Markov Models
Policy Gradient With Serial Markov Chain Reasoning
Cetin, Edoardo, Celiktutan, Oya
We introduce a new framework that performs decision-making in reinforcement learning (RL) as an iterative reasoning process. We model agent behavior as the steady-state distribution of a parameterized reasoning Markov chain (RMC), optimized with a new tractable estimate of the policy gradient. We perform action selection by simulating the RMC for enough reasoning steps to approach its steady-state distribution. We show our framework has several useful properties that are inherently missing from traditional RL. For instance, it allows agent behavior to approximate any continuous distribution over actions by parameterizing the RMC with a simple Gaussian transition function. Moreover, the number of reasoning steps to reach convergence can scale adaptively with the difficulty of each action selection decision and can be accelerated by re-using past solutions. Our resulting algorithm achieves state-of-the-art performance in popular Mujoco and DeepMind Control benchmarks, both for proprioceptive and pixel-based tasks.
Continual Learning In Environments With Polynomial Mixing Times
Riemer, Matthew, Raparthy, Sharath Chandra, Cases, Ignacio, Subbaraj, Gopeshh, Touzel, Maximilian Puelma, Rish, Irina
The mixing time of the Markov chain induced by a policy limits performance in real-world continual learning scenarios. Yet, the effect of mixing times on learning in continual reinforcement learning (RL) remains underexplored. In this paper, we characterize problems that are of long-term interest to the development of continual RL, which we call scalable MDPs, through the lens of mixing times. In particular, we theoretically establish that scalable MDPs have mixing times that scale polynomially with the size of the problem. We go on to demonstrate that polynomial mixing times present significant difficulties for existing approaches, which suffer from myopic bias and stale bootstrapped estimates. To validate our theory, we study the empirical scaling behavior of mixing times with respect to the number of tasks and task duration for high performing policies deployed across multiple Atari games. Our analysis demonstrates both that polynomial mixing times do emerge in practice and how their existence may lead to unstable learning behavior like catastrophic forgetting in continual learning settings.
Markov Chain Score Ascent: A Unifying Framework of Variational Inference with Markovian Gradients
Kim, Kyurae, Oh, Jisu, Gardner, Jacob R., Dieng, Adji Bousso, Kim, Hongseok
Minimizing the inclusive Kullback-Leibler (KL) divergence with stochastic gradient descent (SGD) is challenging since its gradient is defined as an integral over the posterior. Recently, multiple methods have been proposed to run SGD with biased gradient estimates obtained from a Markov chain. This paper provides the first non-asymptotic convergence analysis of these methods by establishing their mixing rate and gradient variance. To do this, we demonstrate that these methods-which we collectively refer to as Markov chain score ascent (MCSA) methods-can be cast as special cases of the Markov chain gradient descent framework. Furthermore, by leveraging this new understanding, we develop a novel MCSA scheme, parallel MCSA (pMCSA), that achieves a tighter bound on the gradient variance. We demonstrate that this improved theoretical result translates to superior empirical performance.
Building Markovian Generative Architectures over Pretrained LM Backbones for Efficient Task-Oriented Dialog Systems
Liu, Hong, Cai, Yucheng, Ou, Zhijian, Huang, Yi, Feng, Junlan
The dialog Examples include GPT2-based SimpleTOD [14], SOLOIST state is often represented by a set of slot-value pairs that determine [15], AuGPT [16] and UBAR [17], and T5-based PPTOD [18] the user's requirement. Based on the tracked dialog state, and MTTOD [19], among others. A drawback of existing the system will query a task-related database (DB), decide an PLM-based methods, viewed from efficiencies in memory, action and generate a response. The methodology for building computation and learning, is that the whole history is used as TOD systems is gradually advancing from separate training the conditioning input at each turn. The dialog model thus of individual modules [1, 2, 3] to the end-to-end (E2E) trainable becomes non-Markov across turns, i.e., the generation at current approach [4, 5, 6, 7, 8, 9, 10]. In early E2E methods, the turn depends not only on the previous turn but also on all sequential turns of a dialog are usually modeled as a Markov previous turns, namely the whole dialog history. Some models process and realized over LSTM-based backbones.
Reinforcement Learning with Unbiased Policy Evaluation and Linear Function Approximation
We provide performance guarantees for a variant of simulation-based policy iteration for controlling Markov decision processes that involves the use of stochastic approximation algorithms along with state-of-the-art techniques that are useful for very large MDPs, including lookahead, function approximation, and gradient descent. Specifically, we analyze two algorithms; the first algorithm involves a least squares approach where a new set of weights associated with feature vectors is obtained via least squares minimization at each iteration and the second algorithm involves a two-time-scale stochastic approximation algorithm taking several steps of gradient descent towards the least squares solution before obtaining the next iterate using a stochastic approximation algorithm.
