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NPFL122, Lecture 11

V-trace, PopArt Normalization,

Partially Observable MDPsMilan Straka

January 7, 2019

Charles University in Prague Faculty of Mathematics and Physics Institute of Formal and Applied Linguistics

unless otherwise stated

IMPALA

Impala (Importance Weighted Actor-Learner Architecture) was suggested in Feb 2018 paperand allows massively distributed implementation of an actor-critic-like learning algorithm.

Compared to A3C-based agents, which communicates gradients with respect to the parametersof the policy, IMPALA actors communicates trajectories to the centralized learner.

Actor Actor

Actor

ActorActor

Actor Learner

ObservationsParameters

Actor

Actor

Observations

Observations

Parameters Gradients

Learner

Worker

Master

LearnerActor

ActorActor

Figure 1 of the paper "IMPALA: Scalable Distributed Deep-RL with Importance WeightedActor-Learner Architectures" by Lasse Espeholt et al.

Environment steps Forward pass Backward pass

Actor 2Actor 3

Actor 1Actor 0

4 time steps

(a) Batched A2C (sync step.)

Actor 2Actor 3

Actor 1Actor 0

4 time steps

(b) Batched A2C (sync traj.)

Actor 2Actor 3

Actor 1Actor 0

Actor 4Actor 5Actor 6Actor 7

...next unroll

(c) IMPALA

Figure 2 of the paper "IMPALA: Scalable Distributed Deep-RL with Importance WeightedActor-Learner Architectures" by Lasse Espeholt et al.

If many actors are used, the policy used to generate a trajectory can lag behind the latestpolicy. Therefore, a new V-trace off-policy actor-critic algorithm is proposed.

2/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – V-trace

Consider a trajectory generated by a behaviour policy .

The -step V-trace target for is defined as

where is the temporal difference for V

and and are truncated importance sampling ratios with :

Note that if and assuming , reduces to -step Bellman target.

(S ,A ,R ) t t t+1 t=st=s+n b

n S s

v s =defV (S ) +s γ c δ V ,

t=s

∑s+n−1

t−s (∏i=s

t−1i) t

δ Vt

δ Vt =def

ρ (R +t t+1 γV (s ) −t+1 V (s )),t

ρ t c i ≥ρ̄ c̄

ρ t =def min , ,     c (ρ̄b(A ∣S )t t

π(A ∣S )t t ) i =def min , .(c̄b(A ∣S )i i

π(A ∣S )i i )

b = π ≥c̄ 1 v s n3/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – V-trace

Note that the truncated IS weights and play different roles:

The appears in the definition of and defines the fixed point of the update rule. For

, the target is the value function , if , the fixed point is somewhere

between and . Notice that we do not compute a product of these coefficients.

The impacts the speed of convergence (the contraction rate of the Bellman operator),

not the sought policy. Because a product of the ratios is computed, it plays an important

role in variance reduction.

The paper utilizes and out of , works empirically the best.

ρ t c i

ρ t δ Vt =ρ̄ ∞ v π <ρ̄ ∞

v π v b ρ t

c i

c i

=c̄ 1 ∈ρ̄ {1, 10, 100} =ρ̄ 1

4/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – V-trace

Consider a parametrized functions computing and . Assuming the defined -

step V-trace target

we update the critic in the direction of

and the actor in the direction of the policy gradient

Finally, we again add the entropy regularization term to the loss function.

v(s; θ) π(a∣s;ω) n

v s =defV (S ) +s γ c δ V ,

t=s

∑s+n−1

t−s (∏i=s

t−1i) t

(v −s v(S ; θ))∇ v(S ; θ)s θ s

ρ ∇ log π(A ∣S ;ω)(R +s ω s s s+1 γv −s+1 v(S ; θ)).s

H(π(⋅∣S ; θ))s

5/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA

Architecture CPUs GPUs1 FPS2

Single-Machine Task 1 Task 2

A3C 32 workers 64 0 6.5K 9KBatched A2C (sync step) 48 0 9K 5KBatched A2C (sync step) 48 1 13K 5.5KBatched A2C (sync traj.) 48 0 16K 17.5KBatched A2C (dyn. batch) 48 1 16K 13KIMPALA 48 actors 48 0 17K 20.5KIMPALA (dyn. batch) 48 actors3 48 1 21K 24K

Distributed

A3C 200 0 46K 50KIMPALA 150 1 80KIMPALA (optimised) 375 1 200KIMPALA (optimised) batch 128 500 1 250K

1 Nvidia P100 2 In frames/sec (4 times the agent steps due to action repeat). 3 Limited by

amount of rendering possible on a single machine.

