We describe a framework for designing efficient active learning algorithms that are tolerant to random classification noise. The framework is based on active learning algorithms that are statistical in the sense that they rely on estimates of expectations of functions of filtered random examples. It builds on the powerful statistical query framework of Kearns (1993). We show that any efficient active statistical learning algorithm can be automatically converted to an efficient active learning algorithm which is tolerant to random classification noise as well as other forms of uncorrelated" noise. The complexity of the resulting algorithms has information-theoretically optimal quadratic dependence on $1/(1-2\eta)$, where $\eta$ is the noise rate. We demonstrate the power of our framework by showing that commonly studied concept classes including thresholds, rectangles, and linear separators can be efficiently actively learned in our framework. These results combined with our generic conversion lead to the first known computationally-efficient algorithms for actively learning some of these concept classes in the presence of random classification noise that provide exponential improvement in the dependence on the error $\epsilon$ over their passive counterparts. In addition, we show that our algorithms can be automatically converted to efficient active differentially-private algorithms. This leads to the first differentially-private active learning algorithms with exponential label savings over the passive case."
The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.
We study the theoretical advantages of active learning over passive learning. Specifically, we prove that, in noise-free classifier learning for VC classes, any passive learning algorithm can be transformed into an active learning algorithm with asymptotically strictly superior label complexity for all nontrivial target functions and distributions. We further provide a general characterization of the magnitudes of these improvements in terms of a novel generalization of the disagreement coefficient. We also extend these results to active learning in the presence of label noise, and find that even under broad classes of noise distributions, we can typically guarantee strict improvements over the known results for passive learning.
Applying reinforcement learning in large Markov Decision Process (MDP) is an important issue for solving very large problems. Since the exact resolution is often intractable, many approaches have been proposed to approximate the value function (for example, TD-Gammon (Tesauro 1995)) or to approximate directly the policy by gradient methods (Russell & Norvig 2002). Such approaches provide a policy on all the state space whereas classical reinforcement learning algorithms do not guarantee in finite time the exploration of all states. However, these approaches often need a manual definition of the parameter for approximation functions. Recently, (Lagoudakis & Parr 2003) introduced the problem of approximating policy by a policy iteration algorithm using a mix between a rollout algorithm and Support Vector Machines (SVM).
Deep learning made the headlines when the UK's AlphaGo team beat Lee Sedol, holder of 18 international titles, in the Go board game. Go is more complex than other games, such as Chess, where machines have previously crushed famous players. The number of potential moves explodes exponentially so it wasn't possible for computers to use the same techniques used in Chess. In learning Go, the computer would have to create millions of games, competing against itself and discovering new strategies that humans may never have considered. Deep learning itself isn't that new, and researchers have been working on algorithms for many years, refining the approach and developing new algorithms.