Visualizing Muzero Models

Total Page:16

File Type:pdf, Size:1020Kb

Visualizing Muzero Models Visualizing MuZero Models Joery A. de Vries 1 2 Ken S. Voskuil 1 2 Thomas M. Moerland 1 Aske Plaat 1 Abstract model, which learns to predict future states, the MuZero MuZero, a model-based reinforcement learning dynamics model is trained to predict future values, better algorithm that uses a value equivalent dynamics known as a value equivalent model (Grimm et al., 2020). model, achieved state-of-the-art performance in A potential benefit of value equivalent models, compared to Chess, Shogi and the game of Go. In contrast to standard forward models, is that they will emphasize value standard forward dynamics models that predict a and reward relevant characteristics in their representation full next state, value equivalent models are trained and dynamics. This may be beneficial when the true dynam- to predict a future value, thereby emphasizing ics are complicated, but the value relevant aspects of the value relevant information in the representations. dynamics are comparatively simple. As a second benefit, While value equivalent models have shown strong we train our model for its intended use: predicting value empirical success, there is no research yet that information during planning. Several papers have empiri- visualizes and investigates what types of repre- cally investigated this principle in recent years (Tamar et al., sentations these models actually learn. Therefore, 2016; Oh et al., 2017; Farquhar et al., 2018; Silver et al., in this paper we visualize the latent representa- 2017b; Schrittwieser et al., 2020), while Grimm et al.(2020) tion of MuZero agents. We find that action tra- provides a theoretical underpinning of this approach. jectories may diverge between observation em- beddings and internal state transition dynamics, However, no literature has yet investigated what kind of which could lead to instability during planning. representations these approaches actually learn, i.e., how the Based on this insight, we propose two regular- learned representations are organized. The goal of this paper ization techniques to stabilize MuZero’s perfor- is therefore to investigate and visualize environment models mance. Additionally, we provide an open-source learned by MuZero. Most interestingly, we find that, after implementation of MuZero along with an interac- training, an action trajectory that follows the forward dy- tive visualizer of learned representations, which namics model usually departs from the learned embedding may aid further investigation of value equivalent of the environment observations. In other words, MuZero algorithms. is not enforced to keep the state encoding and forward state prediction congruent. Therefore, the second goal of this paper is to regularize MuZero’s dynamics model to improve 1. Introduction its structure. We propose two regularization objectives to add to the MuZero objective, and experimentally show that Model-based reinforcement learning has shown strong em- these may indeed provide benefit. pirical success in sequential decision making tasks, as illus- trated by the AlphaZero (Silver et al., 2018) and MuZero In short, after introducing related work (Sec.2) and nec- arXiv:2102.12924v2 [cs.LG] 3 Mar 2021 algorithms (Schrittwieser et al., 2020). Both of these ap- essary background on the MuZero algorithm (Sec.3), we proaches nest a planning loop, based on Monte Carlo Tree discuss two research questions: 1) what type of representa- Search (Kocsis & Szepesvari´ , 2006; Browne et al., 2012), tion do value equivalent models learn (Sec.4), and 2) can inside a learning loop, where we approximate global value we use regularization to better structure the value equivalent and policy functions. While AlphaZero used a known model latent space (Sec.5)? We experimentally validate the second of the environment, MuZero learned the model from sam- question in Sec.6 and7. Moreover, apart from answering pled data. However, instead of a standard forward dynamics these two question, we also open source modular MuZero code including an interactive visualizer of the latent space 1Leiden Institute of Advanced Computer Science, Leiden, The based on principal component analysis (PCA), available 2 Netherlands Authors contributed equally. Correspondence to: from https://github.com/kaesve/muzero. We Joery A. de Vries <[email protected]>, Ken S. Voskuil <[email protected]>. found the visualizer to greatly enhance our understanding of the algorithm, and believe visualization will be essential In submission to International Conference on Machine Learning for deeper understanding of this class of algorithms. (ICML) 2021. Visualizing MuZero Models 2. Related Work (Szymanski & McCane, 2011). Note that the most common approach to visualize neural network mappings is through Value equivalent models, a term introduced by Grimm et al. non-linear dimensionality reduction techniques, such as (2020), are usually trained on end-to-end differentiable com- Stochastic Neighbour Embedding (Hinton & Roweis, 2002). putation graphs, although the principle would be applicable We instead focus on linear projections in low dimensional to gradient-free optimization as well. Typically, the un- environments, as non-linear dimensionality reduction has rolled computation graph makes multiple passes through the risk of altering the semantics of the MDP models. a dynamics model, and eventually predicts a value. Then, the dynamics model is trained through gradient descent on its ability to predict the correct value. The first value 3. The MuZero Algorithm equivalent approach were Value Iteration Networks (VIN) We briefly introduce the MuZero algorithm (Schrittwieser (Tamar et al., 2016), where a differentiable form of value et al., 2020). We assume a Markov Decision Process (MDP) iteration was embedded to predict a value. Other variants specification given by the tuple hS; A; T ; U; γi, which re- of value equivalent approaches are Value Prediction Net- spectively represent the set of states (S), the set of actions works (VPN) (Oh et al., 2017), TreeQN and ATreeC (Far- (A), the transition dynamics mapping state-action pairs to quhar et al., 2018), the Predictron (Silver et al., 2017b), and new states (T : S × A ! p(S)), the reward function map- MuZero (Schrittwieser et al., 2020). These methods differ ping state-action pairs to rewards (U : S × A ! R), and a in the way they build their computation graph, where VINS discount parameter (γ 2 [0; 1])(Sutton & Barto, 2018). and TreeQN embed entire policy improvement (planning) in Internally, we define an abstract MDP hS; A; T ; R; γi, the graph, VPNs, the Predictron and MuZero only perform e e S policy evaluation. Therefore, the latter approaches combine where e denotes an abstract state space, with correspond- T : S × A ! S explicit planning for policy improvement, which in the case ing dynamics e e e, and reward prediction R : S × A ! π : S! p(A) of MuZero happens through MCTS. Grimm et al.(2020) e R. Our goal is to find a policy V (s) provides a theoretical analysis of value equivalent models, that maximizes the value from the start state, where V (s) showing that two value equivalent models give the same is defined as the expected infinite-horizon cumulative Bellman back-up. return: MuZero uses the learned value equivalent model to ex- 1 h X t i plicitly plan through Monte Carlo Tree Search (Kocsis & V (s) = Eπ;T γ · utjs0 = s : (1) Szepesvari´ , 2006; Browne et al., 2012), and uses the output t=0 of the search as training targets for a learned policy network. This idea of iterated planning and learning dates back to We define three distinct neural networks to approximate Dyna-2 (Silver et al., 2008), while the particularly success- the above MDPs (Figure1): the state encoding/embedding ful combination of MCTS and deep learning was introduced function hθ, the dynamics function gθ, and the prediction in AlphaGo Zero (Silver et al., 2017a) and Expert Iteration network fθ, where θ denotes the joint set of parameters of (ExIt) (Anthony et al., 2017). In general, planning may add the networks. The encoding function hθ : S! Se maps a to pure (model-free) reinforcement learning: 1) improved (sequence of) real MDP observations to a latent MDP state. action selection, and 2) improved (more stable) training The dynamics function gθ : Se × A ! Se × R predicts the targets. On the other hand, learning adds to planning the next latent state and the associated reward of the transition. ability to generalize information, and store global solutions In practice, we slightly abuse notation and also write gθ to in memory. For more detailed overviews of value equivalent only specify the next state prediction. Finally, the prediction models and iterated planning and learning we refer to the network fθ : S!e p(A) × R predicts both the policy and model-based RL surveys by Moerland et al.(2020); Plaat value for some abstract state s~. We will identify the separate k k k et al.(2020). predictions of fθ(~st ) by pt and Vt , respectively, where subscripts denote the time index in the true environment, Visualization is a common approach to better understand and superscripts index the timestep in the latent environment. machine learning methods, and visualization of represen- Also, we write µθ = (hθ; gθ; fθ) for the joint model. tations and loss landscapes of (deep) neural networks has a long history (Bischof et al., 1992; Yosinski et al., 2015; Together, these three networks can be chained to form a Karpathy et al., 2015; Li et al., 2018a). For example, Li et al. larger computation graph that follows a single trace, start- (2018b) shows how the loss landscape of a neural network ing from state st following action sequence (at; : : : ; at+n). can indicate smoothness of the optimization criterion. Visu- First, we use the embedding network to obtain the first 0 alization is also important in other areas of machine learning, latent state from the sequence of observations: s~t = for example to illustrate how kernel-methods project low di- hθ(s0; : : : ; st).
