Accelerated Methods for Deep Reinforcement Learning
Accelerated Methods for Deep Reinforcement Learning
A BSTRACT
Deep reinforcement learning (RL) has achieved many recent successes, yet experiment turn-around time remains a
key bottleneck in research and in practice. We investigate how to optimize existing deep RL algorithms for modern
computers, specifically for a combination of CPUs and GPUs. We confirm that both policy gradient and Q-value
arXiv:1803.02811v2 [[Link]] 10 Jan 2019
learning algorithms can be adapted to learn using many parallel simulator instances. We further find it possible
to train using batch sizes considerably larger than are standard, without negatively affecting sample complexity
or final performance. We leverage these facts to build a unified framework for parallelization that dramatically
hastens experiments in both classes of algorithm. All neural network computations use GPUs, accelerating both
data collection and training. Our results include using an entire DGX-1 to learn successful strategies in Atari
games in mere minutes, using both synchronous and asynchronous algorithms.
that a distributed, prioritized replay buffer can support faster sampled experience.
learning while using hundreds of CPU cores for simula-
Q-value learning methods instead parameterize the Q-
tion and a single GPU for training. The same work used
function Q(s, a; θ), which in DQN (Mnih et al., 2015) is
increased batch sizes, with a brief study of the effect of 2
learning rate. regressed against an objective as: E[(yi − Q(ai |si ; θ)) ],
where yi is the data-estimated Q-value given by yi =
The policy gradient method A3C is itself a parallelized al- ri + γ maxa Q(a|si+1 ; θ− ). The target network θ− is peri-
gorithm. In GA3C (Babaeizadeh et al., 2016), a speedup odically copied from θ. Training data is selected randomly
over CPU-only A3C was achieved by using a GPU. It was from a replay buffer of recent experiences, each to be used
employed asynchronously, with “predictor” and “trainer” multiple times. Categorical DQN (Bellemare et al., 2017)
threads queuing observations and rewards for batched in- discretizes the possible Q-values into a fixed set and learns
ferences and training updates. GA3C induced a “policy a distribution for each Q(a|s; θ). The use of distributional
lag” between generation and consumption of training data, learning was combined with five other enhancements under
worsening sample complexity. In independent work simul- the name Rainbow: 1) Double-DQN (Van Hasselt et al.,
taneous to ours, (Espeholt et al., 2018) extended policy 2016), 2) Dueling Networks (Wang et al., 2016), 3) Priori-
gradient methods to a distributed setting, enabling an al- tized Replay (Schaul et al., 2016), 4) n-step learning (Peng &
ternative approach to multi-GPU training called IMPALA. Williams, 1994), and 5) NoisyNets (Fortunato et al., 2018).
They introduced a more heavily modified algorithm, V-trace, In our experiments, we use the -greedy version of Rainbow,
to mitigate policy lag–which we avoid–and did not employ without parameter noise: -Rainbow. We refer the inter-
GPU inference. In PAAC (Clemente et al., 2017), the au- ested reader to the original publications for further details
thors explored the use of many simulators and increased on these algorithms.
batch sizes learning rates in (single-GPU) batched A2C–
ideas central to our studies. Our contributions to actor-critic
4 PARALLEL , ACCELERATED RL
methods exceed this work in a number of ways, chiefly:
improved sampling organization, tremendously enhanced F RAMEWORK
scale and speed using multiple GPUs, and inclusion of asyn- We consider CPU-based simulator-environments and poli-
chronous optimization. cies using deep neural networks. We describe here a com-
plete set of parallelization techniques for deep RL that
3 RL A LGORITHM BACKGROUND achieve high throughput during both sampling and opti-
mization. We treat GPUs homogeneously; each performs
In a standard RL formulation as a Markov Decision Process, the same sampling-learning procedure. This strategy scales
a learning agent aims to maximize the sum of discounted straightforwardly to various numbers of GPUs.
