Massively Parallel Methods for Deep Reinforcement Learning
We present the first massively distributed architecture for deep reinforcement learning. This architecture uses four main components: parallel actors that generate new behaviour; parallel learners that are trained from stored experience; a distributed neural network to represent the value function o...
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creator | Nair, Arun Srinivasan, Praveen Blackwell, Sam Alcicek, Cagdas Fearon, Rory De Maria, Alessandro Panneershelvam, Vedavyas Suleyman, Mustafa Beattie, Charles Petersen, Stig Legg, Shane Mnih, Volodymyr Kavukcuoglu, Koray Silver, David |
description | We present the first massively distributed architecture for deep
reinforcement learning. This architecture uses four main components: parallel
actors that generate new behaviour; parallel learners that are trained from
stored experience; a distributed neural network to represent the value function
or behaviour policy; and a distributed store of experience. We used our
architecture to implement the Deep Q-Network algorithm (DQN). Our distributed
algorithm was applied to 49 games from Atari 2600 games from the Arcade
Learning Environment, using identical hyperparameters. Our performance
surpassed non-distributed DQN in 41 of the 49 games and also reduced the
wall-time required to achieve these results by an order of magnitude on most
games. |
doi_str_mv | 10.48550/arxiv.1507.04296 |
format | Article |
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reinforcement learning. This architecture uses four main components: parallel
actors that generate new behaviour; parallel learners that are trained from
stored experience; a distributed neural network to represent the value function
or behaviour policy; and a distributed store of experience. We used our
architecture to implement the Deep Q-Network algorithm (DQN). Our distributed
algorithm was applied to 49 games from Atari 2600 games from the Arcade
Learning Environment, using identical hyperparameters. Our performance
surpassed non-distributed DQN in 41 of the 49 games and also reduced the
wall-time required to achieve these results by an order of magnitude on most
games.</description><identifier>DOI: 10.48550/arxiv.1507.04296</identifier><language>eng</language><subject>Computer Science - Artificial Intelligence ; Computer Science - Distributed, Parallel, and Cluster Computing ; Computer Science - Learning ; Computer Science - Neural and Evolutionary Computing</subject><creationdate>2015-07</creationdate><rights>http://arxiv.org/licenses/nonexclusive-distrib/1.0</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-a1156-2842c730611952ca98b41db3f610a35554ec0d0c45772feb84ccad7f159f6d743</citedby></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>228,230,782,887</link.rule.ids><linktorsrc>$$Uhttps://arxiv.org/abs/1507.04296$$EView_record_in_Cornell_University$$FView_record_in_$$GCornell_University$$Hfree_for_read</linktorsrc><backlink>$$Uhttps://doi.org/10.48550/arXiv.1507.04296$$DView paper in arXiv$$Hfree_for_read</backlink></links><search><creatorcontrib>Nair, Arun</creatorcontrib><creatorcontrib>Srinivasan, Praveen</creatorcontrib><creatorcontrib>Blackwell, Sam</creatorcontrib><creatorcontrib>Alcicek, Cagdas</creatorcontrib><creatorcontrib>Fearon, Rory</creatorcontrib><creatorcontrib>De Maria, Alessandro</creatorcontrib><creatorcontrib>Panneershelvam, Vedavyas</creatorcontrib><creatorcontrib>Suleyman, Mustafa</creatorcontrib><creatorcontrib>Beattie, Charles</creatorcontrib><creatorcontrib>Petersen, Stig</creatorcontrib><creatorcontrib>Legg, Shane</creatorcontrib><creatorcontrib>Mnih, Volodymyr</creatorcontrib><creatorcontrib>Kavukcuoglu, Koray</creatorcontrib><creatorcontrib>Silver, David</creatorcontrib><title>Massively Parallel Methods for Deep Reinforcement Learning</title><description>We present the first massively distributed architecture for deep
reinforcement learning. This architecture uses four main components: parallel
actors that generate new behaviour; parallel learners that are trained from
stored experience; a distributed neural network to represent the value function
or behaviour policy; and a distributed store of experience. We used our
architecture to implement the Deep Q-Network algorithm (DQN). Our distributed
algorithm was applied to 49 games from Atari 2600 games from the Arcade
Learning Environment, using identical hyperparameters. Our performance
surpassed non-distributed DQN in 41 of the 49 games and also reduced the
wall-time required to achieve these results by an order of magnitude on most
