Benchmarking Batch Deep Reinforcement Learning Algorithms — part 3/3
Cleaned-text code points [31411, 35865). Bibliography omitted here; source.md includes it.
We denote the output of the Atari environment as frames . These frames are grayscaled and resized to 84 84 by 84 84 pixels. Furthermore, the agent only receives a state and selects an action every 4 4 th frame. The selected action is repeated for the next 4 4 frames. The state is defined by the maximum between the previous two frames. Furthermore, the input to the networks is a concatenation of the previous 4 4 states. This means each network receives a tensor with dimensions ( 4 , 84 , 84 ) (4,84,84) , which considers a history of 16 16 frames ( 4 4 frames over 4 4 states). For the first 3 3 time steps, the input to the networks includes states which are set to all 0 0 s. If the environment terminates before 4 4 frames have passed, the state is defined by the maximum of the final two frames before termination.
In accordance to Machado et al. [2018] , sticky actions are used, such that the action a t a_{t} is set to the previous action a t − 1 a_{t-1} with probability p = 0.25 p=0.25 . No-operations are not applied at the beginning of episodes, and random frame skips are not used.
The reward function is defined by the in-game reward, but clipped to a range of [ − 1 , 1 ] [-1,1] . The environment terminates when the game terminates (rather than on a lost life), or after 27 27 k time steps, corresponding to 108 108 k frames or 30 30 minutes of real time.
### A.2 Architecture and Hyper-parameters.
Unless stated otherwise, all networks use the same architecture and hyper-parameters.
Image inputs are passed through a 3-layered convolutional neural network taking an input size of ( 4 , 84 , 84 ) (4,84,84) . The first layer has a kernel depth of 32 32 , kernel size of 8 × 8 8\times 8 and stride 4 4 . The second layer has a kernel depth of 32 32 , kernel size of 4 × 4 4\times 4 and stride 2 2 . The third layer has a kernel depth of 64 64 , kernel size of 2 × 2 2\times 2 and stride 1 1 . This output is flattened into a vector of 3136 3136 and passed to a full-connected network with one hidden layer of 512 512 . The output of the Q-network is a Q-value for each action. ReLU activation functions are used after layer besides the final fully-connected layer.
For methods which require a generative model, the convolutional neural network is shared between both the Q-network and the generative model. The generative model is a secondary fully-connected network with the same architecture. The final layer uses a softmax activation after the output of the network, to recover probabilities for each action.
Hyper-parameters are held consistent across each algorithm and listed in Table 1 . Hyper-parameters were chosen to match the implementation of Rainbow [ Hessel et al., 2017 ] in the Dopamine framework [ Castro et al., 2018 ] .
Algorithm-specific hyper-parameters are listed in Table 2 . Additionally, we regularize the generative model G ω G_{\omega} used in BCQ and KL-Control by a penalty on the final pre-activation output x x by 0.01 x 2 0.01x^{2} . For KL-Control, dropout is applied before both of the fully-connected layers.
Additionally, we list the hyper-parameters of the online DQN, which served as the behavioral policy, in Table 3 . Training frequency corresponds to how often a training update was performed. Warmup time steps defines the initial period where actions are randomly selected and stored in the replay buffer, before any training occurs. We use ϵ \epsilon -greedy for exploration, where ϵ \epsilon is decayed over time.
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