fame
skip = 7 because 7 is relatively prime with 60 (frame rate in ALE)
and looks to contribute extension of exploration of game state
? It enabled break through of laser barrier
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31. 20170722
Conclusion
? Pseudo-count is effective for games with little chace to get reward
? TLHoRR is useful to get good score in A3C+
? DHPT is effecitve for stability of training in A3C+
? 6 rooms are newly visited by TLHoRR + DHPT with A3C+
? Related Information
? Blog (in Japanese) : http://itsukara.hateblo.jp/
? Code : https://github.com/Itsukara/async_deep_reinforce
? OpenAI Gym Result : https://gym.openai.com/evaluations/eval_e6uQIveRRVZHz5C2RSlPg
Top position in Montezuma`s Revenge from 2016/10 to 2017/3
?
? Acknowledgment
? I woud like to thank Mr. Miyoshi providing very fast A3C code
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33. 20170722
Future Directions
? Random search of best Hyper Parameters using a large
amount of IT resources
? Combination of TLHoRR and DHPT with other method
(Replay Memory, UNREAL, EWC, DNC, ...: all from DeepMind)
? Building and utilization of maze map (like human)
? Learning with color screen image (like human)
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35. 20170722
Appendix 1 Details of My pseudo-reward (data structure)
Data structure (with initial value)
? Case when having pseudo-count in each room, each thread has following data
? psc_vcount = np.zeros((24, maxval + 1, frsize * frsize), dtype=np.float64)
? 24 is the number of rooms in Montezuma¨s Revenge
? Currently it is constant.
? In the future, currently playing room and connection structure of rooms
should be detected automatically.
? This will be useful to evaluate the value of exploration.
? The value of exploration can be used as additional reward.
? maxval is the max value of pixel in pseudo-count
? Can be changed in option. Default:128
? Real pixel value is scaled to fit this maxval
? frsize is size of image in pseudo-count
? Can be changed in option. Default:42
? Screen of game is scaled to fit image size (frsize * frsize)
? Case when having one pseudo-count, each thread has following data
? psc_vcount = np.zeros((maxval + 1, frsize * frsize), dtype=np.float64)
? Two cases in above can be selected by option
? The order of dimension is important to have good memory locality
? If dimension for pixel value comes last, the performance of training decreases
roughly 20%. Because the value of pixel is sparse and cause many cache miss.
35
36. 20170722
Appendix 1 Details of My pseudo-reward (algorithm)
Algorithm (algorithm when having one pseudo-count is omitted here)
? vcount = psc_vcount[room_no, psc_image, range_k]
? This is not a scalar, not a fancy index, but is a temporary array
? room_no is index of the room currently playing
? psc_image is screen image scaled to fit size:(frsize * frsize), pixel-value:maxval
? range_k = np.array([i for i in range(frsize * frsize)]) (calculated in initialization)
? psc_vcount[room_no, psc_image, range_k] += 1.0
? The count of occurred pixel value is incremented
? r_over_rp = np.prod(nr * vcount / (1.0 + vcount))
? ρ / ρ` for each pixel is calculated, and ρ / ρ` for screen image is calculated
? ρ / ρ` = {N/n} / {(N+1)/(n+1)} = nr * N / (1.0 + N) = nr * vcount /(1.0 + count)
? nr = (n + 1.0) / n where n is the number of observation, count starts in initialization
? psc_count = r_over_rp / (1.0 C r_over_rp)
? This is a pseudo-count. As easily confirmed, r_over_rp / (1.0 C r_over_rp) = ρ/(ρ' C ρ)
? Not directly calculate ρ/(ρ' C ρ).
Because both ρ' and ρ are very small, caluculation error in ρ' C ρ become big.
? psc_reward = psc_beta / math.pow(psc_count + psc_alpha, psc_rev_pow)
? This is a pseudo-reward calculated from pseudo-count
? psc_beta = β and can be changed by option in each thread
? psc_rev_pow = 1/P, P is float value and can be changed by option in each thread
? Psc_alpha = math.pow(0.1, P) ; So,
? math.pow(psc_count + psc_alpha, psc_rev_pow) = 0.1 for any P when psc_count is almost 0
36
37. 20170722
Appendix 2 Visualization of Pseudo-Count
37
? 3M steps
? 45M steps
Most frequent pixels 2nd frequent pixels 3rd frequent pixels
Pictures of several
rooms are
intermixed in
pictures of 2nd and
3rd frequent pixels.
=>
It might be better to
have pseudo-count
in each room
independently.
I tried this and it
looks like promising.
Picture of most
frequent pixels
looks like image of
fist room.
Pictures of 2nd and
3rd frequent pixels
looks like trace of
JOE¨s motion
Most frequent pixels 2nd frequent pixels 3rd frequent pixels
38. 20170722
Appendix 3 Real-time visualization of training
*.r: Real reward (all scores and moving average)
*.R: Frequency of visit in each room
*.RO: Frequency of TLHoRR in each room
*.lives: Number of LIVES when TLHoRR
*.k: Frequency of KILL in each room
*.tes: Length of history of TLHoRR in each score
*.s: The nuber of steps until getting real-reward
*.prR: Pseudo-Reward in each room (all PR and moving average)
*.vR: Values in each room (all Values and moving average)