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 Reinforcement Learning


Intelligence, physics and information -- the tradeoff between accuracy and simplicity in machine learning

arXiv.org Machine Learning

How can we enable machines to make sense of the world, and become better at learning? To approach this goal, I believe viewing intelligence in terms of many integral aspects, and also a universal two-term tradeoff between task performance and complexity, provides two feasible perspectives. In this thesis, I address several key questions in some aspects of intelligence, and study the phase transitions in the two-term tradeoff, using strategies and tools from physics and information. Firstly, how can we make the learning models more flexible and efficient, so that agents can learn quickly with fewer examples? Inspired by how physicists model the world, we introduce a paradigm and an AI Physicist agent for simultaneously learning many small specialized models (theories) and the domain they are accurate, which can then be simplified, unified and stored, facilitating few-shot learning in a continual way. Secondly, for representation learning, when can we learn a good representation, and how does learning depend on the structure of the dataset? We approach this question by studying phase transitions when tuning the tradeoff hyperparameter. In the information bottleneck, we theoretically show that these phase transitions are predictable and reveal structure in the relationships between the data, the model, the learned representation and the loss landscape. Thirdly, how can agents discover causality from observations? We address part of this question by introducing an algorithm that combines prediction and minimizing information from the input, for exploratory causal discovery from observational time series. Fourthly, to make models more robust to label noise, we introduce Rank Pruning, a robust algorithm for classification with noisy labels. I believe that building on the work of my thesis we will be one step closer to enable more intelligent machines that can make sense of the world.


2019 in Review: 10 AI Papers That Made an Impact

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The volume of peer-reviewed AI research papers has grown by more than 300 percent over the past three decades (Stanford AI Index 2019), and the top AI conferences in 2019 saw a deluge of paper. CVPR submissions spiked to 5,165, a 56 percent increase over 2018; ICLR received 1,591 main conference paper submissions, up 60 percent over last year; ACL reported a record-breaking 2,906 submissions, almost doubling last year's 1,544; and ICCV 2019 received 4,303 submissions, more than twice the 2017 total. As part of our year-end series, Synced spotlights 10 artificial intelligence papers that garnered extraordinary attention and accolades in 2019. Abstract: Finite-horizon lookahead policies are abundantly used in Reinforcement Learning and demonstrate impressive empirical success. Usually, the lookahead policies are implemented with specific planning methods such as Monte Carlo Tree Search (e.g. in AlphaZero).


Reinforcement Learning with Probabilistically Complete Exploration

arXiv.org Machine Learning

Balancing exploration and exploitation remains a key challenge in reinforcement learning (RL). State-of-the-art RL algorithms suffer from high sample complexity, particularly in the sparse reward case, where they can do no better than to explore in all directions until the first positive rewards are found. To mitigate this, we propose Rapidly Randomly-exploring Reinforcement Learning (R3L). We formulate exploration as a search problem and leverage widely-used planning algorithms such as Rapidly-exploring Random Tree (RRT) to find initial solutions. These solutions are used as demonstrations to initialize a policy, then refined by a generic RL algorithm, leading to faster and more stable convergence. We provide theoretical guarantees of R3L exploration finding successful solutions, as well as bounds for its sampling complexity. We experimentally demonstrate the method outperforms classic and intrinsic exploration techniques, requiring only a fraction of exploration samples and achieving better asymptotic performance.


Learning Options from Demonstration using Skill Segmentation

arXiv.org Machine Learning

We present a method for learning options from segmented demonstration trajectories. The trajectories are first segmented into skills using nonparametric Bayesian clustering and a reward function for each segment is then learned using inverse reinforcement learning. From this, a set of inferred trajectories for the demonstration are generated. Option initiation sets and termination conditions are learned from these trajectories using the one-class support vector machine clustering algorithm. We demonstrate our method in the four rooms domain, where an agent is able to autonomously discover usable options from human demonstration. Our results show that these inferred options can then be used to improve learning and planning.


Gradient Surgery for Multi-Task Learning

arXiv.org Machine Learning

While deep learning and deep reinforcement learning (RL) systems have demonstrated impressive results in domains such as image classification, game playing, and robotic control, data efficiency remains a major challenge. Multi-task learning has emerged as a promising approach for sharing structure across multiple tasks to enable more efficient learning. However, the multi-task setting presents a number of optimization challenges, making it difficult to realize large efficiency gains compared to learning tasks independently. The reasons why multi-task learning is so challenging compared to single-task learning are not fully understood. In this work, we identify a set of three conditions of the multi-task optimization landscape that cause detrimental gradient interference, and develop a simple yet general approach for avoiding such interference between task gradients. We propose a form of gradient surgery that projects a task's gradient onto the normal plane of the gradient of any other task that has a conflicting gradient. On a series of challenging multi-task supervised and multi-task RL problems, this approach leads to substantial gains in efficiency and performance. Further, it is model-agnostic and can be combined with previously-proposed multi-task architectures for enhanced performance.


