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Thinker: Learning to Plan and Act
Chung, Stephen, Anokhin, Ivan, Krueger, David
We propose the Thinker algorithm, a novel approach that enables reinforcement learning agents to autonomously interact with and utilize a learned world model. The Thinker algorithm wraps the environment with a world model and introduces new actions designed for interacting with the world model. These model-interaction actions enable agents to perform planning by proposing alternative plans to the world model before selecting a final action to execute in the environment. This approach eliminates the need for handcrafted planning algorithms by enabling the agent to learn how to plan autonomously and allows for easy interpretation of the agent's plan with visualization. We demonstrate the algorithm's effectiveness through experimental results in the game of Sokoban and the Atari 2600 benchmark, where the Thinker algorithm achieves state-of-the-art performance and competitive results, respectively. Visualizations of agents trained with the Thinker algorithm demonstrate that they have learned to plan effectively with the world model to select better actions. Thinker is the first work showing that an RL agent can learn to plan with a learned world model in complex environments.
Practical Contextual Bandits with Feedback Graphs
Zhang, Mengxiao, Zhang, Yuheng, Vrousgou, Olga, Luo, Haipeng, Mineiro, Paul
While contextual bandit has a mature theory, effectively leveraging different feedback patterns to enhance the pace of learning remains unclear. Bandits with feedback graphs, which interpolates between the full information and bandit regimes, provides a promising framework to mitigate the statistical complexity of learning. In this paper, we propose and analyze an approach to contextual bandits with feedback graphs based upon reduction to regression. The resulting algorithms are computationally practical and achieve established minimax rates, thereby reducing the statistical complexity in real-world applications.
Exploring Behavior Discovery Methods for Heterogeneous Swarms of Limited-Capability Robots
Mattson, Connor, Clark, Jeremy C., Brown, Daniel S.
We study the problem of determining the emergent behaviors that are possible given a functionally heterogeneous swarm of robots with limited capabilities. Prior work has considered behavior search for homogeneous swarms and proposed the use of novelty search over either a hand-specified or learned behavior space followed by clustering to return a taxonomy of emergent behaviors to the user. In this paper, we seek to better understand the role of novelty search and the efficacy of using clustering to discover novel emergent behaviors. Through a large set of experiments and ablations, we analyze the effect of representations, evolutionary search, and various clustering methods in the search for novel behaviors in a heterogeneous swarm. Our results indicate that prior methods fail to discover many interesting behaviors and that an iterative human-in-the-loop discovery process discovers more behaviors than random search, swarm chemistry, and automated behavior discovery. The combined discoveries of our experiments uncover 23 emergent behaviors, 18 of which are novel discoveries. To the best of our knowledge, these are the first known emergent behaviors for heterogeneous swarms of computation-free agents. Videos, code, and appendix are available at the project website: https://sites.google.com/view/heterogeneous-bd-methods
Hybrid Minimax-MCTS and Difficulty Adjustment for General Game Playing
Vieira, Marco Antônio Athayde de Aguiar, Tavares, Anderson Rocha, Ribas, Renato Perez
Board games are a great source of entertainment for all ages, as they create a competitive and engaging environment, as well as stimulating learning and strategic thinking. It is common for digital versions of board games, as any other type of digital games, to offer the option to select the difficulty of the game. This is usually done by customizing the search parameters of the AI algorithm. However, this approach cannot be extended to General Game Playing agents, as different games might require different parametrization for each difficulty level. In this paper, we present a general approach to implement an artificial intelligence opponent with difficulty levels for zero-sum games, together with a propose of a Minimax-MCTS hybrid algorithm, which combines the minimax search process with GGP aspects of MCTS. This approach was tested in our mobile application LoBoGames, an extensible board games platform, that is intended to have an broad catalog of games, with an emphasis on accessibility: the platform is friendly to visually-impaired users, and is compatible with more than 92\% of Android devices. The tests in this work indicate that both the hybrid Minimax-MCTS and the new difficulty adjustment system are promising GGP approaches that could be expanded in future work.
Medical Text Simplification: Optimizing for Readability with Unlikelihood Training and Reranked Beam Search Decoding
Flores, Lorenzo Jaime Yu, Huang, Heyuan, Shi, Kejian, Chheang, Sophie, Cohan, Arman
Text simplification has emerged as an increasingly useful application of AI for bridging the communication gap in specialized fields such as medicine, where the lexicon is often dominated by technical jargon and complex constructs. Despite notable progress, methods in medical simplification sometimes result in the generated text having lower quality and diversity. In this work, we explore ways to further improve the readability of text simplification in the medical domain. We propose (1) a new unlikelihood loss that encourages generation of simpler terms and (2) a reranked beam search decoding method that optimizes for simplicity, which achieve better performance on readability metrics on three datasets. This study's findings offer promising avenues for improving text simplification in the medical field.
Don't be so Monotone: Relaxing Stochastic Line Search in Over-Parameterized Models
Galli, Leonardo, Rauhut, Holger, Schmidt, Mark
Recent works have shown that line search methods can speed up Stochastic Gradient Descent (SGD) and Adam in modern over-parameterized settings. However, existing line searches may take steps that are smaller than necessary since they require a monotone decrease of the (mini-)batch objective function. We explore nonmonotone line search methods to relax this condition and possibly accept larger step sizes. Despite the lack of a monotonic decrease, we prove the same fast rates of convergence as in the monotone case. Our experiments show that nonmonotone methods improve the speed of convergence and generalization properties of SGD/Adam even beyond the previous monotone line searches. We propose a POlyak NOnmonotone Stochastic (PoNoS) method, obtained by combining a nonmonotone line search with a Polyak initial step size. Furthermore, we develop a new resetting technique that in the majority of the iterations reduces the amount of backtracks to zero while still maintaining a large initial step size. To the best of our knowledge, a first runtime comparison shows that the epoch-wise advantage of line-search-based methods gets reflected in the overall computational time.
