EDBT 2026 Demo / reviewers in the wild / expert
Marc G. Bellemare
dblp:38/4525
· DBLP profile ↗
61ranked-venue papers
13as first author
23since 2021 · last 2025
0000-0002-6096-0105ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 60 · 13 first-author · 23 since 2021Graphics, computer vision, multimedia, augmented reality and games · 16 · 5 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Convergence Theorems for Entropy-Regularized and Distributional Reinforcement LearningabstractIn the pursuit of finding an optimal policy, reinforcement learning (RL) methods generally ignore the properties of learned policies apart from their expected return. Thus, even when successful, it is difficult to characterize which policies will be learned and what they will do. In this work, we present a theoretical framework for policy optimization that guarantees convergence to a particular optimal policy, via vanishing entropy regularization and a *temperature decoupling gambit*. Our approach realizes an interpretable, diversity-preserving optimal policy as the regularization temperature vanishes and ensures the convergence of policy derived objects--value functions and return distributions. In a particular instance of our method, for example, the realized policy samples all optimal actions uniformly. Leveraging our temperature decoupling gambit, we present an algorithm that estimates, to arbitrary accuracy, the return distribution associated to its interpretable, diversity-preserving optimal policy. Yash Jhaveri, Harley Wiltzer, Patrick Shafto, Marc G. Bellemare, David Meger |
NeurIPS | 4 |
| 2025 | Tapered Off-Policy REINFORCE - Stable and efficient reinforcement learning for large language modelsabstractWe propose a new algorithm for fine-tuning large language models using reinforcement learning. Tapered Off-Policy REINFORCE (TOPR) uses an asymmetric, tapered variant of importance sampling to speed up learning while maintaining stable learning dynamics, even without the use of KL regularization. TOPR can be applied in a fully offline fashion, allows the handling of positive and negative examples in a unified framework, and benefits from the implementational simplicity that is typical of Monte Carlo algorithms. We demonstrate the effectiveness of our approach with a series of experiments on the GSM8K and MATH reasoning benchmarks, finding performance gains for training both a model for solution generation and as a generative verifier. We show that properly leveraging positive and negative examples alike in the off-policy regime simultaneously increases test-time accuracy and training data efficiency, all the while avoiding the ``wasted inference'' that comes with discarding negative examples. We find that this advantage persists over multiple iterations of training and can be amplified by dataset curation techniques, enabling us to match 70B-parameter model performance with 8B language models. As a corollary to this work, we find that REINFORCE's baseline parameter plays an important and unexpected role in defining dataset composition in the presence of negative examples, and is consequently critical in driving off-policy performance. Nicolas Le Roux, Marc G. Bellemare, Jonathan Lebensold, Arnaud Bergeron, Joshua Greaves, Alexandre Fréchette, Carolyne Pelletier, Eric Thibodeau-Laufer, Sándor Tóth, Sam Work |
NeurIPS | 2 |
| 2024 | A Distributional Analogue to the Successor RepresentationabstractThis paper contributes a new approach for distributional reinforcement learning which elucidates a clean separation of transition structure and reward in the learning process. Analogous to how the successor representation (SR) describes the expected consequences of behaving according to a given policy, our distributional successor measure (SM) describes the distributional consequences of this behaviour. We formulate the distributional SM as a distribution over distributions and provide theory connecting it with distributional and model-based reinforcement learning. Moreover, we propose an algorithm that learns the distributional SM from data by minimizing a two-level maximum mean discrepancy. Key to our method are a number of algorithmic techniques that are independently valuable for learning generative models of state. As an illustration of the usefulness of the distributional SM, we show that it enables zero-shot risk-sensitive policy evaluation in a way that was not previously possible. Harley Wiltzer, Jesse Farebrother, Arthur Gretton, Yunhao Tang, André Barreto 0001, Will Dabney, Marc G. Bellemare, Mark Rowland 0001 |
ICML | 7 |
| 2024 | Action Gaps and Advantages in Continuous-Time Distributional Reinforcement LearningabstractWhen decisions are made at high frequency, traditional reinforcement learning (RL) methods struggle to accurately estimate action values. In turn, their performance is inconsistent and often poor. Whether the performance of distributional RL (DRL) agents suffers similarly, however, is unknown. In this work, we establish that DRL agents *are* sensitive to the decision frequency. We prove that action-conditioned return distributions collapse to their underlying policy's return distribution as the decision frequency increases. We quantify the rate of collapse of these return distributions and exhibit that their statistics collapse at different rates. Moreover, we define distributional perspectives on action gaps and advantages. In particular, we introduce the *superiority* as a probabilistic generalization of the advantage---the core object of approaches to mitigating performance issues in high-frequency value-based RL. In addition, we build a superiority-based DRL algorithm. Through simulations in an option-trading domain, we validate that proper modeling of the superiority distribution produces improved controllers at high decision frequencies. Harley Wiltzer, Marc G. Bellemare, David Meger, Patrick Shafto, Yash Jhaveri |
NeurIPS | 2 |
| 2024 | An Analysis of Quantile Temporal-Difference LearningabstractWe analyse quantile temporal-difference learning (QTD), a distributional reinforcement learning algorithm that has proven to be a key component in several successful large-scale applications of reinforcement learning. Despite these empirical successes, a theoretical understanding of QTD has proven elusive until now. Unlike classical TD learning, which can be analysed with standard stochastic approximation tools, QTD updates do not approximate contraction mappings, are highly non-linear, and may have multiple fixed points. The core result of this paper is a proof of convergence to the fixed points of a related family of dynamic programming procedures with probability 1, putting QTD on firm theoretical footing. The proof establishes connections between QTD and non-linear differential inclusions through stochastic approximation theory and non-smooth analysis. Mark Rowland 0001, Rémi Munos, Mohammad Gheshlaghi Azar, Yunhao Tang, Georg Ostrovski, Anna Harutyunyan, Karl Tuyls, Marc G. Bellemare, Will Dabney |
J. Mach. Learn. Res. | 8 |
