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deep reinforcement learning

nounAlso: deep RL, DRL

In plain wordsReinforcement learning in which a large neural network does the learning, letting an AI learn tasks such as video games or robot control directly from raw inputs like screen pixels or camera images.

  1. Reinforcement learningreinforcement learning, n.: A way of teaching a computer program by trial and error: it tries actions, earns points for good results and penalties for bad ones, and gradually learns which choices pay off over time. that uses deep neural networksneural network, n.: A kind of computer program that learns a task from examples by tuning thousands to billions of connections between simple number-crunching units, an arrangement loosely inspired by nerve cells in the brain. as function approximators, whether to represent a value functionvalue function, n.: An estimate of how promising a situation is for an AI agent, judged by the rewards it is likely to collect from that point on, the way a chess player sizes up a board., the policypolicy, n.: An AI agent's strategy: the rule it follows to pick an action in each situation. Training in reinforcement learning means improving this rule until it earns high rewards. itself, a learned world modelworld model, n.: An AI's internal simulation of how its world works, which lets it predict what will happen next — especially in response to its own actions — and so plan, imagine or practice without acting for real. or several of these at once, so that agents can act directly on raw sensory input such as game screens or camera images without hand-designed features. Combining nonlinear function approximation with bootstrapped targets and off-policy data is prone to divergence (the deadly triaddeadly triad, n.: The risky combination of three common ingredients in reinforcement learning — approximation, learning from guesses, and learning from other strategies' data — which together can make learning spin out of control.), so the field developed stabilizers: experience replayexperience replay, n.: Storing an AI agent's past experiences in a memory bank and repeatedly learning from random samples of them, rather than only from what just happened. and target networkstarget network, n.: A slowly updated copy of an AI agent's learning network, used to compute the goals it learns toward, so those goals do not shift every time the network changes. in the deep Q-networkdeep Q-network, n.: A method, made famous by DeepMind in 2013–2015, in which a neural network learned to play dozens of Atari video games from screen pixels and the score alone, many at human level., trust-region and clipped updates in TRPOtrust region policy optimization, n.: A method for improving an AI's strategy in careful steps, never changing it too much at once, so that a single bad update cannot wreck what it has already learned. and PPOproximal policy optimization, n.: A widely used method for training AI by trial and error that improves the strategy in small, safe steps; it was the workhorse behind training chatbots like ChatGPT with human feedback., and entropy-regularized actor–criticactor–critic, n.: A way of training an AI agent in which one part, the 'actor', makes the moves while another, the 'critic', learns to predict how well they will work out, and the actor improves by heeding the critic. methods such as SACsoft actor–critic, n.: A method for training AI agents, popular in robotics, that rewards the agent both for succeeding and for keeping its behavior varied, which helps it explore and learn reliably from reused experience.. Deep RL produced expert or superhuman play in Atari games, Go (AlphaGoAlphaGo, prop. n.: A DeepMind program that in 2016 beat Lee Sedol, one of the world's best players of the board game Go, a decade or more before many experts expected a computer to manage it., AlphaZeroAlphaZero, prop. n.: A 2017 DeepMind program that taught itself chess, shogi and Go from nothing but the rules by playing against itself, and within hours of training beat the strongest existing programs.), StarCraft II and Dota 2, dexterous robot control, and the RL stage of large language modellarge language model, n.: A computer program trained on enormous amounts of text to predict the words that come next. At vast scale, that simple skill lets it chat, answer questions, translate, summarize and write code. post-trainingpost-training, n.: Everything done to an AI model after its initial bulk training on huge amounts of text: the extra teaching that turns a raw text predictor into a helpful, safe assistant or a careful reasoner.. It is notoriously sample-hungry and sensitive to hyperparameters, implementation details and random seeds.

    Our deep RL agent learned to walk in simulation after 200 million environment steps.

Origin

Neural networks were paired with RL early — Gerald Tesauro's TD-GammonTD-Gammon, prop. n.: A backgammon program built at IBM in the early 1990s that taught itself to play at near world-champion level by playing more than a million games against itself. (1992) learned backgammon with a multilayer network — but the phrase 'deep reinforcement learning' spread after DeepMind's 'Playing Atari with Deep Reinforcement Learning' (Volodymyr Mnih and colleagues, December 2013) and the 2015 Nature paper on the deep Q-networkdeep Q-network, n.: A method, made famous by DeepMind in 2013–2015, in which a neural network learned to play dozens of Atari video games from screen pixels and the score alone, many at human level..

Usage note

Reproducibility is a known weakness: Peter Henderson and colleagues showed in 2018 ('Deep Reinforcement Learning That Matters') that reported gains can vanish across random seeds and codebases, prompting norms of reporting many seeds and confidence intervals.

