Plotting

 Michalewski, Henryk


Reinforcement Learning of Theorem Proving

arXiv.org Artificial Intelligence

We introduce a theorem proving algorithm that uses practically no domain heuristics for guiding its connection-style proof search. Instead, it runs many Monte-Carlo simulations guided by reinforcement learning from previous proof attempts. We produce several versions of the prover, parameterized by different learning and guiding algorithms. The strongest version of the system is trained on a large corpus of mathematical problems and evaluated on previously unseen problems. The trained system solves within the same number of inferences over 40% more problems than a baseline prover, which is an unusually high improvement in this hard AI domain. To our knowledge this is the first time reinforcement learning has been convincingly applied to solving general mathematical problems on a large scale.


Learning to Run challenge solutions: Adapting reinforcement learning methods for neuromusculoskeletal environments

arXiv.org Machine Learning

In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement learning approaches, based on algorithms such as Deep Deterministic Policy Gradient, Proximal Policy Optimization, and Trust Region Policy Optimization. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each of the eight teams implemented different modifications of the known algorithms.


Atari games and Intel processors

arXiv.org Artificial Intelligence

The asynchronous nature of the state-of-the-art reinforcement learning algorithms such as the Asynchronous Advantage Actor-Critic algorithm, makes them exceptionally suitable for CPU computations. However, given the fact that deep reinforcement learning often deals with interpreting visual information, a large part of the train and inference time is spent performing convolutions. In this work we present our results on learning strategies in Atari games using a Convolutional Neural Network, the Math Kernel Library and TensorFlow 0.11rc0 machine learning framework. We also analyze effects of asynchronous computations on the convergence of reinforcement learning algorithms.