Undirected Networks
VIREL: A Variational Inference Framework for Reinforcement Learning
Fellows, Matthew, Mahajan, Anuj, Rudner, Tim G. J., Whiteson, Shimon
Applying probabilistic models to reinforcement learning (RL) has become an exciting direction of research owing to powerful optimisation tools such as variational inference becoming applicable to RL. However, due to their formulation, existing inference frameworks and their algorithms pose significant challenges for learning optimal policies, for example, the absence of mode capturing behaviour in pseudo-likelihood methods and difficulties in optimisation of learning objective in maximum entropy RL based approaches. We propose VIREL, a novel, theoretically grounded probabilistic inference framework for RL that utilises the action-value function in a parametrised form to capture future dynamics of the underlying Markov decision process. Owing to its generality, our framework lends itself to current advances in variational inference. Applying the variational expectation-maximisation algorithm to our framework, we show that the actor-critic algorithm can be reduced to expectation-maximisation. We derive a family of methods from our framework, including state-of-the-art methods based on soft value functions. We evaluate two actor-critic algorithms derived from this family, which perform on par with soft actor critic, demonstrating that our framework offers a promising perspective on RL as inference.
Coordinating Disaster Emergency Response with Heuristic Reinforcement Learning
Nguyen, Long, Yang, Zhou, Zhu, Jiazhen, Li, Jia, Jin, Fang
Abstract--A crucial and time-sensitive task when any disaster occurs is to rescue victims and distribute resources to the right groups and locations. This task is challenging in populated urban areas, due to the huge burst of help requests generated in a very short period. To improve the efficiency of the emergency response in the immediate aftermath of a disaster, we propose a heuristic multi-agent reinforcement learning scheduling algorithm, named as ResQ, which can effectively schedule the rapid deployment of volunteers to rescue victims in dynamic settings. The core concept is to quickly identify victims and volunteers from social network data and then schedule rescue parties with an adaptive learning algorithm. This framework performs two key functions: 1) identify trapped victims and rescue volunteers, and 2) optimize the volunteers' rescue strategy in a complex time-sensitive environment. The proposed ResQ algorithm can speed up the training processes through a heuristic function which reduces the state-action space by identifying the set of particular actions over others. Experimental results showed that the proposed heuristic multi-agent reinforcement learning based scheduling outperforms several state-of-art methods, in terms of both reward rate and response times. Natural disasters have always posed a critical threat to human beings, often being accompanied by major loss of life and property damage. In recent years, we have witnessed more frequent and intense natural disasters all over the world.
Learning Latent Dynamics for Planning from Pixels
Hafner, Danijar, Lillicrap, Timothy, Fischer, Ian, Villegas, Ruben, Ha, David, Lee, Honglak, Davidson, James
Planning has been very successful for control tasks with known environment dynamics. To leverage planning in unknown environments, the agent needs to learn the dynamics from interactions with the world. However, learning dynamics models that are accurate enough for planning has been a long-standing challenge, especially in image-based domains. We propose the Deep Planning Network (PlaNet), a purely model-based agent that learns the environment dynamics from pixels and chooses actions through online planning in latent space. To achieve high performance, the dynamics model must accurately predict the rewards ahead for multiple time steps. We approach this problem using a latent dynamics model with both deterministic and stochastic transition function and a generalized variational inference objective that we name latent overshooting. Using only pixel observations, our agent solves continuous control tasks with contact dynamics, partial observability, and sparse rewards. PlaNet uses significantly fewer episodes and reaches final performance close to and sometimes higher than top model-free algorithms.
User Modeling for Task Oriented Dialogues
Gur, Izzeddin, Hakkani-Tur, Dilek, Tur, Gokhan, Shah, Pararth
We introduce end-to-end neural network based models for simulating users of task-oriented dialogue systems. User simulation in dialogue systems is crucial from two different perspectives: (i) automatic evaluation of different dialogue models, and (ii) training task-oriented dialogue systems. We design a hierarchical sequence-to-sequence model that first encodes the initial user goal and system turns into fixed length representations using Recurrent Neural Networks (RNN). It then encodes the dialogue history using another RNN layer. At each turn, user responses are decoded from the hidden representations of the dialogue level RNN. This hierarchical user simulator (HUS) approach allows the model to capture undiscovered parts of the user goal without the need of an explicit dialogue state tracking. We further develop several variants by utilizing a latent variable model to inject random variations into user responses to promote diversity in simulated user responses and a novel goal regularization mechanism to penalize divergence of user responses from the initial user goal. We evaluate the proposed models on movie ticket booking domain by systematically interacting each user simulator with various dialogue system policies trained with different objectives and users.