Recommended publications
  • 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.
    [Show full text]
  • Survey on Reinforcement Learning for Language Processing
    Survey on reinforcement learning for language processing V´ıctorUc-Cetina1, Nicol´asNavarro-Guerrero2, Anabel Martin-Gonzalez1, Cornelius Weber3, Stefan Wermter3 1 Universidad Aut´onomade Yucat´an- fuccetina, [email protected] 2 Aarhus University - [email protected] 3 Universit¨atHamburg - fweber, [email protected] February 2021 Abstract In recent years some researchers have explored the use of reinforcement learning (RL) algorithms as key components in the solution of various natural language process- ing tasks. For instance, some of these algorithms leveraging deep neural learning have found their way into conversational systems. This paper reviews the state of the art of RL methods for their possible use for different problems of natural language processing, focusing primarily on conversational systems, mainly due to their growing relevance. We provide detailed descriptions of the problems as well as discussions of why RL is well-suited to solve them. Also, we analyze the advantages and limitations of these methods. Finally, we elaborate on promising research directions in natural language processing that might benefit from reinforcement learning. Keywords| reinforcement learning, natural language processing, conversational systems, pars- ing, translation, text generation 1 Introduction Machine learning algorithms have been very successful to solve problems in the natural language pro- arXiv:2104.05565v1 [cs.CL] 12 Apr 2021 cessing (NLP) domain for many years, especially supervised and unsupervised methods. However, this is not the case with reinforcement learning (RL), which is somewhat surprising since in other domains, reinforcement learning methods have experienced an increased level of success with some impressive results, for instance in board games such as AlphaGo Zero [106].
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • On Building Generalizable Learning Agents
    On Building Generalizable Learning Agents Yi Wu Electrical Engineering and Computer Sciences University of California at Berkeley Technical Report No. UCB/EECS-2020-9 http://www2.eecs.berkeley.edu/Pubs/TechRpts/2020/EECS-2020-9.html January 10, 2020 Copyright © 2020, by the author(s). All rights reserved. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission. On Building Generalizable Learning Agents by Yi Wu A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Computer Science in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Stuart Russell, Chair Professor Pieter Abbeel Associate Professor Javad Lavaei Assistant Professor Aviv Tamar Fall 2019 On Building Generalizable Learning Agents Copyright 2019 by Yi Wu 1 Abstract On Building Generalizable Learning Agents by Yi Wu Doctor of Philosophy in Computer Science University of California, Berkeley Professor Stuart Russell, Chair It has been a long-standing goal in Artificial Intelligence (AI) to build machines that can solve tasks that humans can. Thanks to the recent rapid progress in data-driven methods, which train agents to solve tasks by learning from massive training data, there have been many successes in applying such learning approaches to handle and even solve a number of extremely challenging tasks, including image classification, language generation, robotics control, and several complex multi-player games.
    [Show full text]
  • On the Role of Planning in Model-Based Deep
    Published as a conference paper at ICLR 2021 ON THE ROLE OF PLANNING IN MODEL-BASED DEEP REINFORCEMENT LEARNING Jessica B. Hamrick,∗ Abram L. Friesen, Feryal Behbahani, Arthur Guez, Fabio Viola, Sims Witherspoon, Thomas Anthony, Lars Buesing, Petar Velickoviˇ c,´ Theophane´ Weber∗ DeepMind, London, UK ABSTRACT Model-based planning is often thought to be necessary for deep, careful reason- ing and generalization in artificial agents. While recent successes of model-based reinforcement learning (MBRL) with deep function approximation have strength- ened this hypothesis, the resulting diversity of model-based methods has also made it difficult to track which components drive success and why. In this paper, we seek to disentangle the contributions of recent methods by focusing on three questions: (1) How does planning benefit MBRL agents? (2) Within planning, what choices drive performance? (3) To what extent does planning improve gen- eralization? To answer these questions, we study the performance of MuZero [58], a state-of-the-art MBRL algorithm with strong connections and overlapping com- ponents with many other MBRL algorithms. We perform a number of interven- tions and ablations of MuZero across a wide range of environments, including control tasks, Atari, and 9x9 Go. Our results suggest the following: (1) Planning is most useful in the learning process, both for policy updates and for providing a more useful data distribution. (2) Using shallow trees with simple Monte-Carlo rollouts is as performant as more complex methods, except in the most difficult reasoning tasks. (3) Planning alone is insufficient to drive strong generalization. These results indicate where and how to utilize planning in reinforcement learning settings, and highlight a number of open questions for future MBRL research.
