In standard supervised learning, we often assume that the training data samples are independent and identically distributed (i.i.d.). This assumption is important for the stability of gradient-based optimization methods. However, when our reinforcement learning agent interacts with the environment, it generates a sequence of experiences (st,at,rt+1,st+1),(st+1,at+1,rt+2,st+2),… that are highly correlated. If we were to train our Q-network directly on these experiences as they arrive sequentially, we would encounter two main problems:
- Correlated Updates: Training on consecutive samples violates the i.i.d. assumption. The gradients calculated from these correlated samples can have high variance or might push the network weights consistently in a suboptimal direction based on recent, potentially unrepresentative, experiences. This can lead to unstable training and poor convergence. Imagine the agent getting stuck in a specific part of the environment; sequential updates would repeatedly reinforce the actions taken in that limited context, potentially causing the network to "forget" about other parts of the state space.
- Data Inefficiency: Each generated experience is used for only one gradient update and then discarded. This is inefficient, especially considering that interactions with the environment can be costly (in terms of time or computation). Some experiences might be particularly informative or rare, and learning from them only once limits their impact.
To address these issues, Deep Q-Networks introduce a technique called Experience Replay.
The Replay Buffer
The core idea is simple: instead of training the network on the most recent experience, we store the agent's experiences in a large buffer, often called a replay buffer or replay memory. This buffer typically has a fixed capacity (let's say N).
An "experience" is usually stored as a tuple: et=(st,at,rt+1,st+1). Often, a flag indicating whether st+1 is a terminal state is also included.
The process works as follows:
- Interaction & Storage: The agent interacts with the environment using its current policy (e.g., ϵ-greedy based on the current Q-network). At each time step t, it observes the transition (st,at,rt+1,st+1) and stores this experience tuple et in the replay buffer D. If the buffer is full, the oldest experience is typically removed to make space (First-In, First-Out).
- Sampling: During the learning phase (which might happen after every step, or every few steps), instead of using the latest transition et, we sample a mini-batch of experiences uniformly at random from the entire replay buffer D. For example, we might sample k experiences: {(sj,aj,rj+1,sj+1)}j=1k∼U(D).
- Training: This mini-batch of randomly selected experiences is then used to compute the loss (as discussed in the upcoming section on the DQN loss function) and perform a gradient descent step to update the Q-network parameters θ.
Diagram illustrating the flow of experience from agent-environment interaction into the replay buffer, followed by random sampling of mini-batches to train the Q-Network.
Advantages of Experience Replay
Using a replay buffer provides several significant benefits:
- Reduces Correlation: By sampling randomly from a large history of experiences, the correlation between samples within a mini-batch is greatly reduced. This makes the updates more similar to the i.i.d. setting assumed by standard stochastic gradient descent, leading to more stable and reliable training.
- Increases Data Efficiency: Each experience tuple can potentially be used in multiple weight updates. This allows the network to learn more thoroughly from each interaction, which is particularly useful for experiences that are rare but important for learning the optimal policy.
- Smoothes Learning: Training on mini-batches averages the gradients over several diverse transitions. This averaging effect can smooth out the learning process, preventing large, potentially disruptive updates that might occur if training solely on the most recent, potentially idiosyncratic, experience.
Implementation Considerations
- Buffer Size: The capacity N of the replay buffer is an important hyperparameter. A very large buffer holds a diverse set of past experiences, potentially including transitions from older, less relevant policies. A smaller buffer adapts more quickly to changes in the agent's policy but might lack diversity and suffer from overfitting to recent experiences. Common sizes range from 104 to 106 transitions, depending on the complexity of the environment and available memory.
- Sampling: While uniform random sampling is the standard approach introduced with DQN, later research developed more sophisticated sampling strategies, such as Prioritized Experience Replay (which we will briefly touch upon in Chapter 3), where experiences leading to a larger learning error are sampled more frequently.
- Data Structure: A
collections.deque
in Python with a fixed maxlen
is a common and efficient way to implement the buffer, automatically handling the removal of old experiences when the buffer is full.
Experience replay is a foundational technique that makes training deep Q-networks feasible. By breaking correlations and reusing past data, it significantly stabilizes and improves the efficiency of the learning process. However, experience replay alone isn't sufficient. Another challenge arises from the fact that the network is trying to predict a target value (Rt+1+γmaxa′Q(St+1,a′;θ)) that itself depends on the network's current weights θ. This leads to a "moving target" problem, which we address next with the introduction of target networks.