Self-Evaluation Guided Beam Search for Reasoning
Xie, Yuxi, Kawaguchi, Kenji, Zhao, Yiran, Zhao, Xu, Kan, Min-Yen, He, Junxian, Xie, Qizhe
Breaking down a problem into intermediate steps has demonstrated impressive performance in Large Language Model (LLM) reasoning. However, the growth of the reasoning chain introduces uncertainty and error accumulation, making it challenging to elicit accurate final results. To tackle this challenge of uncertainty in multi-step reasoning, we introduce a stepwise self-evaluation mechanism to guide and calibrate the reasoning process of LLMs. We propose a decoding algorithm integrating the self-evaluation guidance via stochastic beam search. The self-evaluation guidance serves as a better-calibrated automatic criterion, facilitating an efficient search in the reasoning space and resulting in superior prediction quality. Stochastic beam search balances exploitation and exploration of the search space with temperature-controlled randomness. Our approach surpasses the corresponding Codex-backboned baselines in few-shot accuracy by $6.34\%$, $9.56\%$, and $5.46\%$ on the GSM8K, AQuA, and StrategyQA benchmarks, respectively. Experiment results with Llama-2 on arithmetic reasoning demonstrate the efficiency of our method in outperforming the baseline methods with comparable computational budgets. Further analysis in multi-step reasoning finds our self-evaluation guidance pinpoints logic failures and leads to higher consistency and robustness. Our code is publicly available at https://guideddecoding.github.io/.
Minimax Forward and Backward Learning of Evolving Tasks with Performance Guarantees
Álvarez, Verónica, Mazuelas, Santiago, Lozano, Jose A.
For a sequence of classification tasks that arrive over time, it is common that tasks are evolving in the sense that consecutive tasks often have a higher similarity. The incremental learning of a growing sequence of tasks holds promise to enable accurate classification even with few samples per task by leveraging information from all the tasks in the sequence (forward and backward learning). However, existing techniques developed for continual learning and concept drift adaptation are either designed for tasks with time-independent similarities or only aim to learn the last task in the sequence. This paper presents incremental minimax risk classifiers (IMRCs) that effectively exploit forward and backward learning and account for evolving tasks. In addition, we analytically characterize the performance improvement provided by forward and backward learning in terms of the tasks' expected quadratic change and the number of tasks. The experimental evaluation shows that IMRCs can result in a significant performance improvement, especially for reduced sample sizes.
Adaptive Federated Minimax Optimization with Lower complexities
Federated learning is a popular distributed and privacy-preserving machine learning paradigm. Meanwhile, minimax optimization, as an effective hierarchical optimization, is widely applied in machine learning. Recently, some federated optimization methods have been proposed to solve the distributed minimax problems. However, these federated minimax methods still suffer from high gradient and communication complexities. Meanwhile, few algorithm focuses on using adaptive learning rate to accelerate algorithms. To fill this gap, in the paper, we study a class of nonconvex minimax optimization, and propose an efficient adaptive federated minimax optimization algorithm (i.e., AdaFGDA) to solve these distributed minimax problems. Specifically, our AdaFGDA builds on the momentum-based variance reduced and local-SGD techniques, and it can flexibly incorporate various adaptive learning rates by using the unified adaptive matrix. Theoretically, we provide a solid convergence analysis framework for our AdaFGDA algorithm under non-i.i.d. setting. Moreover, we prove our algorithms obtain lower gradient (i.e., stochastic first-order oracle, SFO) complexity of $\tilde{O}(\epsilon^{-3})$ with lower communication complexity of $\tilde{O}(\epsilon^{-2})$ in finding $\epsilon$-stationary point of the nonconvex minimax problems. Experimentally, we conduct some experiments on the deep AUC maximization and robust neural network training tasks to verify efficiency of our algorithms.
Performance Tuning for GPU-Embedded Systems: Machine-Learning-based and Analytical Model-driven Tuning Methodologies
Dieguez, Adrian Perez, Lopez, Margarita Amor
GPU-embedded systems have gained popularity across various domains due to their efficient power consumption. However, in order to meet the demands of real-time or time-consuming applications running on these systems, it is crucial for them to be tuned to exhibit high performance. This paper addresses the issue by developing and comparing two tuning methodologies on GPU-embedded systems, and also provides performance insights for developers and researchers seeking to optimize applications running on these architectures. We focus on parallel prefix operations, such as FFT, scan primitives, and tridiagonal system solvers, which are performance-critical components in many applications. The study introduces an analytical model-driven tuning methodology and a Machine Learning (ML)-based tuning methodology. We evaluate the performance of the two tuning methodologies for different parallel prefix implementations of the BPLG library in an NVIDIA Jetson system, and compare their performance to the ones achieved through an exhaustive search. The findings shed light on the best strategies for handling the open challenge of performance portability for major computational patterns among server and embedded devices, providing practical guidance for offline and online tuning. We also address the existing gap in performance studies for parallel computational patterns in GPU-embedded systems by comparing the BPLG performance against other state-of-the-art libraries, including CUSPARSE, CUB, and CUFFT.