Reinforcement Learning
Learning Structural Weight Uncertainty for Sequential Decision-Making
Zhang, Ruiyi, Li, Chunyuan, Chen, Changyou, Carin, Lawrence
Learning probability distributions on the weights of neural networks (NNs) has recently proven beneficial in many applications. Bayesian methods, such as Stein variational gradient descent (SVGD), offer an elegant framework to reason about NN model uncertainty. However, by assuming independent Gaussian priors for the individual NN weights (as often applied), SVGD does not impose prior knowledge that there is often structural information (dependence) among weights. We propose efficient posterior learning of structural weight uncertainty, within an SVGD framework, by employing matrix variate Gaussian priors on NN parameters. We further investigate the learned structural uncertainty in sequential decision-making problems, including contextual bandits and reinforcement learning. Experiments on several synthetic and real datasets indicate the superiority of our model, compared with state-of-the-art methods.
f-Divergence constrained policy improvement
To ensure stability of learning, state-of-the-art generalized policy iteration algorithms augment the policy improvement step with a trust region constraint bounding the information loss. The size of the trust region is commonly determined by the Kullback-Leibler (KL) divergence, which not only captures the notion of distance well but also yields closed-form solutions. In this paper, we consider a more general class of f-divergences and derive the corresponding policy update rules. The generic solution is expressed through the derivative of the convex conjugate function to f and includes the KL solution as a special case. Within the class of f-divergences, we further focus on a one-parameter family of {\alpha}-divergences to study effects of the choice of divergence on policy improvement. Previously known as well as new policy updates emerge for different values of {\alpha}. We show that every type of policy update comes with a compatible policy evaluation resulting from the chosen f-divergence. Interestingly, the mean-squared Bellman error minimization is closely related to policy evaluation with the Pearson $\chi^2$-divergence penalty, while the KL divergence results in the soft-max policy update and a log-sum-exp critic. We carry out asymptotic analysis of the solutions for different values of {\alpha} and demonstrate the effects of using different divergence functions on a multi-armed bandit problem and on common standard reinforcement learning problems.
Tutorial: Introduction to Reinforcement Learning with Function Approximation
Reinforcement learning is a body of theory and techniques for optimal sequential decision making developed in the last thirty years primarily within the machine learning and operations research communities, and which has separately become important in psychology and neuroscience. This tutorial will develop an intuitive understanding of the underlying formal problem (Markov decision processes) and its core solution methods, including dynamic programming, Monte Carlo methods, and temporal-difference learning. It will focus on how these methods have been combined with parametric function approximation, including deep learning, to find good approximate solutions to problems that are otherwise too large to be addressed at all.
A local hebbian rule for deep learning โข r/MachineLearning
This hebbian/anti-hebbian rule (see below) efficiently converges deep models in the context of a Reinforcement Learning regime. In a nutshell the rule says if there is no pre-synaptic spike then there will be no weight change (to preserve connections that were not responsible). Otherwise the direction of weight change will depend on whether a post-synaptic spike occured and whether there was a reward. I have not been able to find much existing work re: local rules for deep models, however it's quite likely this rule exists elsewhere..
Multi-timescale memory dynamics in a reinforcement learning network with attention-gated memory
Martinolli, Marco, Gerstner, Wulfram, Gilra, Aditya
Learning and memory are intertwined in our brain and their relationship is at the core of several recent neural network models. In particular, the Attention-Gated MEmory Tagging model (AuGMEnT) is a reinforcement learning network with an emphasis on biological plausibility of memory dynamics and learning. We find that the AuGMEnT network does not solve some hierarchical tasks, where higher-level stimuli have to be maintained over a long time, while lower-level stimuli need to be remembered and forgotten over a shorter timescale. To overcome this limitation, we introduce hybrid AuGMEnT, with leaky or short-timescale and non-leaky or long-timescale units in memory, that allow to exchange lower-level information while maintaining higher-level one, thus solving both hierarchical and distractor tasks.
Learning From Scratch by Thinking Fast and Slow with Deep Learning and Tree Search
According to dual process theory human reasoning consists of two different kinds of thinking. System 1 is a fast, unconscious and automatic mode of thought, also known as intuition. System 2 is a slow, conscious, explicit and rule-based mode of reasoning that is believed to be an evolutionarily recent process. When learning to complete a challenging planning task, such as playing a board game, humans exploit both processes: strong intuitions allow for more effective analytic reasoning by rapidly selecting interesting lines of play for consideration. Repeated deep study gradually improves intuitions.
a-simple-intro-to-q-learning-in-r-floor-plan-navigation
The question to be answered here is: What's the best way to get from Room 2 to Room 5 (outside)? Notice that by answering this question using reinforcement learning, we will also know how to find optimal routes from any room to outside. And if we run the iterative algorithm again for a new target state, we can find out the optimal route from any room to that new target state. Since Q-Learning is model-free, we don't need to know how likely it is that our agent will move between any room and any other room (the transition probabilities). If you had observed the behavior in this system over time, you might be able to find that information, but it many cases it just isn't available.
Reverse curriculum generation for reinforcement learning agents
Reinforcement Learning (RL) is a powerful technique capable of solving complex tasks such as locomotion, Atari games, racing games, and robotic manipulation tasks, all through training an agent to optimize behaviors over a reward function. There are many tasks, however, for which it is hard to design a reward function that is both easy to train and that yields the desired behavior once optimized. Suppose we want a robotic arm to learn how to place a ring onto a peg. The most natural reward function would be for an agent to receive a reward of 1 at the desired end configuration and 0 everywhere else. However, the required motion for this taskโto align the ring at the top of the peg and then slide it to the bottomโis impractical to learn under such a binary reward, because the usual random exploration of our initial policy is unlikely to ever reach the goal, as seen in Video 1a.
#250: Learning Prosthesis Control Parameters, with Helen Huang
In this interview, Audrow Nash interviews Helen Huang, Joint Professor at the University of North Carolina at Chapel Hill and North Carolina State, about a method of tuning powered lower limb prostheses. Huang explains how powered prostheses are adjusted for each patient and how she is using supervised and reinforcement learning to tune prosthesis. Huang also discusses why she is not using the energetic cost of transport as a metric and the challenge of people adapting to a device while it learns from them. Helen Huang is a Joint Professor of Biomedical Engineering at the University of North Carolina at Chapel Hill and North Carolina State University. Huang directs the Neuromuscular Rehabilitation Engineering Laboratory (NREL), where her goal is to improve the quality of life of persons with physical disabilities.
NIPS 2017 Videos
There has been recent very exciting advances in (deep) reinforcement learning, particularly in the areas of games and robotics. Yet perhaps the largest impact could come when reinforcement learning systems interact with people. In this tutorial we will discuss work on reinforcement learning for helping and assisting people, and frameworks and approaches for enabling people helping reinforcement learning. We will cover Background on reinforcement learning. Reinforcement learning for people-focused applications Approaches for enabling people to assist reinforcement learners A number of the ideas presented here will also be relevant to many high stakes reinforcement learning systems.