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 Reinforcement Learning


Building Task-Oriented Visual Dialog Systems Through Alternative Optimization Between Dialog Policy and Language Generation

arXiv.org Artificial Intelligence

Reinforcement learning (RL) is an effective approach to learn an optimal dialog policy for task-oriented visual dialog systems. A common practice is to apply RL on a neural sequence-to-sequence (seq2seq) framework with the action space being the output vocabulary in the decoder. However, it is difficult to design a reward function that can achieve a balance between learning an effective policy and generating a natural dialog response. This paper proposes a novel framework that alternatively trains a RL policy for image guessing and a supervised seq2seq model to improve dialog generation quality. We evaluate our framework on the GuessWhich task and the framework achieves the state-of-the-art performance in both task completion and dialog quality.


Spatiotemporally Constrained Action Space Attacks on Deep Reinforcement Learning Agents

arXiv.org Artificial Intelligence

Robustness of Deep Reinforcement Learning (DRL) algorithms towards adversarial attacks in real world applications such as those deployed in cyber-physical systems (CPS) are of increasing concern. Numerous studies have investigated the mechanisms of attacks on the RL agent's state space. Nonetheless, attacks on the RL agent's action space (AS) (corresponding to actuators in engineering systems) are equally perverse; such attacks are relatively less studied in the ML literature. In this work, we first frame the problem as an optimization problem of minimizing the cumulative reward of an RL agent with decoupled constraints as the budget of attack. We propose a white-box Myopic Action Space (MAS) attack algorithm that distributes the attacks across the action space dimensions. Next, we reformulate the optimization problem above with the same objective function, but with a temporally coupled constraint on the attack budget to take into account the approximated dynamics of the agent. This leads to the white-box Look-ahead Action Space (LAS) attack algorithm that distributes the attacks across the action and temporal dimensions. Our results shows that using the same amount of resources, the LAS attack deteriorates the agent's performance significantly more than the MAS attack. This reveals the possibility that with limited resource, an adversary can utilize the agent's dynamics to malevolently craft attacks that causes the agent to fail. Additionally, we leverage these attack strategies as a possible tool to gain insights on the potential vulnerabilities of DRL agents.


Classification with Costly Features as a Sequential Decision-Making Problem

arXiv.org Artificial Intelligence

This work focuses on a specific classification problem, where the information about a sample is not readily available, but has to be acquired for a cost, and there is a per-sample budget. Inspired by real-world use-cases, we analyze average and hard variations of a directly specified budget. We postulate the problem in its explicit formulation and then convert it into an equivalent MDP, that can be solved with deep reinforcement learning. Also, we evaluate a real-world inspired setting with sparse training dataset with missing features. The presented method performs robustly well in all settings across several distinct datasets, outperforming other prior-art algorithms. The method is flexible, as showcased with all mentioned modifications and can be improved with any domain independent advancement in RL.


Machine Learning and VR Are Driving Prosthetics Research

#artificialintelligence

Fitting a patient for a prosthetic limb is normally a painstaking and time-consuming process. In some cases, trying to determine how capable a patient may be of operating a prosthetic limb even before fitting one has also been a problem. However, using virtual reality and reinforcement learning, researchers in North Carolina and Arizona are revealing new technologies and techniques to make prosthetic fitting more convenient for both patients and clinicians: In Charlotte, surgeons at OrthoCarolina used VR to demonstrate that patients born without hands had inborn abilities to control prosthetic hands without prerequisite targeted muscle re-innervation surgery (as often required by traumatic amputee patients). In Raleigh, Chapel Hill, and Tempe,AZ., engineering professors demonstrated a tuning algorithm based on reinforcement learning could reduce the time needed to fit a robotic knee from hours to about 10 minutes. The researchers say the breakthroughs indicate a new era of convenience and optimism may be in the offing for amputees.


No Press Diplomacy: Modeling Multi-Agent Gameplay

arXiv.org Artificial Intelligence

Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players. We present DipNet, a neural-network-based policy model for No Press Diplomacy. The model was trained on a new dataset of more than 150,000 human games. Our model is trained by supervised learning (SL) from expert trajectories, which is then used to initialize a reinforcement learning (RL) agent trained through self-play. Both the SL and RL agents demonstrate state-of-the-art No Press performance by beating popular rule-based bots.