| 2023 | A Novel Stochastic Gradient Descent Algorithm for Learning Principal SubspacesabstractMany machine learning problems encode their data as a matrix with a possibly very large number of rows and columns. In several applications like neuroscience, image compression or deep reinforcement learning, the principal subspace of such a matrix provides a useful, low-dimensional representation of individual data. Here, we are interested in determining the $d$-dimensional principal subspace of a given matrix from sample entries, i.e. from small random submatrices. Although a number of sample-based methods exist for this problem (e.g. Oja’s rule (Oja, 1982)), these assume access to full columns of the matrix or particular matrix structure such as symmetry and cannot be combined as-is with neural networks (Baldi et al., 1989). In this paper, we derive an algorithm that learns a principal subspace from sample entries, can be applied when the approximate subspace is represented by a neural network, and hence can be scaled to datasets with an effectively infinite number of rows and columns. Our method consists in defining a loss function whose minimizer is the desired principal subspace, and constructing a gradient estimate of this loss whose bias can be controlled. We complement our theoretical analysis with a series of experiments on synthetic matrices, the MNIST dataset (LeCun et al. 2010) and the reinforcement learning domain PuddleWorld (Sutton, 1995) demonstrating the usefulness of our approach. Charline Le Lan, Joshua Greaves, Jesse Farebrother, Mark Rowland 0001, Fabian Pedregosa, Rishabh Agarwal, Marc G. Bellemare |
AISTATS | 7 |
| 2023 | Sample-Efficient Reinforcement Learning by Breaking the Replay Ratio Barrier
Pierluca D'Oro, Max Schwarzer, Evgenii Nikishin, Pierre-Luc Bacon, Marc G. Bellemare, Aaron C. Courville |
ICLR | 5 |
| 2023 | Proto-Value Networks: Scaling Representation Learning with Auxiliary Tasks
Jesse Farebrother, Joshua Greaves, Rishabh Agarwal, Charline Le Lan, Ross Goroshin, Pablo Samuel Castro, Marc G. Bellemare |
ICLR | 7 |
| 2023 | Investigating Multi-task Pretraining and Generalization in Reinforcement Learning
Adrien Ali Taïga, Rishabh Agarwal, Jesse Farebrother, Aaron C. Courville, Marc G. Bellemare |
ICLR | 5 |
| 2023 | Bootstrapped Representations in Reinforcement LearningabstractIn reinforcement learning (RL), state representations are key to dealing with large or continuous state spaces. While one of the promises of deep learning algorithms is to automatically construct features well-tuned for the task they try to solve, such a representation might not emerge from end-to-end training of deep RL agents. To mitigate this issue, auxiliary objectives are often incorporated into the learning process and help shape the learnt state representation. Bootstrapping methods are today's method of choice to make these additional predictions. Yet, it is unclear which features these algorithms capture and how they relate to those from other auxiliary-task-based approaches. In this paper, we address this gap and provide a theoretical characterization of the state representation learnt by temporal difference learning (Sutton, 1988). Surprisingly, we find that this representation differs from the features learned by Monte Carlo and residual gradient algorithms for most transition structures of the environment in the policy evaluation setting. We describe the efficacy of these representations for policy evaluation, and use our theoretical analysis to design new auxiliary learning rules. We complement our theoretical results with an empirical comparison of these learning rules for different cumulant functions on classic domains such as the four-room domain (Sutton et al, 1999) and Mountain Car (Moore, 1990). Charline Le Lan, Stephen Tu, Mark Rowland 0001, Anna Harutyunyan, Rishabh Agarwal, Marc G. Bellemare, Will Dabney |
ICML | 6 |
| 2023 | The Statistical Benefits of Quantile Temporal-Difference Learning for Value EstimationabstractWe study the problem of temporal-difference-based policy evaluation in reinforcement learning. In particular, we analyse the use of a distributional reinforcement learning algorithm, quantile temporal-difference learning (QTD), for this task. We reach the surprising conclusion that even if a practitioner has no interest in the return distribution beyond the mean, QTD (which learns predictions about the full distribution of returns) may offer performance superior to approaches such as classical TD learning, which predict only the mean return, even in the tabular setting. Mark Rowland 0001, Yunhao Tang, Clare Lyle, Rémi Munos, Marc G. Bellemare, Will Dabney |
ICML | 5 |
| 2023 | Bigger, Better, Faster: Human-level Atari with human-level efficiencyabstractWe introduce a value-based RL agent, which we call BBF, that achieves super-human performance in the Atari 100K benchmark. BBF relies on scaling the neural networks used for value estimation, as well as a number of other design choices that enable this scaling in a sample-efficient manner. We conduct extensive analyses of these design choices and provide insights for future work. We end with a discussion about updating the goalposts for sample-efficient RL research on the ALE. We make our code and data publicly available at https://github.com/google-research/google-research/tree/master/bigger_better_faster. Max Schwarzer, Johan S. Obando-Ceron, Aaron C. Courville, Marc G. Bellemare, Rishabh Agarwal, Pablo Samuel Castro |
ICML | 4 |
| 2023 | Small batch deep reinforcement learningabstractIn value-based deep reinforcement learning with replay memories, the batch size parameter specifies how many transitions to sample for each gradient update. Although critical to the learning process, this value is typically not adjusted when proposing new algorithms. In this work we present a broad empirical study that suggests reducing the batch size can result in a number of significant performance gains; this is surprising, as the general tendency when training neural networks is towards larger batch sizes for improved performance. We complement our experimental findings with a set of empirical analyses towards better understanding this phenomenon. Johan S. Obando-Ceron, Marc G. Bellemare, Pablo Samuel Castro |
NeurIPS | 2 |
| 2023 | Policy Optimization in a Noisy Neighborhood: On Return Landscapes in Continuous ControlabstractDeep reinforcement learning agents for continuous control are known to exhibit significant instability in their performance over time. In this work, we provide a fresh perspective on these behaviors by studying the return landscape: the mapping between a policy and a return. We find that popular algorithms traverse noisy neighborhoods of this landscape, in which a single update to the policy parameters leads to a wide range of returns. By taking a distributional view of these returns, we map the landscape, characterizing failure-prone regions of policy space and revealing a hidden dimension of policy quality. We show that the landscape exhibits surprising structure by finding simple paths in parameter space which improve the stability of a policy. To conclude, we develop a distribution-aware procedure which finds such paths, navigating away from noisy neighborhoods in order to improve the robustness of a policy. Taken together, our results provide new insight into the optimization, evaluation, and design of agents. Nate Rahn, Pierluca D'Oro, Harley Wiltzer, Pierre-Luc Bacon, Marc G. Bellemare |
NeurIPS | 5 |
