Reinforcement Learning
Adaptive optimal training of animal behavior
Bak, Ji Hyun, Choi, Jung Yoon, Akrami, Athena, Witten, Ilana, Pillow, Jonathan W.
Neuroscience experiments often require training animals to perform tasks designed to elicit various sensory, cognitive, and motor behaviors. Training typically involves a series of gradual adjustments of stimulus conditions and rewards in order to bring about learning. However, training protocols are usually hand-designed, relying on a combination of intuition, guesswork, and trial-and-error, and often require weeks or months to achieve a desired level of task performance. Here we combine ideas from reinforcement learning and adaptive optimal experimental design to formulate methods for adaptive optimal training of animal behavior. Our work addresses two intriguing problems at once: first, it seeks to infer the learning rules underlying an animal's behavioral changes during training; second, it seeks to exploit these rules to select stimuli that will maximize the rate of learning toward a desired objective.
Design Principles of the Hippocampal Cognitive Map
Stachenfeld, Kimberly L., Botvinick, Matthew, Gershman, Samuel J.
Hippocampal place fields have been shown to reflect behaviorally relevant aspects of space. For instance, place fields tend to be skewed along commonly traveled directions, they cluster around rewarded locations, and they are constrained by the geometric structure of the environment. We hypothesize a set of design principles for the hippocampal cognitive map that explain how place fields represent space in a way that facilitates navigation and reinforcement learning. In particular, we suggest that place fields encode not just information about the current location, but also predictions about future locations under the current transition distribution. Under this model, a variety of place field phenomena arise naturally from the structure of rewards, barriers, and directional biases as reflected in the transition policy. Furthermore, we demonstrate that this representation of space can support efficient reinforcement learning.
Difference of Convex Functions Programming for Reinforcement Learning
Piot, Bilal, Geist, Matthieu, Pietquin, Olivier
Large Markov Decision Processes (MDPs) are usually solved using Approximate Dynamic Programming (ADP) methods such as Approximate Value Iteration (AVI) or Approximate Policy Iteration (API). The main contribution of this paper is to show that, alternatively, the optimal state-action value function can be estimated using Difference of Convex functions (DC) Programming. To do so, we study the minimization of a norm of the Optimal Bellman Residual (OBR) $T *Q-Q$, where $T *$ is the so-called optimal Bellman operator. Controlling this residual allows controlling the distance to the optimal action-value function, and we show that minimizing an empirical norm of the OBR is consistant in the Vapnik sense. That allows envisioning using the large related literature on DC Programming to address the Reinforcement Leaning (RL) problem.
Inverse Reinforcement Learning with Locally Consistent Reward Functions
Nguyen, Quoc Phong, Low, Bryan Kian Hsiang, Jaillet, Patrick
Existing inverse reinforcement learning (IRL) algorithms have assumed each expert's demonstrated trajectory to be produced by only a single reward function. This paper presents a novel generalization of the IRL problem that allows each trajectory to be generated by multiple locally consistent reward functions, hence catering to more realistic and complex experts' behaviors. Solving our generalized IRL problem thus involves not only learning these reward functions but also the stochastic transitions between them at any state (including unvisited states). By representing our IRL problem with a probabilistic graphical model, an expectation-maximization (EM) algorithm can be devised to iteratively learn the different reward functions and the stochastic transitions between them in order to jointly improve the likelihood of the expert's demonstrated trajectories. As a result, the most likely partition of a trajectory into segments that are generated from different locally consistent reward functions selected by EM can be derived.
PAC Reinforcement Learning with Rich Observations
Krishnamurthy, Akshay, Agarwal, Alekh, Langford, John
We propose and study a new model for reinforcement learning with rich observations, generalizing contextual bandits to sequential decision making. These models require an agent to take actions based on observations (features) with the goal of achieving long-term performance competitive with a large set of policies. To avoid barriers to sample-efficient learning associated with large observation spaces and general POMDPs, we focus on problems that can be summarized by a small number of hidden states and have long-term rewards that are predictable by a reactive function class. In this setting, we design and analyze a new reinforcement learning algorithm, Least Squares Value Elimination by Exploration. We prove that the algorithm learns near optimal behavior after a number of episodes that is polynomial in all relevant parameters, logarithmic in the number of policies, and independent of the size of the observation space.
