Survey on Reinforcement Learning for Language Processing
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Improving Model-Based Reinforcement Learning with Internal State Representations Through Self-Supervision
1 Improving Model-Based Reinforcement Learning with Internal State Representations through Self-Supervision Julien Scholz, Cornelius Weber, Muhammad Burhan Hafez and Stefan Wermter Knowledge Technology, Department of Informatics, University of Hamburg, Germany [email protected], fweber, hafez, [email protected] Abstract—Using a model of the environment, reinforcement the design decisions made for MuZero, namely, how uncon- learning agents can plan their future moves and achieve super- strained its learning process is. After explaining all necessary human performance in board games like Chess, Shogi, and Go, fundamentals, we propose two individual augmentations to while remaining relatively sample-efficient. As demonstrated by the MuZero Algorithm, the environment model can even be the algorithm that work fully unsupervised in an attempt to learned dynamically, generalizing the agent to many more tasks improve its performance and make it more reliable. After- while at the same time achieving state-of-the-art performance. ward, we evaluate our proposals by benchmarking the regular Notably, MuZero uses internal state representations derived from MuZero algorithm against the newly augmented creation. real environment states for its predictions. In this paper, we bind the model’s predicted internal state representation to the environ- II. BACKGROUND ment state via two additional terms: a reconstruction model loss and a simpler consistency loss, both of which work independently A. MuZero Algorithm and unsupervised, acting as constraints to stabilize the learning process. Our experiments show that this new integration of The MuZero algorithm [1] is a model-based reinforcement reconstruction model loss and simpler consistency loss provide a learning algorithm that builds upon the success of its prede- significant performance increase in OpenAI Gym environments. -
A Deep Reinforcement Learning Neural Network Folding Proteins
DeepFoldit - A Deep Reinforcement Learning Neural Network Folding Proteins Dimitra Panou1, Martin Reczko2 1University of Athens, Department of Informatics and Telecommunications 2Biomedical Sciences Research Center “Alexander Fleming” ABSTRACT Despite considerable progress, ab initio protein structure prediction remains suboptimal. A crowdsourcing approach is the online puzzle video game Foldit [1], that provided several useful results that matched or even outperformed algorithmically computed solutions [2]. Using Foldit, the WeFold [3] crowd had several successful participations in the Critical Assessment of Techniques for Protein Structure Prediction. Based on the recent Foldit standalone version [4], we trained a deep reinforcement neural network called DeepFoldit to improve the score assigned to an unfolded protein, using the Q-learning method [5] with experience replay. This paper is focused on model improvement through hyperparameter tuning. We examined various implementations by examining different model architectures and changing hyperparameter values to improve the accuracy of the model. The new model’s hyper-parameters also improved its ability to generalize. Initial results, from the latest implementation, show that given a set of small unfolded training proteins, DeepFoldit learns action sequences that improve the score both on the training set and on novel test proteins. Our approach combines the intuitive user interface of Foldit with the efficiency of deep reinforcement learning. KEYWORDS: ab initio protein structure prediction, Reinforcement Learning, Deep Learning, Convolution Neural Networks, Q-learning 1. ALGORITHMIC BACKGROUND Machine learning (ML) is the study of algorithms and statistical models used by computer systems to accomplish a given task without using explicit guidelines, relying on inferences derived from patterns. ML is a field of artificial intelligence. -
An Introduction to Deep Reinforcement Learning
An Introduction to Deep Reinforcement Learning Ehsan Abbasnejad Remember: Supervised Learning We have a set of sample observations, with labels learn to predict the labels, given a new sample cat Learn the function that associates a picture of a dog/cat with the label dog Remember: supervised learning We need thousands of samples Samples have to be provided by experts There are applications where • We can’t provide expert samples • Expert examples are not what we mimic • There is an interaction with the world Deep Reinforcement Learning AlphaGo Scenario of Reinforcement Learning Observation Action State Change the environment Agent Don’t do that Reward Environment Agent learns to take actions maximizing expected Scenario of Reinforcement Learningreward. Observation Action State Change the environment Agent Thank you. Reward https://yoast.com/how-t Environment o-clean-site-structure/ Machine Learning Actor/Policy ≈ Looking for a Function Action = π( Observation ) Observation Action Function Function input output Used to pick the Reward best function Environment Reinforcement Learning in a nutshell RL is a general-purpose framework for decision-making • RL is for an agent with the capacity to act • Each action influences the agent’s future state • Success is measured by a scalar reward signal Goal: select actions to maximise future reward Deep Learning in a nutshell DL is a general-purpose framework for representation learning • Given an objective • Learning representation that is required to achieve objective • Directly from raw inputs -
