Education
Emergent Communication: Generalization and Overfitting in Lewis Games
Lewis signaling games are a class of simple communication games for simulating the emergence of language. In these games, two agents must agree on a communication protocol in order to solve a cooperative task. Previous work has shown that agents trained to play this game with reinforcement learning tend to develop languages that display undesirable properties from a linguistic point of view (lack of generalization, lack of compositionality, etc). In this paper, we aim to provide better understanding of this phenomenon by analytically studying the learning problem in Lewis games. As a core contribution, we demonstrate that the standard objective in Lewis games can be decomposed in two components: a co-adaptation loss and an information loss. This decomposition enables us to surface two potential sources of overfitting, which we show may undermine the emergence of a structured communication protocol. In particular, when we control for overfitting on the co-adaptation loss, we recover desired properties in the emergent languages: they are more compositional and generalize better.
http://papers.nips.cc/paper_files/paper/2021/file/043ab21fc5a1607b381ac3896176dac6-Paper.pdf
In theory, the choice of ReLU0(0) in [0,1] for a neural network has a negligible influence both on backpropagation and training. Yet, in the real world, 32 bits default precision combined with the size of deep learning problems makes it a hyperparameter of training methods. We investigate the importance of the value of ReLU0(0) for several precision levels (16, 32, 64 bits), on various networks (fully connected, VGG, ResNet) and datasets (MNIST, CIFAR10, SVHN, ImageNet). We observe considerable variations of backpropagation outputs which occur around half of the time in 32 bits precision. The effect disappears with double precision, while it is systematic at 16 bits. For vanilla SGD training, the choice ReLU0(0) = 0 seems to be the most efficient. For our experiments on ImageNet the gain in test accuracy over ReLU0(0) = 1 was more than 10 points (two runs). We also evidence that reconditioning approaches as batch-norm or ADAM tend to buffer the influence of ReLU0(0)'s value. Overall, the message we convey is that algorithmic differentiation of nonsmooth problems potentially hides parameters that could be tuned advantageously.
Sample Efficient Reinforcement Learning in Mixed Systems through Augmented Samples and Its Applications to Queueing Networks
This paper considers a class of reinforcement learning problems, which involve systems with two types of states: stochastic and pseudo-stochastic. In such systems, stochastic states follow a stochastic transition kernel while the transitions of pseudostochastic states are deterministic given the stochastic states/transitions. We refer to such systems as mixed systems, which are widely used in various applications, including manufacturing systems, communication networks, and queueing networks. We propose a sample efficient RL method that accelerates learning by generating augmented data samples. The proposed algorithm is data-driven and learns the policy from data samples from both real and augmented samples. This method significantly improves learning by reducing the sample complexity such that the dataset only needs to have sufficient coverage of the stochastic states. We analyze the sample complexity of the proposed method under Fitted QIteration (FQI) and demonstrate that the optimality gap decreases as O( p 1/n+ p 1/m),where nis the number of real samples and mis the number of augmented samples per real sample. It is important to note that without augmented samples, the optimality gap is O(1) due to insufficient data coverage of the pseudo-stochastic states. Our experimental results on multiple queueing network applications confirm that the proposed method indeed significantly accelerates learning in both deep Q-learning and deep policy gradient.