Is reward accumulated during a play iteration when performing SARSA?












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I've been having issue with getting my DQN to converge to a good solution for snake. Regardless of the different types of reward functions I've tried, it seems that the snake is indefinitely going around in circles. I have not tried exploring more states yet because I am confused about how to properly assign reward.



Currently, I am using a 2D-Gaussian distribution to assign reward where $f(x=x_{food},y=y_{food}) = 1$. Terminal states like hitting the wall or itself result in a reward value of -1.



My reason for using the Gaussian was because of the relatively sparse rewards in this game and the ability to easily clip rewards between [1,-1] in meaning full way.



I have two questions.




  1. Is this an appropriate way to define the reward function?

  2. Currently during training, I do no accumulate the reward during each play iteration. So each reward for transitions are independent of the reward values before it. Right now I am doing $big[S_1,A_1,R_1,S_2,A_2,R_2,S_3big]$. I've looked at other code where people have accumulate the reward like $big[S_1,A_1,R_1,S_2,A_2,R_2 = R_1+r,S_3big]$. Where $r$ is given by the reward function. The thing is, I can't find a paper that defines why you should do this. So my question is, which way is the appropriate way to assign reward?










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    $begingroup$


    I've been having issue with getting my DQN to converge to a good solution for snake. Regardless of the different types of reward functions I've tried, it seems that the snake is indefinitely going around in circles. I have not tried exploring more states yet because I am confused about how to properly assign reward.



    Currently, I am using a 2D-Gaussian distribution to assign reward where $f(x=x_{food},y=y_{food}) = 1$. Terminal states like hitting the wall or itself result in a reward value of -1.



    My reason for using the Gaussian was because of the relatively sparse rewards in this game and the ability to easily clip rewards between [1,-1] in meaning full way.



    I have two questions.




    1. Is this an appropriate way to define the reward function?

    2. Currently during training, I do no accumulate the reward during each play iteration. So each reward for transitions are independent of the reward values before it. Right now I am doing $big[S_1,A_1,R_1,S_2,A_2,R_2,S_3big]$. I've looked at other code where people have accumulate the reward like $big[S_1,A_1,R_1,S_2,A_2,R_2 = R_1+r,S_3big]$. Where $r$ is given by the reward function. The thing is, I can't find a paper that defines why you should do this. So my question is, which way is the appropriate way to assign reward?










    share|improve this question









    $endgroup$















      0












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      0





      $begingroup$


      I've been having issue with getting my DQN to converge to a good solution for snake. Regardless of the different types of reward functions I've tried, it seems that the snake is indefinitely going around in circles. I have not tried exploring more states yet because I am confused about how to properly assign reward.



      Currently, I am using a 2D-Gaussian distribution to assign reward where $f(x=x_{food},y=y_{food}) = 1$. Terminal states like hitting the wall or itself result in a reward value of -1.



      My reason for using the Gaussian was because of the relatively sparse rewards in this game and the ability to easily clip rewards between [1,-1] in meaning full way.



      I have two questions.




      1. Is this an appropriate way to define the reward function?

      2. Currently during training, I do no accumulate the reward during each play iteration. So each reward for transitions are independent of the reward values before it. Right now I am doing $big[S_1,A_1,R_1,S_2,A_2,R_2,S_3big]$. I've looked at other code where people have accumulate the reward like $big[S_1,A_1,R_1,S_2,A_2,R_2 = R_1+r,S_3big]$. Where $r$ is given by the reward function. The thing is, I can't find a paper that defines why you should do this. So my question is, which way is the appropriate way to assign reward?










      share|improve this question









      $endgroup$




      I've been having issue with getting my DQN to converge to a good solution for snake. Regardless of the different types of reward functions I've tried, it seems that the snake is indefinitely going around in circles. I have not tried exploring more states yet because I am confused about how to properly assign reward.



      Currently, I am using a 2D-Gaussian distribution to assign reward where $f(x=x_{food},y=y_{food}) = 1$. Terminal states like hitting the wall or itself result in a reward value of -1.



      My reason for using the Gaussian was because of the relatively sparse rewards in this game and the ability to easily clip rewards between [1,-1] in meaning full way.



      I have two questions.




      1. Is this an appropriate way to define the reward function?

      2. Currently during training, I do no accumulate the reward during each play iteration. So each reward for transitions are independent of the reward values before it. Right now I am doing $big[S_1,A_1,R_1,S_2,A_2,R_2,S_3big]$. I've looked at other code where people have accumulate the reward like $big[S_1,A_1,R_1,S_2,A_2,R_2 = R_1+r,S_3big]$. Where $r$ is given by the reward function. The thing is, I can't find a paper that defines why you should do this. So my question is, which way is the appropriate way to assign reward?







      machine-learning deep-learning reinforcement-learning q-learning dqn






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      asked 18 mins ago









      DevarakondaVDevarakondaV

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