TL;DR
This paper demonstrates that overestimations in deep Q-learning algorithms can harm performance, and introduces a Double DQN method that reduces overestimations and improves game-playing results.
Contribution
It generalizes Double Q-learning to deep neural networks, reducing overestimations and enhancing performance in Atari games.
Findings
Double DQN reduces overestimations in deep Q-learning.
Double DQN outperforms standard DQN on several Atari games.
Overestimations negatively impact the performance of deep reinforcement learning.
Abstract
The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance…
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Taxonomy
Methods10 Most Efficient Ways to Speak to an Expedia Representative and Get Quick Help for Flights, Hotels, and More · 9 Smart Contact Strategies That Will Help You Reach a Real Person at Expedia Without Long Hold Times · Airlines airport terminals · Double Deep Q-Learning · Experience Replay · Double DQN · Double Q-learning · Dense Connections · Convolution · Q-Learning
