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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Optimizing Deep Q-Learning Experience Replay with SHAP Explanations: Exploring Minimum Experience Replay Bufer Sizes in Reinforcement Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Robert S. Sullivan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luca Longo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Artificial Intelligence</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cognitive Load Research Lab</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Computer Science, Technological University Dublin</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Explainable Reinforcement Learning (xRL) faces challenges in debugging and interpreting Deep Reinforcement Learning (DRL) models. A lack of understanding for internal components like Experience Replay, which samples and stores data from the environment, risks burdening resources. This paper presents an xRL-based Deep Q-Learning (DQL) system using SHAP (SHapley Additive exPlanations) to explain input feature contributions. Data is sampled from Experience Replay, creating SHAP Heatmaps to understand how it influences the neural network Q-value approximator's actions. The xRL-based system aids in determining the smallest Experience Replay size for 23 simulations of varying complexities. It contributes an xRL optimization method, alongside traditional approaches, for tuning the Experience Replay size hyperparameter. This visual and creative approach achieves over 40% reduction in Experience Replay size for 18 of the 23 tested simulations, smaller than the commonly used sizes of 1 million transitions or 90% of total environment transitions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Deep Reinforcement Learning</kwd>
        <kwd>Experience Replay</kwd>
        <kwd>SHapley Additive exPlanations</kwd>
        <kwd>eXplainable Artificial Intelligence</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        heat-maps to explain how input samples from Experience Replay afect the actions taken by a
DQL Agent. These SHAP heat-maps are further used as an additional tool to investigate the
impact of reducing Experience Replay on an Agent’s performance in simulations of varying
complexity.
2. Related work
[
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ] introduced DQL, using the Bellman Equation [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] to optimise the control process in complex
environments. The agent uses equation 1 through trial and error to learn the quality of taking
an action in a given Markov Decision making Process (MDP) state to find an optimal policy
that maximises its total reward.
      </p>
      <p>
        (, ) = − 1(, ) +  ((, )  (′, ′) −
− 1(, ))
(1)
Simulated environments, mimic real-world problems and generate valuable training data in a
secure manner [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Evaluation of performance is comparing the Agent to a handcrafted, human
expert, or random policy. Approximating Q-values with a neural network in large and complex
states destabilises learning, so Mnih used Experience Replay [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] to sample data and store from
the environment for the approximator to later reuse. However, drawbacks included correlated
samples, limited capacity causing an agent to forget information, outdated samples from
non-stationery environments and overfitting from samples memorised. Prioritized Experience
Replay (PER) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and Attention based Experience Replay [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] attemped to solve these.
Understanding Experience replay is crucial for eficiency. Deepmind’s Agent57 [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] which
beat human champions in Atari contained 80 billion frames of experience to achieve optimal
performance. Consequently many consider Experience Replay flawed with most wanting it
replaced. Asynchronous Actor-Critic (A3C) by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] is a popular alternative. It trains multiple
agents in parallel, to explore the environment, and update a shared network, requiring more
resources but converging faster. Experience replay, although slower, is more memory eficient
only requiring stored transitions and not multiple copies of the network. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] highlighted that
the size of Experience Replay  is a neglected hyperparameter and if large hurts performance,
but [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] stated to keep it high using 90% of total environment transition steps as a rule of
thumb. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] stated most default to Mnih’s 1M transitions for the capacity size. Experiments in
Atari showed increasing Experience Replay from 1 million to 10 million transitions while also
decreasing the age of the oldest Policy did improve performance. However, any increase in size
of Experience Replay further burdens resources.
      </p>
      <p>
        The minimum experience replay size allowed is not known but explainability can help
ifnd it. [
        <xref ref-type="bibr" rid="ref14 ref15">14, 15, 16</xref>
        ]. Custom explainers exist [17, 18] to understand simulation events but not
Experience Replay. Within XRL [19, 20, 21], SHAP (SHapley Additive exPlanations)[22] is a
popular choice to explain black-box models [23, 24, 25]. It assign feature importance values
for a particular prediction. RL-SHAP diagram explains environment features efect on action
selection. Similarly Experience Replay is partitioned based on Rule Density into clusters
and labelled to select environment features[26]. This paper proposes the use of SHAP for
Experience Replay aiding replay capacity size reduction.
      </p>
    </sec>
    <sec id="sec-2">
      <title>3. Design</title>
      <p>A DQL Agent, either neural network (layers: observations input, 30 neuron hidden, q value
output) or convolutional (Figure 1, layers: 80x80px grayscale input, 32 features 5x5px, 32 features
3x3px, 64 features 2x2px, flattening layer, stride: 2, 30 neuron hidden, q value output), is placed
in 23 simulations, using Adam’s optimiser and SoftMax Policy. 128 samples of previous states,
next states, actions and rewards are stored in Experience Replay. Previous and next states
contain 10 images each if the convolutional Agent is used. Regardless of Agent chosen, 10%
is set aside for SHAP Deep Explainer. These samples are not seen by the trained agent model.
Hyperparameters (  = 0.9,  = 0.001,  = 100%) held constant, the Experience Replay
capacity was reduced: 1M to 500k, 100k, 50k, 10k, 5k, 1k, and 500 transitions respectively. The
alternative hypothesis tests for a diference (p &lt; 0.05) in reward scores when experience replay
capacity is reduced. Agent is initialised with an Experience Replay set to 1 million transitions,
then three steps occur. Firstly the environment simulates for 200 episodes. Secondly a reward
is stored and graphed to learn how the Agent performed. Finally, either a SHAP summary
plot for state vector data or a SHAP heat map is generated for state image data to explain
from Experience Replay why the Agent took an action in a given state. These are repeated
until the size reaches 500 transitions. When all simulations are complete a density plot of
Experience Replay sizes is created. Shapiro-Wilk test is used to confirm if ANOVA and Tukey
or Kruskal-Wallis test with Dunn’s post hoc test can be used.</p>
    </sec>
    <sec id="sec-3">
      <title>4. Results and discussion</title>
      <p>hypothesis is rejected. There is a diference (p &lt; 0.05) in reward scores when Experience Replay
is reduced. It is found that in 18 of 23 simulations the Agent is tested in, Experience Replay can
be reduced over 40% smaller than the default 1 million transitions or the 90% rule-of-thumb for
total transitions. Some simulations proved too challenging to get a suitable result (Montezuma’s
Revenge and Venture) or had to be kept high (Freeway, Seaquest and CartPole) in order to
receive the highest reward. In future work Rule Density [26] will be considered to maintain
experience quality as capacity is reduced. In conclusion, the proposed XRL-based system using
SHAP values for Experience Replay can provide a more transparent, interpretable explanation
of actions taken by a DQL agent, which can aid in optimisation for a better use of resources.
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homeostatic reinforcement learning disorder, Psychol. Rev. 124 (2017) 130–153.
[18] L. Miralles-Pechuán, F. Jiménez, H. Ponce, L. Martinez-Villaseñor, A methodology based on
deep q-learning/genetic algorithms for optimizing covid-19 pandemic government actions,
Association for Computing Machinery, 2020, pp. 1135–1144. URL: https://doi.org/10.1145/
3340531.3412179. doi:10.1145/3340531.3412179.
[19] A. Heuillet, F. Couthouis, N. Díaz-Rodríguez, Explainability in deep
reinforcement learning, Knowledge-Based Systems 214 (2021) 106685. URL: https://
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[20] G. Ras, N. Xie, M. van Gerven, D. Doran, Explainable deep learning: A field guide
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    </sec>
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