Table 1 of the paper "IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures" by Lasse Espeholt et al.

6/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – Population Based Training

For Atari experiments, population based training with a population of 24 agents is used toadapt entropy regularization, learning rate, RMSProp and the global gradient norm clipping

threshold.

exploit

explore

(a) Sequential Optimisation

(b) Parallel Random/Grid Search (c) Population Based Training

Hyperparameters

Weights

Performance

Training

Hyperparameters

Weights

Performance

Figure 1 of paper "Population Based Training of Neural Networks" by Max Jaderberg et al.

ε

7/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – Population Based Training

For Atari experiments, population based training with a population of 24 agents is used toadapt entropy regularization, learning rate, RMSProp and the global gradient norm clipping

threshold.

In population based training, several agents are trained in parallel. When an agent is ready(after 5000 episodes), then:

it may be overwritten by parameters and hyperparameters of another agent, if it issufficiently better (5000 episode mean capped human normalized score returns are 5%better);and independently, the hyperparameters may undergo a change (multiplied by either 1.2 or1/1.2 with 33% chance).

ε

8/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA

IMPALA - 1 GPU - 200 actors Batched A2C - Single Machine - 32 workers A3C - Single Machine - 32 workers A3C - Distributed - 200 workers

0.0 0.2 0.4 0.6 0.8 1.0

Environment Frames 1e9

10

15

20

25

30

35

40

45

50

55

Return

rooms_watermaze

0.0 0.2 0.4 0.6 0.8 1.0

Environment Frames 1e9

0

5

10

15

20

25

30

rooms_keys_doors_puzzle

0.0 0.2 0.4 0.6 0.8 1.0

Environment Frames 1e9

−5

0

5

10

15

20

25

30

35

lasertag_three_opponents_small

0.0 0.2 0.4 0.6 0.8 1.0

Environment Frames 1e9

0

50

100

150

200

250

explore_goal_locations_small

0.0 0.2 0.4 0.6 0.8 1.0

Environment Frames 1e9

5

10

15

20

25

30

35

40

45

seekavoid_arena_01

1 5 9 13 17 21 24

Hyperparameter Combination

0

10

20

30

40

50

60

FinalReturn

rooms_watermaze

1 5 9 13 17 21 24

Hyperparameter Combination

0

5

10

15

20

25

30

35

40

rooms_keys_doors_puzzle

1 5 9 13 17 21 24

Hyperparameter Combination

−5

0

5

10

15

20

25

30

35

40

lasertag_three_opponents_small

1 5 9 13 17 21 24

Hyperparameter Combination

0

50

100

150

200

250

300

explore_goal_locations_small

1 5 9 13 17 21 24

Hyperparameter Combination

0

10

20

30

40

50

seekavoid_arena_01

Figure 4 of the paper "IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures" by Lasse Espeholt et al.

9/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – Learning Curves

Figures 5, 6 of the paper "IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures" by Lasse Espeholt et al.

10/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – Atari Games

Table 4 of the paper "IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures" by Lasse Espeholt et al.

11/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – Ablations

Task 1 Task 2 Task 3 Task 4 Task 5

Without Replay

V-trace 46.8 32.9 31.3 229.2 43.81-Step 51.8 35.9 25.4 215.8 43.7ε-correction 44.2 27.3 4.3 107.7 41.5No-correction 40.3 29.1 5.0 94.9 16.1

With Replay

V-trace 47.1 35.8 34.5 250.8 46.91-Step 54.7 34.4 26.4 204.8 41.6ε-correction 30.4 30.2 3.9 101.5 37.6No-correction 35.0 21.1 2.8 85.0 11.2

Tasks: rooms watermaze, rooms keys doors puzzle,

lasertag three opponents small,

explore goal locations small, seekavoid arena 01

Table 2 of the paper "IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures" by Lasse Espeholt et al.

