Goto

Collaborating Authors

 Reinforcement Learning


Dialog-based Interactive Image Retrieval

Neural Information Processing Systems

Existing methods for interactive image retrieval have demonstrated the merit of integrating user feedback, improving retrieval results. However, most current systems rely on restricted forms of user feedback, such as binary relevance responses, or feedback based on a fixed set of relative attributes, which limits their impact. In this paper, we introduce a new approach to interactive image search that enables users to provide feedback via natural language, allowing for more natural and effective interaction. We formulate the task of dialog-based interactive image retrieval as a reinforcement learning problem, and reward the dialog system for improving the rank of the target image during each dialog turn. To mitigate the cumbersome and costly process of collecting human-machine conversations as the dialog system learns, we train our system with a user simulator, which is itself trained to describe the differences between target and candidate images.


Near-optimal Reinforcement Learning in Factored MDPs

Neural Information Processing Systems

Any reinforcement learning algorithm that applies to all Markov decision processes (MDPs) will suffer $\Omega(\sqrt{SAT})$ regret on some MDP, where $T$ is the elapsed time and $S$ and $A$ are the cardinalities of the state and action spaces. This implies $T \Omega(SA)$ time to guarantee a near-optimal policy. In many settings of practical interest, due to the curse of dimensionality, $S$ and $A$ can be so enormous that this learning time is unacceptable. We establish that, if the system is known to be a \emph{factored} MDP, it is possible to achieve regret that scales polynomially in the number of \emph{parameters} encoding the factored MDP, which may be exponentially smaller than $S$ or $A$. We provide two algorithms that satisfy near-optimal regret bounds in this context: posterior sampling reinforcement learning (PSRL) and an upper confidence bound algorithm (UCRL-Factored).


Tree-Structured Reinforcement Learning for Sequential Object Localization

Neural Information Processing Systems

Existing object proposal algorithms usually search for possible object regions over multiple locations and scales \emph{ separately}, which ignore the interdependency among different objects and deviate from the human perception procedure. To incorporate global interdependency between objects into object localization, we propose an effective Tree-structured Reinforcement Learning (Tree-RL) approach to sequentially search for objects by fully exploiting both the current observation and historical search paths. The Tree-RL approach learns multiple searching policies through maximizing the long-term reward that reflects localization accuracies over all the objects. Starting with taking the entire image as a proposal, the Tree-RL approach allows the agent to sequentially discover multiple objects via a tree-structured traversing scheme. Allowing multiple near-optimal policies, Tree-RL offers more diversity in search paths and is able to find multiple objects with a single feed-forward pass.


Geometrically Coupled Monte Carlo Sampling

Neural Information Processing Systems

Monte Carlo sampling in high-dimensional, low-sample settings is important in many machine learning tasks. We improve current methods for sampling in Euclidean spaces by avoiding independence, and instead consider ways to couple samples. We show fundamental connections to optimal transport theory, leading to novel sampling algorithms, and providing new theoretical grounding for existing strategies. We compare our new strategies against prior methods for improving sample efficiency, including QMC, by studying discrepancy. We explore our findings empirically, and observe benefits of our sampling schemes for reinforcement learning and generative modelling.


Dynamic Safe Interruptibility for Decentralized Multi-Agent Reinforcement Learning

Neural Information Processing Systems

In reinforcement learning, agents learn by performing actions and observing their outcomes. Sometimes, it is desirable for a human operator to interrupt an agent in order to prevent dangerous situations from happening. Yet, as part of their learning process, agents may link these interruptions, that impact their reward, to specific states and deliberately avoid them. The situation is particularly challenging in a multi-agent context because agents might not only learn from their own past interruptions, but also from those of other agents. Orseau and Armstrong defined safe interruptibility for one learner, but their work does not naturally extend to multi-agent systems.


Never Give Up: Learning Directed Exploration Strategies

arXiv.org Machine Learning

We propose a reinforcement learning agent to solve hard exploration games by learning a range of directed exploratory policies. We construct an episodic memory-based intrinsic reward using k-nearest neighbors over the agent's recent experience to train the directed exploratory policies, thereby encouraging the agent to repeatedly revisit all states in its environment. A self-supervised inverse dynamics model is used to train the embeddings of the nearest neighbour lookup, biasing the novelty signal towards what the agent can control. We employ the framework of Universal Value Function Approximators (UVFA) to simultaneously learn many directed exploration policies with the same neural network, with different trade-offs between exploration and exploitation. By using the same neural network for different degrees of exploration/exploitation, transfer is demonstrated from predominantly exploratory policies yielding effective exploitative policies. The proposed method can be incorporated to run with modern distributed RL agents that collect large amounts of experience from many actors running in parallel on separate environment instances. Our method doubles the performance of the base agent in all hard exploration in the Atari-57 suite while maintaining a very high score across the remaining games, obtaining a median human normalised score of 1344.0%. Notably, the proposed method is the first algorithm to achieve non-zero rewards (with a mean score of 8,400) in the game of Pitfall! without using demonstrations or hand-crafted features.


