Enhanced deep reinforcement learning deep q-network models
11120303 · 2021-09-14
Assignee
Inventors
Cpc classification
G06F18/214
PHYSICS
A63F13/80
HUMAN NECESSITIES
G06N3/006
PHYSICS
G06V10/774
PHYSICS
International classification
Abstract
A reinforcement learning method and apparatus includes storing video frames in a video memory, performing a first preprocessing step of retrieving a sequence of n image frames of the stored video frames, and merging the n image frames in a fading-in fashion by incrementally increasing the intensity of each frame up to the most recent frame having full intensity to obtain a merged frame; and performing a training step of inputting the merged frame to the DQN and training the DQN to learn Q-values for all possible actions from a state represented by the merged frame with only a single forward pass through the network. The learning method and apparatus includes a second preprocessing step of removing the background from the merged frame. The method can be applied to any DQN learning method that uses a convolution neural network as its core value function approximator.
Claims
1. A reinforcement learning method for learning actions based on states of an environment depicted in a video, the method performed by processing circuitry, including: obtaining and storing video frames of the video in a video memory; performing, by the processing circuitry, a first preprocessing step of retrieving a sequence of n image frames of the stored video frames, and merging the n image frames in a fading-in fashion by incrementally increasing the intensity of each frame up to the most recent frame having full intensity to obtain a merged frame; and performing, by the processing circuitry, a training step of inputting the merged frame to a Deep Q Neural Network (DQN) and training the DQN to learn Q-values for all actions from a state of the environment represented by the merged frame with only a single forward pass through the network; and selecting an action based on the Q-values.
2. The learning method of claim 1, further comprising: performing, by the circuitry, a second preprocessing step of removing background image data from the merged frame before inputting the merged frame to the DQN.
3. The learning method of claim 1, wherein the DQN is a double DQN that learns two action-value functions in a mutually symmetric fashion.
4. The learning method of claim 1, wherein the DQN includes a convolution neural network that outputs to two separated fully connected layers, one for a state value function and another for a state-dependent action function.
5. The learning method of claim 1, wherein then image frames is a stack of 10 image frames.
6. The learning method of claim 1, wherein the training comprises: storing the merged image along with an associated action and a reward value that is based on the action in an experience memory; retrieving the stored experience and provide an end state to the DQN; operating the DQN to determine Q values for actions and selecting a next action based on a maximum Q-value; determining a reward based on the selected next action.
7. The learning method of claim 1, wherein the processing circuitry incrementally increases the intensity of each frame by multiplying each pixel value by a predetermined percentage.
8. The learning method of claim 7, wherein the processing circuitry reduces the pixel values of the oldest frame to a predetermined minimum value.
9. The learning method of claim 1, wherein the merging then image frames, by the processing circuitry, includes increasing the contrast of each frame before incrementally increasing the intensity of each frame.
10. The learning method of claim 1, wherein the merging the n image frames, by the processing circuitry, includes normalizing the intensity values in each frame.
11. A reinforcement learning apparatus for learning actions based on states of an environment depicted in a video, the method, comprising: a video memory configured to store video frames of the video; preprocessing circuitry configured to retrieve a sequence of n image frames of the stored video frames, and merge the n image frames in a fading-in fashion by incrementally increasing the intensity of each frame up to the most recent frame having full intensity to obtain a merged frame; a Deep Q Neural Network (DQN) configured to receive the merged frame, perform a training process to learn Q-values for all possible actions from a state of the environment represented by the merged frame with only a single forward pass through the network, and selecting an action based on the Q-values.
12. The apparatus of claim 11, wherein the preprocessing circuitry is further configured to perform a second preprocessing step of removing background image data from the merged frame before inputting the merged frame to the DQN.
13. The apparatus of claim 11, wherein the DQN is a double DQN that performs a training process to learn two action-value functions in a mutually symmetric fashion.
14. The apparatus of claim 11, wherein the DQN includes a convolution neural network that outputs to two separated fully connected layers, one for a state value function and another for a state-dependent action function.