    [Show full text]
  • The Evolving Electric Power Grid -Energy Internet, Iot and AI
    The Evolving Electric Power Grid -Energy Internet, IoT and AI Di Shi AI & System Analytics GEIRI North America (GEIRINA) www.geirina.net San Jose, CA, US May 8, 2020 @CURENT Strategic Planning Meeting Outline 1. Recent Development: Energy Internet and IoT 2. The New-gen. AI Technologies 3. Challenges and Opportunities Unbalance in Resources and Load Resource 76% of coal in North and Northwest 80% of hydropower in Southwest, mainly in upper stream of Yangtze River All inland wind in Northwest Solar resources mainly in Northwest Load 70%+ of load in Central and Eastern parts Fig. West to east power transmission Transmission Distances between resource and load center reaches up to 2000+km UHVDC and UHVAC are good options to transfer huge amount of power over long distance Challenges Hybrid operation of AC and DC systems System stability, security, and reliability Fig. China power transmission framework 3 4 Wind Solar 18,000MW 30,120MW 48,200MW 19.400MW Thermal 42,200MW 32.400MW 1,000MW Hydro 8,000MW 20,000MW 2,000MW 8,000MW HVDC HVDC or HVAC 28% Investment/MW UHVDC 50% Loss/MW UHVDC Developmental Trend: Source-Grid-Load Interaction Source-Grid-load interaction proposed by SGCC Jiangsu UHVDC/UHVAC/HVDC/HVAC development in China Technical aspect: Holistic generation- transmission-demand coordination Conventional Conventional load generation Pumped- Energy storage storage Source Grid Load Renewable generation EV/PHEV Battery energy storage Power electronics interfaced load Market aspect: real-time pricing, incentives, etc The existing load control methods are of low UHVDC Fault Caused Outage in Brazil granularity, and the load response is slow.
    [Show full text]
  • Monte-Carlo Tree Search As Regularized Policy Optimization
    Monte-Carlo tree search as regularized policy optimization Jean-Bastien Grill * 1 Florent Altche´ * 1 Yunhao Tang * 1 2 Thomas Hubert 3 Michal Valko 1 Ioannis Antonoglou 3 Remi´ Munos 1 Abstract AlphaZero employs an alternative handcrafted heuristic to achieve super-human performance on board games (Silver The combination of Monte-Carlo tree search et al., 2016). Recent MCTS-based MuZero (Schrittwieser (MCTS) with deep reinforcement learning has et al., 2019) has also led to state-of-the-art results in the led to significant advances in artificial intelli- Atari benchmarks (Bellemare et al., 2013). gence. However, AlphaZero, the current state- of-the-art MCTS algorithm, still relies on hand- Our main contribution is connecting MCTS algorithms, crafted heuristics that are only partially under- in particular the highly-successful AlphaZero, with MPO, stood. In this paper, we show that AlphaZero’s a state-of-the-art model-free policy-optimization algo- search heuristics, along with other common ones rithm (Abdolmaleki et al., 2018). Specifically, we show that such as UCT, are an approximation to the solu- the empirical visit distribution of actions in AlphaZero’s tion of a specific regularized policy optimization search procedure approximates the solution of a regularized problem. With this insight, we propose a variant policy-optimization objective. With this insight, our second of AlphaZero which uses the exact solution to contribution a modified version of AlphaZero that comes this policy optimization problem, and show exper- significant performance gains over the original algorithm, imentally that it reliably outperforms the original especially in cases where AlphaZero has been observed to algorithm in multiple domains.