rewardsPexperienced while interacting with an environment:
∞
Rt = k=0 γ k rt+k , where r is the reward and γ ≤ 1 the 4.1 Synchronized Sampling
discount factor. The value of a state, V (st ) = E [Rt |st ], is
defined as the expected return under a given policy. The Q- We begin by associating multiple CPU cores with a single
value, Q(st , at ) = E [Rt |st , at ] is the same but first using GPU. Multiple simulators run in parallel processes on the
action at to advance. CPU cores, and these processes perform environment steps
in a synchronized fashion. At each step, all individual ob-
In policy gradient methods, the policy is directly param- servations are gathered into a batch for inference, which
eterized as a distribution over actions, as π(a|s; θ). The is called on the GPU after the last observation is submit-
Advantage Actor-Critic algorithm (see, e.g. (Mnih et al., ted. The simulators step again once the actions are returned,
2016)) learns to estimate state values V (s; θ), and it- and so on, as in (Clemente et al., 2017). System shared
eratively optimizes the policy on fresh environment ex- memory arrays provide fast communication between the
perience using gradient steps as E [∇θ log π(at |st ; θ)At ], action-server and simulator processes.
where A(s, a) = Q(s, a) − V (s) is the advantage, es-
timated as Rt − V (st ). Proximal Policy Optimization Synchronized sampling may suffer slowdowns due to the
(PPO) (Schulman et al., 2017) maximizes a surrogate objec- straggler effect–waiting for the slowest process at each step.
tive E [ρt (θ)At ], where ρt (θ) = π(at |st ; θ)/π(at |st ; θold ) Variance in stepping time arises from varied computation
is the likelihood ratio of the recorded action between loads of different simulator states and other random fluctua-
the updated and sampled policies. We use the clipping- tions. The straggler effect worsens with increased number
objective version of PPO, which optimizes the expression of parallel processes, but we mitigate it by stacking multiple,
E [min (ρt (θ)At , clip(ρt (θ), 1 − , 1 + )At )] under hyper- independent simulator instances per process. Each process
parameter < 1. Unlike A3C, PPO performs multiple steps all its simulators (sequentially) for every inference
parameter updates using (minibatches from) each set of batch. This arrangement also permits the batch size for
Accelerated Methods for Deep Reinforcement Learning
inference to increase beyond the number of processes (i.e. rately, each with its own lock (steps 2-3 become a loop over
CPU cores). A schematic is shown in Figure 1(a). Slow- chunks). This balances update call efficiency against lock
downs caused by long environment resets can be avoided by contention and can provide good performance.2
resetting only during optimization pauses.1
If simulation and inference loads are balanced, each compo- 5 E XPERIMENTS
nent will sit idle half of the time, so we form two alternating
We used the Atari-2600 domain to study the scaling char-
groups of simulator processes. While one group awaits
acteristics of highly parallelized RL, investigating the fol-
its next action, the other steps, and the GPU alternates be-
lowing: 1) How efficient is synchronized sampling, and
tween servicing each group. Alternation keeps utilization
what speeds can it achieve? 2) Can policy gradient and Q-
high and furthermore hides the execution time of whichever
learning algorithms be adapted to learn using many parallel
computation is the quicker of the two.
simulator instances without diminishing learning perfor-
We organize multiple GPUs by repeating the template, allo- mance? 3) Can large-batch training and/or asynchronous
cating available CPU cores evenly. We found it beneficial to methods speed up optimization without worsening sample
fix the CPU assignment of each simulator process, with one complexity?
core reserved to run each GPU. The experiments section
In all learning experiments, we maintained the original train-
contains measurements of sampling speed, which increases
ing intensity–meaning average number of training uses of
with the number of environment instances.
each sampled data point. For A3C, PPO, and DQN+variants,
the reference training intensities are 1, 4, and 8, respectively.
4.2 Synchronous Multi-GPU Optimization
All learning curves shown here are averages over at least
In our synchronous algorithms, all GPUs maintain iden- two random seeds. For policy gradient methods, we tracked
tical parameter values. We leverage the data-parallelism online scores, averaging over the most recent 100 com-
of stochastic gradient estimation and use the well-known pleted trajectories. For DQN and variants, we paused every
update procedure, on every GPU: 1) compute a gradient 1-million steps to evaluate for up to 125,000 steps, with
using locally-collected samples, 2) all-reduce the gradient maximum path length of 27,000 steps, as is standard. The
across GPUs, 3) use the combined gradient to update local appendices contain learning curves and experiment details
parameters. We use the NVIDIA Collective Communication beyond those we highlight here, including additional hyper-
Library for fast communication among GPUs. parameter adjustments.
higher core count. But at as little as 8 environments per evaluate here. Interestingly, scaling affects synchronous and
core, the GPU supported even 16 CPU cores running at asynchronous learning somewhat differently.
roughly 80% of the inference-free speed.
Starting State Decorrelation: Learning failed very early
in some policy gradient experiments with many simulators.