12/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

IMPALA – Ablations

Figure E.1 of the paper "IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures" by Lasse Espeholt et al.

13/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

PopArt Normalization

An improvement of IMPALA from Sep 2018, which performs normalization of task rewardsinstead of just reward clipping. PopArt stands for Preserving Outputs Precisely, while AdaptivelyRescaling Targets.

Assume the value estimate is computed using a normalized value predictor

and further assume that is an output of a linear function

We can update the and using exponentially moving average with decay rate (in the

paper, first moment and second moment is tracked, and standard deviation is computed as

; decay rate is employed).

v(s; θ,σ,μ) n(s; θ)

v(s; θ,σ,μ) =defσn(s; θ) + μ

n(s; θ)

n(s; θ) =defω f(s; θ −T {ω, b}) + b.

σ μ β

μ υ

σ = υ − μ2 β = 3 ⋅ 10−4

14/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

PopArt Normalization

Utilizing the parameters and , we can normalize the observed (unnormalized) returns as

and use an actor-critic algorithm with advantage .

However, in order to make sure the value function estimate does not change when thenormalization parameters change, the parameters computing the unnormalized value

estimate are updated under any change and as:

In multi-task settings, we train a task-agnostic policy and task-specific value functions(therefore, , and are vectors).

μ σ

(G − μ)/σ (G − μ)/σ − n(S; θ)

ω, bμ → μ′ σ → σ′

ω′ =def ω,     b

σ′

σ ′ =def .

σ′

σb + μ − μ′

μ σ n(s; θ)

15/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

PopArt Results

Atari-57 Atari-57 (unclipped) DmLab-30

Agent Random Human Random Human Train Test

IMPALA 59.7% 28.5% 0.3% 1.0% 60.6% 58.4%

PopArt-IMPALA 110.7% 101.5% 107.0% 93.7% 73.5% 72.8%

Table 1 of paper "Multi-task Deep Reinforcement Learning with PopArt" by Matteo Hessel et al.

0 2 4 6 8 10 12

Environment Frames 1e9

0

20

40

60

80

100

120

MedianHumanNormalisedScore

Atari-57 (clipped)

PopArt-IMPALA

MultiHead-IMPALA

IMPALA

0 2 4 6 8 10 12

Environment Frames 1e9

−20

0

20

40

60

80

100

120

MedianHumanNormalisedScore

Atari-57 (unclipped)

PopArt-IMPALA

MultiHead-IMPALA

IMPALA

Figures 1, 2 of paper "Multi-task Deep Reinforcement Learning with PopArt" by Matteo Hessel et al.

16/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

PopArt Results

breakout crazy_climber qbert seaquest

UndiscountedReturn

[μ-σ,μ+σ]

Environment Frames Environment Frames Environment Frames Environment Frames

Figure 3 of paper "Multi-task Deep Reinforcement Learning with PopArt" by Matteo Hessel et al.

17/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

PopArt Results

0 2 4 6 8 10

Environment Frames 1e9

0

10

20

30

40

50

60

70

80

MeanCappedHumanNormalisedScore

DmLab-30

PopArt-IMPALA

IMPALA

IMPALA-original

0 2 4 6 8 10

Environment Frames 1e9

0

10

20

30

40

50

60

70

80

MeanCappedHumanNormalisedScore

0.1

IMPALA-original@10B

IMPALA@10B

PopArt-IMPALA@10B

DmLab-30

PopArt-IMPALA

Pixel-PopArt-IMPALA

Figures 4, 5 of paper "Multi-task Deep Reinforcement Learning with PopArt" by Matteo Hessel et al.

18/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

Partially Observable MDPs

Recall that a Markov decision process (MDP) is a quadruple , where:

is a set of states,

is a set of actions,

is a probability that action will lead from

state to , producing a reward ,

is a discount factor.

Partially observable Markov decision process extends the Markov decision process to a sextuple

, where in addition to an MDP

is a set of observations,

is an observation model.

In robotics (out of the domain of this course), several approaches are used to handle POMDPs,to model uncertainty, imprecise mechanisms and inaccurate sensors.

