Search
Revisiting First-Order Convex Optimization Over Linear Spaces
Locatello, Francesco, Raj, Anant, Reddy, Sai Praneeth, Rätsch, Gunnar, Schölkopf, Bernhard, Stich, Sebastian U., Jaggi, Martin
Two popular examples of first-order optimization methods over linear spaces are coordinate descent and matching pursuit algorithms, with their randomized variants. While the former targets the optimization by moving along coordinates, the latter considers a generalized notion of directions. Exploiting the connection between the two algorithms, we present a unified analysis of both, providing affine invariant sublinear $\mathcal{O}(1/t)$ rates on smooth objectives and linear convergence on strongly convex objectives. As a byproduct of our affine invariant analysis of matching pursuit, our rates for steepest coordinate descent are the tightest known. Furthermore, we show the first accelerated convergence rate $\mathcal{O}(1/t^2)$ for matching pursuit on convex objectives.
Active Reinforcement Learning with Monte-Carlo Tree Search
Schulze, Sebastian, Evans, Owain
Active Reinforcement Learning (ARL) is a twist on RL where the agent observes reward information only if it pays a cost. This subtle change makes exploration substantially more challenging. Powerful principles in RL like optimism, Thompson sampling, and random exploration do not help with ARL. We relate ARL in tabular environments to Bayes-Adaptive MDPs. We provide an ARL algorithm using Monte-Carlo Tree Search that is asymptotically Bayes optimal. Experimentally, this algorithm is near-optimal on small Bandit problems and MDPs. On larger MDPs it outperforms a Q-learner augmented with specialised heuristics for ARL. By analysing exploration behaviour in detail, we uncover obstacles to scaling up simulation-based algorithms for ARL.
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Clues for Which I Search and Choose
Before we leave these model-free chronicles behind, let me turn to the converse of the Linearization Principle. We have seen that random search works well on simple linear problems and appears better than some RL methods like policy gradient. Does random search break down as we move to harder problems? Let's apply random search to problems that are of interest to the RL community. The deep RL community has been spending a lot of time and energy on a suite of benchmarks, maintained by OpenAI and based on the MuJoCo simulator.
Broad Learning for Healthcare
A broad spectrum of data from different modalities are generated in the healthcare domain every day, including scalar data (e.g., clinical measures collected at hospitals), tensor data (e.g., neuroimages analyzed by research institutes), graph data (e.g., brain connectivity networks), and sequence data (e.g., digital footprints recorded on smart sensors). Capability for modeling information from these heterogeneous data sources is potentially transformative for investigating disease mechanisms and for informing therapeutic interventions. Our works in this thesis attempt to facilitate healthcare applications in the setting of broad learning which focuses on fusing heterogeneous data sources for a variety of synergistic knowledge discovery and machine learning tasks. We are generally interested in computer-aided diagnosis, precision medicine, and mobile health by creating accurate user profiles which include important biomarkers, brain connectivity patterns, and latent representations. In particular, our works involve four different data mining problems with application to the healthcare domain: multi-view feature selection, subgraph pattern mining, brain network embedding, and multi-view sequence prediction.
Progressive Neural Architecture Search
Liu, Chenxi, Zoph, Barret, Neumann, Maxim, Shlens, Jonathon, Hua, Wei, Li, Li-Jia, Fei-Fei, Li, Yuille, Alan, Huang, Jonathan, Murphy, Kevin
We propose a new method for learning the structure of convolutional neural networks (CNNs) that is more efficient than recent state-of-the-art methods based on reinforcement learning and evolutionary algorithms. Our approach uses a sequential model-based optimization (SMBO) strategy, in which we search for structures in order of increasing complexity, while simultaneously learning a surrogate model to guide the search through structure space. Direct comparison under the same search space shows that our method is up to 5 times more efficient than the RL method of Zoph et al. (2018) in terms of number of models evaluated, and 8 times faster in terms of total compute. The structures we discover in this way achieve state of the art classification accuracies on CIFAR-10 and ImageNet.
