More Efficient Randomized Exploration for Reinforcement Learning via Approximate Sampling
arXiv preprint arXiv:2406.12241, 2024•arxiv.org
Thompson sampling (TS) is one of the most popular exploration techniques in reinforcement
learning (RL). However, most TS algorithms with theoretical guarantees are difficult to
implement and not generalizable to Deep RL. While the emerging approximate sampling-
based exploration schemes are promising, most existing algorithms are specific to linear
Markov Decision Processes (MDP) with suboptimal regret bounds, or only use the most
basic samplers such as Langevin Monte Carlo. In this work, we propose an algorithmic …
learning (RL). However, most TS algorithms with theoretical guarantees are difficult to
implement and not generalizable to Deep RL. While the emerging approximate sampling-
based exploration schemes are promising, most existing algorithms are specific to linear
Markov Decision Processes (MDP) with suboptimal regret bounds, or only use the most
basic samplers such as Langevin Monte Carlo. In this work, we propose an algorithmic …
Thompson sampling (TS) is one of the most popular exploration techniques in reinforcement learning (RL). However, most TS algorithms with theoretical guarantees are difficult to implement and not generalizable to Deep RL. While the emerging approximate sampling-based exploration schemes are promising, most existing algorithms are specific to linear Markov Decision Processes (MDP) with suboptimal regret bounds, or only use the most basic samplers such as Langevin Monte Carlo. In this work, we propose an algorithmic framework that incorporates different approximate sampling methods with the recently proposed Feel-Good Thompson Sampling (FGTS) approach (Zhang, 2022; Dann et al., 2021), which was previously known to be computationally intractable in general. When applied to linear MDPs, our regret analysis yields the best known dependency of regret on dimensionality, surpassing existing randomized algorithms. Additionally, we provide explicit sampling complexity for each employed sampler. Empirically, we show that in tasks where deep exploration is necessary, our proposed algorithms that combine FGTS and approximate sampling perform significantly better compared to other strong baselines. On several challenging games from the Atari 57 suite, our algorithms achieve performance that is either better than or on par with other strong baselines from the deep RL literature.
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