Moczulski, Marcin
Efficient Exploration with Self-Imitation Learning via Trajectory-Conditioned Policy
Guo, Yijie, Choi, Jongwook, Moczulski, Marcin, Bengio, Samy, Norouzi, Mohammad, Lee, Honglak
This paper proposes a method for learning a trajectory-conditioned policy to imitate diverse demonstrations from the agent's own past experiences. We demonstrate that such self-imitation drives exploration in diverse directions and increases the chance of finding a globally optimal solution in reinforcement learning problems, especially when the reward is sparse and deceptive. Our method significantly outperforms existing self-imitation learning and count-based exploration methods on various sparse-reward reinforcement learning tasks with local optima. In particular, we report a state-of-the-art score of more than 25,000 points on Montezuma's Revenge without using expert demonstrations or resetting to arbitrary states.
Contingency-Aware Exploration in Reinforcement Learning
Choi, Jongwook, Guo, Yijie, Moczulski, Marcin, Oh, Junhyuk, Wu, Neal, Norouzi, Mohammad, Lee, Honglak
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency information is used as a part of the state representation for exploration purposes. We demonstrate that combining A2C with count-based exploration using our representation achieves impressive results on a set of notoriously challenging Atari games due to sparse rewards. For example, we report a state-of-the-art score of >6600 points on Montezuma's Revenge without using expert demonstrations, explicit high-level information (e.g., RAM states), or supervised data. Our experiments confirm that indeed contingency-awareness is an extremely powerful concept for tackling exploration problems in reinforcement learning and opens up interesting research questions for further investigations.
Noisy Activation Functions
Gulcehre, Caglar, Moczulski, Marcin, Denil, Misha, Bengio, Yoshua
Common nonlinear activation functions used in neural networks can cause training difficulties due to the saturation behavior of the activation function, which may hide dependencies that are not visible to vanilla-SGD (using first order gradients only). Gating mechanisms that use softly saturating activation functions to emulate the discrete switching of digital logic circuits are good examples of this. We propose to exploit the injection of appropriate noise so that the gradients may flow easily, even if the noiseless application of the activation function would yield zero gradient. Large noise will dominate the noise-free gradient and allow stochastic gradient descent toexplore more. By adding noise only to the problematic parts of the activation function, we allow the optimization procedure to explore the boundary between the degenerate (saturating) and the well-behaved parts of the activation function. We also establish connections to simulated annealing, when the amount of noise is annealed down, making it easier to optimize hard objective functions. We find experimentally that replacing such saturating activation functions by noisy variants helps training in many contexts, yielding state-of-the-art or competitive results on different datasets and task, especially when training seems to be the most difficult, e.g., when curriculum learning is necessary to obtain good results.
ADASECANT: Robust Adaptive Secant Method for Stochastic Gradient
Gulcehre, Caglar, Moczulski, Marcin, Bengio, Yoshua
Stochastic gradient algorithms have been the main focus of large-scale learning problems and they led to important successes in machine learning. The convergence of SGD depends on the careful choice of learning rate and the amount of the noise in stochastic estimates of the gradients. In this paper, we propose a new adaptive learning rate algorithm, which utilizes curvature information for automatically tuning the learning rates. The information about the element-wise curvature of the loss function is estimated from the local statistics of the stochastic first order gradients. We further propose a new variance reduction technique to speed up the convergence. In our preliminary experiments with deep neural networks, we obtained better performance compared to the popular stochastic gradient algorithms.
Deep Fried Convnets
Yang, Zichao, Moczulski, Marcin, Denil, Misha, de Freitas, Nando, Smola, Alex, Song, Le, Wang, Ziyu
The fully connected layers of a deep convolutional neural network typically contain over 90% of the network parameters, and consume the majority of the memory required to store the network parameters. Reducing the number of parameters while preserving essentially the same predictive performance is critically important for operating deep neural networks in memory constrained environments such as GPUs or embedded devices. In this paper we show how kernel methods, in particular a single Fastfood layer, can be used to replace all fully connected layers in a deep convolutional neural network. This novel Fastfood layer is also end-to-end trainable in conjunction with convolutional layers, allowing us to combine them into a new architecture, named deep fried convolutional networks, which substantially reduces the memory footprint of convolutional networks trained on MNIST and ImageNet with no drop in predictive performance.