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Daniel Horgan

dblp:164/7328 · also Dan Horgan · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
5 papers
Reinforcement learning · 91% Robot manipulation · 9%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
deep reinforcement learning
0.722018
Deep Q-learning From Demonstrations · AAAI 2018
Rainbow: Combining Improvements in Deep Reinforcement Learning · AAAI 2018
Machine learning › Reinforcement learning › large-scale reinforcement learning
distributed reinforcement learning
0.722018
Distributed Prioritized Experience Replay · ICLR (Poster) 2018
Distributed Distributional Deterministic Policy Gradients · ICLR (Poster) 2018
Machine learning › Reinforcement learning
value-based reinforcement learning
0.722018
Deep Q-learning From Demonstrations · AAAI 2018
Rainbow: Combining Improvements in Deep Reinforcement Learning · AAAI 2018
Machine learning › Reinforcement learning › policy optimization › policy gradient
deterministic policy gradient
0.312018
Distributed Distributional Deterministic Policy Gradients · ICLR (Poster) 2018
Machine learning › Reinforcement learning › off-policy reinforcement learning
experience replay
0.312018
Distributed Prioritized Experience Replay · ICLR (Poster) 2018
Robotics › Robot manipulation
learning from demonstration
0.312018
Deep Q-learning From Demonstrations · AAAI 2018
Machine learning › Reinforcement learning › off-policy reinforcement learning › experience replay
prioritized experience replay
0.312018
Distributed Prioritized Experience Replay · ICLR (Poster) 2018
Machine learning › Reinforcement learning
value function approximation
0.212015
Universal Value Function Approximators · ICML 2015

Methods — techniques the papers use, named apart from their topics

prioritized replay · 0.7temporal difference learning · 0.3supervised classification · 0.3noisy networks · 0.3multi-step learning · 0.3experience replay · 0.3dueling network · 0.3distributional value function · 0.3distributional reinforcement learning · 0.3distributed training · 0.3
YearPublicationVenuePosition
2018 Rainbow: Combining Improvements in Deep Reinforcement Learning
abstract
The deep reinforcement learning community has made several independent improvements to the DQN algorithm. However, it is unclear which of these extensions are complementary and can be fruitfully combined. This paper examines six extensions to the DQN algorithm and empirically studies their combination. Our experiments show that the combination provides state-of-the-art performance on the Atari 2600 benchmark, both in terms of data efficiency and final performance. We also provide results from a detailed ablation study that shows the contribution of each component to overall performance.
Matteo Hessel, Joseph Modayil, Hado van Hasselt, Tom Schaul, Georg Ostrovski, Will Dabney, Daniel Horgan, Bilal Piot, Mohammad Gheshlaghi Azar, David Silver 0001
AAAI7
2018 Deep Q-learning From Demonstrations
abstract
Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator’s actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD’s performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.
Todd Hester, Matej Vecerík, Olivier Pietquin, Marc Lanctot, Tom Schaul, Bilal Piot, Daniel Horgan, John Quan, Andrew Sendonaris, Ian Osband, Gabriel Dulac-Arnold, John P. Agapiou, Joel Z. Leibo, Audrunas Gruslys
AAAI7
2018 Distributed Distributional Deterministic Policy Gradients
Gabriel Barth-Maron, Matt Hoffman 0001, David Budden, Will Dabney, Daniel Horgan, Dhruva TB, Alistair Muldal, Nicolas Heess, Timothy P. Lillicrap
ICLR (Poster)5
2018 Distributed Prioritized Experience Replay
Daniel Horgan, John Quan, David Budden, Gabriel Barth-Maron, Matteo Hessel, Hado van Hasselt, David Silver 0001
ICLR (Poster)1
2015 Universal Value Function Approximators
abstract
Value functions are a core component of reinforcement learning. The main idea is to to construct a single function approximator V(s; theta) that estimates the long-term reward from any state s, using parameters θ. In this paper we introduce universal value function approximators (UVFAs) V(s,g;theta) that generalise not just over states s but also over goals g. We develop an efficient technique for supervised learning of UVFAs, by factoring observed values into separate embedding vectors for state and goal, and then learning a mapping from s and g to these factored embedding vectors. We show how this technique may be incorporated into a reinforcement learning algorithm that updates the UVFA solely from observed rewards. Finally, we demonstrate that a UVFA can successfully generalise to previously unseen goals.
Tom Schaul, Daniel Horgan, Karol Gregor, David Silver 0001
ICML2