Distributed Prioritized Replay for Scalable Reinforcement Learning

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Solution Overview

Problem

Existing reinforcement learning systems face inefficiencies in training neural networks due to limited scalability and ineffective prioritization of experience data, leading to suboptimal learning speed and performance, especially in real-world applications.

Innovation Solution

A distributed architecture with multiple actor computing units interacting with environments and a shared experience replay memory, combined with learner computing units that prioritize and update the neural network using prioritized experience tuples, allowing for faster and more efficient training across multiple computing units.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If multiple actors generate experience tuples in parallel, then training data generation speed increases, but system complexity and coordination overhead increase

Engineering Contradiction:
Improvetraining data generation speedVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system divides the reinforcement learning process into separate actor and learner components that operate independently. Multiple actors generate experience tuples in parallel without direct coordination, while learners process these tuples asynchronously. This segmentation eliminates the need for complex synchronization mechanisms while maintaining high parallelism in data generation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The shared replay memory serves as an intermediary buffer between actors and learners. Actors deposit experience tuples into this shared memory without direct interaction with learners, and learners retrieve tuples asynchronously. This intermediary structure decouples the parallel actors from the learning process, enabling high-speed data generation without coordination overhead.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If experience tuples are prioritized based on temporal difference error, then learning efficiency improves, but computational overhead increases

Engineering Contradiction:
Improvelearning efficiencyVSAvoidcomputational overhead
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system computes temporal difference errors and assigns priorities to experience tuples at the time of generation, before the learning phase begins. This preliminary prioritization allows learners to efficiently sample high-value tuples without performing additional complex computations during the learning process, shifting the computational burden to the data generation phase.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Each actor independently computes its own experience tuples and prioritizes them based on local temporal difference errors without requiring centralized coordination or additional computational resources from other system components. This self-service approach minimizes overall computational overhead while achieving effective prioritization.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If a shared replay memory is used by multiple actors and learners, then data diversity increases, but memory access contention increases

Engineering Contradiction:
Improvedata diversityVSAvoidmemory access time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system maintains continuous operation of both actors and learners without synchronization barriers. Actors continuously generate and deposit experience tuples into the shared replay memory while learners continuously sample and process tuples in parallel. This continuous operation maximizes data diversity generation while minimizing idle time, effectively masking memory access contention through sustained computational activity.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS20250217646A1Reinforcement learning using distributed prioritized replay
Publication Date: 2025.07.03 GDM HOLDING LLC
  • US20250217646A1 patent drawing
  • US20250217646A1 patent drawing
  • US20250217646A1 patent drawing

AI summary

Methods, systems, and apparatus, including computer programs encoded on computer storage media, for training an action selection neural network used to select actions to be performed by an agent interacting with an environment. One of the systems includes (i) a plurality of actor computing units, in which each of the actor computing units is configured to maintain a respective replica of the action selection neural network and to perform a plurality of actor operations, and (ii) one or more learner computing units, in which each of the one or more learner computing units is configured to perform a plurality of learner operations.