Modelling Working Memory Using Deep Recurrent Reinforcement Learning
Modelling Working Memory using Deep Recurrent Reinforcement Learning Pravish Sainath1;2;3 Pierre Bellec1;3 Guillaume Lajoie 2;3 1Centre de Recherche, Institut Universitaire de Gériatrie de Montréal 2Mila - Quebec AI Institute 3Université de Montréal Abstract 1 In cognitive systems, the role of a working memory is crucial for visual reasoning 2 and decision making. Tremendous progress has been made in understanding the 3 mechanisms of the human/animal working memory, as well as in formulating 4 different frameworks of artificial neural networks. In the case of humans, the [1] 5 visual working memory (VWM) task is a standard one in which the subjects are 6 presented with a sequence of images, each of which needs to be identified as to 7 whether it was already seen or not. Our work is a study of multiple ways to learn a 8 working memory model using recurrent neural networks that learn to remember 9 input images across timesteps in supervised and reinforcement learning settings. 10 The reinforcement learning setting is inspired by the popular view in Neuroscience 11 that the working memory in the prefrontal cortex is modulated by a dopaminergic 12 mechanism. We consider the VWM task as an environment that rewards the 13 agent when it remembers past information and penalizes it for forgetting. We 14 quantitatively estimate the performance of these models on sequences of images [2] 15 from a standard image dataset (CIFAR-100 ) and their ability to remember 16 and recall. Based on our analysis, we establish that a gated recurrent neural 17 network model with long short-term memory units trained using reinforcement 18 learning is powerful and more efficient in temporally consolidating the input spatial 19 information. -
Reinforcement Learning: a Survey
Journal of Articial Intelligence Research Submitted published Reinforcement Learning A Survey Leslie Pack Kaelbling lpkcsbrownedu Michael L Littman mlittmancsbrownedu Computer Science Department Box Brown University Providence RI USA Andrew W Mo ore awmcscmuedu Smith Hal l Carnegie Mel lon University Forbes Avenue Pittsburgh PA USA Abstract This pap er surveys the eld of reinforcement learning from a computerscience p er sp ective It is written to b e accessible to researchers familiar with machine learning Both the historical basis of the eld and a broad selection of current work are summarized Reinforcement learning is the problem faced by an agent that learns b ehavior through trialanderror interactions with a dynamic environment The work describ ed here has a resemblance to work in psychology but diers considerably in the details and in the use of the word reinforcement The pap er discusses central issues of reinforcement learning including trading o exploration and exploitation establishing the foundations of the eld via Markov decision theory learning from delayed reinforcement constructing empirical mo dels to accelerate learning making use of generalization and hierarchy and coping with hidden state It concludes with a survey of some implemented systems and an assessment of the practical utility of current metho ds for reinforcement learning Intro duction Reinforcement learning dates back to the early days of cyb ernetics and work in statistics psychology neuroscience and computer science In the last ve to ten years -
An Energy Efficient Edgeai Autoencoder Accelerator For
Received 26 July 2020; revised 29 October 2020; accepted 28 November 2020. Date of current version 26 January 2021. Digital Object Identifier 10.1109/OJCAS.2020.3043737 An Energy Efficient EdgeAI Autoencoder Accelerator for Reinforcement Learning NITHEESH KUMAR MANJUNATH1 (Member, IEEE), AIDIN SHIRI1, MORTEZA HOSSEINI1 (Graduate Student Member, IEEE), BHARAT PRAKASH1, NICHOLAS R. WAYTOWICH2, AND TINOOSH MOHSENIN1 1Department of Computer Science and Electrical Engineering, University of Maryland, Baltimore, MD 21250, USA 2U.S. Army Research Laboratory, Aberdeen, MD, USA This article was recommended by Associate Editor Y. Li. CORRESPONDING AUTHOR: N. K. MANJUNATH (e-mail: [email protected]) This work was supported by the U.S. Army Research Laboratory through Cooperative Agreement under Grant W911NF-10-2-0022. ABSTRACT In EdgeAI embedded devices that exploit reinforcement learning (RL), it is essential to reduce the number of actions taken by the agent in the real world and minimize the compute-intensive policies learning process. Convolutional autoencoders (AEs) has demonstrated great improvement for speeding up the policy learning time when attached to the RL agent, by compressing the high dimensional input data into a small latent representation for feeding the RL agent. Despite reducing the policy learning time, AE adds a significant computational and memory complexity to the model which contributes to the increase in the total computation and the model size. In this article, we propose a model for speeding up the policy learning process of RL agent with the use of AE neural networks, which engages binary and ternary precision to address the high complexity overhead without deteriorating the policy that an RL agent learns. -
