Value-based deep RL
Value-based deep RL, from DQN to the sample-efficient modern agents. Everyone needs DQN and Double DQN; the rest of the family is a specialisation.
What you will learn
Tabular methods stop at problems small enough to enumerate. Replacing the table with a network brings back all three legs of the deadly triad, and Phase 1 showed you what that does to a value estimate.
DQN's stabilisers, a convolutional net, experience replay and a target network around the Q-learning target, then the fixes and extensions: Double DQN for overestimation, prioritised replay, dueling heads, noisy exploration, distributional returns, Rainbow's ablation of all of them, and the recurrent, exploring and sample-efficient agents that followed. You build DQN yourself and ablate one component at a time.
You have a DQN you wrote and debugged, an ablation with uncertainty on it, and a working sense of which extensions matter and which are noise at your budget.
Mnih et al., arXiv 2013; Nature 518, 2015
Playing Atari with Deep RL / Human-level control through deep RL
Q-learning + CNN + experience replay + target network, learning Atari from pixels. Non-negotiable.
The founding work of deep RL. Every value-based method descends from it.
Learning outcome: Implement DQN from scratch, including replay, target networks and the terminal/truncation handling, and get it learning on CartPole.
Deliverable: an agent, an ablation, a plot
Build DQN, then change one thing
Write DQN from scratch until CartPole is solved, then change exactly one component and measure the effect against seed noise. One component at a time is the whole discipline.
The codebase you will extend for the whole value-based line.
Learning outcome: Debug a value-based agent to a working state, and measure a single design change against the noise floor.
Resources
- CleanRL DQN docs (code)
Exercise deliverables
- DQN from scratch solving CartPole, with replay, target network and correct truncation handling
- One component changed (target-network period, replay capacity or exploration schedule) and measured over at least 5 seeds
- A plot with seed spread, and a paragraph on what you expected versus what happened
van Hasselt, Guez & Silver, AAAI 2016
Deep RL with Double Q-learning
Decouple action selection from evaluation to fix Q-value overestimation.
The same overestimation problem is attacked again by TD3's clipped double-Q, though by a different mechanism: TD3 keeps two independent critics and takes their minimum, rather than splitting selection from evaluation across the online and target networks.
Learning outcome: Write both the DQN and Double DQN targets and say which one a given implementation is using.
Resources
- Deep RL with Double Q-learning (paper)
Schaul et al., ICLR 2016
Prioritized Experience Replay
Sample high-TD-error transitions more often.
A Rainbow component. The distributed variant is Ape-X.
Resources
- Prioritized Experience Replay (paper)
Wang et al., ICML 2016
Dueling Network Architectures
Separate value and advantage streams. Skim.
A Rainbow component.
Resources
- Dueling Network Architectures (paper)
Fortunato et al., ICLR 2018
Noisy Networks for Exploration
Learnable parametric noise for exploration.
A Rainbow component.
Resources
- Noisy Networks for Exploration (paper)
Bellemare, Dabney & Munos, ICML 2017
A Distributional Perspective on RL
Learn the distribution of returns, not just the mean. This launched a subfield.
QR-DQN, IQN, Rainbow, R2D2, Agent57.
Resources
Dabney et al., AAAI 2018; ICML 2018
Distributional RL with Quantile Regression / Implicit Quantile Networks
Quantile-based distributional RL. Read C51 closely, skim these.
Distributional heads in later agents.
Resources
- QR-DQN (paper)
- Implicit Quantile Networks (paper)
Hessel et al., AAAI 2018
Rainbow: Combining Improvements in Deep RL
Integrates six DQN extensions: double, dueling, PER, multi-step, C51, noisy nets. The best single ablation of what actually matters.
Template for later combine-everything agents.
Resources
- Rainbow (paper)
- Dopamine Rainbow agent (code, optional)
Kapturowski et al., ICLR 2019
Recurrent Experience Replay in Distributed RL
LSTM plus distributed replay. Big Atari jump.
Backbone of NGU and Agent57.
Prerequisites
Resources
- R2D2 (OpenReview, ICLR 2019) (paper)
Badia et al., ICLR 2020; ICML 2020
Never Give Up / Agent57
Episodic and lifelong intrinsic rewards plus a meta-controller over exploration policies. First agent above the human benchmark on all 57 Atari games.
Read for the exploration and meta-controller ideas.
Resources
- Never Give Up (paper)
- Agent57 (paper)
Schwarzer et al., ICML 2023
Bigger, Better, Faster
IQM human-normalised 1.045 on Atari 100K in about 10 GPU hours. Scaled Impala-CNN, high replay ratio, periodic soft resets, annealed n-step returns, and SPR's self-predictive loss underneath. Read SPR (Representation learning) first if you have not.
The reference point for how good value-based RL can be with little data.
Resources
- SPR (the representation BBF builds on) (paper, optional)
- Bigger, Better, Faster (paper)
Deliverable: an ablation under a stated budget
Add the Rainbow components one at a time
Add Double DQN and two more components of your choice to your own agent, one at a time, on a fixed interaction budget, and report the result with uncertainty rather than one curve per variant.
The first experiment on this map that looks like a paper's ablation table.
Learning outcome: Run and report a multi-variant ablation whose conclusion survives the seed noise.
Prerequisites
Resources
- Dopamine Atari baselines (site)
- Arcade Learning Environment (code)
Exercise deliverables
- Double DQN plus two further components (Dueling, PER, n-step or distributional) added incrementally to one codebase
- All variants on the same environment and interaction budget, at least 5 seeds each
- An aggregate metric with confidence intervals, not just mean curves
- A conclusion naming what the evidence does and does not support at this budget