Reinforcement Learning
Learning and Testing Variable Partitions
Bogdanov, Andrej, Wang, Baoxiang
$ $Let $F$ be a multivariate function from a product set $\Sigma^n$ to an Abelian group $G$. A $k$-partition of $F$ with cost $\delta$ is a partition of the set of variables $\mathbf{V}$ into $k$ non-empty subsets $(\mathbf{X}_1, \dots, \mathbf{X}_k)$ such that $F(\mathbf{V})$ is $\delta$-close to $F_1(\mathbf{X}_1)+\dots+F_k(\mathbf{X}_k)$ for some $F_1, \dots, F_k$ with respect to a given error metric. We study algorithms for agnostically learning $k$ partitions and testing $k$-partitionability over various groups and error metrics given query access to $F$. In particular we show that $1.$ Given a function that has a $k$-partition of cost $\delta$, a partition of cost $\mathcal{O}(k n^2)(\delta + \epsilon)$ can be learned in time $\tilde{\mathcal{O}}(n^2 \mathrm{poly} (1/\epsilon))$ for any $\epsilon > 0$. In contrast, for $k = 2$ and $n = 3$ learning a partition of cost $\delta + \epsilon$ is NP-hard. $2.$ When $F$ is real-valued and the error metric is the 2-norm, a 2-partition of cost $\sqrt{\delta^2 + \epsilon}$ can be learned in time $\tilde{\mathcal{O}}(n^5/\epsilon^2)$. $3.$ When $F$ is $\mathbb{Z}_q$-valued and the error metric is Hamming weight, $k$-partitionability is testable with one-sided error and $\mathcal{O}(kn^3/\epsilon)$ non-adaptive queries. We also show that even two-sided testers require $\Omega(n)$ queries when $k = 2$. This work was motivated by reinforcement learning control tasks in which the set of control variables can be partitioned. The partitioning reduces the task into multiple lower-dimensional ones that are relatively easier to learn. Our second algorithm empirically increases the scores attained over previous heuristic partitioning methods applied in this context.
When Autonomous Systems Meet Accuracy and Transferability through AI: A Survey
Zhang, Chongzhen, Wang, Jianrui, Yen, Gary G., Zhao, Chaoqiang, Sun, Qiyu, Tang, Yang, Qian, Feng, Kurths, Jürgen
With widespread applications of artificial intelligence (AI), the capabilities of the perception, understanding, decision-making and control for autonomous systems have improved significantly in the past years. When autonomous systems consider the performance of accuracy and transferability simultaneously, several AI methods, like adversarial learning, reinforcement learning (RL) and meta-learning, show their powerful performance. Here, we review the learning-based approaches in autonomous systems from the perspectives of accuracy and transferability. Accuracy means that a well-trained model shows good results during the testing phase, in which the testing set shares a same task or a data distribution with the training set. Transferability means that when an trained model is transferred to other testing domains, the accuracy is still good. Firstly, we introduce some basic concepts of transfer learning and then present some preliminaries of adversarial learning, RL and meta-learning. Secondly, we focus on reviewing the accuracy and transferability to show the advantages of adversarial learning, like generative adversarial networks (GANs), in typical computer vision tasks in autonomous systems, including image style transfer, image super-resolution, image deblurring/dehazing/rain removal, semantic segmentation, depth estimation and person re-identification. Then, we further review the performance of RL and meta-learning from the aspects of accuracy and transferability in autonomous systems, involving robot navigation and robotic manipulation. Finally, we discuss several challenges and future topics for using adversarial learning, RL and meta-learning in autonomous systems.
Google is using AI to design chips that will accelerate AI
A new reinforcement-learning algorithm has learned to optimize the placement of components on a computer chip to make it more efficient and less power-hungry. It requires the careful configuration of hundreds, sometimes thousands, of components across multiple layers in a constrained area. Traditionally, engineers will manually design configurations that minimize the amount of wire used between components as a proxy for efficiency. They then use electronic design automation software to simulate and verify their performance, which can take up to 30 hours for a single floor plan. Time lag: Because of the time investment put into each chip design, chips are traditionally supposed to last between two and five years.
Policy Teaching via Environment Poisoning: Training-time Adversarial Attacks against Reinforcement Learning
Rakhsha, Amin, Radanovic, Goran, Devidze, Rati, Zhu, Xiaojin, Singla, Adish
We study a security threat to reinforcement learning where an attacker poisons the learning environment to force the agent into executing a target policy chosen by the attacker. As a victim, we consider RL agents whose objective is to find a policy that maximizes average reward in undiscounted infinite-horizon problem settings. The attacker can manipulate the rewards or the transition dynamics in the learning environment at training-time and is interested in doing so in a stealthy manner. We propose an optimization framework for finding an \emph{optimal stealthy attack} for different measures of attack cost. We provide sufficient technical conditions under which the attack is feasible and provide lower/upper bounds on the attack cost. We instantiate our attacks in two settings: (i) an \emph{offline} setting where the agent is doing planning in the poisoned environment, and (ii) an \emph{online} setting where the agent is learning a policy using a regret-minimization framework with poisoned feedback. Our results show that the attacker can easily succeed in teaching any target policy to the victim under mild conditions and highlight a significant security threat to reinforcement learning agents in practice.
