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Title: TreeQN and ATreeC: Differentiable Tree-Structured Models for Deep Reinforcement Learning

Paper content:
Combining deep model-free reinforcement learning with on-line planning is a promising approach to building on the successes of deep RL.
On-line planning with look-ahead trees has proven successful in environments where transition models are known a priori.
However, in complex environments where transition models need to be learned from data, the deficiencies of learned models have limited their utility for planning.
To address these challenges, we propose TreeQN, a differentiable, recursive, tree-structured model that serves as a drop-in replacement for any value function network in deep RL with discrete actions.
TreeQN dynamically constructs a tree by recursively applying a transition model in a learned abstract state space and then aggregating predicted rewards and state-values using a tree backup to estimate Q-values.
We also propose ATreeC, an actor-critic variant that augments TreeQN with a softmax layer to form a stochastic policy network.
Both approaches are trained end-to-end, such that the learned model is optimised for its actual use in the tree.
We show that TreeQN and ATreeC outperform n-step DQN and A2C on a box-pushing task, as well as n-step DQN and value prediction networks (Oh et al., 2017) on multiple Atari games.
Furthermore, we present ablation studies that demonstrate the effect of different auxiliary losses on learning transition models.
A promising approach to improving model-free deep reinforcement learning (RL) is to combine it with on-line planning.
The model-free value function can be viewed as a rough global estimate which is then locally refined on the fly for the current state by the on-line planner.
Crucially, this does not require new samples from the environment but only additional computation, which is often available.One strategy for on-line planning is to use look-ahead tree search BID12 BID2 .
Traditionally, such methods have been limited to domains where perfect environment simulators are available, such as board or card games BID4 BID24 .
However, in general, models for complex environments with high dimensional observation spaces and complex dynamics must be learned from agent experience.
Unfortunately, to date, it has proven difficult to learn models for such domains with sufficient fidelity to realise the benefits of look-ahead planning BID17 BID29 .A
simple approach to learning environment models is to maximise a similarity metric between model predictions and ground truth in the observation space. This
approach has been applied with some success in cases where model fidelity is less important, e.g., for improving exploration BID3 BID17 . However
, this objective causes significant model capacity to be devoted to predicting irrelevant aspects of the environment dynamics, such as noisy backgrounds, at the expense of value-critical features that may occupy only a small part of the observation space (Pathak et al., Since the transition model is only weakly grounded in the actual environment, our approach can alternatively be viewed as a model-free method in which the fully connected layers of DQN are replaced by a recursive network that applies transition functions with shared parameters at each tree node expansion.The resulting architecture, which we call TreeQN, encodes an inductive bias based on the prior knowledge that the environment is a stationary Markov process, which facilitates faster learning of better policies. We also
present an actor-critic variant, ATreeC, in which the tree is augmented with a softmax layer and used as a policy network.We show that TreeQN and ATreeC outperform their DQN-based counterparts in a box-pushing domain and a suite of Atari games, with deeper trees often outperforming shallower trees, and TreeQN outperforming VPN BID18 on most Atari games. We also
present ablation studies investigating various auxiliary losses for grounding the transition model more strongly in the environment, which could improve performance as well as lead to interpretable internal plans. While we
show that grounding the reward function is valuable, we conclude that how to learn strongly grounded transition models and generate reliably interpretable plans without compromising performance remains an open research question.
In this section, we present our experimental results for TreeQN and ATreeC.7.1 GROUNDING FIG4 shows the result of a hyperparameter search on η r and η s , the coefficients of the auxiliary losses on the predicted rewards and latent states.
An intermediate value of η r helps performance but there is no benefit to using the latent space loss.
Subsequent experiments use η r = 1 and η s = 0.The predicted rewards that the reward-grounding objective encourages the model to learn appear both in its own Q-value prediction and in the target for n-step Q-learning.
Consequently, we expect this auxiliary loss to be well aligned with the true objective.
By contrast, the state-grounding loss (and other potential auxiliary losses) might help representation learning but would not explicitly learn any part of the desired target.
It is possible that this mismatch between the auxiliary and primary objective leads to degraded performance when using this form of state grounding.
One potential route to overcoming this obstacle to joint training would be pre-training a model, as done by BID34 .
Inside TreeQN this model could then be fine-tuned to perform well inside the planner.
We leave this possiblity to future work.
FIG3 shows the results of TreeQN with tree depths 1, 2, and 3, compared to a DQN baseline.
In this domain, there is a clear advantage for the TreeQN architecture over DQN.
TreeQN learns policies that are substantially better at avoiding obstacles and lining boxes up with goals so they can be easily pushed in later.
TreeQN also substantially speeds up learning.
We believe that the greater structure brought by our architecture regularises the model, encouraging appropriate state representations to be learned quickly.
Even a depth-1 tree improves performance significantly, as disentangling the estimation of rewards and next-state values makes them easier to learn.
This is further facilitated by the sharing of value-function parameters across branches.
We presented TreeQN and ATreeC, new architectures for deep reinforcement learning in discreteaction domains that integrate differentiable on-line tree planning into the action-value function or policy.
Experiments on a box-pushing domain and a set of Atari games show the benefit of these architectures over their counterparts, as well as over VPN.
In future work, we intend to investigate enabling more efficient optimisation of deeper trees, encouraging the transition functions to produce interpretable plans, and integrating smart exploration.

assistant: text: We present TreeQN and ATreeC, new architectures for deep reinforcement learning in discrete-action domains that integrate differentiable on-line tree planning into the action-value function or policy.