DeepExposure: Learning to Expose Photos with Asynchronously Reinforced Adversarial Learning
Yu, Runsheng, Liu, Wenyu, Zhang, Yasen, Qu, Zhi, Zhao, Deli, Zhang, Bo
The accurate exposure is the key of capturing high-quality photos in computational photography, especially for mobile phones that are limited by sizes of camera modules. Inspired by luminosity masks usually applied by professional photographers, in this paper, we develop a novel algorithm for learning local exposures with deep reinforcement adversarial learning. To be specific, we segment an image into sub-images that can reflect variations of dynamic range exposures according to raw low-level features. Based on these sub-images, a local exposure for each sub-image is automatically learned by virtue of policy network sequentially while the reward of learning is globally designed for striking a balance of overall exposures. The aesthetic evaluation function is approximated by discriminator in generative adversarial networks.
Zap Q-Learning
The Zap Q-learning algorithm introduced in this paper is an improvement of Watkins' original algorithm and recent competitors in several respects. It is a matrix-gain algorithm designed so that its asymptotic variance is optimal. Moreover, an ODE analysis suggests that the transient behavior is a close match to a deterministic Newton-Raphson implementation. This is made possible by a two time-scale update equation for the matrix gain sequence. The analysis suggests that the approach will lead to stable and efficient computation even for non-ideal parameterized settings. Numerical experiments confirm the quick convergence, even in such non-ideal cases.
Emergence of Language with Multi-agent Games: Learning to Communicate with Sequences of Symbols
Learning to communicate through interaction, rather than relying on explicit supervision, is often considered a prerequisite for developing a general AI. We study a setting where two agents engage in playing a referential game and, from scratch, develop a communication protocol necessary to succeed in this game. Unlike previous work, we require that messages they exchange, both at train and test time, are in the form of a language (i.e. We compare a reinforcement learning approach and one using a differentiable relaxation (straight-through Gumbel-softmax estimator) and observe that the latter is much faster to converge and it results in more effective protocols. Interestingly, we also observe that the protocol we induce by optimizing the communication success exhibits a degree of compositionality and variability (i.e. the same information can be phrased in different ways), both properties characteristic of natural languages.
Natural Value Approximators: Learning when to Trust Past Estimates
Xu, Zhongwen, Modayil, Joseph, Hasselt, Hado P. van, Barreto, Andre, Silver, David, Schaul, Tom
Neural networks have a smooth initial inductive bias, such that small changes in input do not lead to large changes in output. However, in reinforcement learning domains with sparse rewards, value functions have non-smooth structure with a characteristic asymmetric discontinuity whenever rewards arrive. We propose a mechanism that learns an interpolation between a direct value estimate and a projected value estimate computed from the encountered reward and the previous estimate. This reduces the need to learn about discontinuities, and thus improves the value function approximation. Furthermore, as the interpolation is learned and state-dependent, our method can deal with heterogeneous observability.
Accelerating Stochastic Composition Optimization
Wang, Mengdi, Liu, Ji, Fang, Ethan
Consider the stochastic composition optimization problem where the objective is a composition of two expected-value functions. We propose a new stochastic first-order method, namely the accelerated stochastic compositional proximal gradient (ASC-PG) method, which updates based on queries to the sampling oracle using two different timescales. The ASC-PG is the first proximal gradient method for the stochastic composition problem that can deal with nonsmooth regularization penalty. We show that the ASC-PG exhibits faster convergence than the best known algorithms, and that it achieves the optimal sample-error complexity in several important special cases. We further demonstrate the application of ASC-PG to reinforcement learning and conduct numerical experiments.