Related

See also
  • reinforcement learningreinforcement learning, n.: A way of teaching a computer program by trial and error: it tries actions, earns points for good results and penalties for bad ones, and gradually learns which choices pay off over time.
  • deep Q-networkdeep Q-network, n.: A method, made famous by DeepMind in 2013–2015, in which a neural network learned to play dozens of Atari video games from screen pixels and the score alone, many at human level.
  • proximal policy optimizationproximal policy optimization, n.: A widely used method for training AI by trial and error that improves the strategy in small, safe steps; it was the workhorse behind training chatbots like ChatGPT with human feedback.
  • actor–criticactor–critic, n.: A way of training an AI agent in which one part, the 'actor', makes the moves while another, the 'critic', learns to predict how well they will work out, and the actor improves by heeding the critic.
  • world modelworld model, n.: An AI's internal simulation of how its world works, which lets it predict what will happen next — especially in response to its own actions — and so plan, imagine or practice without acting for real.
  • AlphaZeroAlphaZero, prop. n.: A 2017 DeepMind program that taught itself chess, shogi and Go from nothing but the rules by playing against itself, and within hours of training beat the strongest existing programs.
  • deep learningdeep learning, n.: Machine learning done with neural networks built from many stacked layers: raw data such as pixels, sound or text goes in at one end, and each layer turns what it receives into something more abstract.

Sources

  1. Mnih, V. et al. (2013). Playing Atari with Deep Reinforcement Learning. NIPS Deep Learning Workshop. arXiv:1312.5602. arxiv.org/abs/1312.5602
  2. Mnih, V. et al. (2015). Human-level control through deep reinforcement learning. Nature 518, 529–533.
  3. Henderson, P. et al. (2018). Deep Reinforcement Learning That Matters. AAAI 2018.

Mentioned in

dronedrone, n.: An aircraft that carries no one aboard to fly it: a person steers it from the ground, or its own software does. Small camera-carrying quadcopters are the most familiar kind., reinforcement learningreinforcement learning, n.: A way of teaching a computer program by trial and error: it tries actions, earns points for good results and penalties for bad ones, and gradually learns which choices pay off over time., David SilverDavid Silver, prop. n.: A British computer scientist who led the reinforcement-learning research behind AlphaGo and AlphaZero, programs that taught themselves to play board games better than any human., deep Q-networkdeep Q-network, n.: A method, made famous by DeepMind in 2013–2015, in which a neural network learned to play dozens of Atari video games from screen pixels and the score alone, many at human level., John SchulmanJohn Schulman, prop. n.: An American AI researcher who invented widely used reinforcement-learning algorithms such as PPO, co-founded OpenAI, and led the post-training work behind ChatGPT., model-free reinforcement learningmodel-free reinforcement learning, n.: Learning to act well purely from trial and error, without ever building an internal picture of how the world works — like learning a game by habit rather than by thinking moves ahead., RMSPropRMSProp, prop. n.: A training method that scales each setting's step by how large its recent changes have been, so jumpy settings move cautiously and quiet ones move faster., statestate, n.: A snapshot of the situation an AI agent is in — for a chess program, the arrangement of pieces and whose turn it is — containing what it needs to decide what to do next., A3CA3C, abbr.: A 2016 DeepMind training method in which many copies of an AI agent learn in parallel on separate copies of a task, pooling their updates into one shared neural network., AlphaStarAlphaStar, prop. n.: A DeepMind AI that learned to play the real-time strategy game StarCraft II well enough to reach its highest public rank, Grandmaster, in 2019., Arcade Learning EnvironmentArcade Learning Environment, prop. n.: A software platform that lets AI programs play classic Atari 2600 video games, used since 2012 as a standard test of how well one AI can learn many different tasks from screen images., Chris WatkinsChris Watkins, prop. n.: A British computer scientist who invented Q-learning in 1989, a simple way for an agent to learn which action is best in each situation purely from trial and error., Gerald TesauroGerald Tesauro, prop. n.: An American IBM researcher whose program TD-Gammon learned backgammon purely by playing against itself and by the early 1990s rivaled the best human players, a landmark for machines that learn by trial and error., loss of plasticityloss of plasticity, n.: The gradual loss of a neural network's ability to learn new things after long training on changing tasks, as parts of the network go inactive or become stuck., OpenAI FiveOpenAI Five, prop. n.: A team of five AI players built by OpenAI that learned the team video game Dota 2 by playing against itself, and in April 2019 beat the reigning world-champion human team., Oriol VinyalsOriol Vinyals, prop. n.: A Spanish computer scientist who co-created key neural methods for translation and image captioning, led DeepMind's StarCraft-playing AlphaStar, co-led Google's Gemini models, and in 2026 co-founded the startup Discovery Loop., partially observable Markov decision processpartially observable Markov decision process, n.: A version of the standard decision-making model in which the decision-maker cannot see the whole situation — like a poker player who cannot see other hands — and must act on clues and memory., Pieter AbbeelPieter Abbeel, prop. n.: A Belgian-American roboticist at Berkeley whose research taught robots to learn from demonstrations and from trial and error, and who co-founded the robotics company Covariant., Sergey LevineSergey Levine, prop. n.: A Berkeley computer scientist, one of the most prolific researchers on how robots can learn skills from data and experience, and a co-founder of the robotics company Physical Intelligence., TD-GammonTD-Gammon, prop. n.: A backgammon program built at IBM in the early 1990s that taught itself to play at near world-champion level by playing more than a million games against itself., Volodymyr MnihVolodymyr Mnih, prop. n.: A DeepMind researcher who led the 2013–2015 work in which one neural network learned to play dozens of Atari video games from screen pixels, launching deep reinforcement learning.