Interpretable Off-Policy Evaluation in Reinforcement Learning by Highlighting Influential Transitions

arXiv.org Machine Learning

Off-policy evaluation in reinforcement learning offers the chance of using observational data to improve future outcomes in domains such as healthcare and education, but safe deployment in high stakes settings requires ways of assessing its validity. Traditional measures such as confidence intervals may be insufficient due to noise, limited data and confounding. In this paper we develop a method that could serve as a hybrid human-AI system, to enable human experts to analyze the validity of policy evaluation estimates. This is accomplished by highlighting observations in the data whose removal will have a large effect on the OPE estimate, and formulating a set of rules for choosing which ones to present to domain experts for validation. We develop methods to compute exactly the influence functions for fitted Q-evaluation with two different function classes: kernel-based and linear least squares. Experiments on medical simulations and real-world intensive care unit data demonstrate that our method can be used to identify limitations in the evaluation process and make evaluation more robust.


Loop estimator for discounted values in Markov reward processes

arXiv.org Machine Learning

At the working heart of policy iteration algorithms commonly used and studied in the discounted setting of reinforcement learning, the policy evaluation step estimates the value of state with samples from a Markov reward process induced by following a Markov policy in a Markov decision process. We propose a simple and efficient estimator called \emph{loop estimator} that exploits the regenerative structure of Markov reward processes without explicitly estimating a full model. Our method enjoys a space complexity of $O(1)$ when estimating the value of a single positive recurrent state $s$ unlike TD (with $O(S)$) or model-based methods (with $O(S^2)$). Moreover, the regenerative structure enables us to show, without relying on the generative model approach, that the estimator has an instance-dependent convergence rate of $\widetilde{O}(\sqrt{\tau_s/T})$ over steps $T$ on a single sample path, where $\tau_s$ is the maximal expected hitting time to state $s$. In preliminary numerical experiments, the loop estimator outperforms model-free methods, such as TD(k), and is competitive with the model-based estimator.


Non-asymptotic Convergence of Adam-type Reinforcement Learning Algorithms under Markovian Sampling

arXiv.org Machine Learning

Despite the wide applications of Adam in reinforcement learning (RL), the theoretical convergence of Adam-type RL algorithms has not been established. This paper provides the first such convergence analysis for two fundamental RL algorithms of policy gradient (PG) and temporal difference (TD) learning that incorporate AMSGrad updates (a standard alternative of Adam in theoretical analysis), referred to as PG-AMSGrad and TD-AMSGrad, respectively. Moreover, our analysis focuses on Markovian sampling for both algorithms. We show that under general nonlinear function approximation, PG-AMSGrad with a constant stepsize converges to a neighborhood of a stationary point at the rate of $\mathcal{O}(1/T)$ (where $T$ denotes the number of iterations), and with a diminishing stepsize converges exactly to a stationary point at the rate of $\mathcal{O}(\log^2 T/\sqrt{T})$. Furthermore, under linear function approximation, TD-AMSGrad with a constant stepsize converges to a neighborhood of the global optimum at the rate of $\mathcal{O}(1/T)$, and with a diminishing stepsize converges exactly to the global optimum at the rate of $\mathcal{O}(\log T/\sqrt{T})$. Our study develops new techniques for analyzing the Adam-type RL algorithms under Markovian sampling.


Resource Management in Wireless Networks via Multi-Agent Deep Reinforcement Learning

arXiv.org Machine Learning

We propose a mechanism for distributed radio resource management using multi-agent deep reinforcement learning (RL) for interference mitigation in wireless networks. We equip each transmitter in the network with a deep RL agent, which receives partial delayed observations from its associated users, while also exchanging observations with its neighboring agents, and decides on which user to serve and what transmit power to use at each scheduling interval. Our proposed framework enables the agents to make decisions simultaneously and in a distributed manner, without any knowledge about the concurrent decisions of other agents. Moreover, our design of the agents' observation and action spaces is scalable, in the sense that an agent trained on a scenario with a specific number of transmitters and receivers can be readily applied to scenarios with different numbers of transmitters and/or receivers. Simulation results demonstrate the superiority of our proposed approach compared to decentralized baselines in terms of the tradeoff between average and 5 th percentile user rates, while achieving performance close to, and even in certain cases outperforming, that of a centralized information-theoretic scheduling algorithm. We also show that our trained agents are robust and maintain their performance gains when experiencing mismatches between training and testing deployments. I. INTRODUCTION One of the key drivers for improving throughput in future wireless networks, including fifth generation mobile networks (5G), is the densification achieved by deploying more base stations. The authors are with Intel Corporation, Santa Clara, CA 95054. The rise of such ultra-dense network paradigms implies that the limited physical wireless resources (in time, frequency, etc.) need to support an increasing number of simultaneous transmissions. Effective radio resource management procedures are, therefore, critical to mitigate the interference among such concurrent transmissions and achieve the desired performance enhancement in these ultra-dense environments. The radio resource management problem is in general non-convex and therefore computationally complex, especially as the network size increases. There is a rich literature of centralized and distributed algorithms for radio resource management, using various techniques in different areas such as geometric programming [1], weighted minimum mean square optimization [2], game theory [3], information theory [4], [5], and fractional programming [6].