| 2022 | On the Generalization of Representations in Reinforcement LearningabstractIn reinforcement learning, state representations are used to tractably deal with large problem spaces. State representations serve both to approximate the value function with few parameters, but also to generalize to newly encountered states. Their features may be learned implicitly (as part of a neural network) or explicitly (for example, the successor representation of Dayan(1993). While the approximation properties of representations are reasonably well-understood, a precise characterization of how and when these representations generalize is lacking. In this work, we address this gap and provide an informative bound on the generalization error arising from a specific state representation. This bound is based on the notion of effective dimension which measures the degree to which knowing the value at one state informs the value at other states. Our bound applies to any state representation and quantifies the natural tension between representations that generalize well and those that approximate well. We complement our theoretical results with an empirical survey of classic representation learning methods from the literature and results on the Arcade Learning Environment, and find that the generalization behaviour of learned representations is well-explained by their effective dimension. Charline Le Lan, Stephen Tu, Adam M. Oberman, Rishabh Agarwal, Marc G. Bellemare |
AISTATS | 5 |
| 2022 | Distributional Hamilton-Jacobi-Bellman Equations for Continuous-Time Reinforcement LearningabstractContinuous-time reinforcement learning offers an appealing formalism for describing control problems in which the passage of time is not naturally divided into discrete increments. Here we consider the problem of predicting the distribution of returns obtained by an agent interacting in a continuous-time, stochastic environment. Accurate return predictions have proven useful for determining optimal policies for risk-sensitive control, learning state representations, multiagent coordination, and more. We begin by establishing the distributional analogue of the Hamilton-Jacobi-Bellman (HJB) equation for Ito diffusions and the broader class of Feller-Dynkin processes. We then specialize this equation to the setting in which the return distribution is approximated by N uniformly-weighted particles, a common design choice in distributional algorithms. Our derivation highlights additional terms due to statistical diffusivity which arise from the proper handling of distributions in the continuous-time setting. Based on this, we propose a tractable algorithm for approximately solving the distributional HJB based on a JKO scheme, which can be implemented in an online, control algorithm. We demonstrate the effectiveness of such an algorithm in a synthetic control problem. Harley Wiltzer, David Meger, Marc G. Bellemare |
ICML | 3 |
| 2022 | Reincarnating Reinforcement Learning: Reusing Prior Computation to Accelerate ProgressabstractLearning tabula rasa, that is without any prior knowledge, is the prevalent workflow in reinforcement learning (RL) research. However, RL systems, when applied to large-scale settings, rarely operate tabula rasa. Such large-scale systems undergo multiple design or algorithmic changes during their development cycle and use ad hoc approaches for incorporating these changes without re-training from scratch, which would have been prohibitively expensive. Additionally, the inefficiency of deep RL typically excludes researchers without access to industrial-scale resources from tackling computationally-demanding problems. To address these issues, we present reincarnating RL as an alternative workflow or class of problem settings, where prior computational work (e.g., learned policies) is reused or transferred between design iterations of an RL agent, or from one RL agent to another. As a step towards enabling reincarnating RL from any agent to any other agent, we focus on the specific setting of efficiently transferring an existing sub-optimal policy to a standalone value-based RL agent. We find that existing approaches fail in this setting and propose a simple algorithm to address their limitations. Equipped with this algorithm, we demonstrate reincarnating RL's gains over tabula rasa RL on Atari 2600 games, a challenging locomotion task, and the real-world problem of navigating stratospheric balloons. Overall, this work argues for an alternative approach to RL research, which we believe could significantly improve real-world RL adoption and help democratize it further. Open-sourced code and trained agents at https://agarwl.github.io/reincarnating_rl. Rishabh Agarwal, Max Schwarzer, Pablo Samuel Castro, Aaron C. Courville, Marc G. Bellemare |
NeurIPS | 5 |
| 2022 | The Nature of Temporal Difference Errors in Multi-step Distributional Reinforcement LearningabstractWe study the multi-step off-policy learning approach to distributional RL. Despite the apparent similarity between value-based RL and distributional RL, our study reveals intriguing and fundamental differences between the two cases in the multi-step setting. We identify a novel notion of path-dependent distributional TD error, which is indispensable for principled multi-step distributional RL. The distinction from the value-based case bears important implications on concepts such as backward-view algorithms. Our work provides the first theoretical guarantees on multi-step off-policy distributional RL algorithms, including results that apply to the small number of existing approaches to multi-step distributional RL. In addition, we derive a novel algorithm, Quantile Regression-Retrace, which leads to a deep RL agent QR-DQN-Retrace that shows empirical improvements over QR-DQN on the Atari-57 benchmark. Collectively, we shed light on how unique challenges in multi-step distributional RL can be addressed both in theory and practice. Yunhao Tang, Rémi Munos, Mark Rowland 0001, Bernardo Ávila Pires, Will Dabney, Marc G. Bellemare |
NeurIPS | 6 |
| 2021 | The Value-Improvement Path: Towards Better Representations for Reinforcement LearningabstractIn value-based reinforcement learning (RL), unlike in supervised learning, the agent faces not a single, stationary, approximation problem, but a sequence of value prediction problems. Each time the policy improves, the nature of the problem changes, shifting both the distribution of states and their values. In this paper we take a novel perspective, arguing that the value prediction problems faced by an RL agent should not be addressed in isolation, but rather as a single, holistic, prediction problem. An RL algorithm generates a sequence of policies that, at least approximately, improve towards the optimal policy. We explicitly characterize the associated sequence of value functions and call it the value-improvement path. Our main idea is to approximate the value-improvement path holistically, rather than to solely track the value function of the current policy. Specifically, we discuss the impact that this holistic view of RL has on representation learning. We demonstrate that a representation that spans the past value-improvement path will also provide an accurate value approximation for future policy improvements. We use this insight to better understand existing approaches to auxiliary tasks and to propose new ones. To test our hypothesis empirically, we augmented a standard deep RL agent with an auxiliary task of learning the value-improvement path. In a study of Atari 2600 games, the augmented agent achieved approximately double the mean and median performance of the baseline agent. Will Dabney, André Barreto 0001, Mark Rowland 0001, Robert Dadashi, John Quan, Marc G. Bellemare, David Silver 0001 |
