Scaling Q-Learning: From Tables to Neural Networks
Last updated: November 25, 2024
1. Introduction
Previously, we discussed the fundamentals of Q-learning, including its core parameters—discount factor, learning rate, and exploration strategies—and its off-policy learning capability. While effective for small-scale problems, traditional Q-learning struggles with scalability in complex environments due to its reliance on tabular methods for storing Q-values for every state-action pair. This becomes impractical as the state space grows exponentially.
2. Limitations of Tabular Q-Learning
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Scalability:
- In simple environments like Grid World, storing a Q-table is feasible.
- For larger problems like Tetris (~10⁶⁰ states) or Atari games (~10²⁰⁰ to 10³⁰⁰ states), tabular methods become computationally prohibitive.
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Continuous State Spaces:
- Robotics environments often involve continuous state spaces (e.g., Humanoid control with ~10¹⁰⁰ states).
- Discretizing these spaces loses essential detail, undermining performance.
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Memory Constraints:
- The memory required to store Q-values grows exponentially with the number of states, making tabular approaches impractical for real-world applications.
3. Transition to Approximate Q-Learning
To overcome the limitations of tabular Q-learning in large or continuous environments, Approximate Q-Learning replaces Q-tables with parameterized functions. These functions model the relationship between state-action pairs and their Q-values, allowing agents to generalize from limited experiences to unseen states. This makes learning feasible and efficient even in high-dimensional state spaces.
Instead of maintaining a Q-value table, a parameterized function estimates $Q(s, a)$ for any state-action pair. The function uses parameters $\theta$, which are adjusted during training to minimize the error between estimated and true Q-values.
Common Parameterization Techniques
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Linear Functions:
- Early approaches modeled the Q-function as a weighted sum of state features.
- Features represent specific characteristics of the state. For example, in Tetris:
- Features might include column heights, the number of gaps, or the lines cleared.
- Q-values are computed as:
$$Q(s, a) = \sum_{i} \theta_i \cdot \phi_i(s, a)$$, where $\phi_i(s, a)$ are the features, and $\theta_i$ are the corresponding weights.
- While computationally simple, linear functions lack the expressive power to capture complex relationships in high-dimensional spaces.
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Neural Networks:
- Modern approaches use neural networks to parameterize $Q(s, a)$.
- The network takes state (and sometimes action) as input, processes it through hidden layers, and outputs a Q-value.
- By adjusting network weights, the model learns to approximate Q-values even for states and actions it has never encountered.
- Neural networks excel in handling non-linear and complex relationships, making them suitable for tasks with high-dimensional inputs, such as image-based state representations in games or robotics.
5. Summary
We examined traditional Q-learning and its scalability challenges in large or continuous environments. Approximate Q-learning, particularly with neural networks, addresses these limitations by enabling generalization across states, reducing memory demands, and extending applicability to complex environments. This foundation leads naturally to Deep Q-Learning, where deep neural networks tackle even more advanced tasks, such as image-based environments.