15. The apparatus of claim 11, wherein the preprocessing circuitry is configured to retrieve a sequence of 10 image frames of the stored video frames.
16. The apparatus of claim 11, wherein the DQN is configured to perform the training process including storing the merged image along with an associated action and a reward value that is based on the action in an experience memory; retrieving the stored experience and provide an end state to the DQN; operating the DQN to determine Q values for actions and selecting a next action based on a maximum Q-value; determining a reward based on the selected next action.
17. The apparatus of claim 11, wherein the preprocessing circuitry incrementally increases the intensity of each frame by multiplying each pixel value by a predetermined percentage.
18. The apparatus of claim 17, wherein the preprocessing circuitry reduces the pixel values of the oldest frame to a predetermined minimum value.
19. The apparatus of claim 11, wherein the preprocessing circuitry merges the n image frames including increasing the contrast of each frame before incrementally increasing the intensity of each frame.
20. The apparatus of claim 11, wherein the preprocessing circuitry merges the n image frames including normalizing the intensity values in each frame.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
(1) A more complete appreciation of this disclosure and many of the attendant advantages thereof will be readily obtained as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings, wherein:
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DETAILED DESCRIPTION
(31) In the drawings, like reference numerals designate identical or corresponding parts throughout the several views. Further, as used herein, the words “a,” “an” and the like generally carry a meaning of “one or more,” unless stated otherwise. The drawings are generally drawn to scale unless specified otherwise or illustrating schematic structures or flowcharts.
(32) Furthermore, the terms “approximately,” “approximate,” “about,” and similar terms generally refer to ranges that include the identified value within a margin of 20%, 10%, or preferably 5%, and any values therebetween.
(33) Aspects of this disclosure are directed to a deep learning reinforcement learning network that includes a preprocessing step that is an improvement over the deep Q-network (DQN) algorithm for processing video images. This disclosure is not limited to the DQN algorithm. The disclosure can be applied to any DRL algorithm that uses CNN as its core value function approximator and that utilizes a stack of frames to overcome the partial observability issue. For example, the disclosure may be applied to improved versions of the DQN algorithm, such as the double DQN algorithm and the dueling DQN network.
(34) An aspect of this invention is a technique that can reduce the complexity of DRL algorithms. This reduction in complexity maintains the accuracy of the developed models such that even though it reduces the overall training time and processing power required, it preserves the performance of the trained models and may even enhance them. Furthermore, the technique provides a solution to the partial observability issue that occurs when the DRL is trained based on one frame at a time.
(35) An aspect of the disclosed technique involves merging a stack of frames into one frame before passing it to the CNN. However, by only merging the stack of frames without any preprocessing, the same effect as using one frame or even worse the merged frame may be ambiguous. The agent will again be unable to infer any information about the environment and hence it will become again partially observable. In order to eliminate the ambiguity resulting from using the merging technique is to reduce the intensity of the frames as they get older. This will give the agent information on how the environment has been changing using the features learned in the CNN.
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(37) Q-learning uses a function representing the maximum discounted future reward when performing an action in a state. It is called a Q-function because it represents the quality of a certain action in a given state. In disclosed embodiments, the Q-learning is implemented as a deep neural network 113 (referred to as a deep Q-network).
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(40) Another form of Deep Q-network is a Double Deep Q-network having a first Q-network and a second Q-network. The first Q-network is used to select actions. The second Q-network is used to evaluate the actions.
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(42) In some embodiments, the preprocessing 117 may be performed by a general purpose computer having a central processing unit (CPU). In some embodiments, the general purpose computer may include a special purpose GPU. In this disclosure, the CPU and GPU, as well as associated memory and management thereof, may be referred to as processing circuitry. The processing circuitry may be employed to perform the procedure in
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(44) The graphics processor 512 may perform certain mathematical operations related to image processing. The graphics processor may be a video card that is connected to the motherboard of the general purpose computer via a bus. Commercial video cards and GPUs include those made by Nvidia and AMD, and GPUs include those made by Intel.
