Continuous-Action Q-Value Estimation Using Advantage Networks

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Solution Overview

Problem

Reinforcement learning systems face challenges in efficiently training agents to perform actions from continuous action spaces due to high computational complexity and the need for extensive real-world experimentation, particularly when using high-dimensional function approximators like deep neural networks.

Innovation Solution

A reinforcement learning system utilizing normalized advantage functions (NAF) that combines value and policy networks, enabling model-free Q-learning with experience replay, and generates synthetic training data through imagination rollouts to reduce computational intensity and resource requirements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If reinforcement learning systems use high-dimensional function approximators like deep neural networks for continuous action spaces, then the capability to perform complex control tasks is improved, but computational complexity and resource requirements increase significantly

Engineering Contradiction:
Improvecapability to perform complex control tasksVSAvoidcomputational complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments the action selection process into two distinct components: a policy network that outputs an ideal action point, and a value network that evaluates Q-values for specific actions. This segmentation allows each network to specialize, reducing the overall computational burden while maintaining the ability to handle continuous action spaces effectively.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces an intermediary advantage function that bridges the policy network output and the value network evaluation. The advantage function A(s,a) = Q(s,a) - V(s) acts as a mediator that captures the relative benefit of specific actions, enabling efficient Q-value estimation without requiring exhaustive exploration of the continuous action space.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If reinforcement learning systems perform extensive real-world experimentation to train agents, then learning accuracy is improved, but time consumption and resource usage increase

Engineering Contradiction:
Improvelearning accuracyVSAvoidtime consumption
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary action by using imagination rollouts to generate synthetic training data before actual real-world experimentation. The state transition model predicts outcomes of hypothetical actions, creating pre-trained representations that reduce the amount of real-world data needed, thereby decreasing training time while maintaining learning accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent creates copies of real-world experiences through imagination rollouts, where synthetic trajectories are generated by the state transition model. These copied experiences serve as training data, reducing the need for extensive real-world experimentation while preserving the essential learning signals needed for accurate policy development.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If reinforcement learning systems use model-free Q-learning approaches, then flexibility in handling unknown environments is improved, but sample efficiency decreases

Engineering Contradiction:
Improveflexibility in handling unknown environmentsVSAvoidsample efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system implements feedback through the advantage function computation, where the difference between Q(s,a) and V(s) provides directional information about which actions are beneficial. This feedback mechanism guides the policy network to focus learning on high-value actions, improving sample efficiency while maintaining the model-free flexibility to adapt to unknown environments.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent changes the parameter representation by decomposing the Q-function into value V(s) and advantage A(s,a) components. This parameter transformation allows the system to leverage the stability of value estimation while incorporating action-specific information through the advantage function, thereby improving sample efficiency without sacrificing adaptability.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12585917B2Reinforcement learning using advantage estimates
Publication Date: 2026.03.24 GOOGLE LLC
  • US12585917B2 patent drawing
  • US12585917B2 patent drawing
  • US12585917B2 patent drawing

AI summary

Methods, systems, and apparatus, including computer programs encoded on a computer storage medium, for computing Q values for actions to be performed by an agent interacting with an environment from a continuous action space of actions. In one aspect, a system includes a value subnetwork configured to receive an observation characterizing a current state of the environment and process the observation to generate a value estimate; a policy subnetwork configured to receive the observation and process the observation to generate an ideal point in the continuous action space; and a subsystem configured to receive a particular point in the continuous action space representing a particular action; generate an advantage estimate for the particular action; and generate a Q value for the particular action that is an estimate of an expected return resulting from the agent performing the particular action when the environment is in the current state.