(S,A, p, γ)

SAp(S =t+1 s ,R =′

t+1 r∣S =t s,A =t a) a ∈ A

s ∈ S s ∈′ S r ∈ Rγ ∈ [0, 1]

(S,A, p, γ,O, o)

Oo(O ∣S ,A )t t t−1

19/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

Partially Observable MDPs

In Deep RL, partially observable MDPs are usually handled using recurrent networks. Aftersuitable encoding of input observation and previous action , a RNN (usually LSTM)

unit is used to model the current (or its suitable latent representation), which is in turn

utilized to produce .

Figure 1a of paper "Unsupervised Predictive Memory in a Goal-Directed Agent" by Greg Wayne et al.

O t A t−1

S t

A t

20/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

MERLIN

However, keeping all information in the RNN state is substantially limiting. Therefore, memory-augmented networks can be used to store suitable information in external memory (in the linesof NTM, DNC or MANN models).

We now describe an approach used by Merlin architecture (Unsupervised Predictive Memory ina Goal-Directed Agent DeepMind Mar 2018 paper).

Figure 1b of paper "Unsupervised Predictive Memory in a Goal-Directed Agent" by Greg Wayne et al.

21/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

MERLIN – Memory Module

Figure 1b of paper "Unsupervised Predictive Memory in aGoal-Directed Agent" by Greg Wayne et al.

Let be a memory matrix of size .

Assume we have already encoded observations as and previous

action . We concatenate them with previously read vectors

and process by a deep LSTM (two layers are used in the paper) tocompute .

Then, we apply a linear layer to , computing key vectors

of length and positive scalars .

Reading: For each , we compute cosine similarity of and all memory rows , multiply the

similarities by and pass them through a to obtain weights . The read vector is

then computed as .

Writing: We find one-hot write index to be the least used memory row (we keep usage

indicators and add read weights to them). We then compute , and

update the memory matrix using .

M N ×mem 2∣z∣

e t

a t−1 K

h t

h t K

k , …k 1 K 2∣z∣ K β , … , β 1 K

i k i M j

β i softmax ω i

Mw i

v wr

v ←ret γv +ret (1 − γ)v wr

M ← M + v [e , 0] +wr t v [0, e ]ret t

22/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

MERLIN — Prior and Posterior

However, updating the encoder and memory content purely using RL is inefficient. Therfore,MERLIN includes a memory-based predictor (MBP) in addition to policy. The goal of MBP isto compress observations into low-dimensional state representations and storing them in

memory.

According to the paper, the idea of unsupervised and predictive modeling has been entertainedfor decades, and recent discussions have proposed such modeling to be connected tohippocampal memory.

We want the state variables not only to faithfully represent the data, but also emphasiserewarding elements of the environment above irrelevant ones. To accomplish this, the authorsfollow the hippocampal representation theory of Gluck and Myers, who proposed thathippocampal representations pass through a compressive bottleneck and then reconstruct inputstimuli together with task reward.

In MERLIN, a prior distribution over predicts next state variable conditioned on history of

state variables and actions , and posterior corrects the prior using

the new observation , forming a better estimate .

z

z t

p(z ∣z , a , … , z , a )t t−1 t−1 1 1

o t q(z ∣o , z , a , … , z , a )t t t−1 t−1 1 1

23/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

MERLIN — Prior and Posterior

To achieve the mentioned goals, we add two terms to the loss.

We try reconstructing input stimuli, action, reward and return using a sample from the statevariable posterior, and add the difference of the reconstruction and ground truth to the loss.

We also add KL divergence of the prior and posterior to the loss, to ensure consistencybetween the prior and posterior.

Figure 1c of paper "Unsupervised Predictive Memory in a Goal-Directed Agent" by Greg Wayne et al.

24/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

MERLIN — AlgorithmAlgorithm 1 MERLIN Worker Pseudocode

// Assume global shared parameter vectors θ for the policy network and χ for the memory-

based predictor; global shared counter T := 0// Assume thread-specific parameter vectors θ′, χ′

// Assume discount factor γ ∈ (0, 1] and bootstrapping parameter λ ∈ [0, 1]Initialize thread step counter t := 1repeat

Synchronize thread-specific parameters θ′ := θ;χ′ := χ

Zero model’s memory & recurrent state if new episode begins

tstart := t

repeat

Prior N (µpt , log Σ

pt ) = p(ht−1,mt−1)

et = enc(ot)Posterior N (µq

t , log Σqt ) = q(et, ht−1,mt−1, µ

pt , log Σ

pt )