(45) Regarding
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(47) In an embodiment, the amount of incremental increase in intensity may be determined as a ratio of the number of frames. For example, when the number of frames is ten, the amount of incremental increase may be ten percent. The intensity of the oldest frame may have a minimum intensity, such as 20 percent, so that the oldest frame includes an image of at least some minimum intensity. The incremental increase may then start from the frame having the minimum intensity.
(48) In an embodiment, the intensity of each pixel in video frames may be normalized so that the frames will have a similar range of pixel values. For example, all frames may be adjusted to pixel intensity values in a range of 0 to 255 using linear normalization.
(49) In an embodiment, the contrast of each video frame may be increased before incrementally increasing the intensity of each frame.
(50) An advantage of the merging technique over the stack of frames DQN is that the number of frames used in the merge can be increased beyond four frames without affecting either the architecture of the CNN or the training time required. Once the frame generated by merging the old frames is ready it may be fed to the CNN 113 for value approximation. The merging technique was tested with the Pong video game as shown in
(51) The merging technique may be further improved by implementing another preprocessing step. Previously, DQN trained with the stack of frames relied on four separate frames for approximating the value function. Each one of these frames was in full intensity. Therefore, the information presented in each one of the frames maintained its strength and effect. However, in the disclosed technique, the information embedded within the frames loses its strength because of the intensity reduction in the direction of older frames. Furthermore, the background color in the frame causes the feature information to be cluttered with non-essential information as the data moves deeper in the CNN and hence reduces the effectiveness of the frame merging technique.
(52) The representation of frames 1101 in computers appears as arrays of numbers 1103 where each pixel is represented in a cell. Since all the frames used in DQN are in gray scale then each cell in the array can have a value between 0 and 255 where the first value represents black while the other value represents the white color and the shades of gray are represented by the values in between as demonstrated in
(53) Provided the pre-processing (performed in preprocessing circuitry 117), steps S401 to S407, the DQN 113 may be trained. The procedure may begin by selecting an action for a state of the environment 120. In particular, in S409, the DQN 113 selects the maximum Q-value (i.e., having a maximum expected reward). In some embodiments, the procedure may also employ an exploration strategy, for example, a greedy strategy (selecting a random action). Many types of exploration strategies may alternatively be employed, for example, a soft-max strategy based on a Gibbs or Boltzmann distribution.
(54) In S411, the procedure then inputs state (merged image) data. In some embodiments, the DQN may also store experience data in an experience memory data store, the experience data including before and after states, the action taken, and the reward earned. At step S413, the procedure draws a transition from the stored experience data, either randomly or according to a prioritised strategy, and provides the end state of the transition to the DQN. In S415, the DQN is employed to determine the maximum Q-value for this end state, by providing a Q-value for each action so that the maximum can be selected. In step S417, the procedure adds the reward from the transition to this end state, to provide a target Q-value. In this embodiment the reward is stored with the experience data and may be provided as part of the definition of a target region of state space to be within, or to avoid.
(55) Data Analysis:
(56) To ensure that the merging technique is implementation independent, it was tested using two different implementations of DQN. The first one was built using Python 2.7 and was based on an open-source skeleton implementation of DQN. This implementation was missing the core parts of DQN and only offered a guidance and some utility classes and functions that helped in memory management. The rest of the functionalities along with the core ones were implemented in order to have a fully functional DQN. The second implementation of DQN was based on the DQN baseline offered by OpenAI that was built using Python 3.5. However, even though two different implementations were used in the experiments, both implementations shared the same CNN architecture. Moreover, they both applied the same preprocessing step on the game frames. The following discusses the results of the conducted experiments on both implementations.
(57) Skeleton DQN (Pong Video Game):
(58) The first experiment was conducted to test the effect of the merging technique and the background removal on the skeleton DQN implementation.
(59) Baseline DQN (Pong Video Game):
(60) The aim of the second experiment was to test the effect of the merging technique and the background removal on a different implementation of DQN.
