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Deep Learning in Reinforcement Learning

Deep learning models, particularly deep neural networks (DNNs) and convolutional neural networks (CNNs), are utilized as function approximators in reinforcement learning (RL) to handle complex environments with large or continuous state spaces. These models enable efficient state encoding, generalization, and end-to-end learning, significantly improving performance over traditional methods like Q-learning. However, challenges such as instability during training, sample inefficiency, and high computational costs remain prevalent in deep RL approaches.

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0% found this document useful (0 votes)
2 views10 pages

Deep Learning in Reinforcement Learning

Deep learning models, particularly deep neural networks (DNNs) and convolutional neural networks (CNNs), are utilized as function approximators in reinforcement learning (RL) to handle complex environments with large or continuous state spaces. These models enable efficient state encoding, generalization, and end-to-end learning, significantly improving performance over traditional methods like Q-learning. However, challenges such as instability during training, sample inefficiency, and high computational costs remain prevalent in deep RL approaches.

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220701232
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Deep Learning Models as Function Approximators

• Traditional reinforcement learning (RL) methods such as Q-learning use a lookup table (Q-
table) to store Q-values for each possible state–action pair 𝑠 𝑎 .
In many real-world problems (e.g., video games, robotics, or autonomous vehicles), the
number of possible states is extremely large or continuous, making it impossible to store or
learn Q-values in a simple table.
• To overcome this limitation, deep neural networks (DNNs) are employed as function
approximators.
These models can learn to approximate the true Q-function 𝑄 𝑠 𝑎 through experience and
generalize across unseen states.
• Deep learning allows reinforcement learning agents to scale to complex environments.
• The neural network acts as a universal approximator for the Q-function.
• CNNs process visual states, while fully connected layers map them to action-value estimates.
• The network parameters WWW are optimized iteratively to minimize prediction error.
• The resulting Q-network forms the basis of modern deep reinforcement learning algorithms.
Key features of Using CNNs in RL
Efficient State Encoding: CNNs automatically extract visual features from raw pixels.
Dimensionality Reduction: Reduces large pixel inputs into compact feature representations.
Generalization: Learns common game patterns and strategies.
End-to-End Learning: No need for handcrafted feature engineering.
Stability and Performance: CNN-based Q-networks outperform tabular Q-learning in high-dimensional
tasks.
Advantages of Deep Function Approximators
• Scalability
• Generalization ability
• Adaptability to complex environments
• Integration with advanced RL algorithms (DQN, Double DQN, Dueling DQN, A3C)
• Representation learning
• End-to-end learning
Limitations and Challenges
• Instability during training
• Sample inefficiency
• Overestimation bias
• High computational cost
• Hyperparameter sensitivity
Concept of Function Approximation
A function approximator is any model that estimates an unknown function from data.
In RL, we approximate the Q-function 𝑄 𝑠 𝑎 ,which represents the expected future reward of performing
action 𝑎in state 𝑠, and then following the optimal policy.
𝑄 𝑠 𝑎 ≈ 𝑄෠ 𝑠 𝑎 𝑊
Here:
𝑄෠ =estimated Q-value produced by the neural network,
𝑊= parameters (weights and biases) of the neural network,
The goal of learning = adjust 𝑊such that 𝑄෠ 𝑠 𝑎 𝑊 ≈true 𝑄 𝑠 𝑎 .
Role of Function Approximators
Estimate Value Functions in RL: In RL, we often need the value function 𝑉 𝑠 or action-value function
𝑄 𝑠 𝑎 .Exact computation is often impossible for large state [Link] approximators (like neural
networks, linear regression, or decision trees) estimate 𝑉 𝑠 or 𝑄 𝑠 𝑎 from samples.
Generalization:They allow generalization to unseen states.
Reduce Memory Requirements:Function approximators compress this information into a set of parameters
𝜃.
Enable Continuous and High-Dimensional Control :Approximators like neural networks handle continuous

inputs and outputs.