Playing by the Book: Towards Agent-based Narrative Understanding through Role-playing and Simulation
Tamari, Ronen, Shindo, Hiroyuki, Shahaf, Dafna, Matsumoto, Yuji
Understanding procedural text requires tracking entities, actions and effects as the narrative unfolds (often implicitly). We focus on the challenging real-world problem of structured narrative extraction in the materials science domain, where language is highly specialized and suitable annotated data is not publicly available. We propose an approach, Text2Quest, where procedural text is interpreted as instructions for an interactive game. A reinforcement-learning agent completes the game by understanding and executing the procedure correctly, in a text-based simulated lab environment. The framework is intended to be more broadly applicable to other domain-specific and data-scarce settings. We conclude with a discussion of challenges and interesting potential extensions enabled by the agent-based perspective.
Block Belief Propagation for Parameter Learning in Markov Random Fields
Lu, You, Liu, Zhiyuan, Huang, Bert
Traditional learning methods for training Markov random fields require doing inference over all variables to compute the likelihood gradient. The iteration complexity for those methods therefore scales with the size of the graphical models. In this paper, we propose \emph{block belief propagation learning} (BBPL), which uses block-coordinate updates of approximate marginals to compute approximate gradients, removing the need to compute inference on the entire graphical model. Thus, the iteration complexity of BBPL does not scale with the size of the graphs. We prove that the method converges to the same solution as that obtained by using full inference per iteration, despite these approximations, and we empirically demonstrate its scalability improvements over standard training methods.
Policy Regret in Repeated Games
Arora, Raman, Dinitz, Michael, Marinov, Teodor V., Mohri, Mehryar
The notion of \emph{policy regret} in online learning is a well defined? performance measure for the common scenario of adaptive adversaries, which more traditional quantities such as external regret do not take into account. We revisit the notion of policy regret and first show that there are online learning settings in which policy regret and external regret are incompatible: any sequence of play that achieves a favorable regret with respect to one definition must do poorly with respect to the other. We then focus on the game-theoretic setting where the adversary is a self-interested agent. In that setting, we show that external regret and policy regret are not in conflict and, in fact, that a wide class of algorithms can ensure a favorable regret with respect to both definitions, so long as the adversary is also using such an algorithm. We also show that the sequence of play of no-policy regret algorithms converges to a \emph{policy equilibrium}, a new notion of equilibrium that we introduce. Relating this back to external regret, we show that coarse correlated equilibria, which no-external regret players converge to, are a strict subset of policy equilibria. Thus, in game-theoretic settings, every sequence of play with no external regret also admits no policy regret, but the converse does not hold.
Observability Properties of Colored Graphs
Chilenski, Mark, Cybenko, George, Dekine, Isaac, Kumar, Piyush, Raz, Gil
A colored graph is a directed graph in which either nodes or edges have been assigned colors that are not necessarily unique. Observability problems in such graphs are concerned with whether an agent observing the colors of edges or nodes traversed on a path in the graph can determine which node they are at currently or which nodes they have visited earlier in the path traversal. Previous research efforts have identified several different notions of observability as well as the associated properties of colored graphs for which those types of observability properties hold. This paper unifies the prior work into a common framework with several new analytic results about relationships between those notions and associated graph properties. The new framework provides an intuitive way to reason about the attainable path reconstruction accuracy as a function of lag and time spent observing, and identifies simple modifications that improve the observability properties of a given graph. This intuition is borne out in a series of numerical experiments. This work has implications for problems that can be described in terms of an agent traversing a colored graph, including the reconstruction of hidden states in a hidden Markov model (HMM).
Performance Guarantees for Homomorphisms Beyond Markov Decision Processes
Majeed, Sultan Javed, Hutter, Marcus
Most real-world problems have huge state and/or action spaces. Therefore, a naive application of existing tabular solution methods is not tractable on such problems. Nonetheless, these solution methods are quite useful if an agent has access to a relatively small state-action space homomorphism of the true environment and near-optimal performance is guaranteed by the map. A plethora of research is focused on the case when the homomorphism is a Markovian representation of the underlying process. However, we show that near-optimal performance is sometimes guaranteed even if the homomorphism is non-Markovian. Moreover, we can aggregate significantly more states by lifting the Markovian requirement without compromising on performance. In this work, we expand Extreme State Aggregation (ESA) framework to joint state-action aggregations. We also lift the policy uniformity condition for aggregation in ESA that allows even coarser modeling of the true environment.
Learning acoustic word embeddings with phonetically associated triplet network
Lim, Hyungjun, Kim, Younggwan, Jung, Youngmoon, Jung, Myunghun, Kim, Hoirin
Previous researches on acoustic word embeddings used in query-by-example spoken term detection have shown remarkable performance improvements when using a triplet network. However, the triplet network is trained using only a limited information about acoustic similarity between words. In this paper, we propose a novel architecture, phonetically associated triplet network (PATN), which aims at increasing discriminative power of acoustic word embeddings by utilizing phonetic information as well as word identity. The proposed model is learned to minimize a combined loss function that was made by introducing a cross entropy loss to the lower layer of LSTM-based triplet network. We observed that the proposed method performs significantly better than the baseline triplet network on a word discrimination task with the WSJ dataset resulting in over 40% relative improvement in recall rate at 1.0 false alarm per hour. Finally, we examined the generalization ability by conducting the out-of-domain test on the RM dataset.