(61) Baseline Double DQN & Dueling DQN (Pong Game):
(62) This experiment was conducted to test whether the merging technique can be extended to be applied on other algorithms that are based on DQN. The technique was tested on Double DQN and Dueling DQN from the baseline implementation.
(63) Baseline DQN (Pong Game—Multiple runs):
(64) In order to further prove the findings and that the improvement of the merging technique with background removal does not get affected by the randomness in the environment, the baseline DQN was tested for three different times for the version of stack of frames and the version with the merging technique and background removal. In all three runs, DQN with the merging technique showed dominance in performance over the stack version as shown in
(65) Baseline algorithms (Pong Video Game—Trained 500 K steps, Tested 100 games)
(66) To further test the merging technique, DQN was tested against Dueling DQN. The implementation of the bassline was used for both algorithms in addition to applying the merging technique with background removal. To increase the difficulty of the benchmark on the agents, the training phase was limited to 500 thousand frames and then each agent was tested in 100 games.
(67) Baseline DQN (VizDoom Video Game)
(68) In this experiment, a more complex video game was used to test the baseline algorithm when equipped with the merging technique. Two of the mini games in VizDoom were selected for this experiment: the basic scenario and the center scenario. In both scenarios, the training time required by the merging time was less than the stack version as shown in
(69) Self-driving vehicles
(70) With regard to reinforcement learning, an embedded computer may be used to perform the reinforcement learning procedure, or a car may rely on a network connection to a remote computer or computer network. Embedded computers for self-driving cars include Nvidia Drive, as an example. States of the environment may include location of road markings as the car travels along the road and moving and/or stationary objects in the field of view of a camera. A vehicle sensor array may obtain video from several cameras and perform sensor fusion to combine camera video images. The reinforcement learning may assign rewards to various states. In some embodiments, the rewards may be determined according to a value function. A negative reward may be assigned to states that are off-road or states that include certain types of objects. A positive reward may be assigned to states in which the car is safely within the road as indicated by road markings. The value function may handle competing rewards, such as a positive reward for staying within road markings and a negative reward for coming too close to a forward vehicle.
(71) According to the present disclosure, preprocessing 117 may be performed on stacks of frames constituting fused video images. A technique used for cases such as self-driving cars which must consider many states, is to incorporate experiences, a technique referred to as experience replay. In some embodiments, preprocessed stacks of video frames and corresponding actions selected by the selector 115 may be stored as experiences (stored state, action and reward). The Q-learning neural network 113 may be trained by randomly choosing from all stored experiences and creating an average update for the neural network weights which maximizes Q-values for all actions taken during those experiences.
(72) The disclosed technique may include or consist of two parts: the merging technique and Background removal. The merging technique can simplify the architecture of the CNN by reducing a stack of frames to one frame.
(73) The merging technique can solve the partial observability issue using one frame only, as the one frame includes information portraying temporal movement obtained in the stack of frames. The time required to train DQN equipped with the merging technique is less than the time required by the version of the stack of frames.
(74) The performance of DQN equipped with the merging technique is nearly equal to the one with the stack of frames in one of the implementations while it surpasses it in other ones.
(75) The number of frames used in the merging technique can be increased without a huge increase in the required training time which is opposite to the situation with the stack of frames.
(76) By using background removal in addition to the merging technique, the performance of DQN becomes better than the one with the stack of frames in all implementations.
(77) The increase in training time required when using background removal is very minimal and maintains the advantage of using the merging technique.
(78) The disclosed technique has been tested on Double DQN and Dueling DQN and it showed an increased performance while reducing the training time required.
(79) The disclosed technique is not limited to DQN. It can further improve any algorithm that is based on DQN.
(80) The disclosed technique can be applied to any DRL algorithm that uses CNN as its core value function approximator.
(81) The disclosed technique has been tested in simple games like Pong and more complex ones like VizDoom and it has shown an improvement in performance and reduction in training time required.
(82) Numerous modifications and variations of the present invention are possible in light of the above teachings. It is therefore to be understood that within the scope of the appended claims, the invention may be practiced otherwise than as specifically described herein.