Multi-Agent Reinforcement Learning: a Review of Challenges and Applications
applied sciences Review Multi-Agent Reinforcement Learning: A Review of Challenges and Applications Lorenzo Canese †, Gian Carlo Cardarilli, Luca Di Nunzio †, Rocco Fazzolari † , Daniele Giardino †, Marco Re † and Sergio Spanò *,† Department of Electronic Engineering, University of Rome “Tor Vergata”, Via del Politecnico 1, 00133 Rome, Italy; [email protected] (L.C.); [email protected] (G.C.C.); [email protected] (L.D.N.); [email protected] (R.F.); [email protected] (D.G.); [email protected] (M.R.) * Correspondence: [email protected]; Tel.: +39-06-7259-7273 † These authors contributed equally to this work. Abstract: In this review, we present an analysis of the most used multi-agent reinforcement learn- ing algorithms. Starting with the single-agent reinforcement learning algorithms, we focus on the most critical issues that must be taken into account in their extension to multi-agent scenarios. The analyzed algorithms were grouped according to their features. We present a detailed taxonomy of the main multi-agent approaches proposed in the literature, focusing on their related mathematical models. For each algorithm, we describe the possible application fields, while pointing out its pros and cons. The described multi-agent algorithms are compared in terms of the most important char- acteristics for multi-agent reinforcement learning applications—namely, nonstationarity, scalability, and observability. We also describe the most common benchmark environments used to evaluate the Citation: Canese, L.; Cardarilli, G.C.; performances of the considered methods. Di Nunzio, L.; Fazzolari, R.; Giardino, D.; Re, M.; Spanò, S. Multi-Agent Keywords: machine learning; reinforcement learning; multi-agent; swarm Reinforcement Learning: A Review of Challenges and Applications. -
Sparse Cooperative Q-Learning
Sparse Cooperative Q-learning Jelle R. Kok [email protected] Nikos Vlassis [email protected] Informatics Institute, Faculty of Science, University of Amsterdam, The Netherlands Abstract in uncertain environments. In principle, it is pos- sible to treat a multiagent system as a `big' single Learning in multiagent systems suffers from agent and learn the optimal joint policy using stan- the fact that both the state and the action dard single-agent reinforcement learning techniques. space scale exponentially with the number of However, both the state and action space scale ex- agents. In this paper we are interested in ponentially with the number of agents, rendering this using Q-learning to learn the coordinated ac- approach infeasible for most problems. Alternatively, tions of a group of cooperative agents, us- we can let each agent learn its policy independently ing a sparse representation of the joint state- of the other agents, but then the transition model de- action space of the agents. We first examine pends on the policy of the other learning agents, which a compact representation in which the agents may result in oscillatory behavior. need to explicitly coordinate their actions only in a predefined set of states. Next, we On the other hand, in many problems the agents only use a coordination-graph approach in which need to coordinate their actions in few states (e.g., two we represent the Q-values by value rules that cleaning robots that want to clean the same room), specify the coordination dependencies of the while in the rest of the states the agents can act in- agents at particular states. -
4 Perceptron Learning
4 Perceptron Learning 4.1 Learning algorithms for neural networks In the two preceding chapters we discussed two closely related models, McCulloch–Pitts units and perceptrons, but the question of how to find the parameters adequate for a given task was left open. If two sets of points have to be separated linearly with a perceptron, adequate weights for the comput- ing unit must be found. The operators that we used in the preceding chapter, for example for edge detection, used hand customized weights. Now we would like to find those parameters automatically. The perceptron learning algorithm deals with this problem. A learning algorithm is an adaptive method by which a network of com- puting units self-organizes to implement the desired behavior. This is done in some learning algorithms by presenting some examples of the desired input- output mapping to the network. A correction step is executed iteratively until the network learns to produce the desired response. The learning algorithm is a closed loop of presentation of examples and of corrections to the network parameters, as shown in Figure 4.1. network test input-output compute the examples error fix network parameters Fig. 4.1. Learning process in a parametric system R. Rojas: Neural Networks, Springer-Verlag, Berlin, 1996 78 4 Perceptron Learning In some simple cases the weights for the computing units can be found through a sequential test of stochastically generated numerical combinations. However, such algorithms which look blindly for a solution do not qualify as “learning”. A learning algorithm must adapt the network parameters accord- ing to previous experience until a solution is found, if it exists. -
