Search Results for author: Gabriel Barth-Maron

Found 11 papers, 7 papers with code

Reverb: A Framework For Experience Replay

1 code implementation9 Feb 2021 Albin Cassirer, Gabriel Barth-Maron, Eugene Brevdo, Sabela Ramos, Toby Boyd, Thibault Sottiaux, Manuel Kroiss

A central component of training in Reinforcement Learning (RL) is Experience: the data used for training.

reinforcement-learning

Acme: A Research Framework for Distributed Reinforcement Learning

2 code implementations1 Jun 2020 Matt Hoffman, Bobak Shahriari, John Aslanides, Gabriel Barth-Maron, Feryal Behbahani, Tamara Norman, Abbas Abdolmaleki, Albin Cassirer, Fan Yang, Kate Baumli, Sarah Henderson, Alex Novikov, Sergio Gómez Colmenarejo, Serkan Cabi, Caglar Gulcehre, Tom Le Paine, Andrew Cowie, Ziyu Wang, Bilal Piot, Nando de Freitas

Ultimately, we show that the design decisions behind Acme lead to agents that can be scaled both up and down and that, for the most part, greater levels of parallelization result in agents with equivalent performance, just faster.

DQN Replay Dataset reinforcement-learning

QuaRL: Quantization for Sustainable Reinforcement Learning

1 code implementation2 Oct 2019 Srivatsan Krishnan, Maximilian Lam, Sharad Chitlangia, Zishen Wan, Gabriel Barth-Maron, Aleksandra Faust, Vijay Janapa Reddi

Motivated by the effectiveness of standard quantization techniques on reinforcement learning policies, we introduce a novel quantization algorithm, \textit{ActorQ}, for quantized actor-learner distributed reinforcement learning training.

Decision Making Quantization +1

Making Efficient Use of Demonstrations to Solve Hard Exploration Problems

1 code implementation ICLR 2020 Tom Le Paine, Caglar Gulcehre, Bobak Shahriari, Misha Denil, Matt Hoffman, Hubert Soyer, Richard Tanburn, Steven Kapturowski, Neil Rabinowitz, Duncan Williams, Gabriel Barth-Maron, Ziyu Wang, Nando de Freitas, Worlds Team

This paper introduces R2D3, an agent that makes efficient use of demonstrations to solve hard exploration problems in partially observable environments with highly variable initial conditions.

Towards Consistent Performance on Atari using Expert Demonstrations

no code implementations ICLR 2019 Tobias Pohlen, Bilal Piot, Todd Hester, Mohammad Gheshlaghi Azar, Dan Horgan, David Budden, Gabriel Barth-Maron, Hado van Hasselt, John Quan, Mel Večerík, Matteo Hessel, Rémi Munos, Olivier Pietquin

Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games.

Atari Games

One-Shot High-Fidelity Imitation: Training Large-Scale Deep Nets with RL

no code implementations ICLR 2019 Tom Le Paine, Sergio Gómez Colmenarejo, Ziyu Wang, Scott Reed, Yusuf Aytar, Tobias Pfaff, Matt W. Hoffman, Gabriel Barth-Maron, Serkan Cabi, David Budden, Nando de Freitas

MetaMimic can learn both (i) policies for high-fidelity one-shot imitation of diverse novel skills, and (ii) policies that enable the agent to solve tasks more efficiently than the demonstrators.

Observe and Look Further: Achieving Consistent Performance on Atari

1 code implementation29 May 2018 Tobias Pohlen, Bilal Piot, Todd Hester, Mohammad Gheshlaghi Azar, Dan Horgan, David Budden, Gabriel Barth-Maron, Hado van Hasselt, John Quan, Mel Večerík, Matteo Hessel, Rémi Munos, Olivier Pietquin

Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games.

Montezuma's Revenge

Distributed Prioritized Experience Replay

13 code implementations ICLR 2018 Dan Horgan, John Quan, David Budden, Gabriel Barth-Maron, Matteo Hessel, Hado van Hasselt, David Silver

We propose a distributed architecture for deep reinforcement learning at scale, that enables agents to learn effectively from orders of magnitude more data than previously possible.

Atari Games reinforcement-learning

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