Quasi-Newton Optimization Methods For Deep Learning Applications

arXiv.org Machine Learning

Deep learning algorithms often require solving a highly non-linear and nonconvex unconstrained optimization problem. Methods for solving optimization problems in large-scale machine learning, such as deep learning and deep reinforcement learning (RL), are generally restricted to the class of first-order algorithms, like stochastic gradient descent (SGD). While SGD iterates are inexpensive to compute, they have slow theoretical convergence rates. Furthermore, they require exhaustive trial-and-error to fine-tune many learning parameters. Using second-order curvature information to find search directions can help with more robust convergence for non-convex optimization problems. However, computing Hessian matrices for large-scale problems is not computationally practical. Alternatively, quasi-Newton methods construct an approximate of the Hessian matrix to build a quadratic model of the objective function. Quasi-Newton methods, like SGD, require only first-order gradient information, but they can result in superlinear convergence, which makes them attractive alternatives to SGD. The limited-memory Broyden-Fletcher-Goldfarb-Shanno (L-BFGS) approach is one of the most popular quasi-Newton methods that construct positive definite Hessian approximations. In this chapter, we propose efficient optimization methods based on L-BFGS quasi-Newton methods using line search and trust-region strategies. Our methods bridge the disparity between first- and second-order methods by using gradient information to calculate low-rank updates to Hessian approximations. We provide formal convergence analysis of these methods as well as empirical results on deep learning applications, such as image classification tasks and deep reinforcement learning on a set of ATARI 2600 video games. Our results show a robust convergence with preferred generalization characteristics as well as fast training time.


Augmented Memory Networks for Streaming-Based Active One-Shot Learning

arXiv.org Machine Learning

One of the major challenges in training deep architectures for predictive tasks is the scarcity and cost of labeled training data. Active Learning (AL) is one way of addressing this challenge. In stream-based AL, observations are continuously made available to the learner that have to decide whether to request a label or to make a prediction. The goal is to reduce the request rate while at the same time maximize prediction performance. In previous research, reinforcement learning has been used for learning the AL request/prediction strategy. In our work, we propose to equip a reinforcement learning process with memory augmented neural networks, to enhance the one-shot capabilities. Moreover, we introduce Class Margin Sampling (CMS) as an extension of the standard margin sampling to the reinforcement learning setting. This strategy aims to reduce training time and improve sample efficiency in the training process. We evaluate the proposed method on a classification task using empirical accuracy of label predictions and percentage of label requests. The results indicates that the proposed method, by making use of the memory augmented networks and CMS in the training process, outperforms existing baselines.


Interactive Machine Comprehension with Information Seeking Agents

arXiv.org Machine Learning

Existing machine reading comprehension (MRC) models do not scale effectively to real-world applications like web-level information retrieval and question answering (QA). We argue that this stems from the nature of MRC datasets: most of these are static environments wherein the supporting documents and all necessary information are fully observed. In this paper, we propose a simple method that reframes existing MRC datasets as interactive, partially observable environments. Specifically, we "occlude" the majority of a document's text and add context-sensitive commands that reveal "glimpses" of the hidden text to a model. We repurpose SQuAD and NewsQA as an initial case study, and then show how the interactive corpora can be used to train a model that seeks relevant information through sequential decision making. We believe that this setting can contribute in scaling models to web-level QA scenarios.


An Entity-Driven Framework for Abstractive Summarization

arXiv.org Artificial Intelligence

Abstractive summarization systems aim to produce more coherent and concise summaries than their extractive counterparts. Popular neural models have achieved impressive results for single-document summarization, yet their outputs are often incoherent and unfaithful to the input. In this paper, we introduce SENECA, a novel System for ENtity-drivEn Coherent Abstractive summarization framework that leverages entity information to generate informative and coherent abstracts. Our framework takes a two-step approach: (1) an entity-aware content selection module first identifies salient sentences from the input, then (2) an abstract generation module conducts cross-sentence information compression and abstraction to generate the final summary, which is trained with rewards to promote coherence, conciseness, and clarity. The two components are further connected using reinforcement learning. Automatic evaluation shows that our model significantly outperforms previous state-of-the-art on ROUGE and our proposed coherence measures on New York Times and CNN/Daily Mail datasets. Human judges further rate our system summaries as more informative and coherent than those by popular summarization models.


LeDeepChef: Deep Reinforcement Learning Agent for Families of Text-Based Games

arXiv.org Artificial Intelligence

While Reinforcement Learning (RL) approaches lead to significant achievements in a variety of areas in recent history, natural language tasks remained mostly unaffected, due to the compositional and combinatorial nature that makes them notoriously hard to optimize. With the emerging field of Text-Based Games (TBGs), researchers try to bridge this gap. Inspired by the success of RL algorithms on Atari games, the idea is to develop new methods in a restricted game world and then gradually move to more complex environments. Previous work in the area of TBGs has mainly focused on solving individual games. We, however, consider the task of designing an agent that not just succeeds in a single game, but performs well across a whole family of games, sharing the same theme. In this work, we present our deep RL agent--LeDeepChef--that shows generalization capabilities to never-before-seen games of the same family with different environments and task descriptions. The agent participated in Microsoft Research's "First TextWorld Problems: A Language and Reinforcement Learning Challenge" and outperformed all but one competitor on the final test set. The games from the challenge all share the same theme, namely cooking in a modern house environment, but differ significantly in the arrangement of the rooms, the presented objects, and the specific goal (recipe to cook). To build an agent that achieves high scores across a whole family of games, we use an actor-critic framework and prune the action-space by using ideas from hierarchical reinforcement learning and a specialized module trained on a recipe database.