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Q*: Improving Multi-step Reasoning for LLMs with Deliberative Planning

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have demonstrated impressive capability in many natural language tasks. However, the auto-regressive generation process makes LLMs prone to produce errors, hallucinations and inconsistent statements when performing multi-step reasoning. In this paper, by casting multi-step reasoning of LLMs as a heuristic search problem, we aim to alleviate the pathology by introducing Q*, a general, versatile and agile framework for guiding LLMs decoding process with deliberative planning. By learning a plug-and-play Q-value model as heuristic function for estimating expected future rewards, our Q* can effectively guide LLMs to select the most promising next reasoning step without fine-tuning LLMs for the current task, which avoids the significant computational overhead and potential risk of performance degeneration on other tasks. Extensive experiments on GSM8K, MATH and MBPP demonstrate the superiority of our method, contributing to improving the reasoning performance of existing open-source LLMs.


Learning from A Single Graph is All You Need for Near-Shortest Path Routing in Wireless Networks

arXiv.org Artificial Intelligence

We propose a learning algorithm for local routing policies that needs only a few data samples obtained from a single graph while generalizing to all random graphs in a standard model of wireless networks. We thus solve the all-pairs near-shortest path problem by training deep neural networks (DNNs) that efficiently and scalably learn routing policies that are local, i.e., they only consider node states and the states of neighboring nodes. Remarkably, one of these DNNs we train learns a policy that exactly matches the performance of greedy forwarding; another generally outperforms greedy forwarding. Our algorithm design exploits network domain knowledge in several ways: First, in the selection of input features and, second, in the selection of a ``seed graph'' and subsamples from its shortest paths. The leverage of domain knowledge provides theoretical explainability of why the seed graph and node subsampling suffice for learning that is efficient, scalable, and generalizable. Simulation-based results on uniform random graphs with diverse sizes and densities empirically corroborate that using samples generated from a few routing paths in a modest-sized seed graph quickly learns a model that is generalizable across (almost) all random graphs in the wireless network model.


Bayesian Q-learning With Imperfect Expert Demonstrations

arXiv.org Artificial Intelligence

Guided exploration with expert demonstrations improves data efficiency for reinforcement learning, but current algorithms often overuse expert information. We propose a novel algorithm to speed up Q-learning with the help of a limited amount of imperfect expert demonstrations. The algorithm avoids excessive reliance on expert data by relaxing the optimal expert assumption and gradually reducing the usage of uninformative expert data. Experimentally, we evaluate our approach on a sparse-reward chain environment and six more complicated Atari games with delayed rewards. With the proposed methods, we can achieve better results than Deep Q-learning from Demonstrations (Hester et al., 2017) in most environments.


Finite Horizon Q-learning: Stability, Convergence and Simulations

arXiv.org Artificial Intelligence

Q-learning is a popular reinforcement learning algorithm. This algorithm has however been studied and analysed mainly in the infinite horizon setting. There are several important applications which can be modeled in the framework of finite horizon Markov decision processes. We develop a version of Q-learning algorithm for finite horizon Markov decision processes (MDP) and provide a full proof of its stability and convergence. Our analysis of stability and convergence of finite horizon Q-learning is based entirely on the ordinary differential equations (O.D.E) method. We also demonstrate the performance of our algorithm on a setting of random MDP.


What is reinforcement learning?

#artificialintelligence

Reinforcement learning is a branch in ML, which deals an agent trying to do something in an environment. The agent can be trying to start a fire, when stranded in an island, or the agent can be car trying to park in the right spot. Let's dive in and learn more about reinforcement learning When the agent is trying to do something, it receives a reward when it is getting warmer to what it's supposed to do. The goal of the agent is to try and maximise that reward. The state of an agent is just it's current position with respect to the environment, so if a robot wants to walk, the position of it's legs are it's current state.


Provably More Efficient Q-Learning in the One-Sided-Feedback/Full-Feedback Settings

arXiv.org Machine Learning

Motivated by the episodic version of the classical inventory control problem, we propose a new Q-learning-based algorithm, Elimination-Based Half-Q-Learning (HQL), that enjoys improved efficiency over existing algorithms for a wide variety of problems in the one-sided-feedback setting. We also provide a simpler variant of the algorithm, Full-Q-Learning (FQL), for the full-feedback setting. We establish that HQL incurs $ \tilde{\mathcal{O}}(H^3\sqrt{ T})$ regret and FQL incurs $\tilde{\mathcal{O}}(H^2\sqrt{ T})$ regret, where $H$ is the length of each episode and $T$ is the total length of the horizon. The regret bounds are not affected by the possibly huge state and action space. Our numerical experiments demonstrate the superior efficiency of HQL and FQL, and the potential to combine reinforcement learning with richer feedback models.


Deep Reinforcement Learning

#artificialintelligence

This article provides an excerpt "Deep Reinforcement Learning" from the book, Deep Learning Illustrated by Krohn, Beyleveld, and Bassens. The article includes an overview of reinforcement learning theory with focus on the deep Q-learning. It also covers using Keras to construct a deep Q-learning network that learns within a simulated video game environment. A complementary Domino project is available. Recent feats in machine learning, like developing a program to defeat a human in a game Go, have been powered by reinforcement learning. Reinforcement learning is the process of training a program to attain a goal through trial and error by incentivizing it with a combination of rewards and penalties.


Successive Over Relaxation Q-Learning

arXiv.org Machine Learning

In a discounted reward Markov Decision Process (MDP) the objective is to find the optimal value function, i.e., the value function corresponding to an optimal policy. This problem reduces to solving a functional equation known as the Bellman equation and a fixed point iteration scheme known as the value iteration is utilized to obtain the solution. In [1], a successive over-relaxation based value iteration scheme is proposed to speed up the computation of the optimal value function. They propose a modified Bellman equation and prove faster convergence to the optimal value function. However, in many practical applications, the model information is not known and we resort to Reinforcement Learning (RL) algorithms to obtain optimal policy and value function. One such popular algorithm is Q-Learning. In this paper, we propose Successive Over Relaxation (SOR) Q-Learning. We first derive a fixed point iteration for optimal Q-values based on [1] and utilize stochastic approximation to derive a learning algorithm to compute the optimal value function and an optimal policy. We then prove the convergence of the SOR Q-Learning to optimal Q-values. Finally, through numerical experiments, we show that SOR Q-Learning is faster compared to the standard Q-Learning algorithm.


Assumed Density Filtering Q-learning

arXiv.org Artificial Intelligence

While off-policy temporal difference (TD) methods have widely been used in reinforcement learning due to their efficiency and simple implementation, their Bayesian counterparts have not been utilized as frequently. One reason is that the non-linear max operation in the Bellman optimality equation makes it difficult to define conjugate distributions over the value functions. In this paper, we introduce a novel Bayesian approach to off-policy TD methods using Assumed Density Filtering (ADFQ), which updates beliefs on state-action values (Q) through an online Bayesian inference method. Uncertainty measures in the beliefs provide a natural regularization for learning, and we show how ADFQ reduces in a limiting case to the traditional Q-learning algorithm. Our empirical results demonstrate that the proposed ADFQ algorithms outperform comparable algorithms on several task domains. Moreover, our algorithms are computationally more efficient than other existing approaches to Bayesian reinforcement learning.