AAAI | 6 |
| 2021 | Metrics and Continuity in Reinforcement LearningabstractIn most practical applications of reinforcement learning, it is untenable to maintain direct estimates for individual states; in continuous-state systems, it is impossible. Instead, researchers often leverage {\em state similarity} (whether explicitly or implicitly) to build models that can generalize well from a limited set of samples. The notion of state similarity used, and the neighbourhoods and topologies they induce, is thus of crucial importance, as it will directly affect the performance of the algorithms. Indeed, a number of recent works introduce algorithms assuming the existence of "well-behaved" neighbourhoods, but leave the full specification of such topologies for future work. In this paper we introduce a unified formalism for defining these topologies through the lens of metrics. We establish a hierarchy amongst these metrics and demonstrate their theoretical implications on the Markov Decision Process specifying the reinforcement learning problem. We complement our theoretical results with empirical evaluations showcasing the differences between the metrics considered. Charline Le Lan, Marc G. Bellemare, Pablo Samuel Castro |
AAAI | 2 |
| 2021 | Contrastive Behavioral Similarity Embeddings for Generalization in Reinforcement Learning
Rishabh Agarwal, Marlos C. Machado, Pablo Samuel Castro, Marc G. Bellemare |
ICLR | 4 |
| 2021 | The Importance of Pessimism in Fixed-Dataset Policy Optimization
Jacob Buckman, Carles Gelada, Marc G. Bellemare |
ICLR | 3 |
| 2021 | Deep Reinforcement Learning at the Edge of the Statistical PrecipiceabstractDeep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. Most published results on deep RL benchmarks compare point estimates of aggregate performance such as mean and median scores across tasks, ignoring the statistical uncertainty implied by the use of a finite number of training runs. Beginning with the Arcade Learning Environment (ALE), the shift towards computationally-demanding benchmarks has led to the practice of evaluating only a small number of runs per task, exacerbating the statistical uncertainty in point estimates. In this paper, we argue that reliable evaluation in the few run deep RL regime cannot ignore the uncertainty in results without running the risk of slowing down progress in the field. We illustrate this point using a case study on the Atari 100k benchmark, where we find substantial discrepancies between conclusions drawn from point estimates alone versus a more thorough statistical analysis. With the aim of increasing the field's confidence in reported results with a handful of runs, we advocate for reporting interval estimates of aggregate performance and propose performance profiles to account for the variability in results, as well as present more robust and efficient aggregate metrics, such as interquartile mean scores, to achieve small uncertainty in results. Using such statistical tools, we scrutinize performance evaluations of existing algorithms on other widely used RL benchmarks including the ALE, Procgen, and the DeepMind Control Suite, again revealing discrepancies in prior comparisons. Our findings call for a change in how we evaluate performance in deep RL, for which we present a more rigorous evaluation methodology, accompanied with an open-source library rliable, to prevent unreliable results from stagnating the field. This work received an outstanding paper award at NeurIPS 2021. Rishabh Agarwal, Max Schwarzer, Pablo Samuel Castro, Aaron C. Courville, Marc G. Bellemare |
NeurIPS | 5 |
| 2020 | Algorithmic Improvements for Deep Reinforcement Learning Applied to Interactive FictionabstractText-based games are a natural challenge domain for deep reinforcement learning algorithms. Their state and action spaces are combinatorially large, their reward function is sparse, and they are partially observable: the agent is informed of the consequences of its actions through textual feedback. In this paper we emphasize this latter point and consider the design of a deep reinforcement learning agent that can play from feedback alone. Our design recognizes and takes advantage of the structural characteristics of text-based games. We first propose a contextualisation mechanism, based on accumulated reward, which simplifies the learning problem and mitigates partial observability. We then study different methods that rely on the notion that most actions are ineffectual in any given situation, following Zahavy et al.'s idea of an admissible action. We evaluate these techniques in a series of text-based games of increasing difficulty based on the TextWorld framework, as well as the iconic game Zork. Empirically, we find that these techniques improve the performance of a baseline deep reinforcement learning agent applied to text-based games. William Fedus, Hugo Larochelle, Doina Precup, Marc G. Bellemare |
AAAI | 5 |
| 2020 | Count-Based Exploration with the Successor RepresentationabstractIn this paper we introduce a simple approach for exploration in reinforcement learning (RL) that allows us to develop theoretically justified algorithms in the tabular case but that is also extendable to settings where function approximation is required. Our approach is based on the successor representation (SR), which was originally introduced as a representation defining state generalization by the similarity of successor states. Here we show that the norm of the SR, while it is being learned, can be used as a reward bonus to incentivize exploration. In order to better understand this transient behavior of the norm of the SR we introduce the substochastic successor representation (SSR) and we show that it implicitly counts the number of times each state (or feature) has been observed. We use this result to introduce an algorithm that performs as well as some theoretically sample-efficient approaches. Finally, we extend these ideas to a deep RL algorithm and show that it achieves state-of-the-art performance in Atari 2600 games when in a low sample-complexity regime. Marlos C. Machado, Marc G. Bellemare, Michael H. Bowling |
AAAI | 2 |
| 2020 | A Distributional Analysis of Sampling-Based Reinforcement Learning AlgorithmsabstractWe present a distributional approach to theoretical analyses of reinforcement learning algorithms for constant step-sizes. We demonstrate its effectiveness by presenting simple and unified proofs of convergence for a variety of commonly-used methods. We show that value-based methods such as TD(?) and Q-Learning have update rules which are contractive in the space of distributions of functions, thus establishing their exponentially fast convergence to a stationary distribution. We demonstrate that the stationary distribution obtained by any algorithm whose target is an expected Bellman update has a mean which is equal to the true value function. Furthermore, we establish that the distributions concentrate around their mean as the step-size shrinks. We further analyse the optimistic policy iteration algorithm, for which the contraction property does not hold, and formulate a probabilistic policy improvement property which entails the convergence of the algorithm. Philip Amortila, Doina Precup, Prakash Panangaden, Marc G. Bellemare |
