Q-Learning Networks

Deep Q-Network

Introduced by Mnih et al. in Playing Atari with Deep Reinforcement Learning

A DQN, or Deep Q-Network, approximates a state-value function in a Q-Learning framework with a neural network. In the Atari Games case, they take in several frames of the game as an input and output state values for each action as an output.

It is usually used in conjunction with Experience Replay, for storing the episode steps in memory for off-policy learning, where samples are drawn from the replay memory at random. Additionally, the Q-Network is usually optimized towards a frozen target network that is periodically updated with the latest weights every $k$ steps (where $k$ is a hyperparameter). The latter makes training more stable by preventing short-term oscillations from a moving target. The former tackles autocorrelation that would occur from on-line learning, and having a replay memory makes the problem more like a supervised learning problem.

Image Source: here

Source: Playing Atari with Deep Reinforcement Learning

Papers


Paper Code Results Date Stars

Tasks


Task Papers Share
reinforcement Learning 228 41.01%
Atari Games 59 10.61%
Decision Making 26 4.68%
Management 13 2.34%
Autonomous Driving 11 1.98%
OpenAI Gym 11 1.98%
Multi-agent Reinforcement Learning 11 1.98%
Efficient Exploration 11 1.98%
Continuous Control 9 1.62%

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