Reinforcement Learning Quantile Credit Assignment

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Solution Overview

Problem

Reinforcement learning systems face challenges in credit assignment due to high variance in the relationship between actions and rewards, making it difficult to learn effectively, especially in complex environments.

Innovation Solution

The method involves identifying a quantile level of the state-action value distribution to separate luck from skill, using a luck parameter estimation model and a baseline model to adjust the return value, thereby reducing variance in the training target and improving data efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If reinforcement learning systems use standard credit assignment methods, then the system structure remains simple, but the learning effectiveness deteriorates due to high variance in the relationship between actions and rewards

Engineering Contradiction:
Improvelearning effectivenessVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the return value into two distinct components: a luck component (quantile level) and a skill component (state-action value). This segmentation allows the system to separate the variance introduced by environmental randomness from the variance introduced by action selection, thereby improving learning effectiveness without requiring complete redesign of the reinforcement learning framework.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a quantile level as an intermediary parameter that mediates between the raw return value and the skill assessment. By using the quantile level as a baseline to compute advantage estimates, the system reduces the variance in credit assignment while maintaining a relatively simple overall structure.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Manufacturing precision

If the system accounts for luck in return values, then the training target variance is reduced, but the computational complexity increases due to quantile level identification and baseline calculation

Engineering Contradiction:
Improvetraining target precisionVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent changes the parameter representation from raw return values to quantile levels and corresponding baseline values. This parameter transformation reduces the variance in training targets by isolating the luck component, while the computational overhead is managed through efficient quantile estimation techniques and baseline calculation methods.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If standard reinforcement learning methods are used in high variance environments, then the system remains simple to implement, but data efficiency deteriorates requiring large amounts of training data

Engineering Contradiction:
Improvedata efficiencyVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent incorporates feedback mechanisms where the quantile level and baseline value are continuously estimated and used to adjust the training targets. This feedback loop allows the system to adapt to environmental randomness and improve data efficiency by focusing learning on skill-related variations rather than being overwhelmed by high variance in raw return values.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20240256883A1Reinforcement learning using quantile credit assignment
Publication Date: 2024.08.01 GDM HOLDING LLC
  • US20240256883A1 patent drawing
  • US20240256883A1 patent drawing
  • US20240256883A1 patent drawing

AI summary

Methods, systems, and apparatus, including computer programs encoded on computer storage media, for training a neural network used to select actions to be performed by an agent interacting with an environment. Implementations of the system can take into account a level of luck in the environment, and hence whilst learning can account for outcomes that were caused by external factors as well as those dependent on the actions of the agent.