    [Show full text]
  • Reinforcement Learning in Stock Market
    Master Thesis Reinforcement Learning in Stock Market Author: Supervisors: Pablo Carrera Fl´orezde Qui~nones Valero Laparra P´erez-Muelas Jordi Mu~nozMar´ı Abstract Reinforcement Learning is a very active field that has seen lots of progress in the last decade, however industry is still resistant to incorporate it to the automatization of its decision process. In this work we make a revision of the fundamentals of Reinforcement Learning reaching some state-of-the-art algorithms in order to make its implementation more profitable. As a practical application of this knowledge, we propose a Reinforcement Learning approach to Stock Market from scratch, developing an original agent-environment interface and comparing the performance of different training algorithms. Finally we run a series of experiments to tune our agent and test its performance. Resumen El Reinforcement Learning es un campo muy activo que ha sufrido grandes progresos en la ´ultimadecada, sin embargo la industria todav´ıase muestra reacia a incorporarlo a la autom- atizaci´onde su proceso de toma de decisiones. En este trabajo hacemos una revisi´onde los fundamentos del Reinforcement Learning alcanzando el estado del arte en algunos de los algorith- mos desarrollados para hacer su implementaci´onm´asprometedora. Como aplicaci´onpr´acticade este conocimiento proponemos una aproximacion desde cero al Mercado de Valores usando Rein- forcement Learning, desarrollando una interfaz agent-entorno original y comparando el desempe~no de diferentes algoritmos de entrenamiento. Finalmente realizamos una serie de experimentos para tunear y testear el desempe~node nuestro agente. Resum El Reinforcement Learning ´esun camp molt actiu que ha patit grans progressos en l'´ultima d`ecada,no obstant aix`ola ind´ustriaencara es mostra poc inclinada a incorporar-ho a l'automatitzaci´o del seu proc´esde presa de decisions.
    [Show full text]
  • Playing Nondeterministic Games Through Planning with a Learned
    Under review as a conference paper at ICLR 2021 PLAYING NONDETERMINISTIC GAMES THROUGH PLANNING WITH A LEARNED MODEL Anonymous authors Paper under double-blind review ABSTRACT The MuZero algorithm is known for achieving high-level performance on tradi- tional zero-sum two-player games of perfect information such as chess, Go, and shogi, as well as visual, non-zero sum, single-player environments such as the Atari suite. Despite lacking a perfect simulator and employing a learned model of environmental dynamics, MuZero produces game-playing agents comparable to its predecessor, AlphaZero. However, the current implementation of MuZero is restricted only to deterministic environments. This paper presents Nondetermin- istic MuZero (NDMZ), an extension of MuZero for nondeterministic, two-player, zero-sum games of perfect information. Borrowing from Nondeterministic Monte Carlo Tree Search and the theory of extensive-form games, NDMZ formalizes chance as a player in the game and incorporates the chance player into the MuZero network architecture and tree search. Experiments show that NDMZ is capable of learning effective strategies and an accurate model of the game. 1 INTRODUCTION While the AlphaZero algorithm achieved superhuman performance in a variety of challenging do- mains, it relies upon a perfect simulation of the environment dynamics to perform precision plan- ning. MuZero, the newest member of the AlphaZero family, combines the advantages of planning with a learned model of its environment, allowing it to tackle problems such as the Atari suite without the advantage of a simulator. This paper presents Nondeterministic MuZero (NDMZ), an extension of MuZero to stochastic, two-player, zero-sum games of perfect information.
