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 Reinforcement Learning


Learning to Learn without Forgetting By Maximizing Transfer and Minimizing Interference

arXiv.org Artificial Intelligence

Lack of performance when it comes to continual learning over non-stationary distributions of data remains a major challenge in scaling neural network learning to more human realistic settings. In this work we propose a new conceptualization of the continual learning problem in terms of a temporally symmetric trade-off between transfer and interference that can be optimized by enforcing gradient alignment across examples. We then propose a new algorithm, Meta-Experience Replay (MER), that directly exploits this view by combining experience replay with optimization based meta-learning. This method learns parameters that make interference based on future gradients less likely and transfer based on future gradients more likely. We conduct experiments across continual lifelong supervised learning benchmarks and non-stationary reinforcement learning environments demonstrating that our approach consistently outperforms recently proposed baselines for continual learning. Our experiments show that the gap between the performance of MER and baseline algorithms grows both as the environment gets more non-stationary and as the fraction of the total experiences stored gets smaller.


Dynamic Measurement Scheduling for Adverse Event Forecasting using Deep RL

arXiv.org Machine Learning

Current clinical practice to monitor patients' health follows either regular or heuristic-based lab test (e.g. blood test) scheduling. Such practice not only gives rise to redundant measurements accruing cost, but may even lead to unnecessary patient discomfort. From the computational perspective, heuristic-based test scheduling might lead to reduced accuracy of clinical forecasting models. Computationally learning an optimal clinical test scheduling and measurement collection, is likely to lead to both, better predictive models and patient outcome improvement. We address the scheduling problem using deep reinforcement learning (RL) to achieve high predictive gain and low measurement cost, by scheduling fewer, but strategically timed tests. We first show that in the simulation our policy outperforms heuristic-based measurement scheduling with higher predictive gain or lower cost measured by accumulated reward. We then learn a scheduling policy for mortality forecasting in the real-world clinical dataset (MIMIC3), our learned policy is able to provide useful clinical insights. To our knowledge, this is the first RL application on multi-measurement scheduling problem in the clinical setting.


Practical Deep Reinforcement Learning Approach for Stock Trading

arXiv.org Machine Learning

Stock trading strategy plays a crucial role in investment companies. However, it is challenging to obtain optimal strategy in the complex and dynamic stock market. We explore the potential of deep reinforcement learning to optimize stock trading strategy and thus maximize investment return. 30 stocks are selected as our trading stocks and their daily prices are used as the training and trading market environment. We train a deep reinforcement learning agent and obtain an adaptive trading strategy. The agent's performance is evaluated and compared with Dow Jones Industrial Average and the traditional min-variance portfolio allocation strategy. The proposed deep reinforcement learning approach is shown to outperform the two baselines in terms of both the Sharpe ratio and cumulative returns.


Learning Curriculum Policies for Reinforcement Learning

arXiv.org Artificial Intelligence

Curriculum learning in reinforcement learning is a training methodology that seeks to speed up learning of a difficult target task, by first training on a series of simpler tasks and transferring the knowledge acquired to the target task. Automatically choosing a sequence of such tasks (i.e. a curriculum) is an open problem that has been the subject of much recent work in this area. In this paper, we build upon a recent method for curriculum design, which formulates the curriculum sequencing problem as a Markov Decision Process. We extend this model to handle multiple transfer learning algorithms, and show for the first time that a curriculum policy over this MDP can be learned from experience. We explore various representations that make this possible, and evaluate our approach by learning curriculum policies for multiple agents in two different domains. The results show that our method produces curricula that can train agents to perform on a target task as fast or faster than existing methods.


Discovering hierarchies using Imitation Learning from hierarchy aware policies

arXiv.org Artificial Intelligence

Learning options that allow agents to exhibit temporally higher order behavior has proven to be useful in increasing exploration, reducing sample complexity and for various transfer scenarios. Deep Discovery of Options (DDO) is a generative algorithm that learns a hierarchical policy along with options directly from expert trajectories. We perform a qualitative and quantitative analysis of options inferred from DDO in different domains. To this end, we suggest different value metrics like option termination condition, hinge value function error and KL-Divergence based distance metric to compare different methods. Analyzing the termination condition of the options and number of time steps the options were run revealed that the options were terminating prematurely. We suggest modifications which can be incorporated easily and alleviates the problem of shorter options and a collapse of options to the same mode.


