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 Reinforcement Learning


A Beginner's Guide to Deep Reinforcement Learning (for Java and Scala) - Deeplearning4j: Open-source, Distributed Deep Learning for the JVM

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While neural networks are responsible for recent breakthroughs in problems like computer vision, machine translation and time series prediction – they can also combine with reinforcement learning algorithms to create something astounding like AlphaGo. Reinforcement learning refers to goal-oriented algorithms, which learn how to attain a complex objective (goal) or maximize along a particular dimension over many steps; for example, maximize the points won in a game over many moves. They can start from a blank slate, and under the right conditions they achieve superhuman performance. Like a child incentivized by spankings and candy, these algorithms are penalized when they make the wrong decisions and rewarded when they make the right ones – this is reinforcement. Reinforcement algorithms that incorporate deep learning can beat world champions at the game of Go as well as human experts playing numerous Atari video games.


Resurgence of AI During 1983-2010

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Every decade seems to have its technological buzzwords: we had personal computers in 1980s; Internet and worldwide web in 1990s; smart phones and social media in 2000s; and Artificial Intelligence (AI) and Machine Learning in this decade. The 1950-82 era saw a new field of Artificial Intelligence (AI) being born, lot of pioneering research being done, massive hype being created, and AI going into hibernation when this hype did not materialize, and the research funding dried up [56]. During 1983 and 2010, research funding ebbed and flowed, and research in AI continued to gather steam although "some computer scientists and software engineers would avoid the term artificial intelligence for fear of being viewed as wild-eyed dreamers" [43]. During 1980s and 90s, researchers realized that many AI solutions could be improved by using techniques from mathematics and economics such as game theory, stochastic modeling, classical numerical methods, operations research and optimization. Better mathematical descriptions were developed for deep neural networks as well as evolutionary and genetic algorithms, which matured during this period.


This Week in AI, February 15th, 2018 – Udacity Inc – Medium

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Alex Irpan, a software engineer at Google, wrote an excellent article on the current difficulties of getting deep reinforcement learning to work. For example, even after weeks of optimizing hyperparameters and explotation-exploration rates, these models are still highly sensitive to initial conditions. A 30% failure rate is seen as "working." Irpan makes the argument that most attempts with deep RL fail but no one talks about it publicly, we only see the few cases where the problems are simplified enough to be feasible. This is still a new field - the breakthrough Atari DQN paper was published only 3 years ago - so there is plenty of room for more research and advancement.


[P]I wrote a tutorial about Inverse Reinforcement Learning and three basic algorithms. More to follow. • r/MachineLearning

@machinelearnbot

This idea is really interesting. Sadly I don't have nearly enough linear algebra experience to understand the details though. Would IRL still be feasible if the state was not explicit? It seems like this technique depends on prior knowledge of the state machine, but from what I understand about deep reinforcement learning, the state may be very complex, and the value function could actually be a deep neural network.


Reactive Reinforcement Learning in Asynchronous Environments

arXiv.org Artificial Intelligence

The relationship between a reinforcement learning (RL) agent and an asynchronous environment is often ignored. Frequently used models of the interaction between an agent and its environment, such as Markov Decision Processes (MDP) or Semi-Markov Decision Processes (SMDP), do not capture the fact that, in an asynchronous environment, the state of the environment may change during computation performed by the agent. In an asynchronous environment, minimizing reaction time---the time it takes for an agent to react to an observation---also minimizes the time in which the state of the environment may change following observation. In many environments, the reaction time of an agent directly impacts task performance by permitting the environment to transition into either an undesirable terminal state or a state where performing the chosen action is inappropriate. We propose a class of reactive reinforcement learning algorithms that address this problem of asynchronous environments by immediately acting after observing new state information. We compare a reactive SARSA learning algorithm with the conventional SARSA learning algorithm on two asynchronous robotic tasks (emergency stopping and impact prevention), and show that the reactive RL algorithm reduces the reaction time of the agent by approximately the duration of the algorithm's learning update. This new class of reactive algorithms may facilitate safer control and faster decision making without any change to standard learning guarantees.


