Human-level control through deep reinforcement learning

The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.

[1]  D. Hubel,et al.  Shape and arrangement of columns in cat's striate cortex , 1963, The Journal of physiology.

[2]  James L. McClelland,et al.  Parallel distributed processing: explorations in the microstructure of cognition, vol. 1: foundations , 1986 .

[3]  Long-Ji Lin,et al.  Reinforcement learning for robots using neural networks , 1992 .

[4]  James L. McClelland,et al.  Why there are complementary learning systems in the hippocampus and neocortex: insights from the successes and failures of connectionist models of learning and memory. , 1995, Psychological review.

[5]  Gerald Tesauro,et al.  Temporal difference learning and TD-Gammon , 1995, CACM.

[6]  John N. Tsitsiklis,et al.  Analysis of temporal-difference learning with function approximation , 1996, NIPS 1996.

[7]  Peter Dayan,et al.  A Neural Substrate of Prediction and Reward , 1997, Science.

[8]  Leslie Pack Kaelbling,et al.  Planning and Acting in Partially Observable Stochastic Domains , 1998, Artif. Intell..

[9]  Yoshua Bengio,et al.  Gradient-based learning applied to document recognition , 1998, Proc. IEEE.

[10]  N. Sigala,et al.  Visual categorization shapes feature selectivity in the primate temporal cortex , 2002, Nature.

[11]  Kunihiko Fukushima,et al.  Neocognitron: A self-organizing neural network model for a mechanism of pattern recognition unaffected by shift in position , 1980, Biological Cybernetics.

[12]  Peter Dayan,et al.  Technical Note: Q-Learning , 2004, Machine Learning.

[13]  Andrew W. Moore,et al.  Prioritized Sweeping: Reinforcement Learning with Less Data and Less Time , 1993, Machine Learning.

[14]  Thomas Serre,et al.  Object recognition with features inspired by visual cortex , 2005, 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05).

[15]  Martin A. Riedmiller Neural Fitted Q Iteration - First Experiences with a Data Efficient Neural Reinforcement Learning Method , 2005, ECML.

[16]  Richard S. Sutton,et al.  Reinforcement Learning: An Introduction , 1998, IEEE Trans. Neural Networks.

[17]  Michael R. Genesereth,et al.  General Game Playing: Overview of the AAAI Competition , 2005, AI Mag..

[18]  Geoffrey E. Hinton,et al.  Reducing the Dimensionality of Data with Neural Networks , 2006, Science.

[19]  Shane Legg,et al.  Universal Intelligence: A Definition of Machine Intelligence , 2007, Minds and Machines.

[20]  Yoshua. Bengio,et al.  Learning Deep Architectures for AI , 2007, Found. Trends Mach. Learn..

[21]  Geoffrey E. Hinton,et al.  Visualizing Data using t-SNE , 2008 .

[22]  Andre Cohen,et al.  An object-oriented representation for efficient reinforcement learning , 2008, ICML '08.

[23]  Yann LeCun,et al.  What is the best multi-stage architecture for object recognition? , 2009, 2009 IEEE 12th International Conference on Computer Vision.

[24]  E. Thorndike Animal Intelligence; Experimental Studies , 2009 .

[25]  C. Law,et al.  Reinforcement learning can account for associative and perceptual learning on a visual decision task , 2009, Nature Neuroscience.

[26]  Martin A. Riedmiller,et al.  Reinforcement learning for robot soccer , 2009, Auton. Robots.

[27]  Martin A. Riedmiller,et al.  Deep auto-encoder neural networks in reinforcement learning , 2010, The 2010 International Joint Conference on Neural Networks (IJCNN).

[28]  J. O’Neill,et al.  Play it again: reactivation of waking experience and memory , 2010, Trends in Neurosciences.

[29]  Geoffrey E. Hinton,et al.  Rectified Linear Units Improve Restricted Boltzmann Machines , 2010, ICML.

[30]  Marc G. Bellemare,et al.  Investigating Contingency Awareness Using Atari 2600 Games , 2012, AAAI.

[31]  Geoffrey E. Hinton,et al.  ImageNet classification with deep convolutional neural networks , 2012, Commun. ACM.

[32]  Daniel Bendor,et al.  Biasing the content of hippocampal replay during sleep , 2012, Nature Neuroscience.

[33]  Marc G. Bellemare,et al.  The Arcade Learning Environment: An Evaluation Platform for General Agents , 2012, J. Artif. Intell. Res..