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 Reinforcement Learning


How Alibaba Used Reinforcement Learning To Change Real-Time Bidding

#artificialintelligence

Bidding optimisation is considered among toughest critical problems in online advertising. Bidding strategies adopt different search pattern, for example, Sponsored Search (SS) which depends on the randomness of the user's behaviour and the nature of the platform. Display advertising is considered as one of the simple techniques for auction and has taken over Real-Time Bidding resulting in a better performance for the advertisers. In this article, we will explore how Deep Learning techniques are implemented to optimise the Sponsored Search Real Time Bidding (SS-RTB) system in a stochastic environment. A Reinforcement Learning solution for handling the stochastic environment is proposed in the paper titled Deep Reinforcement Learning For Sponsored Search Real Time Bidding by Alibaba group, where the state transition probability is considered for every two days.


Information Maximizing Exploration with a Latent Dynamics Model

arXiv.org Machine Learning

All reinforcement learning algorithms must handle the trade-off between exploration and exploitation. Many state-of-the-art deep reinforcement learning methods use noise in the action selection, such as Gaussian noise in policy gradient methods or $\epsilon$-greedy in Q-learning. While these methods are appealing due to their simplicity, they do not explore the state space in a methodical manner. We present an approach that uses a model to derive reward bonuses as a means of intrinsic motivation to improve model-free reinforcement learning. A key insight of our approach is that this dynamics model can be learned in the latent feature space of a value function, representing the dynamics of the agent and the environment. This method is both theoretically grounded and computationally advantageous, permitting the efficient use of Bayesian information-theoretic methods in high-dimensional state spaces. We evaluate our method on several continuous control tasks, focusing on improving exploration.


Machine Learning Explained: Understanding Supervised, Unsupervised & Reinforcement Learning

@machinelearnbot

Machine Learning is guiding Artificial Intelligence capabilities. Image Classification, Recommendation Systems, and AI in Gaming, are popular uses of Machine Learning capabilities in our everyday lives. How can we better understand Supervised, Unsupervised, and Reinforcement Learning? Let's start with Supervised Learning, which makes up most of the uses for Machine Learning today. In Supervised Learning, the machine already knows the output of the algorithm before it starts working on it.


Renewal Monte Carlo: Renewal theory based reinforcement learning

arXiv.org Machine Learning

In this paper, we present an online reinforcement learning algorithm, called Renewal Monte Carlo (RMC), for infinite horizon Markov decision processes with a designated start state. RMC is a Monte Carlo algorithm and retains the advantages of Monte Carlo methods including low bias, simplicity, and ease of implementation while, at the same time, circumvents their key drawbacks of high variance and delayed (end of episode) updates. The key ideas behind RMC are as follows. First, under any reasonable policy, the reward process is ergodic. So, by renewal theory, the performance of a policy is equal to the ratio of expected discounted reward to the expected discounted time over a regenerative cycle. Second, by carefully examining the expression for performance gradient, we propose a stochastic approximation algorithm that only requires estimates of the expected discounted reward and discounted time over a regenerative cycle and their gradients. We propose two unbiased estimators for evaluating performance gradients---a likelihood ratio based estimator and a simultaneous perturbation based estimator---and show that for both estimators, RMC converges to a locally optimal policy. We generalize the RMC algorithm to post-decision state models and also present a variant that converges faster to an approximately optimal policy. We conclude by presenting numerical experiments on a randomly generated MDP, event-triggered communication, and inventory management.


Synthesizing Programs for Images using Reinforced Adversarial Learning

arXiv.org Machine Learning

Advances in deep generative networks have led to impressive results in recent years. Nevertheless, such models can often waste their capacity on the minutiae of datasets, presumably due to weak inductive biases in their decoders. This is where graphics engines may come in handy since they abstract away low-level details and represent images as high-level programs. Current methods that combine deep learning and renderers are limited by hand-crafted likelihood or distance functions, a need for large amounts of supervision, or difficulties in scaling their inference algorithms to richer datasets. To mitigate these issues, we present SPIRAL, an adversarially trained agent that generates a program which is executed by a graphics engine to interpret and sample images. The goal of this agent is to fool a discriminator network that distinguishes between real and rendered data, trained with a distributed reinforcement learning setup without any supervision. A surprising finding is that using the discriminator's output as a reward signal is the key to allow the agent to make meaningful progress at matching the desired output rendering. To the best of our knowledge, this is the first demonstration of an end-to-end, unsupervised and adversarial inverse graphics agent on challenging real world (MNIST, Omniglot, CelebA) and synthetic 3D datasets.


