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DOI Python 3.7 License Build Status

Surreal library and DeepGames.ai server.

Incentives:

Design a novel python+tf2.0 based deep reinforcement learning library for "1d RL-algo coding | full-paper-comprehension". This means the library allows users to code and implement any complex RL algorithm within 1 day, given that the paper describing the algorithm has been thoroughly understood.

This is accomplished by the following design choices:

Simplicity first:

Algo code looks very much like pseudocode and is extremely short. For example, our implementation of the DQN2015 algorithm is 40 lines at its core - not counting comments, import statements and the (heavily documented) DQN configuration code. Our SAC implementation is 70 lines long.

DQN2015 Example:

    # Add sars't-tuple to memory.
    if self.s and self.a:
        self.memory.add_records(dict(s=self.s, a=self.a, r=r, s_=s_, t=t))  # s_ = s'; t = is s' terminal?
    # Handle ε-greedy exploration (decay).
    if random() < self.epsilon(time_percentage):
        a_ = self.a.sample()  # action/state-Spaces can be sampled
    else:
        a_ = np.argmax(self.Q(s_))  # looks like pseudocode: Q-function called directly

TensorFlow 2.0 based:

Tf2.0's eager execution mechanism by default allows for faster coding and better debuggability of our algos while maintaining the incredible execution speed we are used to from tensorflow 1.x.

Keras API:

Surreal's neural networks are implemented strictly following the Keras API and can be directly called in various intuitive ways:

For example, a Q-function's constructor takes any Keras Model (or even a single Keras Layer) as its core network and then builds the Q-function around it according to arbitrary action and state Spaces (yes, any deeply nested container Spaces are supported and automatically handled as well!). It then allows for direct calling of this Q-function passing either only the state input (all actions' Q-values are returned) or both state and action inputs (only the given action's single Q-value is returned).

# A simple Q-network for some arbitrary action-space 
# (including complex container spaces likes deeply nested dicts and/or tuples).
Q = Network(network=tf.keras.layers.Dense(5), output_space=my_action_space)
q_vals = Q(s)  # <- returns q-values according to `my_action_space`.
q_val  = Q(s, a)  # <- returns the (single) q-value for action a.

Equally easily, networks that learn distribution outputs can be constructed with Surreal. For example for policy gradient algorithms, model based next-env-state predictions (e.g. using Gaussian mixtures), or other typical deep-RL applications. Surreal also supports hybrid behaviors of networks outputting distributions AND actual values (as e.g. done sometimes in policy networks with shared value-function baselines).

# A Policy network for any arbitrary action-space
# (including complex container spaces likes deeply nested dicts and/or tuples).
# Learns a distribution over the possible actions.
pi = Network(network=[{"name": "dense", "units": 256}], output_space=my_action_space, distributions=True)
a = pi(s)  # Sample an action given s (state).
a, log_likelihood = pi(s, log_likelihood=True)  # Sample an action given s and also return its log-likelihood.
likelihood = pi(s, a)  # Return the likelihood/prob of action given s.

Environment driven execution design (the env runs the show):

The environment controls execution in Surreal. Events are sent to the algorithms, which then simply need to implement a handler (tick) method, in which all algo execution logic is stored. This tick method is the heart of the Algo class and resembles the pseudocode found in the paper(s) describing the algorithm. In the future, this env-driven design will allow for easy integration of multi-agent-, distributed-, as well as, game engine-driven execution patterns, in which different actors (e.g. an NPC) in a game use different algos at different training/inference stages for smart decision making.

Mixing of execution- and mathematical- logic inside an Algo class:

Many algorithms are characterized by their unique execution patterns as well as their characteristic math (e.g. loss functions). Most of the time, these two concepts are intertwined and cannot be fully separated artificially. The core unit of Surreal is the Algo class, in which all of the learning magic happens (in less than 100 lines).

Strong reusability via well-tested, standard deep learning components:

Most algorithms share a large number of ever repeating, standard components such as memories, buffers, preprocessors, function approximators, decay components, optimizers, multi-GPU handling components, "n-step" components, etc.. Surreal comes with all of these and they have been thoroughly tested. 50% of the code are test cases!

Memory-saving "next-record" logic in all memory components:

Memories for RL Algos (such as a replay buffer) usually waste lots of space due to the "next-state problem" (the next state s' must be tied to the state s in e.g. DQN's sars-tuples). Surreal has a smart way of flexible and efficient "next-record" handling that even supports arbitrary n-step mechanics and thus saves up to half the memory space needed (given the state-space is large and space-consuming, e.g. in Atari Envs). Running Atari experiments on a 24Gb machine with a memory that can keep 120k records is not a problem.

Currently implemented algorithms (stay tuned for more):

  • DQN2015 (deep Q-Networkin its 2015 Nature paper version) - paper
  • DDDQN (double/dueling/n-step/prioritized-replay Q-learning) - papers: double dueling n-step PR
  • SAC (Soft Actor-Critic in its Feb 2019 version for continuous AND discrete(!) action spaces) - paper
  • In testing, coming up next: DADS (Dynamics-Aware Unsupervised Discovery of Skills) - paper

Cite

If you use Surreal in your research, please cite as follows:

@GithubRepo{,
  author    = {Mika, Sven},
  title     = {{Surreal: SUper-Rapid REinforcement learning Algo implementation Library}},
  repo = {{https://github.com/ducandu/surreal}},
  year      = {2019},
  month     = oct,
}

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Super Rapid Reinforcement Learning Algo Implementation Library

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