Sample zt ∼ N (µqt , log Σ

qt )

Policy network update h̃t = rec(h̃t−1, m̃t, StopGradient(zt))Policy distribution πt = π(h̃t, StopGradient(zt))Sample at ∼ πt

ht = rec(ht−1,mt, zt)Update memory with zt by Methods Eq. 2

Rt, ort = dec(zt, πt, at)

Apply at to environment and receive reward rt and observation ot+1t := t+ 1;T := T + 1

until environment termination or t− tstart == τwindow

If not terminated, run additional step to compute V πν (zt+1, log πt+1)

and set Rt+1 := V π(zt+1, log πt+1) // (but don’t increment counters)

Reset performance accumulators A := 0;L := 0;H := 0for k from t down to tstart do

γt :=

{

0, if k is environment termination

γ, otherwise

Rk := rk + γtRk+1

δk := rk + γtVπ(zk+1, log πk+1)− V π(zk, log πk)

Ak := δk + (γλ)Ak+1

L := L+ Lk (Eq. 7)

A := A+ Ak log πk[ak]H := H− αentropy

i πk[i] log πk[i] (Entropy loss)

end for

dχ′ := ∇χ′L

dθ′ := ∇θ′(A+H)Asynchronously update via gradient ascent θ using dθ′ and χ using dχ′

until T > Tmax

Algorithm 1 of paper "Unsupervised Predictive Memory in a Goal-Directed Agent" by Greg Wayne et al.

25/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

MERLIN

Figure 2 of paper "Unsupervised Predictive Memory in a Goal-Directed Agent" by Greg Wayne et al.

26/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

MERLIN

Figure 3 of paper "Unsupervised Predictive Memory in a Goal-Directed Agent" by Greg Wayne et al.

27/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

MERLIN

Extended Figure 3 of paper "Unsupervised Predictive Memory in a Goal-Directed Agent" by Greg Wayne et al.

28/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

For the Win agent for Capture The Flag

Agent Elo

Internal Timescale

KL Weighting

Learning Rate

FTW

Strong Human

Average Human

Self-play + RS

(a) FTW Agent Architecture (b) Progression During Training

Self-play

Random agent

? t

at

Sampled

latent

variable

rtw

Game points ?t

Internal

reward

Act ion

Slow RNN

Fast RNN

Winning

signal

Pt

Qt Qt+1

Policy

Observation xt

Figure 2 of paper "Human-level performance in first-person multiplayer games with population-based deep reinforcement learning" by Max Jaderber et al.

29/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

For the Win agent for Capture The Flag

Extension of the MERLIN architecture.

Hierarchical RNN with two timescales.

Population based training controlling KL divergence penalty weights, slow ticking RNNspeed and gradient flow factor from fast to slow RNN.

30/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

For the Win agent for Capture The Flag

Figure S10 of paper "Human-level performance in first-person multiplayer games with population-based deep reinforcement learning" by Max Jaderber et al.

31/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW

For the Win agent for Capture The Flag

0K 10K 30K 350K 350K 450K

Behaviour

Probability

Teammate Following

Opponent Base Camping

Home Base Defence

Agent

Strength

Opponent Captured Flag

Agent Picked up Flag

Agent Tagged Opponent

Beating

Average

Human

Beating

Weak

Bots

Relative

Internal Reward

Magnitude

Knowledge

0%

25%

50%

75%

100%

450K300K200K45K7K4K2K

450K300K200K45K7K4K2K

Phase 1 Learning the basics of the game Phase 2 Increasing navigation, tagging, and coordination skills Phase 3 Perfecting strategy and memory

“I have the flag”

“I am respawning”“My flag is taken”

“Teammate has the flag”Single Neuron

Response

Visitation Map Top Memory Read Locations Visitation Map Top Memory Read Locations Visitation Map Top Memory Read Locations

Games Played

Memory

Usage

Beating Strong Humans

Figure 4 of paper "Human-level performance in first-person multiplayer games with population-based deep reinforcement learning" by Max Jaderber et al.

32/32NPFL122, Lecture 11 IMPALA PopArt Normalization POMDPs MERLIN CTF-FTW