We found correlation in starting game states to result in
large but poorly informed learning signals, destabilizing
early learning. We correct this by stepping every simulator
through a random number of uniform-random actions during
experiment initialization. When taking this measure, we
found learning rate warmup (Goyal et al., 2017) to have no
further effect. While training, game resets proceed as usual.
A2C: The optimization batch size grows with the number
of simulators (keeping the sampling horizon fixed). Cor-
respondingly fewer parameter update steps are made per
(a) sample gathered. Unlike in (Clemente et al., 2017), we
found that increasing the learning rate with the square root
of the batch size worked best across a test set of games. The
top panel of Figure 2 shows learning curves vs total sample
count, with simulator count ranging from 16 to 512 (batch
size 80 to 2,560). Game scores were largely unchanged,
although a gradual decay in sample efficiency remained for
large simulator counts.
A3C: An asynchronous adaptation we tested used a 16-
environment A2C agent as the base sampler-learner unit.
Figure 2 shows learning curves vs aggregate sample count
for numbers of learners ranging from 1 to 32,4 correspond-
ing to 16 to 512 total simulators. The resulting learning
(b) curves were nearly indistinguishable in most cases, although
some degraded at the largest scales.
Figure 1. Synchronized sampling (a) schematic: n parallel sim-
PPO: The large batch size already used to benchmark PPO
ulation processes, each with m sequential simulator instances,
interacting synchronously with GPU-based action-server process
(8-simulator x 256-horizon = 2,048) provides a different
(alternation not shown) (b) speed vs number of simulators per route to learning with many simulators: we decreased the
core, using 1 GPU. Running multiple simulators per core mitigates sampling horizon such that the total batch size remained
synchronization losses and hides NN inference time, resulting in fixed. Figure 2 shows learning curves vs sample count for
higher throughput. simulator counts ranging from 8 to 512, with corresponding
sampling horizons from 256 down to 4 steps. Successful
learning continued to the largest scale.
Next, we measured the sampling-only speed of the same
A3C-Net playing B REAKOUT parallelized across an entire APPO: We also experimented with an asynchronous ver-
8-GPU, 40-core server. At simulator counts of 256 (8 per sion of PPO, using an 8-simulator PPO agent as the base
core) and above, the server achieved greater than 35,000 learner unit. The bottom panel in Figure 2 shows learning
samples per second, or 500 million emulator frames per curves from a study of 8 learners running on 8 GPUs, with
hour, confirming scalability. The appendix contains a table varying communication frequency. Standard PPO uses 4 gra-
of results for other simulator counts. dient updates per epoch, and 4 epochs per optimization; we
experimented with 1-4 gradient updates between synchro-
5.2 Learning with Many Simulator Instances nizations (update rule provided in supplementary material).
We found it helpful to periodically pull new values from
To leverage the high throughput of parallel sampling, we the central parameters during sampling, and did this with
investigated ways to adapt existing deep RL algorithms to a horizon of 64 steps in all cases (thus decreasing policy
learn with many simulator instances. The following findings lag inherent in asynchronous techniques, lag made acute
show that only minor changes suffice to adapt all algorithms 4
and maintain performance. We experimented with differ- Learner counts in excess of 8 were run with multiple separate
learners sharing GPUs.
ent techniques for each algorithm, which we describe and
Accelerated Methods for Deep Reinforcement Learning
Figure 2. Scaling investigations for policy gradient algorithms: game scores vs aggregate sample count. Top) A2C with various batch
sizes (proportional to environment count), Upper) A3C with various numbers of 16-environment learner processes, Lower) PPO with
varied number of simulators, Bottom) Asynchronous PPO, 8 learners with varied communication period. In most cases, the scaled/adapted
versions match the baseline performance.
5.5 Effects of Batch Size on Optimization to the Q-value estimates near initialization and became too
off-policy to learn. In the same test using two 256-learners,
Possible factors limiting training batch sizes include: 1)
their scores matched. Had the 2048-secondary-learner out-
reduced exploration, since fewer different networks are ex-
paced the 2048-sampler-learner, it would have suggested
ercised in the environment, and 2) difficulties in numerical
exploration to be a more important factor than optimization.
optimization of network weights. We conducted experi-
See the supplementary materials for figures.
ments to begin to identify these factors.