Reinforcement Learning with Automated Auxiliary Loss Search
He, Tairan, Zhang, Yuge, Ren, Kan, Liu, Minghuan, Wang, Che, Zhang, Weinan, Yang, Yuqing, Li, Dongsheng
A good state representation is crucial to solving complicated reinforcement learning (RL) challenges. Many recent works focus on designing auxiliary losses for learning informative representations. Unfortunately, these handcrafted objectives rely heavily on expert knowledge and may be sub-optimal. In this paper, we propose a principled and universal method for learning better representations with auxiliary loss functions, named Automated Auxiliary Loss Search (A2LS), which automatically searches for top-performing auxiliary loss functions for RL. Specifically, based on the collected trajectory data, we define a general auxiliary loss space of size $7.5 \times 10^{20}$ and explore the space with an efficient evolutionary search strategy. Empirical results show that the discovered auxiliary loss (namely, A2-winner) significantly improves the performance on both high-dimensional (image) and low-dimensional (vector) unseen tasks with much higher efficiency, showing promising generalization ability to different settings and even different benchmark domains. We conduct a statistical analysis to reveal the relations between patterns of auxiliary losses and RL performance.
Near-Optimal Randomized Exploration for Tabular Markov Decision Processes
Xiong, Zhihan, Shen, Ruoqi, Cui, Qiwen, Fazel, Maryam, Du, Simon S.
We study algorithms using randomized value functions for exploration in reinforcement learning. This type of algorithms enjoys appealing empirical performance. We show that when we use 1) a single random seed in each episode, and 2) a Bernstein-type magnitude of noise, we obtain a worst-case $\widetilde{O}\left(H\sqrt{SAT}\right)$ regret bound for episodic time-inhomogeneous Markov Decision Process where $S$ is the size of state space, $A$ is the size of action space, $H$ is the planning horizon and $T$ is the number of interactions. This bound polynomially improves all existing bounds for algorithms based on randomized value functions, and for the first time, matches the $\Omega\left(H\sqrt{SAT}\right)$ lower bound up to logarithmic factors. Our result highlights that randomized exploration can be near-optimal, which was previously achieved only by optimistic algorithms. To achieve the desired result, we develop 1) a new clipping operation to ensure both the probability of being optimistic and the probability of being pessimistic are lower bounded by a constant, and 2) a new recursive formula for the absolute value of estimation errors to analyze the regret.
GriddlyJS: A Web IDE for Reinforcement Learning
Bamford, Christopher, Jiang, Minqi, Samvelyan, Mikayel, Rocktäschel, Tim
Progress in reinforcement learning (RL) research is often driven by the design of new, challenging environments -- a costly undertaking requiring skills orthogonal to that of a typical machine learning researcher. The complexity of environment development has only increased with the rise of procedural-content generation (PCG) as the prevailing paradigm for producing varied environments capable of testing the robustness and generalization of RL agents. Moreover, existing environments often require complex build processes, making reproducing results difficult. To address these issues, we introduce GriddlyJS, a web-based Integrated Development Environment (IDE) based on the Griddly engine. GriddlyJS allows researchers to visually design and debug arbitrary, complex PCG grid-world environments using a convenient graphical interface, as well as visualize, evaluate, and record the performance of trained agent models. By connecting the RL workflow to the advanced functionality enabled by modern web standards, GriddlyJS allows publishing interactive agent-environment demos that reproduce experimental results directly to the web. To demonstrate the versatility of GriddlyJS, we use it to quickly develop a complex compositional puzzle-solving environment alongside arbitrary human-designed environment configurations and their solutions for use in automatic curriculum learning and offline RL. The GriddlyJS IDE is open source and freely available at https://griddly.ai.
The State-of-the-Art in AI-Based Malware Detection Techniques: A Review
Artificial Intelligence techniques have evolved rapidly in recent years, revolutionising the approaches used to fight against cybercriminals. But as the cyber security field has progressed, so has malware development, making it an economic imperative to strengthen businesses' defensive capability against malware attacks. This review aims to outline the state-of-the-art AI techniques used in malware detection and prevention, providing an in-depth analysis of the latest studies in this field. The algorithms investigated consist of Shallow Learning, Deep Learning and Bio-Inspired Computing, applied to a variety of platforms, such as PC, cloud, Android and IoT. This survey also touches on the rapid adoption of AI by cybercriminals as a means to create ever more advanced malware and exploit the AI algorithms designed to defend against them.
Mean Estimation in High-Dimensional Binary Markov Gaussian Mixture Models
We consider a high-dimensional mean estimation problem over a binary hidden Markov model, which illuminates the interplay between memory in data, sample size, dimension, and signal strength in statistical inference. In this model, an estimator observes $n$ samples of a $d$-dimensional parameter vector $\theta_{*}\in\mathbb{R}^{d}$, multiplied by a random sign $ S_i $ ($1\le i\le n$), and corrupted by isotropic standard Gaussian noise. The sequence of signs $\{S_{i}\}_{i\in[n]}\in\{-1,1\}^{n}$ is drawn from a stationary homogeneous Markov chain with flip probability $\delta\in[0,1/2]$. As $\delta$ varies, this model smoothly interpolates two well-studied models: the Gaussian Location Model for which $\delta=0$ and the Gaussian Mixture Model for which $\delta=1/2$. Assuming that the estimator knows $\delta$, we establish a nearly minimax optimal (up to logarithmic factors) estimation error rate, as a function of $\|\theta_{*}\|,\delta,d,n$. We then provide an upper bound to the case of estimating $\delta$, assuming a (possibly inaccurate) knowledge of $\theta_{*}$. The bound is proved to be tight when $\theta_{*}$ is an accurately known constant. These results are then combined to an algorithm which estimates $\theta_{*}$ with $\delta$ unknown a priori, and theoretical guarantees on its error are stated.