AISTATS | 4 |
| 2020 | Shaping the Narrative Arc: Information-Theoretic Collaborative DialoguePaper type: Technical Paper
Kory W. Mathewson, Pablo Samuel Castro, Colin Cherry, George F. Foster, Marc G. Bellemare |
ICCC | 5 |
| 2020 | On Bonus Based Exploration Methods In The Arcade Learning Environment
Adrien Ali Taïga, William Fedus, Marlos C. Machado, Aaron C. Courville, Marc G. Bellemare |
ICLR | 5 |
| 2020 | Representations for Stable Off-Policy Reinforcement LearningabstractReinforcement learning with function approximation can be unstable and even divergent, especially when combined with off-policy learning and Bellman updates. In deep reinforcement learning, these issues have been dealt with empirically by adapting and regularizing the representation, in particular with auxiliary tasks. This suggests that representation learning may provide a means to guarantee stability. In this paper, we formally show that there are indeed nontrivial state representations under which the canonical SARSA algorithm is stable, even when learning off-policy. We analyze representation learning schemes that are based on the transition matrix of a policy, such as proto-value functions, along three axes: approximation error, stability, and ease of estimation. In the most general case of a defective transition matrix, we show that a Schur basis provides convergence guarantees, but is difficult to estimate from samples. For a fixed reward function, we find that an orthogonal basis of the corresponding Krylov subspace is an even better choice. We conclude by empirically demonstrating that these stable representations can be learned using stochastic gradient descent, opening the door to improved techniques for representation learning with deep networks. Dibya Ghosh, Marc G. Bellemare |
ICML | 2 |
| 2020 | The Hanabi challenge: A new frontier for AI researchabstractFrom the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques. Nolan Bard, Jakob N. Foerster, Sarath Chandar, Neil Burch, Marc Lanctot, H. Francis Song, Emilio Parisotto, Vincent Dumoulin, Subhodeep Moitra, Edward Hughes 0001, Iain Dunning, Shibl Mourad, Hugo Larochelle, Marc G. Bellemare, Michael H. Bowling |
Artif. Intell. | 14 |
| 2019 | Off-Policy Deep Reinforcement Learning by Bootstrapping the Covariate ShiftabstractIn this paper we revisit the method of off-policy corrections for reinforcement learning (COP-TD) pioneered by Hallak et al. (2017). Under this method, online updates to the value function are reweighted to avoid divergence issues typical of off-policy learning. While Hallak et al.’s solution is appealing, it cannot easily be transferred to nonlinear function approximation. First, it requires a projection step onto the probability simplex; second, even though the operator describing the expected behavior of the off-policy learning algorithm is convergent, it is not known to be a contraction mapping, and hence, may be more unstable in practice. We address these two issues by introducing a discount factor into COP-TD. We analyze the behavior of discounted COP-TD and find it better behaved from a theoretical perspective. We also propose an alternative soft normalization penalty that can be minimized online and obviates the need for an explicit projection step. We complement our analysis with an empirical evaluation of the two techniques in an off-policy setting on the game Pong from the Atari domain where we find discounted COP-TD to be better behaved in practice than the soft normalization penalty. Finally, we perform a more extensive evaluation of discounted COP-TD in 5 games of the Atari domain, where we find performance gains for our approach. Carles Gelada, Marc G. Bellemare |
AAAI | 2 |
| 2019 | A Comparative Analysis of Expected and Distributional Reinforcement LearningabstractSince their introduction a year ago, distributional approaches to reinforcement learning (distributional RL) have produced strong results relative to the standard approach which models expected values (expected RL). However, aside from convergence guarantees, there have been few theoretical results investigating the reasons behind the improvements distributional RL provides. In this paper we begin the investigation into this fundamental question by analyzing the differences in the tabular, linear approximation, and non-linear approximation settings. We prove that in many realizations of the tabular and linear approximation settings, distributional RL behaves exactly the same as expected RL. In cases where the two methods behave differently, distributional RL can in fact hurt performance when it does not induce identical behaviour. We then continue with an empirical analysis comparing distributional and expected RL methods in control settings with non-linear approximators to tease apart where the improvements from distributional RL methods are coming from. Clare Lyle, Marc G. Bellemare, Pablo Samuel Castro |
AAAI | 2 |
| 2019 | Distributional reinforcement learning with linear function approximationabstractDespite many algorithmic advances, our theoretical understanding of practical distributional reinforcement learning methods remains limited. One exception is Rowland et al. (2018)’s analysis of the C51 algorithm in terms of the Cramer distance, but their results only apply to the tabular setting and ignore C51’s use of a softmax to produce normalized distributions. In this paper we adapt the Cramer distance to deal with arbitrary vectors. From it we derive a new distributional algorithm which is fully Cramer-based and can be combined to linear function approximation, with formal guarantees in the context of policy evaluation. In allowing the model’s prediction to be any real vector, we lose the probabilistic interpretation behind the method, but otherwise maintain the appealing properties of distributional approaches. To the best of our knowledge, ours is the first proof of convergence of a distributional algorithm combined with function approximation. Perhaps surprisingly, our results provide evidence that Cramer-based distributional methods may perform worse than directly approximating the value function. Marc G. Bellemare, Nicolas Le Roux, Pablo Samuel Castro, Subhodeep Moitra |
AISTATS | 1 |
| 2019 | The Value Function Polytope in Reinforcement LearningabstractWe establish geometric and topological properties of the space of value functions in finite state-action Markov decision processes. Our main contribution is the characterization of the nature of its shape: a general polytope (Aigner et al., 2010). To demonstrate this result, we exhibit several properties of the structural relationship between policies and value functions including the line theorem, which shows that the value functions of policies constrained on all but one state describe a line segment. Finally, we use this novel perspective and introduce visualizations to enhance the understanding of the dynamics of reinforcement learning algorithms. Robert Dadashi, Marc G. Bellemare, Adrien Ali Taïga, Nicolas Le Roux, Dale Schuurmans |
