Neural Networks · 2018 · 1.9K citations · 25 references
ComputingComputer ScienceArtificial IntelligenceMachine LearningMarkov Decision ProcessesDeep LearningNeural NetworksReinforcement LearningAction Selection ModelsActivationActivation FunctionsDeep Reinforcement LearningExperience ReplayNetwork ApproximationOn-policy LearningReinforcement Learning In Games
Neural networks have resurged as function approximators in reinforcement learning, with DQN reaching human‑level performance in many Atari 2600 games after earlier successes like TD‑Gammon. This study proposes the sigmoid‑weighted linear unit (SiLU) and its derivative dSiLU as new activation functions, and argues that on‑policy TD(λ) learning with eligibility traces and softmax action selection can rival DQN without a target network. SiLU is computed as the input multiplied by its sigmoid, and the authors employ TD(λ) with shallow dSiLU networks for SZ‑Tetris and a deep Sarsa(λ) agent with SiLU/dSiLU hidden units for Atari, using on‑policy learning and softmax action selection. The proposed approach achieves state‑of‑the‑art results on stochastic SZ‑Tetris and a 10×10 Tetris board, and surpasses DQN on Atari 2600 games with the deep Sarsa(λ) agent.
In recent years, neural networks have enjoyed a renaissance as function approximators in reinforcement learning. Two decades after Tesauro's TD-Gammon achieved near top-level human performance in backgammon, the deep reinforcement learning algorithm DQN achieved human-level performance in many Atari 2600 games. The purpose of this study is twofold. First, we propose two activation functions for neural network function approximation in reinforcement learning: the sigmoid-weighted linear unit (SiLU) and its derivative function (dSiLU). The activation of the SiLU is computed by the sigmoid function multiplied by its input. Second, we suggest that the more traditional approach of using on-policy learning with eligibility traces, instead of experience replay, and softmax action selection can be competitive with DQN, without the need for a separate target network. We validate our proposed approach by, first, achieving new state-of-the-art results in both stochastic SZ-Tetris and Tetris with a small 10 × 10 board, using TD(λ) learning and shallow dSiLU network agents, and, then, by outperforming DQN in the Atari 2600 domain by using a deep Sarsa(λ) agent with SiLU and dSiLU hidden units.
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Engineering, Educational Psychology, Cognitive Psychology +7