Reinforcement Learning
Quasi-Newton Optimization Methods For Deep Learning Applications
Rafati, Jacob, Marcia, Roummel F.
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
Kvistad, Andreas, Ruocco, Massimiliano, da Silva, Eliezer de Souza, Aune, Erlend
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
Yuan, Xingdi, Fu, Jie, Cote, Marc-Alexandre, Tay, Yi, Pal, Christopher, Trischler, Adam
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
Sharma, Eva, Huang, Luyang, Hu, Zhe, Wang, Lu
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
Adolphs, Leonard, Hofmann, Thomas
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.
Answers Unite! Unsupervised Metrics for Reinforced Summarization Models
Scialom, Thomas, Lamprier, Sylvain, Piwowarski, Benjamin, Staiano, Jacopo
Abstractive summarization approaches based on Reinforcement Learning (RL) have recently been proposed to overcome classical likelihood maximization. RL enables to consider complex, possibly non-differentiable, metrics that globally assess the quality and relevance of the generated outputs. ROUGE, the most used summarization metric, is known to suffer from bias towards lexical similarity as well as from suboptimal accounting for fluency and readability of the generated abstracts. W e thus explore and propose alternative evaluation measures: the reported human-evaluation analysis shows that the proposed metrics, based on Question Answering, favorably compares to ROUGE - with the additional property of not requiring reference summaries. Training a RL-based model on these metrics leads to improvements (both in terms of human or automated metrics) over current approaches that use ROUGE as a reward.
Learning sparse representations in reinforcement learning
Rafati, Jacob, Noelle, David C.
Jacob Rafati, David C. Noelle Electrical Engineering and Computer Scinence Computational Cognitive Neuroscience Laboratory University of California, Merced 5200 North Lake Road, Merced, CA 95343 USA.Abstract Reinforcement learning (RL) algorithms allow artificial agents to improve their selection of actions to increase rewarding experiences in their environments. Temporal Di ff erence (TD) Learning - a model-free RL method - is a leading account of the midbrain dopamine system and the basal ganglia in reinforcement learning. These algorithms typically learn a mapping from the agent's current sensed state to a selected action (known as a policy function) via learning a value function (expected future rewards). TD Learning methods have been very successful on a broad range of control tasks, but learning can become intractably slow as the state space of the environment grows. This has motivated methods that learn internal representations of the agent's state, e ffectively reducing the size of the state space and restructuring state representations in order to support generalization. However, TD Learning coupled with an artificial neural network, as a function approximator, has been shown to fail to learn some fairly simple control tasks, challenging this explanation of reward-based learning. We hypothesize that such failures do not arise in the brain because of the ubiquitous presence of lateral inhibition in the cortex, producing sparse distributed internal representations that support the learning of expected future reward. The sparse conjunctive representations can avoid catastrophic interference while still supporting generalization. We provide support for this conjecture through computational simulations, demonstrating the benefits of learned sparse representations for three problematic classic control tasks: Puddle-world, Mountain-car, and Acrobot. Introduction Reinforcement learning (RL) - a class of machine learning problems - is learning how to map situations to actions so as to maximize numerical reward signals received during the experiences that an artificial agent has as it interacts with its environment (Sutton and Barto, 1998). The agent may also be seen as having a goal (or goals) related to the state of the environment. Humans and nonhuman animals' capability of learning highly complex skills by reinforcing appropriate behaviors with reward and the role of midbrain dopamine system in reward-based learning has been well described by a class of a model-free RL, called T emporal Difference (TD) Learning (Montague et al., 1996; Schultz et al., 1997). While TD Learning, by itself, certainly does not explain all observed RL phenomena, increasing evidence suggests that it is key to the brain's adaptive nature (Dayan and Niv, 2008). One of the challenges that arise in RL in real-world problems is that the state space can be very large.
A breakthrough in imaginative AI with experimental validation to accelerate drug discovery
The many advances in deep learning reinforcement learning and generative adversarial learning made since 2014 are rapidly transforming multiple industries including search, translation, video games, retail, transportation, and many others. It is relatively easy to validate the performance of the AI systems in imaging, voice, text and other areas where human sensory systems can be used to rapidly verify the validity of the experimental results. However, in the pharmaceutical industry, the validation cycles take decades and cost billions of dollars. Most of the common questions asked by the pharmaceutical industry executives to all of the leading artificial intelligence groups worldwide deal with the novelty of the algorithms and experimental validation of the results in mice or even in humans. There is a grave disconnect between the leaders in AI focusing on the novelty of the algorithms and drug discovery and development experts focusing only on experimental data.
Prediction, Consistency, Curvature: Representation Learning for Locally-Linear Control
Levine, Nir, Chow, Yinlam, Shu, Rui, Li, Ang, Ghavamzadeh, Mohammad, Bui, Hung
Many real-world sequential decision-making problems can be formulated as optimal control with high-dimensional observations and unknown dynamics. A promising approach is to embed the high-dimensional observations into a lower-dimensional latent representation space, estimate the latent dynamics model, then utilize this model for control in the latent space. An important open question is how to learn a representation that is amenable to existing control algorithms? In this paper, we focus on learning representations for locally-linear control algorithms, such as iterative LQR (iLQR). By formulating and analyzing the representation learning problem from an optimal control perspective, we establish three underlying principles that the learned representation should comprise: 1) accurate prediction in the observation space, 2) consistency between latent and observation space dynamics, and 3) low curvature in the latent space transitions. These principles naturally correspond to a loss function that consists of three terms: prediction, consistency, and curvature (PCC). Crucially, to make PCC tractable, we derive an amortized variational bound for the PCC loss function. Extensive experiments on benchmark domains demonstrate that the new variational-PCC learning algorithm benefits from significantly more stable and reproducible training, and leads to superior control performance. Further ablation studies give support to the importance of all three PCC components for learning a good latent space for control.