ICML | 2 |
| 2019 | DeepMDP: Learning Continuous Latent Space Models for Representation LearningabstractMany reinforcement learning (RL) tasks provide the agent with high-dimensional observations that can be simplified into low-dimensional continuous states. To formalize this process, we introduce the concept of a \texit{DeepMDP}, a parameterized latent space model that is trained via the minimization of two tractable latent space losses: prediction of rewards and prediction of the distribution over next latent states. We show that the optimization of these objectives guarantees (1) the quality of the embedding function as a representation of the state space and (2) the quality of the DeepMDP as a model of the environment. Our theoretical findings are substantiated by the experimental result that a trained DeepMDP recovers the latent structure underlying high-dimensional observations on a synthetic environment. Finally, we show that learning a DeepMDP as an auxiliary task in the Atari 2600 domain leads to large performance improvements over model-free RL. Carles Gelada, Saurabh Kumar 0004, Jacob Buckman, Ofir Nachum, Marc G. Bellemare |
ICML | 5 |
| 2019 | Statistics and Samples in Distributional Reinforcement LearningabstractWe present a unifying framework for designing and analysing distributional reinforcement learning (DRL) algorithms in terms of recursively estimating statistics of the return distribution. Our key insight is that DRL algorithms can be decomposed as the combination of some statistical estimator and a method for imputing a return distribution consistent with that set of statistics. With this new understanding, we are able to provide improved analyses of existing DRL algorithms as well as construct a new algorithm (EDRL) based upon estimation of the expectiles of the return distribution. We compare EDRL with existing methods on a variety of MDPs to illustrate concrete aspects of our analysis, and develop a deep RL variant of the algorithm, ER-DQN, which we evaluate on the Atari-57 suite of games. Mark Rowland 0001, Robert Dadashi, Saurabh Kumar 0004, Rémi Munos, Marc G. Bellemare, Will Dabney |
ICML | 5 |
| 2019 | An Atari Model Zoo for Analyzing, Visualizing, and Comparing Deep Reinforcement Learning AgentsabstractMuch human and computational effort has aimed to improve how deep reinforcement learning (DRL) algorithms perform on benchmarks such as the Atari Learning Environment. Comparatively less effort has focused on understanding what has been learned by such methods, and investigating and comparing the representations learned by different families of DRL algorithms. Sources of friction include the onerous computational requirements, and general logistical and architectural complications for running DRL algorithms at scale. We lessen this friction, by (1) training several algorithms at scale and releasing trained models, (2) integrating with a previous DRL model release, and (3) releasing code that makes it easy for anyone to load, visualize, and analyze such models. This paper introduces the Atari Zoo framework, which contains models trained across benchmark Atari games, in an easy-to-use format, as well as code that implements common modes of analysis and connects such models to a popular neural network visualization library. Further, to demonstrate the potential of this dataset and software package, we show initial quantitative and qualitative comparisons between the performance and representations of several DRL algorithms, highlighting interesting and previously unknown distinctions between them. Felipe Petroski Such, Vashisht Madhavan, Rosanne Liu, Rui Wang 0052, Pablo Samuel Castro, Yulun Li, Jiale Zhi, Ludwig Schubert, Marc G. Bellemare, Jeff Clune, Joel Lehman |
IJCAI | 9 |
| 2019 | A Geometric Perspective on Optimal Representations for Reinforcement LearningabstractWe propose a new perspective on representation learning in reinforcement learning based on geometric properties of the space of value functions. From there, we provide formal evidence regarding the usefulness of value functions as auxiliary tasks in reinforcement learning. Our formulation considers adapting the representation to minimize the (linear) approximation of the value function of all stationary policies for a given environment. We show that this optimization reduces to making accurate predictions regarding a special class of value functions which we call adversarial value functions (AVFs). We demonstrate that using value functions as auxiliary tasks corresponds to an expected-error relaxation of our formulation, with AVFs a natural candidate, and identify a close relationship with proto-value functions (Mahadevan, 2005). We highlight characteristics of AVFs and their usefulness as auxiliary tasks in a series of experiments on the four-room domain. Marc G. Bellemare, Will Dabney, Robert Dadashi, Adrien Ali Taïga, Pablo Samuel Castro, Nicolas Le Roux, Dale Schuurmans, Tor Lattimore, Clare Lyle |
NeurIPS | 1 |
| 2018 | Distributional Reinforcement Learning With Quantile RegressionabstractIn reinforcement learning (RL), an agent interacts with the environment by taking actions and observing the next state and reward. When sampled probabilistically, these state transitions, rewards, and actions can all induce randomness in the observed long-term return. Traditionally, reinforcement learning algorithms average over this randomness to estimate the value function. In this paper, we build on recent work advocating a distributional approach to reinforcement learning in which the distribution over returns is modeled explicitly instead of only estimating the mean. That is, we examine methods of learning the value distribution instead of the value function. We give results that close a number of gaps between the theoretical and algorithmic results given by Bellemare, Dabney, and Munos (2017). First, we extend existing results to the approximate distribution setting. Second, we present a novel distributional reinforcement learning algorithm consistent with our theoretical formulation. Finally, we evaluate this new algorithm on the Atari 2600 games, observing that it significantly outperforms many of the recent improvements on DQN, including the related distributional algorithm C51. Will Dabney, Mark Rowland 0001, Marc G. Bellemare, Rémi Munos |
AAAI | 3 |
| 2018 | An Analysis of Categorical Distributional Reinforcement LearningabstractDistributional approaches to value-based reinforcement learning model the entire distribution of returns, rather than just their expected values, and have recently been shown to yield state-of-the-art empirical performance. This was demonstrated by the recently proposed C51 algorithm, based on categorical distributional reinforcement learning (CDRL) [Bellemare et al., 2017]. However, the theoretical properties of CDRL algorithms are not yet well understood. In this paper, we introduce a framework to analyse CDRL algorithms, establish the importance of the projected distributional Bellman operator in distributional RL, draw fundamental connections between CDRL and the Cramer distance, and give a proof of convergence for sample-based categorical distributional reinforcement learning algorithms. Mark Rowland 0001, Marc G. Bellemare, Will Dabney, Rémi Munos, Yee Whye Teh |