    [Show full text]
  • Yaklaşim Ve Uygulamalar
    YAPAY ZEKÂ YAKLAŞIM VE UYGULAMALAR OUTLOOK | EYLÜL 2020 STM THINKTECH OUTLOOK | AĞUSTOS 2020 YAPAY ZEKÂ YAKLAŞIM VE UYGULAMALAR Yapay zekâ ekonomiden sosyal hayata yaşamın her alanında temel belirleyici dinamiklerden birine dönüştü. Outlook raporumuzda yapay zekânın tüm alanlarda yarattığı değişimi dünyanın bu alanda önde gelen uzmanlarının görüşleri çerçevesinde kapsamlı bir şekilde inceledik. 3 » Yapay Zekâ Nedir? 6 » Tüm Dünyada Yaşanan Yapay Zekâ Patlaması 11 » 2019’daki Yapay Zekâ Alanındaki Gelişmeler Üzerine Düşünceler 15 » Yapay Zekâ ve Jeopolitik Yarış 18 » Yapay Zekâ ve Ekonomi 25 » Yapay Zekâ ve Eğitim 28 » Yapay Zekâ ve Sağlık 31 » Yapay Zekâ ve İklim Değişikliği 34 » Yapay Zekâ, Savunma ve Güvenlik 42 » Yapay Zekâ ve Etik Tartışmaları 48 » İyilik Gücü Olarak Yapay Zekâ 53 » Yapay Zekâya ve Geleceğine İlişkin Tartışmalar 65 » Yapay Zekâ ve COVID-19 69 » Kaynakça İşbu eserde yer alan veriler/bilgiler, yalnızca bilgi amaçlı olup, bu eserde bulunan veriler/bilgiler tavsiye, reklam ya da iş geliştirme amacına yönelik değildir. STM Savunma Teknolojileri Mühendislik ve Ticaret A.Ş. işbu eserde sunulan verilerin/ bilgilerin içeriği, güncelliği ya da doğruluğu konusunda herhangi bir taahhüde girmemekte, kullanıcı veya üçüncü kişilerin bu eserde yer alan verilere/bilgilere dayanarak gerçekleştirecekleri eylemlerden ötürü sorumluluk kabul etmemektedir. Bu eserde yer alan bilgilerin her türlü hakkı STM Savunma Teknolojileri Mühendislik ve Ticaret A.Ş’ye aittir. Yazılı izin olmaksızın işbu eserde yer alan bilgi, yazı, ifadenin bir kısmı veya tamamı, herhangi bir ortamda hiçbir şekilde yayımlanamaz, çoğaltılamaz, işlenemez. STM THINKTECH OUTLOOK | YAPAY ZEKÂ - YAKLAŞIM VE UYGULAMALAR GİRİŞ YAPAY ZEKÂ NEDİR? Yapay zekâ, ister makine öğrenmesi kullansın ister kullanmasın herhangi bir tahmin veya karar işlemini gerçekleştiren teknolojilerin genel adıdır.
    [Show full text]
  • Muesli: Combining Improvements in Policy Optimization
    Muesli: Combining Improvements in Policy Optimization Matteo Hessel * 1 Ivo Danihelka * 1 2 Fabio Viola 1 Arthur Guez 1 Simon Schmitt 1 Laurent Sifre 1 Theophane Weber 1 David Silver 1 2 Hado van Hasselt 1 Abstract atari57 median atari57 median Muesli MuZero[2021] TRPO penalty 1000% Muesli We propose a novel policy update that combines 400% PPO regularized policy optimization with model learn- PG 800% MPO ing as an auxiliary loss. The update (henceforth 300% Muesli) matches MuZero’s state-of-the-art perfor- 600% mance on Atari. Notably, Muesli does so without 200% using deep search: it acts directly with a policy 400% LASER network and has computation speed comparable 100% 200% Rainbow to model-free baselines. The Atari results are score human-normalized Median complemented by extensive ablations, and by ad- 0% 0% 0 50 100 150 200 0 50 100 150 200 ditional results on continuous control and 9x9 Go. Millions of frames Millions of frames (a) (b) Figure 1. Median human normalized score across 57 Atari 1. Introduction games. (a) Muesli and other policy updates; all these use the same IMPALA network and a moderate amount of replay data Reinforcement learning (RL) is a general formulation for the (75%). Shades denote standard errors across 5 seeds. (b) Muesli problem of sequential decision making under uncertainty, with the larger MuZero network and the high replay fraction used where a learning system (the agent) must learn to maximize by MuZero (95%), compared to the latest version of MuZero. the cumulative rewards provided by the world it is embed- These large scale runs use 2 seeds.
    [Show full text]