Cited by 889Reinforcement Learning in RoboticsArtificial Intelligence in GamesDomain Adaptation and Few-Shot Learning

Deep Q-learning From Demonstrations

Open access
Hester, Todd, Vecerik, Matej, Pietquin, Olivier, Lanctot, Marc, Schaul, Tom, Piot, Bilal, Horgan, Dan, Quan, John +6 more·2018·Proceedings of the AAAI Conference on Artificial Intelligence

Abstract

Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator’s actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD’s performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.

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Crossref · 10.1609/aaai.v32i1.11757

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41 of 41 references verified0 citation errors · 0 not checkable

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  • DQfD has outperformed its pure RL and IL counterparts on most of the Atari games.

    “DQfN has outperformed its pure RL and IL counterparts on most of the Atari games.”

    From Data-Driven Robotic Manipulation of Cloth-like Deformable Objects: The Present, Challenges and Future Prospects (2023) · cites this paper as [218]

    The Results (p. 5) report that DQfD beat pure RL (PDD DQN) on 41 of 42 games during the first million steps and started ahead of pure imitation learning on 31 games. Those comparisons support an early-performance advantage on most games, but the citing sentence omits that time qualification and implies an overall advantage. (LLM, conf=0.87)

    Experimental — accuracy not yet measured
  • Demonstration learning algorithms often used in robotics applications are DQfD, DDPGfD and Q-filtered BC.

    “Demonstration learning (DemoL) algorithms often used in robotics applications are DQfD [218], DDPGfD [219] and Q-filtered BC [220].”

    From Data-Driven Robotic Manipulation of Cloth-like Deformable Objects: The Present, Challenges and Future Prospects (2023) · cites this paper as [218]

    The Abstract (p. 1) identifies DQfD as an algorithm that learns from demonstrations, supporting its inclusion in the list. The Discussion (p. 6) describes potential real-world settings, including autonomous vehicles, but the paper evaluates DQfD on Atari games (Experimental Setup, p. 4); it does not establish that DQfD is often used in robotics applications. DDPGfD and Q-filtered BC have separate citations and are not assessed against this source. (LLM, conf=0.86)

    Experimental — accuracy not yet measured

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Cites

Flagged first, then by citations

Research works printed but not linked: 4

  1. Gruslys, A.; Gheshlaghi Azar, M.; Bellemare, M. G.; and Munos, R. 2017. The Reactor: A Sample-Efficient ActorCritic Architecture. ArXiv e-prints .
  2. Lakshminarayanan, A. S.; Ozair, S.; and Bengio, Y. 2016. Reinforcement learning with few expert demonstrations. In NIPS Workshop on Deep Learning for Action and Interaction .
  3. Schaal, S. 1996. Learning from demonstration. In Advances in Neural Information Processing Systems (NIPS) .
  4. Shani, G.; Heckerman, D.; and Brafman, R. I. 2005. An mdpbased recommender system. Journal of Machine Learning Research 6:1265-1295.

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Authors
Hester, T., Vecerik, M., Pietquin, O., Lanctot, M., Schaul, T., Piot, B., Horgan, D., Quan, J., Sendonaris, A., Osband, I., Dulac-Arnold, G., Agapiou, J., Leibo, J., & Gruslys, A.
Affiliations
Google DeepMind (United Kingdom) (GB)
Venue
Proceedings of the AAAI Conference on Artificial Intelligence
Published
2018-04-29
Volume
32
Issue
1
ISSN
  • 2159-5399 (ISSN-L)
  • 2374-3468
OpenAlex
W2788862220
Cited by
889
References
41
Citations by year
2026: 61 · 2025: 102 · 2024: 118 · 2023: 156 · 2022: 130 · 2021: 119 · 2020: 106 · 2019: 62 · 2018: 30 · 2017: 5
FWCI
32.35
Type
conference paper
Language
en
Open access
Locations
  • Proceedings of the AAAI Conference on Artificial Intelligence (publishedVersion)
  • AAAI Publications (The Association for the Advancement of Artificial Intelligence (AAAI)) (submittedVersion)
Funders
DeepMind
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Domain Adaptation and Few-Shot Learning
Keywords
demonstration data, deep reinforcement learning, human demonstrations, deep Q-network, Atari games

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