We present a full implementation and simulation of a novel quantum reinforcement learning method. Our work is a detailed and formal proof of concept for how quantum algorithms can be used to solve reinforcement learning problems and shows that, given access to error-free, efficient quantum realizations of the agent and environment, quantum methods can yield provable improvements over classical Monte-Carlo based methods in terms of sample complexity. Our approach shows in detail how to combine amplitude estimation and Grover search into a policy evaluation and improvement scheme. We first develop quantum policy evaluation (QPE) which is quadratically more efficient compared to an analogous classical Monte Carlo estimation and is based on a quantum mechanical realization of a finite Markov decision process (MDP). Building on QPE, we derive a quantum policy iteration that repeatedly improves an initial policy using Grover search until the optimum is reached. Finally, we present an implementation of our algorithm for a two-armed bandit MDP which we then simulate.
We present a full implementation and simulation of a novel quantum reinforcement learning method. Our work is a detailed and formal proof of concept for how quantum algorithms can be used to solve reinforcement learning problems and shows that, given access to error-free, efficient quantum realizations of the agent and environment, quantum methods can yield provable improvements over classical Monte-Carlo based methods in terms of sample complexity. Our approach shows in detail how to combine amplitude estimation and Grover search into a policy evaluation and improvement scheme. We first develop quantum policy evaluation (QPE) which is quadratically more efficient compared to an analogous classical Monte Carlo estimation and is based on a quantum mechanical realization of a finite Markov decision process (MDP). Building on QPE, we derive a quantum policy iteration that repeatedly improves an initial policy using Grover search until the optimum is reached. Finally, we present an implementation of our algorithm for a two-armed bandit MDP which we then simulate.
Reinforcement learning is a subfield of machine learning that studies how an agent interacts with an environment in order to extract as large a reward as possible. A standard approach to study such interaction is through Markov Decision Processes (MDPs) and the task of choosing an optimal policy --- a function that tells the agent which action to take. In this work, we study two types of MDPs --- finite-horizon and infinite-horizon discounted --- and propose new quantum algorithms for computing approximate optimal policies. Our quantum algorithms are based on a new combination of standard value iteration and quantum subroutines like quantum mean estimation and quantum maximum finding, overall enhanced with techniques from sample-optimal classical algorithms. Our resulting query complexities improve upon previous works, thus approaching already established quantum lower bounds.
Quantum policy evaluation (QPE) is a reinforcement learning (RL) algorithm which is quadratically more efficient than an analogous classical Monte Carlo estimation. It makes use of a direct quantum mechanical realization of a finite Markov decision process, in which the agent and the environment are modeled by unitary operators and exchange states, actions, and rewards in superposition. Previously, the quantum environment has been implemented and parametrized manually for an illustrative benchmark using a quantum simulator. In this paper, we demonstrate how these environment parameters can be learned from a batch of classical observational data through quantum machine learning (QML) on quantum hardware. The learned quantum environment is then applied in QPE to also compute policy evaluations on quantum hardware. Our experiments reveal that, despite challenges such as noise and short coherence times, the integration of QML and QPE shows promising potential for achieving quantum advantage in RL.
Reinforcement learning studies how an agent should interact with an environment to maximize its cumulative reward. A standard way to study this question abstractly is to ask how many samples an agent needs from the environment to learn an optimal policy for a γ-discounted Markov decision process (MDP). For such an MDP, we design quantum algorithms that approximate an optimal policy (π∗), the optimal value function (v∗), and the optimal Q-function (q∗), assuming the algorithms can access samples from the environment in quantum superposition. This assumption is justified whenever there exists a simulator for the environment; for example, if the environment is a video game or some other program. Our quantum algorithms, inspired by value iteration, achieve quadratic speedups over the best-possible classical sample complexities in the approximation accuracy (ε) and two main parameters of the MDP: the effective time horizon (1−γ1) and the size of the action space (A). Moreover, we show that our quantum algorithm for computing q∗ is optimal by proving a matching quantum lower bound.
Combining quantum computing techniques in the form of amplitude amplification with classical reinforcement learning has led to the so-called “hybrid agent for quantum-accessible reinforcement learning”, which achieves a quadratic speedup in sample complexity for certain learning problems. So far, this hybrid agent has only been applied to stationary learning problems, that is, learning problems without any time dependency within components of the Markov decision process. In this work, we investigate the applicability of the hybrid agent to dynamic RL environments and thus to more realistic scenarios. To this end, we enhance the hybrid agent by introducing a dissipation mechanism and, with the resulting learning agent, perform an empirical comparison with a classical RL agent in an RL environment with a time-dependent reward function. Our findings suggest that the modified hybrid agent can adapt its behavior to changes in the environment quickly, leading to a higher average success probability compared to its classical counterpart.
This paper investigates the application of quantum-inspired algorithms to the field of reinforcement learning (RL). Traditional RL methods often struggle with exploration challenges and can be computationally expensive, particularly in complex environments. We propose a novel RL algorithm that leverages concepts from quantum mechanics, specifically superposition and entanglement, to address these limitations. The core idea is to represent states, actions, and rewards using quantum-inspired representations, allowing the agent to explore the environment more efficiently and potentially converge to optimal policies faster. This work presents a detailed formulation of the algorithm, including the mathematical framework and key considerations for implementation. The potential benefits of this approach, including improved exploration and reduced computational complexity, are discussed. The algorithm is designed to iteratively refine its policy based on simulated quantum measurements, aiming to minimize the expected return. The exploration strategy is guided by the inherent probabilistic nature of quantum states, leading to a more diverse and potentially faster learning process. Further research is warranted to fully explore the capabilities and limitations of this approach across various RL benchmark problems.
We introduce a variant of Quantum Amplitude Estimation (QAE), called Iterative QAE (IQAE), which does not rely on Quantum Phase Estimation (QPE) but is only based on Grover’s Algorithm, which reduces the required number of qubits and gates. We provide a rigorous analysis of IQAE and prove that it achieves a quadratic speedup up to a double-logarithmic factor compared to classical Monte Carlo simulation with provably small constant overhead. Furthermore, we show with an empirical study that our algorithm outperforms other known QAE variants without QPE, some even by orders of magnitude, i.e., our algorithm requires significantly fewer samples to achieve the same estimation accuracy and confidence level.