Learning medical triage from clinicians using Deep Q-Learning
Buchard, Albert, Bouvier, Baptiste, Prando, Giulia, Beard, Rory, Livieratos, Michail, Busbridge, Dan, Thompson, Daniel, Richens, Jonathan, Zhang, Yuanzhao, Baker, Adam, Perov, Yura, Gourgoulias, Kostis, Johri, Saurabh
Medical Triage is of paramount importance to healthcare systems, allowing for the correct orientation of patients and allocation of the necessary resources to treat them adequately. While reliable decision-tree methods exist to triage patients based on their presentation, those trees implicitly require human inference and are not immediately applicable in a fully automated setting. On the other hand, learning triage policies directly from experts may correct for some of the limitations of hard-coded decision-trees. In this work, we present a Deep Reinforcement Learning approach (a variant of DeepQ-Learning) to triage patients using curated clinical vignettes. The dataset, consisting of 1374 clinical vignettes, was created by medical doctors to represent real-life cases. Each vignette is associated with an average of 3.8 expert triage decisions given by medical doctors relying solely on medical history. We show that this approach is on a par with human performance, yielding safe triage decisions in 94% of cases, and matching expert decisions in 85% of cases. The trained agent learns when to stop asking questions, acquires optimized decision policies requiring less evidence than supervised approaches, and adapts to the novelty of a situation by asking for more information. Overall, we demonstrate that a Deep Reinforcement Learning approach can learn effective medical triage policies directly from expert decisions, without requiring expert knowledge engineering. This approach is scalable and can be deployed in healthcare settings or geographical regions with distinct triage specifications, or where trained experts are scarce, to improve decision making in the early stage of care.
Uber details Fiber, a framework for distributed AI model training
A preprint paper coauthored by Uber AI scientists and Jeff Clune, a research team leader at San Francisco startup OpenAI, describes Fiber, an AI development and distributed training platform for methods including reinforcement learning (which spurs AI agents to complete goals via rewards) and population-based learning. The team says that Fiber expands the accessibility of large-scale parallel computation without the need for specialized hardware or equipment, enabling non-experts to reap the benefits of genetic algorithms in which populations of agents evolve rather than individual members. Fiber -- which was developed to power large-scale parallel scientific computation projects like POET -- is available in open source as of this week, on Github. It supports Linux systems running Python 3.6 and up and Kubernetes running on public cloud environments like Google Cloud, and the research team says that it can scale to hundreds or even thousands of machines. As the researchers point out, increasing computation underlies many recent advances in machine learning, with more and more algorithms relying on distributed training for processing an enormous amount of data.
google-research/seed_rl
This repository contains an implementation of distributed reinforcement learning agent where both training and inference are performed on the learner. However, any reinforcement learning environment using the gym API can be used. For a detailed description of the architecture please read our paper. Please cite the paper if you use the code from this repository in your work. There are a few steps you need to take before playing with SEED.
Three Things to Know About Reinforcement Learning
If you are following technology news, you have likely already read about how AI programs trained with reinforcement learning beat human players in board games like Go and chess, as well as video games. As an engineer, scientist, or researcher, you may want to take advantage of this new and growing technology, but where do you start? The best place to begin is to understand what the concept is, how to implement it, and whether it's the right approach for a given problem. If we simplify the concept, at its foundation, reinforcement learning is a type of machine learning that has the potential to solve tough decision-making problems. Reinforcement learning is a type of machine learning in which a computer learns to perform a task through repeated trial-and-error interactions with a dynamic environment.
Playing Space Invaders Blind RL & Cross Modality Transfer
In the 1975 film Tommy, the "deaf, dumb, and blind" protagonist overcomes substantial sensory limitations to capture a pinball championship. While it's difficult to imagine playing a video game without being able to see the screen, that was the challenge taken up by AI researchers from INESC-ID and Instituto Superior Técnico in Lisbon and Pittsburgh's Carnegie Mellon University. Using cross-modality transfer techniques and reinforcement learning (RL), the researchers produced an agent that can play video games with only the game audio to guide it. In some respects, an RL policy learned over image and sound inputs succeeding when only sound inputs are available mimics the available sensory data leveraging process that comes as second nature to humans -- we use touch and hearing for example to navigate through a dark room. The new cross-modality transfer RL approach explores how latent representations built by advanced variational autoencoder (VAE) methods might enable RL agents to learn and transfer policies over different input modalities.
Validation Set Evaluation can be Wrong: An Evaluator-Generator Approach for Maximizing Online Performance of Ranking in E-commerce
Huzhang, Guangda, Pang, Zhen-Jia, Gao, Yongqing, Zhou, Wen-Ji, Da, Qing, Zeng, An-Xiang, Yu, Yang
Learning-to-rank (LTR) has become a key technology in E-commerce applications. Previous LTR approaches followed the supervised learning paradigm so that learned models should match the labeled data point-wisely or pair-wisely. However, we have noticed that global context information, including the total order of items in the displayed webpage, can play an important role in interactions with the customers. Therefore, to approach the best global ordering, the exploration in a large combinatorial space of items is necessary, which requires evaluating orders that may not appear in the labeled data. In this scenario, we first show that the classical data-based metrics can be inconsistent with online performance, or even misleading. We then propose to learn an evaluator and search the best model guided by the evaluator, which forms the evaluator-generator framework for training the group-wise LTR model. The evaluator is learned from the labeled data, and is enhanced by incorporating the order context information. The generator is trained with the supervision of the evaluator by reinforcement learning to generate the best order in the combinatorial space. Our experiments in one of the world's largest retail platforms disclose that the learned evaluator is a much better indicator than classical data-based metrics. Moreover, our LTR model achieves a significant improvement ($\textgreater2\%$) from the current industrial-level pair-wise models in terms of both Conversion Rate (CR) and Gross Merchandise Volume (GMV) in online A/B tests.