Method1 :The Bootstrapping Trick
To overcome this, Q-learning uses an idea called bootstrapping, where an improved estimate of the Q-value is
created using partial knowledge of the future.
This is achieved using the Bellman Equation — a recursive relationship for Q-values.

𝑄 𝑠𝑡 𝑎𝑡 = 𝑟𝑡 + 𝛾 max 𝑄෠ 𝑠𝑡+1 𝑎
𝑎
Here:
𝑟𝑡 :immediate reward after taking action 𝑎𝑡
𝛾 :discount factor (0 < γ < 1)
max 𝑎 𝑄෠ 𝑠𝑡+1 𝑎 :predicted future return from the best next action
If the episode ends after action 𝑎𝑡 ,we set 𝑄෠ 𝑠𝑡+1 𝑎 = 0.
Method 2:Neural Network Representation
In deep Q-learning, a neural network F(Xₜ, W, a) is used to approximate Q-values:
𝐹 𝑋𝑡 𝑊 𝑎 = 𝑄෠ 𝑠𝑡 𝑎
𝐹 𝑋𝑡 𝑊 𝑎 →predicted Q-value for performing action 𝑎in state 𝑠𝑡
𝑄෠ →predicted (estimated) value, indicated by a circumflex (ˆ)
𝑊→ learnable weight parameters updated during training
Learning 𝑊is crucial because it directly influences the accuracy of Q-value estimation and, therefore, the
policy performance.
Structure of the Q-Network
The deep neural network used in this context is known as a Q-Network (or Deep Q-Network — DQN). The
goal of Q-learning is to learn the weights (W) of a neural network so that it can correctly estimate the Q-
function, i.e.,
𝑄 𝑠𝑡 𝑎𝑡 = expected future discounted reward from taking action 𝑎𝑡 in state 𝑠𝑡
However, the main challenge is that Q-values cannot be directly observed — they depend on future rewards
that have not yet occurred.
It is a Convolutional Neural Network (CNN) that:
• Converts high-dimensional pixel input into meaningful feature representations.
• Produces one Q-value for each possible action.
• For example, in a game where possible actions are UP, DOWN, LEFT, and RIGHT,
the Q-network will have four output neurons corresponding to:

𝑄 𝑠𝑡 “𝑈𝑃”

𝑄 𝑠𝑡 “𝐷𝑂𝑊𝑁”

𝑄 𝑠𝑡 “𝐿𝐸𝐹𝑇”

𝑄 𝑠𝑡 “𝑅𝐼𝐺𝐻𝑇”
Using the Bellman equation, we can write:

𝐹 𝑋𝑡 𝑊 𝑎𝑡 = 𝑟𝑡 + 𝛾 𝑚𝑎𝑥 𝐹 𝑋𝑡+1 𝑊 𝑎
𝑎
This gives a target for training, even without observing real future rewards.
Loss Function for Q-Learning
To train the network, we define a loss function based on the difference between:
The predicted Q-value for the current state-action pair, and the target Q-value obtained from the Bellman
equation.
2
𝐿𝑡 = 𝑟𝑡 + 𝛾 𝑚𝑎𝑥 𝐹 𝑋𝑡+1 𝑊 𝑎 − 𝐹 𝑋𝑡 𝑊 𝑎𝑡
𝑎

Weight Update Rule


Using backpropagation, the weights are updated as:

𝜕𝐹 𝑋𝑡 𝑊 𝑎𝑡
𝑊 ←𝑊+𝛼 𝑟𝑡 + 𝛾 𝑚𝑎𝑥 𝐹 𝑋𝑡+1 𝑊 𝑎 − 𝐹 𝑋𝑡 𝑊 𝑎𝑡
𝑎 𝜕𝑊

Here:
𝛼: learning rate
𝛻𝑊 𝐹 𝑋𝑡 𝑊 𝑎𝑡 :gradient of network output with respect to weights
Initially, Q-values are random, but they gradually converge as training continues.
Working of Q-Network
Step 1. Input State 𝑋𝑡 (Prepare the Observation) Perform action 𝑎𝑡 in state 𝑠𝑡 ,observe reward 𝑟𝑡 and
next state 𝑋𝑡+1.
• The network receives a compact representation of the current environment, typically a stack of the last
𝑚frames (e.g., 𝑚 = 4in Atari).
• Each frame is preprocessed:
Converted to grayscale
Cropped
Downsampled
Normalized

• All processed frames are stacked together to form 𝑋𝑡 .


