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Practical Risk Measures in Reinforcement Learning

arXiv.org Machine Learning

Practical application of Reinforcement Learning (RL) often involves risk considerations. We study a generalized approximation scheme for risk measures, based on Monte-Carlo simulations, where the risk measures need not necessarily be \emph{coherent}. We demonstrate that, even in simple problems, measures such as the variance of the reward-to-go do not capture the risk in a satisfactory manner. In addition, we show how a risk measure can be derived from model's realizations. We propose a neural architecture for estimating the risk and suggest the risk critic architecture that can be use to optimize a policy under general risk measures. We conclude our work with experiments that demonstrate the efficacy of our approach.


Opponent Aware Reinforcement Learning

arXiv.org Machine Learning

In several reinforcement learning (RL) scenarios such as security settings, there may be adversaries trying to interfere with the reward generating process for their own benefit. We introduce Threatened Markov Decision Processes (TMDPs) as a framework to support an agent against potential opponents in a RL context. We also propose a level-k thinking scheme resulting in a novel learning approach to deal with TMDPs. After introducing our framework and deriving theoretical results, relevant empirical evidence is given via extensive experiments, showing the benefits of accounting for adversaries in RL while the agent learns


Double Reinforcement Learning for Efficient Off-Policy Evaluation in Markov Decision Processes

arXiv.org Artificial Intelligence

Off-policy evaluation (OPE) in reinforcement learning allows one to evaluate novel decision policies without needing to conduct exploration, which is often costly or otherwise infeasible. We consider for the first time the semiparametric efficiency limits of OPE in Markov decision processes (MDPs), where actions, rewards, and states are memoryless. We show existing OPE estimators may fail to be efficient in this setting. We develop a new estimator based on cross-fold estimation of $q$-functions and marginalized density ratios, which we term double reinforcement learning (DRL). We show that DRL is efficient when both components are estimated at fourth-root rates and is also doubly robust when only one component is consistent. We investigate these properties empirically and demonstrate the performance benefits due to harnessing memorylessness efficiently.


Design Space of Behaviour Planning for Autonomous Driving

arXiv.org Artificial Intelligence

--We explore the complex design space of behaviour planning for autonomous driving. Design choices that successfully address one aspect of behaviour planning can critically constrain others. T o aid the design process, in this work we decompose the design space with respect to important choices arising from the current state of the art approaches, and describe the resulting tradeoffs. In doing this, we also identify interesting directions of future work. In this work we consider the design space [1] of behaviour planning--high level decision making--for autonomous driving. To simplify the design process, we decompose the design space into three principal axes of design choices, based on our practical experience [2] and with reference to the current state of the art. Within each axis, we discuss the inevitable qualitative tradeoffs that exist and review the relevant literature. We illustrate our decomposition using feature diagrams [3]. In doing this, we identify potentially interesting areas of research within the behaviour planning design space. The motivation of our decomposition is as follows. Human driver control actions are continuous, yet driving also contains discrete episodes, arising from road connectivity, signs, signals, road-user interactions, etc. The vehicle must nevertheless follow a smooth continuous trajectory on the road.


A Deep Actor-Critic Reinforcement Learning Framework for Dynamic Multichannel Access

arXiv.org Machine Learning

To make efficient use of limited spectral resources, we in this work propose a deep actor-critic reinforcement learning based framework for dynamic multichannel access. We consider both a single-user case and a scenario in which multiple users attempt to access channels simultaneously. We employ the proposed framework as a single agent in the single-user case, and extend it to a decentralized multi-agent framework in the multi-user scenario. In both cases, we develop algorithms for the actor-critic deep reinforcement learning and evaluate the proposed learning policies via experiments and numerical results. In the single-user model, in order to evaluate the performance of the proposed channel access policy and the framework's tolerance against uncertainty, we explore different channel switching patterns and different switching probabilities. In the case of multiple users, we analyze the probabilities of each user accessing channels with favorable channel conditions and the probability of collision. We also address a time-varying environment to identify the adaptive ability of the proposed framework. Additionally, we provide comparisons (in terms of both the average reward and time efficiency) between the proposed actor-critic deep reinforcement learning framework, Deep-Q network (DQN) based approach, random access, and the optimal policy when the channel dynamics are known.


