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Solving sparse-reward problems in partially observable 3D environments using distributed reinforcement learning

Thesis (MEng)--Stellenbosch University, 2021.

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Main Author: Louw, Jacobus Martin
Other Authors: Engelbrecht, Herman
Format: Thesis
Language:en_ZA
Published: Stellenbosch : Stellenbosch University 2021
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access_status_str Open Access
author Louw, Jacobus Martin
author2 Engelbrecht, Herman
author_browse Engelbrecht, Herman
Louw, Jacobus Martin
author_facet Engelbrecht, Herman
Louw, Jacobus Martin
author_sort Louw, Jacobus Martin
collection Thesis
dc_rights_str_mv Stellenbosch University
description Thesis (MEng)--Stellenbosch University, 2021.
format Thesis
id oai:scholar.sun.ac.za:10019.1/123775
institution Stellenbosch University (South Africa)
language en_ZA
last_indexed 2026-06-10T12:41:16.700Z
license_str Other — see source repository
provenance_str_mv Harvested via OAI-PMH from SUNScholar — Stellenbosch University Repository
publishDate 2021
publishDateRange 2021
publishDateSort 2021
publisher Stellenbosch : Stellenbosch University
publisherStr Stellenbosch : Stellenbosch University
record_format dspace
source_str SUNScholar — Stellenbosch University Repository
spelling oai:scholar.sun.ac.za:10019.1/123775 Solving sparse-reward problems in partially observable 3D environments using distributed reinforcement learning Louw, Jacobus Martin Engelbrecht, Herman Schoeman, J. C. Stellenbosch University. Faculty of Engineering. Dept. of Electrical and Electronic Engineering. Sparse-reward problems Reinforcement learning 3D Environments Deep learning (Machine learning) UCTD Thesis (MEng)--Stellenbosch University, 2021. ENGLISH ABSTRACT: n this study, we address sparse-reward problems in partially observable 3D environments. The example task is set in a simulation environment where a reinforcement learning (RL) agent has to deliver a first-aid kit to an immobilised miner using an image observation. We apply a deep Q-learning algorithm with several modifications to solve this problem. We first show that it helps the agent to solve problems in the partially observable environment when the agent’s observation is augmented with a history of previous observations and performed actions. We then consider three main modifications made to the deep Q-learning algorithm to address this problem. The first is to dramatically increase the rate at which new data is generated by using a distributed system. Secondly, we utilise prioritised experience replay (PER) [39] to repeat transitions of significance more frequently to the agent. Lastly, we add the n-step return to the algorithm. The work by Hessel et al. [14] and Horgan et al. [16] shows that these modifications significantly improve the performance of the deep Q-learning algorithm on the Atari platform. The Atari platform consists mainly of simple 2D environments; however, we consider performance on a partially observable 3D environment with sparse rewards. We confirm the results of Fedus et al. [10] and show that better-performing policies are trained when the replay buffer contains more recently generated data. We show that prioritising transitions and the n-step return is very important in solving the example sparse-reward problem. In addition to these modifications we also look into strategies to improve exploration. We then demonstrate that curriculum learning (CL) or domain randomisation (DR) can be used to help the agent to solve more challenging problems where it is difficult to initially receive the reward signal. Lastly, we establish that it greatly benefits the deep Q-learning agent’s performance when CL is used in combination with DR to solve larger, more complex problems. AFRIKAANSE OPSOMMING: n hierdie studie spreek ons skaars-beloningsprobleme in gedeeltelik sigbare 3D-omgewings aan. In die probleem wat ons as voorbeeld gebruik, moet ’n versterkingsleeragent ’n noodhulpkissie aan ’n gestrande mynwerker in ’n simulasie-omgewing aflewer. Die agent moet aksies, gebaseer op ’n kamerabeeld, uitvoer om die taak te verrig. Ons pas ’n diep-Q-leer algoritme met ’n paar wysigings toe, om die probleem op te los. Ons toon eerstens aan dat dit die agent help om probleme in die gedeeltlik sigbare omgewing op te los, indien sy waarneming aangevul word deur vorige waarnemings en uitgevoerde aksies. Daarna oorweeg ons drie hoofsaaklike wysigings aan die diep-Q-leer algoritme om hierdie probleem op te los. Eerstens word die spoed waarteen nuwe data gegenereer word drasties verhoog deur van ’n verspreide stelsel gebruik te maak. Tweedens gebruik ons ’n geprioritiseerde ervaringsbuffer [39] om belangrike ervarings meer gereeld aan die agent terug te speel. Laastens voeg ons n-stap opdaterings by die algoritme. Die navorsing deur Hessel et al. [14] en Horgan et al. [16] toon aan dat hierdie wysigings die werksverrigting van die diep-Q-leer algoritme op die Atari-platform aansienlik verbeter. Die Atari-speletjies bestaan hoofsaaklik uit 2D-omgewings, terwyl ons die algoritme op ’n 3D-omgewing met skaars-belonings toepas. Ons bevestig die resultate van Fedus et al. [10] en toon aan dat beter gedragspatrone aangeleer word indien die ervaringsbuffer meer onlangs gegenereerde data bevat. Ons toon ook dat die prioritisering van ervaring en n-stap opdaterings baie belangrik is om die skaars-beloningsprobleem in die voorbeeld op te los. Aanvullend tot hierdie wysigings, ondersoek ons ook strategieë om die verkenning van die omgewing te verbeter. Ons toon aan dat kurrikulumleer of domein-lukraakheid die agent kan help om meer uitdagende probleme op te los, waar dit aanvanklik moeilik is om ’n beloning te ontvang. Laastens wys ons dat dit die diep-Q-leer agent verder bevoordeel indien kurrikulumleer in kombinasie met domein-lukraakheid gebruik word om groter en moeiliker probleme op te los. Masters 2021-11-08T04:29:10Z 2021-12-22T14:20:44Z 2021-11-08T04:29:10Z 2021-12-22T14:20:44Z 2021-12 Thesis http://hdl.handle.net/10019.1/123775 en_ZA Stellenbosch University 144 pages application/pdf Stellenbosch : Stellenbosch University
spellingShingle Sparse-reward problems
Reinforcement learning
3D Environments
Deep learning (Machine learning)
UCTD
Louw, Jacobus Martin
Solving sparse-reward problems in partially observable 3D environments using distributed reinforcement learning
title Solving sparse-reward problems in partially observable 3D environments using distributed reinforcement learning
title_full Solving sparse-reward problems in partially observable 3D environments using distributed reinforcement learning
title_fullStr Solving sparse-reward problems in partially observable 3D environments using distributed reinforcement learning
title_full_unstemmed Solving sparse-reward problems in partially observable 3D environments using distributed reinforcement learning
title_short Solving sparse-reward problems in partially observable 3D environments using distributed reinforcement learning
title_sort solving sparse reward problems in partially observable 3d environments using distributed reinforcement learning
topic Sparse-reward problems
Reinforcement learning
3D Environments
Deep learning (Machine learning)
UCTD
url http://hdl.handle.net/10019.1/123775
work_keys_str_mv AT louwjacobusmartin solvingsparserewardproblemsinpartiallyobservable3denvironmentsusingdistributedreinforcementlearning