Reinforcement Learning
Learning Temporal Point Processes via Reinforcement Learning
Social goods, such as healthcare, smart city, and information networks, often produce ordered event data in continuous time. The generative processes of these event data can be very complex, requiring flexible models to capture their dynamics. Temporal point processes offer an elegant framework for modeling event data without discretizing the time. However, the existing maximum-likelihood-estimation (MLE) learning paradigm requires hand-crafting the intensity function beforehand and cannot directly monitor the goodness-of-fit of the estimated model in the process of training. To alleviate the risk of model-misspecification in MLE, we propose to generate samples from the generative model and monitor the quality of the samples in the process of training until the samples and the real data are indistinguishable. We take inspiration from reinforcement learning (RL) and treat the generation of each event as the action taken by a stochastic policy. We parameterize the policy as a flexible recurrent neural network and gradually improve the policy to mimic the observed event distribution. Since the reward function is unknown in this setting, we uncover an analytic and nonparametric form of the reward function using an inverse reinforcement learning formulation. This new RL framework allows us to derive an efficient policy gradient algorithm for learning flexible point process models, and we show that it performs well in both synthetic and real data.
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.85)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Uncertainty > Bayesian Inference (0.59)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.59)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Directed Networks > Bayesian Learning (0.59)
Value Prediction Network
This paper proposes a novel deep reinforcement learning (RL) architecture, called Value Prediction Network (VPN), which integrates model-free and model-based RL methods into a single neural network. In contrast to typical model-based RL methods, VPN learns a dynamics model whose abstract states are trained to make option-conditional predictions of future values (discounted sum of rewards) rather than of future observations. Our experimental results show that VPN has several advantages over both model-free and model-based baselines in a stochastic environment where careful planning is required but building an accurate observation-prediction model is difficult. Furthermore, VPN outperforms Deep Q-Network (DQN) on several Atari games even with short-lookahead planning, demonstrating its potential as a new way of learning a good state representation.
Bridging the Gap Between Value and Policy Based Reinforcement Learning
We establish a new connection between value and policy based reinforcement learning (RL) based on a relationship between softmax temporal value consistency and policy optimality under entropy regularization. Specifically, we show that softmax consistent action values correspond to optimal entropy regularized policy probabilities along any action sequence, regardless of provenance. From this observation, we develop a new RL algorithm, Path Consistency Learning (PCL), that minimizes a notion of soft consistency error along multi-step action sequences extracted from both on-and off-policy traces. We examine the behavior of PCL in different scenarios and show that PCL can be interpreted as generalizing both actor-critic and Q-learning algorithms. We subsequently deepen the relationship by showing how a single model can be used to represent both a policy and the corresponding softmax state values, eliminating the need for a separate critic. The experimental evaluation demonstrates that PCL significantly outperforms strong actor-critic and Q-learning baselines across several benchmarks.
Cold-Start Reinforcement Learning with Softmax Policy Gradient
Policy-gradient approaches to reinforcement learning have two common and undesirable overhead procedures, namely warm-start training and sample variance reduction. In this paper, we describe a reinforcement learning method based on a softmax value function that requires neither of these procedures. Our method combines the advantages of policy-gradient methods with the efficiency and simplicity of maximum-likelihood approaches. We apply this new cold-start reinforcement learning method in training sequence generation models for structured output prediction problems.
Is the Bellman residual a bad proxy?
This paper aims at theoretically and empirically comparing two standard optimization criteria for Reinforcement Learning: i) maximization of the mean value and ii) minimization of the Bellman residual. For that purpose, we place ourselves in the framework of policy search algorithms, that are usually designed to maximize the mean value, and derive a method that minimizes the residual $\|T_* v_\pi - v_\pi\|_{1,\nu}$ over policies. A theoretical analysis shows how good this proxy is to policy optimization, and notably that it is better than its value-based counterpart. We also propose experiments on randomly generated generic Markov decision processes, specifically designed for studying the influence of the involved concentrability coefficient. They show that the Bellman residual is generally a bad proxy to policy optimization and that directly maximizing the mean value is much better, despite the current lack of deep theoretical analysis. This might seem obvious, as directly addressing the problem of interest is usually better, but given the prevalence of (projected) Bellman residual minimization in value-based reinforcement learning, we believe that this question is worth to be considered.
Deep Reinforcement Learning from Human Preferences
For sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human preferences between pairs of trajectory segments. Our approach separates learning the goal from learning the behavior to achieve it. We show that this approach can effectively solve complex RL tasks without access to the reward function, including Atari games and simulated robot locomotion, while providing feedback on about 0.1% of our agent's interactions with the environment. This reduces the cost of human oversight far enough that it can be practically applied to state-of-the-art RL systems. To demonstrate the flexibility of our approach, we show that we can successfully train complex novel behaviors with about an hour of human time. These behaviors and environments are considerably more complex than any which have been previously learned from human feedback.
Policy Gradient With Value Function Approximation For Collective Multiagent Planning
Decentralized (PO)MDPs provide an expressive framework for sequential decision making in a multiagent system. Given their computational complexity, recent research has focused on tractable yet practical subclasses of Dec-POMDPs. We address such a subclass called CDec-POMDP where the collective behavior of a population of agents affects the joint-reward and environment dynamics. Our main contribution is an actor-critic (AC) reinforcement learning method for optimizing CDec-POMDP policies. Vanilla AC has slow convergence for larger problems. To address this, we show how a particular decomposition of the approximate action-value function over agents leads to effective updates, and also derive a new way to train the critic based on local reward signals. Comparisons on a synthetic benchmark and a real world taxi fleet optimization problem show that our new AC approach provides better quality solutions than previous best approaches.
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (0.99)
Q-LDA: Uncovering Latent Patterns in Text-based Sequential Decision Processes
In sequential decision making, it is often important and useful for end users to understand the underlying patterns or causes that lead to the corresponding decisions. However, typical deep reinforcement learning algorithms seldom provide such information due to their black-box nature. In this paper, we present a probabilistic model, Q-LDA, to uncover latent patterns in text-based sequential decision processes. The model can be understood as a variant of latent topic models that are tailored to maximize total rewards; we further draw an interesting connection between an approximate maximum-likelihood estimation of Q-LDA and the celebrated Q-learning algorithm. We demonstrate in the text-game domain that our proposed method not only provides a viable mechanism to uncover latent patterns in decision processes, but also obtains state-of-the-art rewards in these games.
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Uncertainty > Bayesian Inference (0.61)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Directed Networks > Bayesian Learning (0.61)
Boltzmann Exploration Done Right
Boltzmann exploration is a classic strategy for sequential decision-making under uncertainty, and is one of the most standard tools in Reinforcement Learning (RL). Despite its widespread use, there is virtually no theoretical understanding about the limitations or the actual benefits of this exploration scheme. Does it drive exploration in a meaningful way? Is it prone to misidentifying the optimal actions or spending too much time exploring the suboptimal ones? What is the right tuning for the learning rate?