Amazon tempts developers to machine learning with toy race car

#artificialintelligence

The DeepRacer includes a built-in compute section featuring an Intel Atom processor, 4 GB of RAM, 32 GB of internal storage and comes loaded with Ubuntu OS, Intel OpenVINO computer vision toolkit and ROS Kinetic (robot operating system). It's been designed to get developers into reinforcement learning, a form of machine learning that uses trial and error to achieve goals and successful outcomes.


Control with Distributed Deep Reinforcement Learning: Learn a Better Policy

arXiv.org Artificial Intelligence

Abstract: Distributed approach is a very effective method to improve training efficiency of reinforcement learning. In this paper, we propose a new heuristic distributed architecture for deep reinforcement learning (DRL) algorithm, in which a PSO based network update mechanism is adopted to speed up learning an optimal policy besides using multiple agents for parallel training. In this mechanism, the update of neural network of each agent is not only according to the training result of itself, but also affected by the optimal neural network of all agents. In order to verify the effectiveness of the proposed method, the proposed architecture is implemented on the Deep Q-Network algorithm (DQN) and the Deep Deterministic Policy Gradient algorithm (DDPG) to train several typical control problems. The training results show that the proposed method is effective. Reinforcement learning is about an agent interacting with the environment, learning an optimal policy by trial and error.


Modeling natural language emergence with integral transform theory and reinforcement learning

arXiv.org Artificial Intelligence

Zipf's law predicts a power-law relationship between word rank and frequency in language communication systems and has been widely reported in a variety of natural language processing applications. However, the emergence of natural language is often modeled as a function of bias between speaker and listener interests, which lacks a direct way of relating information-theoretic bias to Zipfian rank. A function of bias also serves as an unintuitive interpretation of the communicative effort exchanged between a speaker and a listener. We counter these shortcomings by proposing a novel integral transform and kernel for mapping communicative bias functions to corresponding word frequency-rank representations at any arbitrary phase transition point, resulting in a direct way to link communicative effort (modeled by speaker/listener bias) to specific vocabulary used (represented by word rank). We demonstrate the practical utility of our integral transform by showing how a change from bias to rank results in greater accuracy and performance at an image classification task for assigning word labels to images randomly subsampled from CIFAR10. We model this task as a reinforcement learning game between a speaker and listener and compare the relative impact of bias and Zipfian word rank on communicative performance (and accuracy) between the two agents.


BlockPuzzle - A Challenge in Physical Reasoning and Generalization for Robot Learning

arXiv.org Artificial Intelligence

In this work we propose a novel task framework under which a variety of physical reasoning puzzles can be constructed using very simple rules. Under sparse reward settings, most of these tasks can be very challenging for a reinforcement learning agent to learn. We build several simple environments with this task framework in Mujoco and OpenAI gym and attempt to solve them. We are able to solve the environments by designing curricula to guide the agent in learning and using imitation learning methods to transfer knowledge from a simpler environment. This is only a first step for the task framework, and further research on how to solve the harder tasks and transfer knowledge between tasks is needed.


Using Monte Carlo Tree Search as a Demonstrator within Asynchronous Deep RL

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has achieved great successes in recent years with the help of novel methods and higher compute power. However, there are still several challenges to be addressed such as convergence to locally optimal policies and long training times. In this paper, firstly, we augment Asynchronous Advantage Actor-Critic (A3C) method with a novel self-supervised auxiliary task, i.e. \emph{Terminal Prediction}, measuring temporal closeness to terminal states, namely A3C-TP. Secondly, we propose a new framework where planning algorithms such as Monte Carlo tree search or other sources of (simulated) demonstrators can be integrated to asynchronous distributed DRL methods. Compared to vanilla A3C, our proposed methods both learn faster and converge to better policies on a two-player mini version of the Pommerman game.