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Reward learning from human preferences and demonstrations in Atari
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we need humans to communicate an objective to the agent directly. In this work, we combine two approaches to this problem: learning from expert demonstrations and learning from trajectory preferences. We use both to train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games. Additionally, we investigate the fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
TETRIS: TilE-matching the TRemendous Irregular Sparsity
Compressing neural networks by pruning weights with small magnitudes can significantly reduce the computation and storage cost. Although pruning makes the model smaller, it is difficult to get practical speedup in modern computing platforms such as CPU and GPU due to the irregularity. Structural pruning has attract a lot of research interest to make sparsity hardware-friendly. Increasing the sparsity granularity can lead to better hardware utilization, but it will compromise the sparsity for maintaining accuracy. In this work, we propose a novel method, TETRIS, to achieve both better hardware utilization and higher sparsity. Just like a tile-matching game, we cluster the irregularly distributed weights with small value into structured groups by reordering the input/output dimension and structurally prune them. Results show that it can achieve comparable sparsity with the irregular element-wise pruning and demonstrate negligible accuracy loss. The experiments also shows ideal speedup, which is proportional to the sparsity, on GPU platforms. Our proposed method provides a new solution toward algorithm and architecture co-optimization for accuracy-efficiency trade-off.
Integrated accounts of behavioral and neuroimaging data using flexible recurrent neural network models
Neuroscience studies of human decision-making abilities commonly involve subjects completing a decision-making task while BOLD signals are recorded using fMRI. Hypotheses are tested about which brain regions mediate the effect of past experience, such as rewards, on future actions. One standard approach to this is model-based fMRI data analysis, in which a model is fitted to the behavioral data, i.e., a subject's choices, and then the neural data are parsed to find brain regions whose BOLD signals are related to the model's internal signals. However, the internal mechanics of such purely behavioral models are not constrained by the neural data, and therefore might miss or mischaracterize aspects of the brain. To address this limitation, we introduce a new method using recurrent neural network models that are flexible enough to be jointly fitted to the behavioral and neural data. We trained a model so that its internal states were suitably related to neural activity during the task, while at the same time its output predicted the next action a subject would execute. We then used the fitted model to create a novel visualization of the relationship between the activity in brain regions at different times following a reward and the choices the subject subsequently made. Finally, we validated our method using a previously published dataset. We found that the model was able to recover the underlying neural substrates that were discovered by explicit model engineering in the previous work, and also derived new results regarding the temporal pattern of brain activity.
Inequity aversion improves cooperation in intertemporal social dilemmas
Groups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix games. Recently, multi-agent reinforcement learning has been applied to generalize social dilemma problems to temporally and spatially extended Markov games. However, this has not yet generated an agent that learns to cooperate in social dilemmas as humans do. A key insight is that many, but not all, human individuals have inequity averse social preferences. This promotes a particular resolution of the matrix game social dilemma wherein inequity-averse individuals are personally pro-social and punish defectors. Here we extend this idea to Markov games and show that it promotes cooperation in several types of sequential social dilemma, via a profitable interaction with policy learnability. In particular, we find that inequity aversion improves temporal credit assignment for the important class of intertemporal social dilemmas. These results help explain how large-scale cooperation may emerge and persist.
Sequential Test for the Lowest Mean: From Thompson to Murphy Sampling
Learning the minimum/maximum mean among a finite set of distributions is a fundamental sub-problem in planning, game tree search and reinforcement learning. We formalize this learning task as the problem of sequentially testing how the minimum mean among a finite set of distributions compares to a given threshold. We develop refined non-asymptotic lower bounds, which show that optimality mandates very different sampling behavior for a low vs high true minimum. We show that Thompson Sampling and the intuitive Lower Confidence Bounds policy each nail only one of these cases. We develop a novel approach that we call Murphy Sampling. Even though it entertains exclusively low true minima, we prove that MS is optimal for both possibilities. We then design advanced self-normalized deviation inequalities, fueling more aggressive stopping rules. We complement our theoretical guarantees by experiments showing that MS works best in practice.
Densely Connected Attention Propagation for Reading Comprehension
We propose DecaProp (Densely Connected Attention Propagation), a new densely connected neural architecture for reading comprehension (RC). There are two distinct characteristics of our model. Firstly, our model densely connects all pairwise layers of the network, modeling relationships between passage and query across all hierarchical levels. Secondly, the dense connectors in our network are learned via attention instead of standard residual skip-connectors. To this end, we propose novel Bidirectional Attention Connectors (BAC) for efficiently forging connections throughout the network. We conduct extensive experiments on four challenging RC benchmarks. Our proposed approach achieves state-of-the-art results on all four, outperforming existing baselines by up to 2.6% to 14.2% in absolute F1 score.
Boosting Black Box Variational Inference
Approximating a probability density in a tractable manner is a central task in Bayesian statistics. Variational Inference (VI) is a popular technique that achieves tractability by choosing a relatively simple variational approximation. Borrowing ideas from the classic boosting framework, recent approaches attempt to \emph{boost} VI by replacing the selection of a single density with an iteratively constructed mixture of densities. In order to guarantee convergence, previous works impose stringent assumptions that require significant effort for practitioners. Specifically, they require a custom implementation of the greedy step (called the LMO) for every probabilistic model with respect to an unnatural variational family of truncated distributions.
Four Indicted In Alleged Conspiracy to Smuggle Supercomputers and Nvidia Chips to China
A federal prosecutor alleged that one defendant boasted that his father "had engaged in similar business for the Chinese Communist Party." US authorities allege four people based in Florida, Alabama, and California conspired to illegally ship supercomputers and hundreds of Nvidia GPUs to China as recently as July. The charges, which were unsealed in federal court on Wednesday, are part of a wider government effort to crack down on the smuggling of advanced AI chips to China. Over the past few years, the US has introduced a series of export control rules designed to prevent Chinese organizations from acquiring computer chips that have become popular for developing AI chatbots . The restrictions aim to slow China in what US officials have described as a race to develop powerful AI systems, including surveillance tools and autonomous weapons .