• Stacking frames provides short-term temporal information (such as velocity and direction)
that a single frame cannot capture.
• The input tensor shape is typically 𝑚 𝐻 𝑊 or 𝐻 𝑊 𝑚 depending on the framework.
Step 2. Convolutional Layers (Extract Spatial/Temporal Features)
• 𝑋𝑡 is passed through several convolutional layers.
• Convolutional operations use small kernels and local receptive fields to detect low-level
patterns (edges, corners).
• Deeper layers combine low-level patterns into higher-level features (objects, moving sprites,
game entities).
Convolutional layers may include:
1. Nonlinearities (e.g., ReLU activation)
2. Pooling/striding to reduce spatial resolution
3. Batch normalization for stability
The final result is a set of feature maps that represent the important visual structure of the
current state
Compute the target Q-value:
𝑄෠𝑡+1 = max 𝐹 𝑋𝑡+1 𝑊 𝑎
𝑎
(Set to 0 if episode ends.)
3)Fully Connected (Dense) Layers (Compose Features into Decision Features)
• The final convolutional feature maps are flattened (or global-pooled) before entering fully connected
layers.
• These dense layers integrate the visual features across the whole screen.
• The resulting high-level representations are useful for decision-making.
Architectures may incorporate advanced techniques such as:
• Dropout (for regularization)
• Dueling streams (value and advantage)
• Residual connections (for deeper networks)
Dense layers perform the mapping from vision features → decision features, which are later used to estimate
Q-values. Compute the predicted Q-value:
𝐹 𝑋𝑡 𝑊 𝑎𝑡
4)Output Layer (Produce Q-values for Every Action)
• The last layer is a linear layer with ∣ 𝐴 ∣outputs — one output per possible action.
• Each output 𝑄෠ 𝑠𝑡 𝑎𝑖 represents the predicted Q-value for taking action 𝑎𝑖 in state 𝑠𝑡 .
• The output layer uses no activation function, since Q-values can take any real value (unbounded).
• In environments with illegal or invalid actions, outputs for those actions are masked before selecting an
action.
• Compute the loss:𝐿𝑡 = ቀ𝑟𝑡 + 𝛾𝑄෠ 𝑡+1 − 𝐹 𝑋𝑡 𝑊 𝑎𝑡 )2
• Backpropagate the loss and update weights W.
5)Action Selection (Choose an Action Using Policy — Usually ϵ-Greedy)
• The agent converts the Q-value vector into an action.
• The ϵ-greedy policy is commonly used for balancing exploration and exploitation:
• With probability (1 − ϵ) → choose the greedy action arg max 𝑎 𝑄෠ 𝑠𝑡 𝑎 .
• With probability (ϵ) → choose a random valid action (exploration).
• During training, ϵ is gradually reduced (annealed) — large at the start and smaller later — to encourage
more exploitation over time.
• During inference or testing, the agent typically uses a pure greedy policy (ϵ ≈ 0).
Key Improvements for Stability
(a) Experience Replay
Stores a replay buffer (past experiences as ⟨s, a, r, s′⟩ tuples).
Randomly samples mini-batches for training to break correlation between consecutive samples.
Old experiences are dropped as new ones are added.
(b) Target Network
Uses two networks:
Online network: updated every step
Target network: updated slowly or periodically
Prevents oscillation and improves stability.
(c) Prioritized Experience Replay
Assigns higher priority to experiences with larger learning potential (TD-error).
Helps the agent focus on more informative experiences.

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