games.</description><subject>Computer Science - Artificial Intelligence</subject><subject>Computer Science - Distributed, Parallel, and Cluster Computing</subject><subject>Computer Science - Learning</subject><subject>Computer Science - Neural and Evolutionary Computing</subject><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2015</creationdate><recordtype>article</recordtype><sourceid>GOX</sourceid><recordid>eNotj8tOwzAQRb3pAhU-gBX-gQS_xk7YVeUppWqFYB1N7DFYctPKqSr690BhdXQ3R_cwdi1FbRoAcYvlKx1rCcLVwqjWXrC7FU5TOlI-8Q0WzJkyX9HhcxcmHneF3xPt-Sul8Wd42tJ44B1hGdP4cclmEfNEV_-cs_fHh7flc9Wtn16Wi65CKcFWqjHKOy2slC0oj20zGBkGHa0UqAHAkBdBeAPOqUhDY7zH4KKENtrgjJ6zmz_v-X2_L2mL5dT_VvTnCv0NOfhBVQ</recordid><startdate>20150715</startdate><enddate>20150715</enddate><creator>Nair, Arun</creator><creator>Srinivasan, Praveen</creator><creator>Blackwell, Sam</creator><creator>Alcicek, Cagdas</creator><creator>Fearon, Rory</creator><creator>De Maria, Alessandro</creator><creator>Panneershelvam, Vedavyas</creator><creator>Suleyman, Mustafa</creator><creator>Beattie, Charles</creator><creator>Petersen, Stig</creator><creator>Legg, Shane</creator><creator>Mnih, Volodymyr</creator><creator>Kavukcuoglu, Koray</creator><creator>Silver, David</creator><scope>AKY</scope><scope>GOX</scope></search><sort><creationdate>20150715</creationdate><title>Massively Parallel Methods for Deep Reinforcement Learning</title><author>Nair, Arun ; Srinivasan, Praveen ; Blackwell, Sam ; Alcicek, Cagdas ; Fearon, Rory ; De Maria, Alessandro ; Panneershelvam, Vedavyas ; Suleyman, Mustafa ; Beattie, Charles ; Petersen, Stig ; Legg, Shane ; Mnih, Volodymyr ; Kavukcuoglu, Koray ; Silver, David</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a1156-2842c730611952ca98b41db3f610a35554ec0d0c45772feb84ccad7f159f6d743</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2015</creationdate><topic>Computer Science - Artificial Intelligence</topic><topic>Computer Science - Distributed, Parallel, and Cluster Computing</topic><topic>Computer Science - Learning</topic><topic>Computer Science - Neural and Evolutionary Computing</topic><toplevel>online_resources</toplevel><creatorcontrib>Nair, Arun</creatorcontrib><creatorcontrib>Srinivasan, Praveen</creatorcontrib><creatorcontrib>Blackwell, Sam</creatorcontrib><creatorcontrib>Alcicek, Cagdas</creatorcontrib><creatorcontrib>Fearon, Rory</creatorcontrib><creatorcontrib>De Maria, Alessandro</creatorcontrib><creatorcontrib>Panneershelvam, Vedavyas</creatorcontrib><creatorcontrib>Suleyman, Mustafa</creatorcontrib><creatorcontrib>Beattie, Charles</creatorcontrib><creatorcontrib>Petersen, Stig</creatorcontrib><creatorcontrib>Legg, Shane</creatorcontrib><creatorcontrib>Mnih, Volodymyr</creatorcontrib><creatorcontrib>Kavukcuoglu, Koray</creatorcontrib><creatorcontrib>Silver, David</creatorcontrib><collection>arXiv Computer Science</collection><collection>arXiv.org</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Nair, Arun</au><au>Srinivasan, Praveen</au><au>Blackwell, Sam</au><au>Alcicek, Cagdas</au><au>Fearon, Rory</au><au>De Maria, Alessandro</au><au>Panneershelvam, Vedavyas</au><au>Suleyman, Mustafa</au><au>Beattie, Charles</au><au>Petersen, Stig</au><au>Legg, Shane</au><au>Mnih, Volodymyr</au><au>Kavukcuoglu, Koray</au><au>Silver, David</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Massively Parallel Methods for Deep Reinforcement Learning</atitle><date>2015-07-15</date><risdate>2015</risdate><abstract>We present the first massively distributed architecture for deep
reinforcement learning. This architecture uses four main components: parallel
actors that generate new behaviour; parallel learners that are trained from
stored experience; a distributed neural network to represent the value function
or behaviour policy; and a distributed store of experience. We used our
architecture to implement the Deep Q-Network algorithm (DQN). Our distributed
algorithm was applied to 49 games from Atari 2600 games from the Arcade
Learning Environment, using identical hyperparameters. Our performance
surpassed non-distributed DQN in 41 of the 49 games and also reduced the
wall-time required to achieve these results by an order of magnitude on most
games.</abstract><doi>10.48550/arxiv.1507.04296</doi><oa>free_for_read</oa></addata></record> |
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subjects | Computer Science - Artificial Intelligence Computer Science - Distributed, Parallel, and Cluster Computing Computer Science - Learning Computer Science - Neural and Evolutionary Computing |
title | Massively Parallel Methods for Deep Reinforcement Learning |
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