Saccader: Improving Accuracy of Hard Attention Models for Vision

arXiv.org Machine Learning

Although deep convolutional neural networks achieve state-of-the-art performance across nearly all image classification tasks, they are often regarded as black boxes. Because they compute a nonlinear function of the entire input image, their decisions are difficult to interpret. One approach that offers some level of interpretability by design is \textit{hard attention}, which selects only relevant portions of the image. However, training hard attention models with only class label supervision is challenging, and hard attention has proved difficult to scale to complex datasets. Here, we propose a novel hard attention model, which we term Saccader, as well as a self-supervised pretraining procedure for this model that does not suffer from optimization challenges. Through pretraining and policy gradient optimization, the Saccader model estimates the relevance of different image patches to the downstream task, and uses a novel cell to select patches to classify at different times. Our approach achieves high accuracy on ImageNet while providing more interpretable predictions.


Learning to Advertise for Organic Traffic Maximization in E-Commerce Product Feeds

arXiv.org Machine Learning

Most e-commerce product feeds provide blended results of advertised products and recommended products to consumers. The underlying advertising and recommendation platforms share similar if not exactly the same set of candidate products. Consumers' behaviors on the advertised results constitute part of the recommendation model's training data and therefore can influence the recommended results. We refer to this process as Leverage. Considering this mechanism, we propose a novel perspective that advertisers can strategically bid through the advertising platform to optimize their recommended organic traffic. By analyzing the real-world data, we first explain the principles of Leverage mechanism, i.e., the dynamic models of Leverage. Then we introduce a novel Leverage optimization problem and formulate it with a Markov Decision Process. To deal with the sample complexity challenge in model-free reinforcement learning, we propose a novel Hybrid Training Leverage Bidding (HTLB) algorithm which combines the real-world samples and the emulator-generated samples to boost the learning speed and stability. Our offline experiments as well as the results from the online deployment demonstrate the superior performance of our approach.


Evaluating Hierarchies through A Partially Observable Markov Decision Processes Methodology

arXiv.org Artificial Intelligence

Hierarchical clustering has been shown to be valuable in many scenarios, e.g. catalogues, biology research, image processing, and so on. Despite its usefulness to many situations, there is no agreed methodology on how to properly evaluate the hierarchies produced from different techniques, particularly in the case where ground-truth labels are unavailable. This motivates us to propose a framework for assessing the quality of hierarchical clustering allocations which covers the case of no ground-truth information. Such a quality measurement is useful, for example, to assess the hierarchical structures used by online retailer websites to display their product catalogues. Differently to all the previous measures and metrics, our framework tackles the evaluation from a decision theoretic perspective. We model the process as a bot searching stochastically for items in the hierarchy and establish a measure representing the degree to which the hierarchy supports this search. We employ the concept of Partially Observable Markov Decision Processes (POMDP) to model the uncertainty, the decision making, and the cognitive return for searchers in such a scenario. In this paper, we fully discuss the modeling details and demonstrate its application on some datasets.


A reaction network scheme which implements inference and learning for Hidden Markov Models

arXiv.org Artificial Intelligence

With a view towards molecular communication systems and molecular multi-agent systems, we propose the Chemical Baum-Welch Algorithm, a novel reaction network scheme that learns parameters for Hidden Markov Models (HMMs). Each reaction in our scheme changes only one molecule of one species to one molecule of another. The reverse change is also accessible but via a different set of enzymes, in a design reminiscent of futile cycles in biochemical pathways. We show that every fixed point of the Baum-Welch algorithm for HMMs is a fixed point of our reaction network scheme, and every positive fixed point of our scheme is a fixed point of the Baum-Welch algorithm. We prove that the "Expectation" step and the "Maximization" step of our reaction network separately converge exponentially fast. We simulate mass-action kinetics for our network on an example sequence, and show that it learns the same parameters for the HMM as the Baum-Welch algorithm.


Transfer in Deep Reinforcement Learning using Knowledge Graphs

arXiv.org Artificial Intelligence

Text adventure games, in which players must make sense of the world through text descriptions and declare actions through text descriptions, provide a stepping stone toward grounding action in language. Prior work has demonstrated that using a knowledge graph as a state representation and question-answering to pre-train a deep Q-network facilitates faster control policy transfer. In this paper, we explore the use of knowledge graphs as a representation for domain knowledge transfer for training text-adventure playing reinforcement learning agents. Our methods are tested across multiple computer generated and human authored games, varying in domain and complexity, and demonstrate that our transfer learning methods let us learn a higher-quality control policy faster.