Beyond The Rainbow: High Performance Deep Reinforcement Learning on a Desktop PC
arxiv:2411.03820
Reinforcement learning · 2024-11-06
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Contents
- Beyond The Rainbow: High Performance Deep Reinforcement Learning on a Desktop PC
- Abstract
- Keywords:
- 1 Introduction
- 2 Background
- 2.1 RL Problem Formulation
- 2.2 Deep Q-Learning (DQN)
- 2.3 Rainbow DQN and Improvements to DQN
- 3 Beyond the Rainbow - Extensions and Improvements
- 3.1 Extensions
- 3.2 Hyperparameters
- 4 Evaluation
- 4.1 Atari and Procgen Performance
- 4.2 Applying BTR to Modern Games
- 5 Analysis
- 5.1 Ablations Studies
- 5.2 What are the effects of BTR’s components?
- 6 Related Work
- 7 Conclusions
- Impact Statement
- Acknowledgments
- Appendix A Full Results Tables
- Appendix B Full Results Graphs
- Appendix C Additional Ablations
- Appendix D Hyperparameters
- D.1 Environment Details
- D.2 Algorithm Hyperparameters
- D.3 Clarity of the terms Frames, Steps and Transitions
- Appendix E Beyond The Rainbow Architecture & Loss Function
- E.1 Architecture
- E.2 Loss Function
- E.3 Analysis Confidence Intervals
- Appendix F BTR with and without Epsilon Greedy
- Appendix G Experiment Compute Resources
- G.1 Our Compute Resources
- G.2 BTR with Different Hardware
- Appendix H Other Things We Tried
- Appendix I Altered Atari Environment Settings
- Appendix J BTR for Wii Games
- J.1 Super Mario Galaxy
- J.2 Mario Kart Wii
- J.3 Mortal Kombat
- Appendix K Atari-5 Regression Procedure
- Instructions for reporting errors