<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>dqn on Tom Roth</title><link>https://tomroth.dev/tags/dqn/</link><description>Recent content in dqn on Tom Roth</description><generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Thu, 01 Nov 2018 00:00:00 +0000</lastBuildDate><atom:link href="https://tomroth.dev/tags/dqn/index.xml" rel="self" type="application/rss+xml"/><item><title>Let's build a DQN: neural network architectures</title><link>https://tomroth.dev/dqn-nnet/</link><pubDate>Thu, 01 Nov 2018 00:00:00 +0000</pubDate><guid>https://tomroth.dev/dqn-nnet/</guid><description>After building the basic DQN, I started trying some different neural network architectures. I found vastly different results between them.
Spoiler: more complex doesn&amp;rsquo;t equal better. Almost the opposite.
Here are some results for the rewards obtained in each episode. I trained these models on cartpole-v1. Each was trained for 1000 episodes.
Disclaimer: I did only one run with each architectures. I kept other hyperparameters the same as the previous post, but there are likely some interaction effects unaccounted for.</description></item><item><title>Let's build a DQN: simple implementation</title><link>https://tomroth.dev/dqn-simple/</link><pubDate>Wed, 31 Oct 2018 00:00:00 +0000</pubDate><guid>https://tomroth.dev/dqn-simple/</guid><description>Click the image above to see the source code.
Last time, we established some theory for our DQN. Now it’s time to implement it.
We won’t build a full DQN from the DeepMind paper, not yet. Instead we’ll build a simplified version. I call it the basic DQN.
The basic DQN is the same as the full DQN, but missing a target network and reward clipping. We’ll get to that in the next post.</description></item><item><title>Let's build a DQN: basics</title><link>https://tomroth.dev/dqn-basics/</link><pubDate>Tue, 23 Oct 2018 00:00:00 +0000</pubDate><guid>https://tomroth.dev/dqn-basics/</guid><description>In February 2015, Google Brain published a paper combining deep neural networks and reinforcement learning for the first time - called DQN (deep q-network). It was a landmark moment.
DQN was the first algorithm that could successfully play a wide range of Atari games. Other algorithms at the time could perform well at a single game but couldn’t generalise across games. Impressively, DQN was able to perform above human level at a range of Atari games using only the screen pixels as input.</description></item></channel></rss>