Online Machine Learning in Big Data Streams

arXiv.org Machine Learning

The area of online machine learning in big data streams covers algorithms that are (1) distributed and (2) work from data streams with only a limited possibility to store past data. The first requirement mostly concerns software architectures and efficient algorithms. The second one also imposes nontrivial theoretical restrictions on the modeling methods: In the data stream model, older data is no longer available to revise earlier suboptimal modeling decisions as the fresh data arrives. In this article, we provide an overview of distributed software architectures and libraries as well as machine learning models for online learning. We highlight the most important ideas for classification, regression, recommendation, and unsupervised modeling from streaming data, and we show how they are implemented in various distributed data stream processing systems. This article is a reference material and not a survey. We do not attempt to be comprehensive in describing all existing methods and solutions; rather, we give pointers to the most important resources in the field. All related sub-fields, online algorithms, online learning, and distributed data processing are hugely dominant in current research and development with conceptually new research results and software components emerging at the time of writing. In this article, we refer to several survey results, both for distributed data processing and for online machine learning. Compared to past surveys, our article is different because we discuss recommender systems in extended detail.


Variance-Reduced Stochastic Learning under Random Reshuffling

arXiv.org Machine Learning

Several useful variance-reduced stochastic gradient algorithms, such as SVRG, SAGA, Finito, and SAG, have been proposed to minimize empirical risks with linear convergence properties to the exact minimizer. The existing convergence results assume uniform data sampling with replacement. However, it has been observed in related works that random reshuffling can deliver superior performance over uniform sampling and, yet, no formal proofs or guarantees of exact convergence exist for variance-reduced algorithms under random reshuffling. This paper makes two contributions. First, it resolves this open issue and provides the first theoretical guarantee of linear convergence under random reshuffling for SAGA; the argument is also adaptable to other variance-reduced algorithms. Second, under random reshuffling, the paper proposes a new amortized variance-reduced gradient (AVRG) algorithm with constant storage requirements compared to SAGA and with balanced gradient computations compared to SVRG. AVRG is also shown analytically to converge linearly.


Deep Reinforcement Learning Doesn't Work Yet

#artificialintelligence

NAS isn't exactly tuning hyperparameters, but I think it's reasonable that neural net design decisions would act similarly. This is good news for learning, because the correlations between decision and performance are strong. Finally, not only is the reward rich, it's actually what we care about when we train models. The combination of all these points helps me understand why it "only" takes about 12800 trained networks to learn a better one, compared to the millions of examples needed in other environments. Several parts of the problem are all pushing in RL's favor.


Noisy Networks for Exploration

arXiv.org Machine Learning

We introduce NoisyNet, a deep reinforcement learning agent with parametric noise added to its weights, and show that the induced stochasticity of the agent's policy can be used to aid efficient exploration. The parameters of the noise are learned with gradient descent along with the remaining network weights. NoisyNet is straightforward to implement and adds little computational overhead. We find that replacing the conventional exploration heuristics for A3C, DQN and dueling agents (entropy reward and $\epsilon$-greedy respectively) with NoisyNet yields substantially higher scores for a wide range of Atari games, in some cases advancing the agent from sub to super-human performance.


Prioritized Sweeping Neural DynaQ with Multiple Predecessors, and Hippocampal Replays

arXiv.org Artificial Intelligence

During sleep and awake rest, the hippocampus replays sequences of place cells that have been activated during prior experiences. These have been interpreted as a memory consolidation process, but recent results suggest a possible interpretation in terms of reinforcement learning. The Dyna reinforcement learning algorithms use off-line replays to improve learning. Under limited replay budget, a prioritized sweeping approach, which requires a model of the transitions to the predecessors, can be used to improve performance. We investigate whether such algorithms can explain the experimentally observed replays. We propose a neural network version of prioritized sweeping Q-learning, for which we developed a growing multiple expert algorithm, able to cope with multiple predecessors. The resulting architecture is able to improve the learning of simulated agents confronted to a navigation task. We predict that, in animals, learning the world model should occur during rest periods, and that the corresponding replays should be shuffled.