AISTATS | 2 |
| 2018 | The Reactor: A fast and sample-efficient Actor-Critic agent for Reinforcement Learning
Audrunas Gruslys, Will Dabney, Mohammad Gheshlaghi Azar, Bilal Piot, Marc G. Bellemare, Rémi Munos |
ICLR (Poster) | 5 |
| 2018 | Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents (Extended Abstract)abstractThe Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community. In this paper we take a big picture look at how the ALE is being used by the research community. We focus on how diverse the evaluation methodologies in the ALE have become and we highlight some key concerns when evaluating agents in this platform. We use this discussion to present what we consider to be the best practices for future evaluations in the ALE. To further the progress in the field, we also introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. Marlos C. Machado, Marc G. Bellemare, Erin Talvitie, Joel Veness, Matthew J. Hausknecht, Michael H. Bowling |
IJCAI | 2 |
| 2018 | Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General AgentsabstractThe Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community, leading to some high-profile success stories such as the much publicized Deep Q-Networks (DQN). In this article we take a big picture look at how the ALE is being used by the research community. We show how diverse the evaluation methodologies in the ALE have become with time, and highlight some key concerns when evaluating agents in the ALE. We use this discussion to present some methodological best practices and provide new benchmark results using these best practices. To further the progress in the field, we introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. We conclude this big picture look by revisiting challenges posed when the ALE was introduced, summarizing the state-of-the-art in various problems and highlighting problems that remain open. Marlos C. Machado, Marc G. Bellemare, Erin Talvitie, Joel Veness, Matthew J. Hausknecht, Michael H. Bowling |
J. Artif. Intell. Res. | 2 |
| 2017 | A Distributional Perspective on Reinforcement LearningabstractIn this paper we argue for the fundamental importance of the value distribution: the distribution of the random return received by a reinforcement learning agent. This is in contrast to the common approach to reinforcement learning which models the expectation of this return, or value. Although there is an established body of literature studying the value distribution, thus far it has always been used for a specific purpose such as implementing risk-aware behaviour. We begin with theoretical results in both the policy evaluation and control settings, exposing a significant distributional instability in the latter. We then use the distributional perspective to design a new algorithm which applies Bellman’s equation to the learning of approximate value distributions. We evaluate our algorithm using the suite of games from the Arcade Learning Environment. We obtain both state-of-the-art results and anecdotal evidence demonstrating the importance of the value distribution in approximate reinforcement learning. Finally, we combine theoretical and empirical evidence to highlight the ways in which the value distribution impacts learning in the approximate setting. Marc G. Bellemare, Will Dabney, Rémi Munos |
ICML | 1 |
| 2017 | Automated Curriculum Learning for Neural NetworksabstractWe introduce a method for automatically selecting the path, or syllabus, that a neural network follows through a curriculum so as to maximise learning efficiency. A measure of the amount that the network learns from each data sample is provided as a reward signal to a nonstationary multi-armed bandit algorithm, which then determines a stochastic syllabus. We consider a range of signals derived from two distinct indicators of learning progress: rate of increase in prediction accuracy, and rate of increase in network complexity. Experimental results for LSTM networks on three curricula demonstrate that our approach can significantly accelerate learning, in some cases halving the time required to attain a satisfactory performance level. Alex Graves, Marc G. Bellemare, Jacob Menick, Rémi Munos, Koray Kavukcuoglu |
ICML | 2 |
| 2017 | A Laplacian Framework for Option Discovery in Reinforcement LearningabstractRepresentation learning and option discovery are two of the biggest challenges in reinforcement learning (RL). Proto-value functions (PVFs) are a well-known approach for representation learning in MDPs. In this paper we address the option discovery problem by showing how PVFs implicitly define options. We do it by introducing eigenpurposes, intrinsic reward functions derived from the learned representations. The options discovered from eigenpurposes traverse the principal directions of the state space. They are useful for multiple tasks because they are discovered without taking the environment’s rewards into consideration. Moreover, different options act at different time scales, making them helpful for exploration. We demonstrate features of eigenpurposes in traditional tabular domains as well as in Atari 2600 games. Marlos C. Machado, Marc G. Bellemare, Michael H. Bowling |
ICML | 2 |
| 2017 | Count-Based Exploration with Neural Density ModelsabstractBellemare et al. (2016) introduced the notion of a pseudo-count, derived from a density model, to generalize count-based exploration to non-tabular reinforcement learning. This pseudo-count was used to generate an exploration bonus for a DQN agent and combined with a mixed Monte Carlo update was sufficient to achieve state of the art on the Atari 2600 game Montezuma’s Revenge. We consider two questions left open by their work: First, how important is the quality of the density model for exploration? Second, what role does the Monte Carlo update play in exploration? We answer the first question by demonstrating the use of PixelCNN, an advanced neural density model for images, to supply a pseudo-count. In particular, we examine the intrinsic difficulties in adapting Bellemare et al.’s approach when assumptions about the model are violated. The result is a more practical and general algorithm requiring no special apparatus. We combine PixelCNN pseudo-counts with different agent architectures to dramatically improve the state of the art on several hard Atari games. One surprising finding is that the mixed Monte Carlo update is a powerful facilitator of exploration in the sparsest of settings, including Montezuma’s Revenge. Georg Ostrovski, Marc G. Bellemare, Aäron van den Oord, Rémi Munos |
ICML | 2 |
