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 Reinforcement Learning


Deep Q Learning is Simple with Keras Tutorial

#artificialintelligence

In this tutorial you'll code up a simple Deep Q Network in Keras to beat the Lunar Lander environment from the Open AI Gym. It's only 150 lines of code, and Keras makes it incredibly simple to do.


Analysis of Evolutionary Behavior in Self-Learning Media Search Engines

arXiv.org Artificial Intelligence

The diversity of intrinsic qualities of multimedia entities tends to impede their effective retrieval. In a SelfLearning Search Engine architecture, the subtle nuances of human perceptions and deep knowledge are taught and captured through unsupervised reinforcement learning, where the degree of reinforcement may be suitably calibrated. Such architectural paradigm enables indexes to evolve naturally while accommodating the dynamic changes of user interests. It operates by continuously constructing indexes over time, while injecting progressive improvement in search performance. For search operations to be effective, convergence of index learning is of crucial importance to ensure efficiency and robustness. In this paper, we develop a Self-Learning Search Engine architecture based on reinforcement learning using a Markov Decision Process framework. The balance between exploration and exploitation is achieved through evolutionary exploration Strategies. The evolutionary index learning behavior is then studied and formulated using stochastic analysis. Experimental results are presented which corroborate the steady convergence of the index evolution mechanism. Index Term


Corpus-Level End-to-End Exploration for Interactive Systems

arXiv.org Artificial Intelligence

A core interest in building Artificial Intelligence (AI) agents is to let them interact with and assist humans. One example is Dynamic Search (DS), which models the process that a human works with a search engine agent to accomplish a complex and goal-oriented task. Early DS agents using Reinforcement Learning (RL) have only achieved limited success for (1) their lack of direct control over which documents to return and (2) the difficulty to recover from wrong search trajectories. In this paper, we present a novel corpus-level end-to-end exploration (CE3) method to address these issues. In our method, an entire text corpus is compressed into a global low-dimensional representation, which enables the agent to gain access to the full state and action spaces, including the under-explored areas. We also propose a new form of retrieval function, whose linear approximation allows end-to-end manipulation of documents. Experiments on the Text REtrieval Conference (TREC) Dynamic Domain (DD) Track show that CE3 outperforms the state-of-the-art DS systems.


Optimizing Data Usage via Differentiable Rewards

arXiv.org Machine Learning

To acquire a new skill, humans learn better and faster if a tutor, based on their current knowledge level, informs them of how much attention they should pay to particular content or practice problems. Similarly, a machine learning model could potentially be trained better with a scorer that "adapts" to its current learning state and estimates the importance of each training data instance. Training such an adaptive scorer efficiently is a challenging problem; in order to precisely quantify the effect of a data instance at a given time during the training, it is typically necessary to first complete the entire training process. To efficiently optimize data usage, we propose a reinforcement learning approach called Differentiable Data Selection (DDS). In DDS, we formulate a scorer network as a learnable function of the training data, which can be efficiently updated along with the main model being trained. Specifically, DDS updates the scorer with an intuitive reward signal: it should up-weigh the data that has a similar gradient with a dev set upon which we would finally like to perform well. Without significant computing overhead, DDS delivers strong and consistent improvements over several strong baselines on two very different tasks of machine translation and image classification.


Multi-Path Policy Optimization

arXiv.org Machine Learning

Ling Pan 1, Qingpeng Cai 2, Longbo Huang 1 1 IIIS, Tsinghua University 2 Alibaba Group Abstract Recent years have witnessed a tremendous improvement of deep reinforcement learning. However, a challenging problem is that an agent may suffer from inefficient exploration, particularly for on-policy methods. Previous exploration methods either rely on complex structure to estimate the novelty of states, or incur sensitive hyper-parameters causing instability. In this paper, we propose an efficient exploration method, Multi-Path Policy Optimization (MPPO), which does not incur high computation cost and ensures stability. MPPO maintains an efficient mechanism that effectively utilizes a population of diverse policies to enable better exploration, especially in sparse environments. We also give a theoretical guarantee of the stable performance. We build our scheme upon two widely-adopted on-policy methods, the Trust-Region Policy Optimization (TRPO) algorithm and Proximal Policy Optimization (PPO) algorithm. We conduct extensive experiments on several MuJoCo tasks and their sparsified variants to fairly evaluate the proposed method. Results show that MPPO significantly outperforms state-of-the-art exploration methods in terms of both sample efficiency and final performance. 1 Introduction In reinforcement learning, an agent seeks to find an optimal policy that maximizes long-term rewards by interacting with an unknown environment. Directly optimizing the policy by vanilla policy gradient methods may incur large policy changes, which can result in performance collapse due to unlimited updates. To resolve this issue, Trust Region Policy Optimization (TRPO) (33) and Proximal Policy Optimization (PPO) (35) optimize a surrogate function in a conservative way, both being on-policy methods that perform policy updates based on samples collected by the current policy.