Combining Off and On-Policy Training in Model-Based Reinforcement Learning
Combining Off and On-Policy Training in Model-Based Reinforcement Learning Alexandre Borges Arlindo L. Oliveira INESC-ID / Instituto Superior Técnico INESC-ID / Instituto Superior Técnico University of Lisbon University of Lisbon Lisbon, Portugal Lisbon, Portugal ABSTRACT factor and game length. AlphaGo [1] was the first computer pro- The combination of deep learning and Monte Carlo Tree Search gram to beat a professional human player in the game of Go by (MCTS) has shown to be effective in various domains, such as combining deep neural networks with tree search. In the first train- board and video games. AlphaGo [1] represented a significant step ing phase, the system learned from expert games, but a second forward in our ability to learn complex board games, and it was training phase enabled the system to improve its performance by rapidly followed by significant advances, such as AlphaGo Zero self-play using reinforcement learning. AlphaGoZero [2] learned [2] and AlphaZero [3]. Recently, MuZero [4] demonstrated that only through self-play and was able to beat AlphaGo soundly. Alp- it is possible to master both Atari games and board games by di- haZero [3] improved on AlphaGoZero by generalizing the model rectly learning a model of the environment, which is then used to any board game. However, these methods were designed only with Monte Carlo Tree Search (MCTS) [5] to decide what move for board games, specifically for two-player zero-sum games. to play in each position. During tree search, the algorithm simu- Recently, MuZero [4] improved on AlphaZero by generalizing lates games by exploring several possible moves and then picks the it even more, so that it can learn to play singe-agent games while, action that corresponds to the most promising trajectory. -
Optimal Path Routing Using Reinforcement Learning
OPTIMAL PATH ROUTING USING REINFORCEMENT LEARNING Rajasekhar Nannapaneni Sr Principal Engineer, Solutions Architect Dell EMC [email protected] Knowledge Sharing Article © 2020 Dell Inc. or its subsidiaries. The Dell Technologies Proven Professional Certification program validates a wide range of skills and competencies across multiple technologies and products. From Associate, entry-level courses to Expert-level, experience-based exams, all professionals in or looking to begin a career in IT benefit from industry-leading training and certification paths from one of the world’s most trusted technology partners. Proven Professional certifications include: • Cloud • Converged/Hyperconverged Infrastructure • Data Protection • Data Science • Networking • Security • Servers • Storage • Enterprise Architect Courses are offered to meet different learning styles and schedules, including self-paced On Demand, remote-based Virtual Instructor-Led and in-person Classrooms. Whether you are an experienced IT professional or just getting started, Dell Technologies Proven Professional certifications are designed to clearly signal proficiency to colleagues and employers. Learn more at www.dell.com/certification 2020 Dell Technologies Proven Professional Knowledge Sharing 2 Abstract Optimal path management is key when applied to disk I/O or network I/O. The efficiency of a storage or a network system depends on optimal routing of I/O. To obtain optimal path for an I/O between source and target nodes, an effective path finding mechanism among a set of given nodes is desired. In this article, a novel optimal path routing algorithm is developed using reinforcement learning techniques from AI. Reinforcement learning considers the given topology of nodes as the environment and leverages the given latency or distance between the nodes to determine the shortest path. -
18 Reinforcement Learning
18 Reinforcement Learning In reinforcement learning, the learner is a decision-making agent that takes actions in an environment and receives reward (or penalty) for its actions in trying to solve a problem. After a set of trial-and- error runs, it should learn the best policy, which is the sequence of actions that maximize the total reward. 18.1 Introduction Let us say we want to build a machine that learns to play chess. In this case we cannot use a supervised learner for two reasons. First, it is very costly to have a teacher that will take us through many games and indicate us the best move for each position. Second, in many cases, there is no such thing as the best move; the goodness of a move depends on the moves that follow. A single move does not count; a sequence of moves is good if after playing them we win the game. The only feedback is at the end of the game when we win or lose the game. Another example is a robot that is placed in a maze. The robot can move in one of the four compass directions and should make a sequence of movements to reach the exit. As long as the robot is in the maze, there is no feedback and the robot tries many moves until it reaches the exit and only then does it get a reward. In this case there is no opponent, but we can have a preference for shorter trajectories, implying that in this case we play against time.