FRESH: Interactive Reward Shaping in High-Dimensional State Spaces using Human Feedback

arXiv.org Artificial Intelligence

Reinforcement learning has been successful in training autonomous agents to accomplish goals in complex environments. Although this has been adapted to multiple settings, including robotics and computer games, human players often find it easier to obtain higher rewards in some environments than reinforcement learning algorithms. This is especially true of high-dimensional state spaces where the reward obtained by the agent is sparse or extremely delayed. In this paper, we seek to effectively integrate feedback signals supplied by a human operator with deep reinforcement learning algorithms in high-dimensional state spaces. We call this FRESH (Feedback-based REward SHaping). During training, a human operator is presented with trajectories from a replay buffer and then provides feedback on states and actions in the trajectory. In order to generalize feedback signals provided by the human operator to previously unseen states and actions at test-time, we use a feedback neural network. We use an ensemble of neural networks with a shared network architecture to represent model uncertainty and the confidence of the neural network in its output. The output of the feedback neural network is converted to a shaping reward that is augmented to the reward provided by the environment. We evaluate our approach on the Bowling and Skiing Atari games in the arcade learning environment. Although human experts have been able to achieve high scores in these environments, state-of-the-art deep learning algorithms perform poorly. We observe that FRESH is able to achieve much higher scores than state-of-the-art deep learning algorithms in both environments. FRESH also achieves a 21.4% higher score than a human expert in Bowling and does as well as a human expert in Skiing.


Coding Dopamine: DeepMind Brings AI To The Footsteps Of Neuroscience

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DeepMind has been trying to bridge the gap between AI and biology for quite some time now. All their endeavours revolve around solving the problem of intelligence in machines. The straightforward trivial tasks for humans can be very, very sophisticated and almost for devices. While human brains are hardcoded with millions of years of learning, the machines have many limitations when it comes to data. They can be fed with data that has been documented or prepared by humans, the magnitude of which is historically insignificant when compared to humans.


AI learning technique may illustrate function of reward pathways in the brain

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A team of researchers from DeepMind, University College and Harvard University has found that lessons learned in applying learning techniques to AI systems may help explain how reward pathways work in the brain. In their paper published in the journal Nature, the group describes comparing distributional reinforcement learning in a computer with dopamine processing in the mouse brain, and what they learned from it. Prior research has shown that dopamine produced in the brain is involved in reward processing--it is produced when something good happens, and its expression results in feelings of pleasure. Some studies have also suggested that the neurons in the brain that respond to the presence of dopamine all respond in the same ways--an event causes a person or a mouse to feel either good or bad. Other studies have suggested that neuronal response is more of a gradient.


Reinforcement Learning -- The Fellowship of Las Vegas

#artificialintelligence

I wanted to name this Adventures in Reinforcement Learning. Then I realized that it was probably the lamest name I could ever create. Wikipedia can explain it better. Then why do you even have a blog post? Well I had to take a graduate level AI class to understand Reinforcement Learning enough for me to try playing around with examples I found online and tweak them to my interests, ultimately creating something in an hour while listening to RetroWave.


cube2net: Efficient Query-Specific Network Construction with Data Cube Organization

arXiv.org Machine Learning

Networks are widely used to model objects with interactions and have enabled various downstream applications. However, in the real world, network mining is often done on particular query sets of objects, which does not require the construction and computation of networks including all objects in the datasets. In this work, for the first time, we propose to address the problem of query-specific network construction, to break the efficiency bottlenecks of existing network mining algorithms and facilitate various downstream tasks. To deal with real-world massive networks with complex attributes, we propose to leverage the well-developed data cube technology to organize network objects w.r.t. their essential attributes. An efficient reinforcement learning algorithm is then developed to automatically explore the data cube structures and construct the optimal query-specific networks. With extensive experiments of two classic network mining tasks on different real-world large datasets, we show that our proposed cube2net pipeline is general, and much more effective and efficient in query-specific network construction, compared with other methods without the leverage of data cube or reinforcement learning.