Update Rule: We conducted an experiment to isolate the
Secondary-Learner Experiment: We configured a sec-
effect of update rule on optimization in Categorical DQN.
ondary DQN learner to train using only the replay buffer
We found the Adam (Kingma & Ba, 2014) formula to be
of a normal DQN agent. The secondary learner was ini-
superior to RMSProp (Tieleman & Hinton) in providing
tialized with the same parameter values as the primary,
large-batch learners with capability to traverse parameter-
“sampler-learner”, and the two networks trained simultane-
space during learning. When comparing agents achieving
ously, at the same rate of data consumption. Each sampled
the same learning curves, those using smaller batch sizes
its own training batches. In the game of B REAKOUT, 64-
(and hence performing more update steps) tended to have
and 2048-sampler-learners achieved the same score, but
larger parameter vector-norms at all points in training. Un-
the 2048-learner required more samples, despite using the
like RMSProp, the Adam rule resulted in a fairly tight spread
fastest stable learning rate (the number refers to training
in parameter norms between batch sizes without changing
batch size). When training a 64-secondary-learner using a
the learning rate. This explains the lack of need to scale the
2048-sampler-learner, the secondary learner’s score tracked
learning rate in Categorical DQN and -Rainbow, and indi-
that of the primary. In the reverse scenario, however, the
cates that the update rule plays an important role in scaling.
2048-secondary-learner failed to learn. We posit this was
Further details, including trends in convolutional and fully
due to the slower optimization of the decreased number of
connected layers, appear in an appendix.
parameter updates–it was unable to track the rapid changes
Accelerated Methods for Deep Reinforcement Learning
Figure 3. Scaling investigations for DQN (top) and Categorical-DQN (bottom): game scores vs sample count. Both learn well using
training batch sizes as large as 512; Categorical-DQN succeeds using up to 2,048.
Figure 4. Policy gradient algorithms using an entire 8-GPU, 40-core server for a single learning run: game scores vs time, in minutes.
Asynchronous and synchronous versions learn successful game strategies in under 10 minutes.
Gradient Estimate Saturation: Using A2C, we measured likely to scale favorably to more sophisticated neural net-
the relation between the normal, full-batch gradients and work agents, due to GPU acceleration of both inference
gradients computed using only half of the batch, at each iter- and training. Moreover, as network complexity increases,
ation. For small-batch agents, the average cosine-similarity scaling could become easier, as GPUs may run efficiently
between
√ the full- and half-batch gradients measured near with smaller batch sizes, although communication overhead
1/ 2. This implies the two half-batch gradients were could worsen. Reduced-precision arithmetic could hasten
orthogonal, as are zero-centered random vectors in high- learning–a topic yet to be explored in deep RL due to use of
dimensional spaces. For large-batch learners (e.g. 256 CPU-based inference. The current, single-node implemen-
environments), however,
√ the cosine similarity increased sig- tation may be a building block for distributed algorithms.
nificantly above 1/ 2. Saturation of the gradient estimate
Questions remain as to the extent of parallelization possible
was clearly connected to worsened sample efficiency as in
in deep RL. We have not conclusively identified the limiting
the learning curves in the top panel of Figure 2.
factor to scaling, nor if it is the same in every game and
algorithm. Although we have seen optimization effects in
6 C ONCLUSIONS AND D ISCUSSION large-batch learning, other factors remain possible. Lim-
its to asynchronous scaling remain unexplored; we did not
We have introduced a unified framework for parallelizing
definitively determine the best configurations of these algo-
deep RL that uses hardware accelerators to achieve fast
rithms, but only presented some successful versions. Better
learning. The framework is applicable to a range of al-
understanding may enable further gains in scaling, which is
gorithms, including policy-gradient and Q-value learning
a promising direction for the advancement of deep RL.
methods. Our experiments show that several leading algo-
rithms can learn a variety of Atari games in highly parallel
fashion, without loss of sample complexity and at unprece- ACKNOWLEDGEMENTS
dented wall-clock times. This result indicates a promising
Adam Stooke gratefully acknowledges the support of the
direction to significantly boost experiment scale. We will
Fannie & John Hertz Foundation. The DGX-1 used for
release the code-base.
