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Lex Fridman · 2018-01-25

MIT 6.S094: Deep Reinforcement Learning

Lex Fridman's MIT lecture on deep reinforcement learning, from Q-learning and DQN to AlphaGo Zero and the DeepTraffic competition.

MIT 6.S094: Deep Reinforcement Learning
The guest

Lex Fridman: MIT researcher and lecturer teaching the 6.S094 Deep Learning for Self-Driving Cars course

What this episode covers

This is a solo MIT lecture in which Lex Fridman explains deep reinforcement learning as the attempt to teach systems to perceive and act in the world end-to-end from raw sensory data. He walks through the full AI stack, the structure of reinforcement learning (states, actions, rewards, policies, value functions), Q-learning and the Bellman equation, and how neural networks scale these methods to huge state spaces via Deep Q-Networks. He details the tricks that made DQN work (experience replay, fixed target networks, reward clipping) and celebrates AlphaGo and AlphaGo Zero as landmark achievements. He then introduces the class's DeepTraffic competition, a browser-based multi-agent deep RL challenge, and closes by questioning whether RL is yet applicable to real-world robotics and driving.

Also referenced (named, not recommended)

MediaReferenced

Atari Breakout

Atari

“some examples we can think of any of the video games some of which we'll talk about today like Atari breakout as the environment the agent is the paddle”— Lex Fridman
MediaReferenced

Doom

id Software

“all the first-person shooters the video games is now Starcraft the strategy games in case of first-person shooter and doom what is the goal the environment is the game”— Lex Fridman
MediaReferenced

StarCraft

Blizzard Entertainment

“all the first-person shooters the video games is now Starcraft the strategy games in case of first-person shooter and doom what is the goal”— Lex Fridman
MediaReferenced

River Raid

Activision

“experience replay when both are used for the game of breakout River raid sea quests and Space Invaders the higher the number the better it is”— Lex Fridman
MediaReferenced

Seaquest

Activision

“when both are used for the game of breakout River raid sea quests and Space Invaders the higher the number the better it is the more points achieved”— Lex Fridman
MediaReferenced

Space Invaders

Taito

“when both are used for the game of breakout River raid sea quests and Space Invaders the higher the number the better it is the more points achieved”— Lex Fridman

Big reveals from this episode

  • DeepTraffic is now a multi-agent deep RL problem where students can control up to ten cars in a network, trained in JavaScript in the browser.
  • DQN has been able to outperform human-level performance on many Atari games, but Lex stresses these games are still trivial.
  • AlphaGo Zero learns with no human expert game data and beats the best in the world, which Lex calls the AI accomplishment of the decade.
  • AlphaGo Zero achieved a rating better than AlphaGo and the best human players in just 21 days of self-play.
  • DeepTraffic evaluation uses the median speed across 500 server-side runs to remove randomness and make cheating extremely difficult.
  • In the real world, the most successful robots (Boston Dynamics, Waymo) use mostly non-learning, optimization-based control, not deep reinforcement learning.

Worth remembering

  • Reinforcement learning sits between supervised and unsupervised learning in terms of how much human-labeled input it requires.
  • The lecture frames RL with Pavlov's cats ringing a bell for food to illustrate learning from sparse reward signals.
  • A simple 3x4 grid world is used to show how changing the per-step reward dramatically changes the optimal policy.
  • Experience replay trains the network on randomly sampled past experiences so it doesn't overfit a single continuous evolution of the game.
  • Fixing the target network and only updating it every several thousand steps stabilizes the loss function during training.
  • Reward clipping normalizes positive points to +1 and negative points to -1 so DQN generalizes across different games.
  • A 19x19 Go board has roughly 2 times 10 to the power of 170 legal game positions, far more than chess.
  • AlphaGo Zero used ResNet residual networks (the ImageNet-winning architecture) which made a major difference.
  • Americans collectively spend about eight billion hours stuck in traffic, the motivation behind DeepTraffic.
  • In DeepTraffic the agents are not aware of each other and act greedily, yet are trained under a joint average-speed objective.