Reinforcement Learning in the OpenAI Gym (Tutorial) - Double Q Learning
Epsilon Greedy Strategy for Dealing with the Explorer Exploit Dilemma
The epsilon greedy strategy is a method used to deal with the explorer exploit dilemma, where an agent must decide whether to explore its environment or exploit its best known action. This dilemma arises when an agent is trying to learn the optimal policy, but it does not have enough experience to know what the best action is. In such cases, the agent may need to balance exploration and exploitation in order to make progress towards its goal.
To use the epsilon greedy strategy, some percentage of time must be allocated for exploring new actions, while the remaining time should be spent exploiting the best known action. The way this strategy is implemented involves gradually decreasing the exploration parameter epsilon over time. This allows the agent to start with a higher level of exploration and then gradually reduce it as it gains more experience.
The goal of using the epsilon greedy strategy is to find a balance between exploring new actions and exploiting the best known action. By allocating some percentage of time for exploration, the agent can discover new actions that may lead to better outcomes. At the same time, by spending most of its time exploiting the best known action, the agent can ensure that it does not get stuck in suboptimal solutions.
Dealing with Epsilon
Epsilon is a parameter that represents the probability of choosing an action randomly. When epsilon is 1, the agent will always choose an action at random, and when epsilon is 0, the agent will never choose an action at random. In practice, epsilon is usually set to a value between 0 and 1.
The way epsilon is implemented can affect the performance of the algorithm. A higher value of epsilon means that the agent will explore more, but may also get stuck in suboptimal solutions. On the other hand, a lower value of epsilon means that the agent will exploit more, but may not discover new actions that could lead to better outcomes.
Plotting Running Averages
To visualize the performance of the algorithm, running averages can be used. The running average is calculated by averaging the rewards received by the agent over a large number of episodes. By plotting the running average over time, it is possible to see how well the agent is doing and whether it is converging towards an optimal solution.
In the case of the cart pole problem, the agent receives a reward of +1 every time the pole stays vertical. The running average can be plotted by averaging the rewards received over a large number of episodes. By looking at the plot, it is possible to see how well the agent is doing and whether it is converging towards an optimal solution.
Epsilon Greedy Implementation
In this example, we are using the epsilon greedy strategy with a gamma value of 1.0. The algorithm starts by choosing an action randomly with probability epsilon, and then chooses the best known action with probability (1 - epsilon). The agent learns from its experiences and gradually decreases the value of epsilon over time.
We can also see how different hyperparameters affect the performance of the algorithm. In this case, we have changed the gamma value to 0.9 and observed a significant difference in performance. This highlights the importance of tuning hyperparameters when using reinforcement learning algorithms.
Double Q-Learning
Double Q-learning is an extension of the original Q-learning algorithm that uses two estimates of the action values instead of one. The first estimate, known as Q1, is updated based on the target values, while the second estimate, known as Q2, is updated based on the target values and a bonus term.
The use of double Q-learning can have a significant impact on the performance of the algorithm. In this case, we are using a gamma value of 0.9, which results in a faster convergence to an optimal solution. However, it also means that the agent may get stuck in suboptimal solutions if the bonus term is not properly tuned.
Conclusion
Reinforcement learning is a powerful technique for training agents to make decisions based on rewards and penalties. The epsilon greedy strategy is a common approach used to deal with the explorer exploit dilemma, where an agent must balance exploration and exploitation. By using different hyperparameters, such as gamma, it is possible to tune the performance of the algorithm.
In this article, we have discussed the epsilon greedy strategy for reinforcement learning, including its implementation and the importance of tuning hyperparameters. We have also looked at the effects of different gamma values on the performance of the algorithm and introduced double Q-learning as an extension of the original Q-learning algorithm.