this research was donated by the NVIDIA Corporation. We
We note several directions for extension of this frame- thank Frédéric Bastien and the Theano development team
work. First is to apply it to domains other than Atari, espe- (Theano Development Team, 2016) for their framework
cially ones involving perception. Second, our framework is and helpful discussions during development of GPU-related
Accelerated Methods for Deep Reinforcement Learning
methods. Thanks to Rocky Duan et al for the rllab code- Mnih, V., Kavukcuoglu, K., Silver, D., Rusu, A. A., Ve-
base (Duan et al., 2016) out of which this work evolved. ness, J., Bellemare, M. G., Graves, A., Riedmiller, M.,
Fidjeland, A. K., Ostrovski, G., Petersen, S., Beattie, C.,
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Supplementary Materials
A E XPERIMENT D ETAILS
A.1 Atari Frame Processing
Our frame pre-processing closely resembles that originally described in the original DQN publication. The sole difference is
that we abandon the square frame dimensions in favor of simply downsizing by a factor of 2, which provides crisp images at
minimal computational cost. Before downsizing, we crop two rows, making the final image size 104 × 80. This simplifies
selection of convolution size, stride, and padding. Otherwise, we keep all standard settings. For Q-learning experiments, we
used the standard 3-convolutional-layer network (DQN-Net) or its algorithm-specific variants, and for policy gradients the
standard 2-convolutional-layer feed-forward network of (A3C-Net). The second (and third) convolution layers have padding
1, so the convolution output is always 12 × 9.
Table 3. Sampling speeds on the DGX-1 with A3C-Net, by total simulator count, in thousands of samples per second.
t←t+1
p
1 − β2t
a←r
1 − β1t
m ← β1 m + (1 − β1 )g
v ← β2 v + (1 − β2 )g 2
am
s← √
v
θ ←θ−s .
We kept these rules for making local updates and introduced the additional, local accumulation variables, also zero-initialized:
ag ← β1 ag + g
ag2 ← β2 ag2 + g 2
as ← as + s .
When applying an update to the central parameters, denoted with a tilde, we used the following assignments:
θ, θ̃ ← θ̃ − as
m, m̃ ← β1n m̃ + (1 − β1 )ag
v, ṽ ← β2n ṽ + (1 − β2 )ag2
ag , ag2 , as ← 0
where n is the number of local gradient steps taken between synchronizations. This rule reduces to the usual Adam update
rule in the case of a single learner thread.
Accelerated Methods for Deep Reinforcement Learning
(a) (b)
Figure 5. Learning the game B REAKOUT with a secondary-learner using only the replay buffer of the normal, sampler-learner, both using
DQN. a) The 64-batch-size secondary-learner kept pace with its 2048-batch-size sampler-learner, but b) the 2048-batch-size secondary
learner failed to track its 64-batch-size sampler-learner or even learn at all. (Curves averaged over two random trials.)
(a) (b)
Figure 6. Neural network parameter vector-norms (l-2) during training. In both cases, the large-batch learner lagged behind the small
batch learner. In b) the parameters of large-batch secondary-learner continued to grow while its game score remained nil.
Figure 7. Learning the game B REAKOUT, where a secondary-learner using the same batch-size as the sampler-learner tracked (albeit
imperfectly) the game score, learning successfully. (Curves averaged over two random trials.)
Accelerated Methods for Deep Reinforcement Learning
Figure 8. L-2 vector-norms of the parameters, gradients (average), and parameter steps (average) for the first convolution layer and the
first fully connected layer while learning to play Q*B ERT with Categorical DQN at various batch sizes: Adam vs RMSProp.
Accelerated Methods for Deep Reinforcement Learning
Figure 9. Learning curves for Advantage Actor-Critic: baseline (A2C-16env) and scaled configurations, including synchronous and
asynchronous (to 25M steps = 100M frames). Only in ATLANTIS, G OPHER, and possibly K RULL does the baseline stand out above both
scaled versions.
Accelerated Methods for Deep Reinforcement Learning
Figure 10. Learning curves for Proximal Policy Optimization: baseline (PPO-8env) and scaled configurations, including synchronous and
asynchronous (to 25M steps = 100M frames). Only in A STEROIDS and B OWLING does the baseline stand out above both scaled versions.
Accelerated Methods for Deep Reinforcement Learning
Figure 11. Learning curves for scaled versions of DQN (synchronous only): DQN-512, Categorical-DQN-2048, and -Rainbow-512,
where the number refers to training batch size (to 50M steps = 200M frames). The anomalously low scores for -Rainbow in B REAKOUT
also appeared for smaller batch sizes, but was remedied when setting the reward horizon to 1 or with asynchronous optimization (cause
unknown; reward horizon 3 usually helped).