Online Robustness Training for Deep Reinforcement Learning

arXiv.org Machine Learning

In deep reinforcement learning (RL), adversarial attacks can trick an agent into unwanted states and disrupt training. We propose a system called Robust Student-DQN (RS-DQN), which permits online robustness training alongside Q networks, while preserving competitive performance. We show that RS-DQN can be combined with (i) state-of-the-art adversarial training and (ii) provably robust training to obtain an agent that is resilient to strong attacks during training and evaluation.


DeepSynth: Program Synthesis for Automatic Task Segmentation in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

We propose a method for efficient training of deep Reinforcement Learning (RL) agents when the reward is highly sparse and non-Markovian, but at the same time admits a high-level yet unknown sequential structure, as seen in a number of video games. This high-level sequential structure can be expressed as a computer program, which our method infers automatically as the RL agent explores the environment. Through this process, a high-level sequential task that occurs only rarely may nonetheless be encoded within the inferred program. A hybrid architecture for deep neural fitted Q-iteration is then employed to fill in low-level details and generate an optimal control policy that follows the structure of the program. Our experiments show that the agent is able to synthesise a complex program to guide the RL exploitation phase, which is otherwise difficult to achieve with state-of-the-art RL techniques.


Interactive Text Ranking with Bayesian Optimisation: A Case Study on Community QA and Summarisation

arXiv.org Artificial Intelligence

For many NLP applications, such as question answering and summarisation, the goal is to select the best solution from a large space of candidates to meet a particular user's needs. To address the lack of user-specific training data, we propose an interactive text ranking approach that actively selects pairs of candidates, from which the user selects the best. Unlike previous strategies, which attempt to learn a ranking across the whole candidate space, our method employs Bayesian optimisation to focus the user's labelling effort on high quality candidates and integrates prior knowledge in a Bayesian manner to cope better with small data scenarios. We apply our method to community question answering (cQA) and extractive summarisation, finding that it significantly outperforms existing interactive approaches. We also show that the ranking function learned by our method is an effective reward function for reinforcement learning, which improves the state of the art for interactive summarisation.


Fleet Control using Coregionalized Gaussian Process Policy Iteration

arXiv.org Artificial Intelligence

In many settings, as for example wind farms, multiple machines are instantiated to perform the same task, which is called a fleet. The recent advances with respect to the Internet of Things allow control devices and/or machines to connect through cloud-based architectures in order to share information about their status and environment. Such an infrastructure allows seamless data sharing between fleet members, which could greatly improve the sample-efficiency of reinforcement learning techniques. However in practice, these machines, while almost identical in design, have small discrepancies due to production errors or degradation, preventing control algorithms to simply aggregate and employ all fleet data. We propose a novel reinforcement learning method that learns to transfer knowledge between similar fleet members and creates member-specific dynamics models for control. Our algorithm uses Gaussian processes to establish cross-member covariances. This is significantly different from standard transfer learning methods, as the focus is not on sharing information over tasks, but rather over system specifications. We demonstrate our approach on two benchmarks and a realistic wind farm setting. Our method significantly outperforms two baseline approaches, namely individual learning and joint learning where all samples are aggregated, in terms of the median and variance of the results.


Minimalistic Attacks: How Little it Takes to Fool a Deep Reinforcement Learning Policy

arXiv.org Artificial Intelligence

Recent studies have revealed that neural network-based policies can be easily fooled by adversarial examples. However, while most prior works analyze the effects of perturbing every pixel of every frame assuming white-box policy access, in this paper we take a more restrictive view towards adversary generation - with the goal of unveiling the limits of a model's vulnerability. In particular, we explore minimalistic attacks by defining three key settings: (1) black-box policy access: where the attacker only has access to the input (state) and output (action probability) of an RL policy; (2) fractional-state adversary: where only several pixels are perturbed, with the extreme case being a single-pixel adversary; and (3) tactically-chanced attack: where only significant frames are tactically chosen to be attacked. We formulate the adversarial attack by accommodating the three key settings and explore their potency on six Atari games by examining four fully trained state-of-the-art policies. In Breakout, for example, we surprisingly find that: (i) all policies showcase significant performance degradation by merely modifying 0.01% of the input state, and (ii) the policy trained by DQN is totally deceived by perturbation to only 1% frames.