Hostname: page-component-74656f9884-2dmjx Total loading time: 0 Render date: 2026-11-06T22:24:20.022Z Has data issue: false hasContentIssue false

Pre-training with non-expert human demonstration for deep reinforcement learning

Published online by Cambridge University Press:  26 July 2019

Gabriel V. de la Cruz Jr
Affiliation:
School of Electrical Engineering and Computer Science, Washington State University, Pullman, Washington 99164-2752, USA e-mails: gabriel.delacruz@wsu.edu, yunshu.du@wsu.edu, matthew.e.taylor@wsu.edu
Yunshu Du
Affiliation:
School of Electrical Engineering and Computer Science, Washington State University, Pullman, Washington 99164-2752, USA e-mails: gabriel.delacruz@wsu.edu, yunshu.du@wsu.edu, matthew.e.taylor@wsu.edu
Matthew E. Taylor
Affiliation:
School of Electrical Engineering and Computer Science, Washington State University, Pullman, Washington 99164-2752, USA e-mails: gabriel.delacruz@wsu.edu, yunshu.du@wsu.edu, matthew.e.taylor@wsu.edu
Rights & Permissions [Opens in a new window]

Abstract

Deep reinforcement learning (deep RL) has achieved superior performance in complex sequential tasks by using deep neural networks as function approximators to learn directly from raw input images. However, learning directly from raw images is data inefficient. The agent must learn feature representation of complex states in addition to learning a policy. As a result, deep RL typically suffers from slow learning speeds and often requires a prohibitively large amount of training time and data to reach reasonable performance, making it inapplicable to real-world settings where data are expensive. In this work, we improve data efficiency in deep RL by addressing one of the two learning goals, feature learning. We leverage supervised learning to pre-train on a small set of non-expert human demonstrations and empirically evaluate our approach using the asynchronous advantage actor-critic algorithms in the Atari domain. Our results show significant improvements in learning speed, even when the provided demonstration is noisy and of low quality.

Information

Type
Adaptive and Learning Agents
Copyright
© Cambridge University Press, 2019 
Figure 0

Figure 1 Network architecture for each parallel actor in the A3C agent. We follow the same architecture as in Mnih et al. (2015), where there are three convolutional layers (conv1, conv2, and conv3), followed with two fully connected layers (fc1 and fc2), and a third fully connected layer (fc3) for learning the state value function as was done in Mnih et al. (2016)

Figure 1

Table 1 All games use the same set of hyperparameters except for Pong, where we found setting RMSProp epsilon 1 × 10−4 to gives a much more stable learning

Figure 2

Table 2 Human demonstration size and quality. The data are of a small amount and the demonstrator is a non-expert, compared to the best human demonstration score in the state-of-the-art Ape-X DQfD algorithm (Pohlen et al., 2018) (Ape-X DQfD did not collect human demonstration for SpaceInvaders)

Figure 3

Figure 2 Performance of the baseline A3C and the TB operator variant A3C (A3C-TB). The x-axis is the total number of training steps (among all actors), where each step consists of four game frames (we use frame skip of four). The y-axis is the average testing score over four trials where the shaded regions correspond to the standard deviation

Figure 4

Figure 3 Performance of baseline and pre-training using A3C. The x-axis is the total number of training steps (among all actors), where each step consists of four game frames (we use frame skip of four). The y-axis is the average testing score over four trials where the shaded regions correspond to the standard deviation

Figure 5

Table 3 Quantitative evaluation of pre-training methods using four metrics: best reward, final performance, total reward, and reward improvement

Figure 6

Figure 4 Performance of baseline and pre-training using A3C. The x-axis is the total number of training steps (among all actors), where each step consists of four game frames (we use frame skip of four). The y-axis is the average testing score over four trials where the shaded regions correspond to the standard deviation

Figure 7

Figure 5 Gradient-weighted Class Activation Mapping visualization for Pong and Breakout. Top row: random initialization; second row: pre-trained model; third row: final learned RL policy; bottom row: the original game image