Q-learning is a popular reinforcement learning algorithm, but it can perform poorly in stochastic environments due to overestimating action values. Overestimation is due to the use of a single estimator that uses the maximum action value as an approximation for the maximum expected action value. To avoid overestimation in Qlearning, the double Q-learning algorithm was recently proposed, which uses the double estimator method. It uses two estimators from independent sets of experiences, with one estimator determining the maximizing action and the other providing the estimate of its value. Double Q-learning sometimes underestimates the action values. This paper introduces a weighted double Q-learning algorithm, which is based on the construction of the weighted double estimator, with the goal of balancing between the overestimation in the single estimator and the underestimation in the double estimator. Empirically, the new algorithm is shown to perform well on several MDP problems.
Recently, multiagent deep reinforcement learning (DRL) has received increasingly wide attention. Existing multiagent DRL algorithms are inefficient when facing with the non-stationarity due to agents update their policies simultaneously in stochastic cooperative environments. This paper extends the recently proposed weighted double estimator to the multiagent domain and propose a multiagent DRL framework, named weighted double deep Qnetwork (WDDQN). By utilizing the weighted double estimator and the deep neural network, WD-DQN can not only reduce the bias effectively but also be extended to scenarios with raw visual inputs. To achieve efficient cooperation in the multiagent domain, we introduce the lenient reward network and the scheduled replay strategy. Experiments show that the WDDQN outperforms the existing DRL and multiaent DRL algorithms, i.e., double DQN and lenient Q-learning, in terms of the average reward and the convergence rate in stochastic cooperative environments.
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Multiagent reinforcement learning (MARL) is commonly considered to suffer from non-stationary environments and exponentially increasing policy space. It would be even more challenging when rewards are sparse and delayed over long trajectories. In this paper, we study hierarchical deep MARL in cooperative multiagent problems with sparse and delayed reward. With temporal abstraction, we decompose the problem into a hierarchy of different time scales and investigate how agents can learn high-level coordination based on the independent skills learned at the low level. Three hierarchical deep MARL architectures are proposed to learn hierarchical policies under different MARL paradigms. Besides, we propose a new experience replay mechanism to alleviate the issue of the sparse transitions at the high level of abstraction and the non-stationarity of multiagent learning. We empirically demonstrate the effectiveness of our approaches in two domains with extremely sparse feedback: (1) a variety of Multiagent Trash Collection tasks, and (2) a challenging online mobile game, i.e., Fever Basketball Defense.Most previous works learn cooperative polices directly over primitive action spaces and usually perform well in environments with dense reward. However, in many real-world scenarios rewards are Preprint. Under review.
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