Deep Reinforcement Learning with Model Learning and Monte Carlo Tree Search in Minecraft
Deep reinforcement learning has been successfully applied to several visual-input tasks using model-free methods. In this paper, we propose a model-based approach that combines learning a DNN-based transition model with Monte Carlo tree search to solve a block-placing task in Minecraft. Our learned transition model predicts the next frame and the rewards one step ahead given the last four frames of the agent's first-person-view image and the current action. Then a Monte Carlo tree search algorithm uses this model to plan the best sequence of actions for the agent to perform. On the proposed task in Minecraft, our model-based approach reaches the performance comparable to the Deep Q-Network's, but learns faster and, thus, is more training sample efficient. Keywords: Acknowledgements Reinforcement Learning, Model-Based Reinforcement Learning, Deep Learning, Model Learning, Monte Carlo Tree Search I would like to express my sincere gratitude to my supervisor Dr. Stefan Uhlich for his continuous support, patience, and immense knowledge that helped me a lot during this study. My thanks and appreciation also go to my colleague Anna Konobelkina for insightful comments on the paper as well as to Sony Europe Limited for providing the resources for this project.
Simple random search provides a competitive approach to reinforcement learning
Mania, Horia, Guy, Aurelia, Recht, Benjamin
A common belief in model-free reinforcement learning is that methods based on random search in the parameter space of policies exhibit significantly worse sample complexity than those that explore the space of actions. We dispel such beliefs by introducing a random search method for training static, linear policies for continuous control problems, matching state-of-the-art sample efficiency on the benchmark MuJoCo locomotion tasks. Our method also finds a nearly optimal controller for a challenging instance of the Linear Quadratic Regulator, a classical problem in control theory, when the dynamics are not known. Computationally, our random search algorithm is at least 15 times more efficient than the fastest competing model-free methods on these benchmarks. We take advantage of this computational efficiency to evaluate the performance of our method over hundreds of random seeds and many different hyperparameter configurations for each benchmark task. Our simulations highlight a high variability in performance in these benchmark tasks, suggesting that commonly used estimations of sample efficiency do not adequately evaluate the performance of RL algorithms.
Using Parameterized Black-Box Priors to Scale Up Model-Based Policy Search for Robotics
Chatzilygeroudis, Konstantinos, Mouret, Jean-Baptiste
The most data-efficient algorithms for reinforcement learning in robotics are model-based policy search algorithms, which alternate between learning a dynamical model of the robot and optimizing a policy to maximize the expected return given the model and its uncertainties. Among the few proposed approaches, the recently introduced Black-DROPS algorithm exploits a black-box optimization algorithm to achieve both high data-efficiency and good computation times when several cores are used; nevertheless, like all model-based policy search approaches, Black-DROPS does not scale to high dimensional state/action spaces. In this paper, we introduce a new model learning procedure in Black-DROPS that leverages parameterized black-box priors to (1) scale up to high-dimensional systems, and (2) be robust to large inaccuracies of the prior information. We demonstrate the effectiveness of our approach with the "pendubot" swing-up task in simulation and with a physical hexapod robot (48D state space, 18D action space) that has to walk forward as fast as possible. The results show that our new algorithm is more data-efficient than previous model-based policy search algorithms (with and without priors) and that it can allow a physical 6-legged robot to learn new gaits in only 16 to 30 seconds of interaction time.
Blink and you'll miss it: This robot solves a Rubik's Cube in 0.38 seconds
Whether it's beating us at games like the board game Go or stealing our jobs, the killer combination of artificial intelligence and robots are owning us puny humans left and right. The latest example of a high-tech achievement that will make you feel on the verge of extinction? A robot that's capable of completing a Rubik's Cube puzzle in just 0.38 seconds flat -- which includes image capture and computation time, along with physically moving the cube. Not only is that significantly faster than the human world record of 4.59 seconds, but it's also a big improvement on the official robot world record of 0.637 seconds, as set in late 2016. The 0.38-second achievement isn't yet an official record, but if it manages to achieve the same results under record-testing conditions it certainly will be.