| 2016 | Increasing the Action Gap: New Operators for Reinforcement LearningabstractThis paper introduces new optimality-preserving operators on Q-functions. We first describe an operator for tabular representations, the consistent Bellman operator, which incorporates a notion of local policy consistency. We show that this local consistency leads to an increase in the action gap at each state; increasing this gap, we argue, mitigates the undesirable effects of approximation and estimation errors on the induced greedy policies. This operator can also be applied to discretized continuous space and time problems, and we provide empirical results evidencing superior performance in this context. Extending the idea of a locally consistent operator, we then derive sufficient conditions for an operator to preserve optimality, leading to a family of operators which includes our consistent Bellman operator. As corollaries we provide a proof of optimality for Baird's advantage learning algorithm and derive other gap-increasing operators with interesting properties. We conclude with an empirical study on 60 Atari 2600 games illustrating the strong potential of these new operators. Marc G. Bellemare, Georg Ostrovski, Arthur Guez, Philip S. Thomas, Rémi Munos |
AAAI | 1 |
| 2016 | Q(λ) with Off-Policy Corrections
Anna Harutyunyan, Marc G. Bellemare, Thomas S. Stepleton, Rémi Munos |
ALT | 2 |
| 2016 | Unifying Count-Based Exploration and Intrinsic MotivationabstractWe consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across states. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We transform these pseudo-counts into exploration bonuses and obtain significantly improved exploration in a number of hard games, including the infamously difficult Montezuma's Revenge. Marc G. Bellemare, Sriram Srinivasan 0005, Georg Ostrovski, Tom Schaul, David Saxton, Rémi Munos |
NIPS | 1 |
| 2016 | Safe and Efficient Off-Policy Reinforcement LearningabstractIn this work, we take a fresh look at some old and new algorithms for off-policy, return-based reinforcement learning. Expressing these in a common form, we derive a novel algorithm, Retrace(lambda), with three desired properties: (1) it has low variance; (2) it safely uses samples collected from any behaviour policy, whatever its degree of "off-policyness"; and (3) it is efficient as it makes the best use of samples collected from near on-policy behaviour policies. We analyse the contractive nature of the related operator under both off-policy policy evaluation and control settings and derive online sample-based algorithms. We believe this is the first return-based off-policy control algorithm converging a.s. to Q* without the GLIE assumption (Greedy in the Limit with Infinite Exploration). As a corollary, we prove the convergence of Watkins' Q(lambda), which was an open problem since 1989. We illustrate the benefits of Retrace(lambda) on a standard suite of Atari 2600 games. Rémi Munos, Thomas S. Stepleton, Anna Harutyunyan, Marc G. Bellemare |
NIPS | 4 |
| 2015 | Compress and Control
Joel Veness, Marc G. Bellemare, Marcus Hutter, Alvin Chua, Guillaume Desjardins |
AAAI | 2 |
| 2015 | Count-Based Frequency Estimation with Bounded Memory
Marc G. Bellemare |
IJCAI | 1 |
| 2015 | The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract)
Marc G. Bellemare, Yavar Naddaf, Joel Veness, Michael H. Bowling |
IJCAI | 1 |
| 2015 | Online Learning of k-CNF Boolean Functions
Joel Veness, Marcus Hutter, Laurent Orseau, Marc G. Bellemare |
IJCAI | 4 |
| 2014 | Skip Context Tree SwitchingabstractContext Tree Weighting (CTW) is a powerful probabilistic sequence prediction technique that efficiently performs Bayesian model averaging over the class of all prediction suffix trees of bounded depth. In this paper we show how to generalize this technique to the class of K-skip prediction suffix trees. Contrary to regular prediction suffix trees, K-skip prediction suffix trees are permitted to ignore up to K contiguous portions of the context. This allows for significant improvements in predictive accuracy when irrelevant variables are present, a case which often occurs within record-aligned data and images. We provide a regret-based analysis of our approach, and empirically evaluate it on the Calgary corpus and a set of Atari 2600 screen prediction tasks. Marc G. Bellemare, Joel Veness, Erin Talvitie |
ICML | 1 |
| 2013 | Bayesian Learning of Recursively Factored EnvironmentsabstractModel-based reinforcement learning techniques have historically encountered a number of difficulties scaling up to large observation spaces. One promising approach has been to decompose the model learning task into a number of smaller, more manageable sub-problems by factoring the observation space. Typically, many different factorizations are possible, which can make it difficult to select an appropriate factorization without extensive testing. In this paper we introduce the class of recursively decomposable factorizations, and show how exact Bayesian inference can be used to efficiently guarantee predictive performance close to the best factorization in this class. We demonstrate the strength of this approach by presenting a collection of empirical results for 20 different Atari 2600 games. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
ICML (3) | 1 |
| 2013 | The Arcade Learning Environment: An Evaluation Platform for General AgentsabstractIn this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available. Marc G. Bellemare, Yavar Naddaf, Joel Veness, Michael H. Bowling |
J. Artif. Intell. Res. | 1 |
| 2012 | Investigating Contingency Awareness Using Atari 2600 GamesabstractContingency awareness is the recognition that some aspects of a future observation are under an agent's control while others are solely determined by the environment. This paper explores the idea of contingency awareness in reinforcement learning using the platform of Atari 2600 games. We introduce a technique for accurately identifying contingent regions and describe how to exploit this knowledge to generate improved features for value function approximation. We evaluate the performance of our techniques empirically, using 46 unseen, diverse, and challenging games for the Atari 2600 console. Our results suggest that contingency awareness is a generally useful concept for model-free reinforcement learning agents. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
AAAI | 1 |
| 2012 | Sketch-Based Linear Value Function ApproximationabstractHashing is a common method to reduce large, potentially infinite feature vectors to a fixed-size table. In reinforcement learning, hashing is often used in conjunction with tile coding to represent states in continuous spaces. Hashing is also a promising approach to value function approximation in large discrete domains such as Go and Hearts, where feature vectors can be constructed by exhaustively combining a set of atomic features. Unfortunately, the typical use of hashing in value function approximation results in biased value estimates due to the possibility of collisions. Recent work in data stream summaries has led to the development of the tug-of-war sketch, an unbiased estimator for approximating inner products. Our work investigates the application of this new data structure to linear value function approximation. Although in the reinforcement learning setting the use of the tug-of-war sketch leads to biased value estimates, we show that this bias can be orders of magnitude less than that of standard hashing. We provide empirical results on two RL benchmark domains and fifty-five Atari 2600 games to highlight the superior learning performance of tug-of-war hashing. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
NIPS | 1 |
| 2007 | Context-Driven Predictions
Marc G. Bellemare, Doina Precup |
IJCAI | 1 |