Universal Planning Networks

arXiv.org Machine Learning

A key challenge in complex visuomotor control is learning abstract representations that are effective for specifying goals, planning, and generalization. To this end, we introduce universal planning networks (UPN). UPNs embed differentiable planning within a goal-directed policy. This planning computation unrolls a forward model in a latent space and infers an optimal action plan through gradient descent trajectory optimization. The plan-by-gradient-descent process and its underlying representations are learned end-to-end to directly optimize a supervised imitation learning objective. We find that the representations learned are not only effective for goal-directed visual imitation via gradient-based trajectory optimization, but can also provide a metric for specifying goals using images. The learned representations can be leveraged to specify distance-based rewards to reach new target states for model-free reinforcement learning, resulting in substantially more effective learning when solving new tasks described via image-based goals. We were able to achieve successful transfer of visuomotor planning strategies across robots with significantly different morphologies and actuation capabilities.


Towards Intelligent Vehicular Networks: A Machine Learning Framework

arXiv.org Machine Learning

As wireless networks evolve towards high mobility and providing better support for connected vehicles, a number of new challenges arise due to the resulting high dynamics in vehicular environments and thus motive rethinking of traditional wireless design methodologies. Future intelligent vehicles, which are at the heart of high mobility networks, are increasingly equipped with multiple advanced onboard sensors and keep generating large volumes of data. Machine learning, as an effective approach to artificial intelligence, can provide a rich set of tools to exploit such data for the benefit of the networks. In this article, we first identify the distinctive characteristics of high mobility vehicular networks and motivate the use of machine learning to address the resulting challenges. After a brief introduction of the major concepts of machine learning, we discuss its applications to learn the dynamics of vehicular networks and make informed decisions to optimize network performance. In particular, we discuss in greater detail the application of reinforcement learning in managing network resources as an alternative to the prevalent optimization approach. Finally, some open issues worth further investigation are highlighted.


Recall Traces: Backtracking Models for Efficient Reinforcement Learning

arXiv.org Machine Learning

In many environments only a tiny subset of all states yield high reward. In these cases, few of the interactions with the environment provide a relevant learning signal. Hence, we may want to preferentially train on those high-reward states and the probable trajectories leading to them. To this end, we advocate for the use of a backtracking model that predicts the preceding states that terminate at a given high-reward state. We can train a model which, starting from a high value state (or one that is estimated to have high value), predicts and sample for which the (state, action)-tuples may have led to that high value state. These traces of (state, action) pairs, which we refer to as Recall Traces, sampled from this backtracking model starting from a high value state, are informative as they terminate in good states, and hence we can use these traces to improve a policy. We provide a variational interpretation for this idea and a practical algorithm in which the backtracking model samples from an approximate posterior distribution over trajectories which lead to large rewards. Our method improves the sample efficiency of both on- and off-policy RL algorithms across several environments and tasks.


Learning to Run challenge solutions: Adapting reinforcement learning methods for neuromusculoskeletal environments

arXiv.org Machine Learning

In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement learning approaches, based on algorithms such as Deep Deterministic Policy Gradient, Proximal Policy Optimization, and Trust Region Policy Optimization. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each of the eight teams implemented different modifications of the known algorithms.


What's New in Deep Learning Research: Knowledge Exploration with Parameter Noise

#artificialintelligence

The exploration vs. exploitation dilemma is one of the fundamental balances in deep reinforcement learning applications. How much resources to devote to acquire knowledge that can improve future actions versus performing specific actions? This is one of the main heuristics that rule the behavior of reinforcement learning systems. In theory, optimal exploration should always conduce to more efficient knowledge but this is far from true in the real world. Developing techniques to improve the exploration of an environment is one of the pivotal challenge of the current generation of deep reinforcement learning models.