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Showing papers on "Reinforcement learning published in 2015"


Journal ArticleDOI
26 Feb 2015-Nature
TL;DR: This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
Abstract: The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.

23,074 citations


Journal ArticleDOI
TL;DR: This historical survey compactly summarizes relevant work, much of it from the previous millennium, review deep supervised learning, unsupervised learning, reinforcement learning & evolutionary computation, and indirect search for short programs encoding deep and large networks.

14,635 citations


01 Jan 2015
TL;DR: In this article, the authors show that the DQN algorithm suffers from substantial overestimation in some games in the Atari 2600 domain, and they propose a specific adaptation to the algorithm and show that this algorithm not only reduces the observed overestimations, but also leads to much better performance on several games.
Abstract: The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.

4,301 citations


Posted Content
TL;DR: This work presents an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces, and demonstrates that for many of the tasks the algorithm can learn policies end-to-end: directly from raw pixel inputs.
Abstract: We adapt the ideas underlying the success of Deep Q-Learning to the continuous action domain. We present an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. Using the same learning algorithm, network architecture and hyper-parameters, our algorithm robustly solves more than 20 simulated physics tasks, including classic problems such as cartpole swing-up, dexterous manipulation, legged locomotion and car driving. Our algorithm is able to find policies whose performance is competitive with those found by a planning algorithm with full access to the dynamics of the domain and its derivatives. We further demonstrate that for many of the tasks the algorithm can learn policies end-to-end: directly from raw pixel inputs.

4,225 citations


Posted Content
TL;DR: In this article, a new theoretical framework casting dropout training in deep neural networks (NNs) as approximate Bayesian inference in deep Gaussian processes was developed, which mitigates the problem of representing uncertainty in deep learning without sacrificing either computational complexity or test accuracy.
Abstract: Deep learning tools have gained tremendous attention in applied machine learning. However such tools for regression and classification do not capture model uncertainty. In comparison, Bayesian models offer a mathematically grounded framework to reason about model uncertainty, but usually come with a prohibitive computational cost. In this paper we develop a new theoretical framework casting dropout training in deep neural networks (NNs) as approximate Bayesian inference in deep Gaussian processes. A direct result of this theory gives us tools to model uncertainty with dropout NNs -- extracting information from existing models that has been thrown away so far. This mitigates the problem of representing uncertainty in deep learning without sacrificing either computational complexity or test accuracy. We perform an extensive study of the properties of dropout's uncertainty. Various network architectures and non-linearities are assessed on tasks of regression and classification, using MNIST as an example. We show a considerable improvement in predictive log-likelihood and RMSE compared to existing state-of-the-art methods, and finish by using dropout's uncertainty in deep reinforcement learning.

2,261 citations


Posted Content
Ziyu Wang1, Tom Schaul1, Matteo Hessel1, Hado van Hasselt1, Marc Lanctot1, Nando de Freitas1 
TL;DR: This paper presents a new neural network architecture for model-free reinforcement learning that leads to better policy evaluation in the presence of many similar-valued actions and enables the RL agent to outperform the state-of-the-art on the Atari 2600 domain.
Abstract: In recent years there have been many successes of using deep representations in reinforcement learning. Still, many of these applications use conventional architectures, such as convolutional networks, LSTMs, or auto-encoders. In this paper, we present a new neural network architecture for model-free reinforcement learning. Our dueling network represents two separate estimators: one for the state value function and one for the state-dependent action advantage function. The main benefit of this factoring is to generalize learning across actions without imposing any change to the underlying reinforcement learning algorithm. Our results show that this architecture leads to better policy evaluation in the presence of many similar-valued actions. Moreover, the dueling architecture enables our RL agent to outperform the state-of-the-art on the Atari 2600 domain.

2,010 citations


Posted Content
TL;DR: This work introduces a new, efficient, principled and backpropagation-compatible algorithm for learning a probability distribution on the weights of a neural network, called Bayes by Backprop, and shows how the learnt uncertainty in the weights can be used to improve generalisation in non-linear regression problems.
Abstract: We introduce a new, efficient, principled and backpropagation-compatible algorithm for learning a probability distribution on the weights of a neural network, called Bayes by Backprop. It regularises the weights by minimising a compression cost, known as the variational free energy or the expected lower bound on the marginal likelihood. We show that this principled kind of regularisation yields comparable performance to dropout on MNIST classification. We then demonstrate how the learnt uncertainty in the weights can be used to improve generalisation in non-linear regression problems, and how this weight uncertainty can be used to drive the exploration-exploitation trade-off in reinforcement learning.

1,558 citations


Proceedings Article
06 Jul 2015
TL;DR: This work introduces a new, efficient, principled and backpropagation-compatible algorithm for learning a probability distribution on the weights of a neural network, called Bayes by Backprop, and shows how the learnt uncertainty in the weights can be used to improve generalisation in non-linear regression problems.
Abstract: We introduce a new, efficient, principled and backpropagation-compatible algorithm for learning a probability distribution on the weights of a neural network, called Bayes by Backprop. It regularises the weights by minimising a compression cost, known as the variational free energy or the expected lower bound on the marginal likelihood. We show that this principled kind of regularisation yields comparable performance to dropout on MNIST classification. We then demonstrate how the learnt uncertainty in the weights can be used to improve generalisation in non-linear regression problems, and how this weight uncertainty can be used to drive the exploration-exploitation trade-off in reinforcement learning.

1,287 citations


Journal Article
TL;DR: This work categorize and analyze two approaches of Safe Reinforcement Learning, based on the modification of the optimality criterion, the classic discounted finite/infinite horizon, with a safety factor and the incorporation of external knowledge or the guidance of a risk metric.
Abstract: Safe Reinforcement Learning can be defined as the process of learning policies that maximize the expectation of the return in problems in which it is important to ensure reasonable system performance and/or respect safety constraints during the learning and/or deployment processes. We categorize and analyze two approaches of Safe Reinforcement Learning. The first is based on the modification of the optimality criterion, the classic discounted finite/infinite horizon, with a safety factor. The second is based on the modification of the exploration process through the incorporation of external knowledge or the guidance of a risk metric. We use the proposed classification to survey the existing literature, as well as suggesting future directions for Safe Reinforcement Learning.

1,124 citations


Journal ArticleDOI
TL;DR: Although all reward, reinforcement, and decision variables are theoretical constructs, their neuronal signals constitute measurable physical implementations and as such confirm the validity of these concepts.
Abstract: Rewards are crucial objects that induce learning, approach behavior, choices, and emotions. Whereas emotions are difficult to investigate in animals, the learning function is mediated by neuronal reward prediction error signals which implement basic constructs of reinforcement learning theory. These signals are found in dopamine neurons, which emit a global reward signal to striatum and frontal cortex, and in specific neurons in striatum, amygdala, and frontal cortex projecting to select neuronal populations. The approach and choice functions involve subjective value, which is objectively assessed by behavioral choices eliciting internal, subjective reward preferences. Utility is the formal mathematical characterization of subjective value and a prime decision variable in economic choice theory. It is coded as utility prediction error by phasic dopamine responses. Utility can incorporate various influences, including risk, delay, effort, and social interaction. Appropriate for formal decision mechanisms, rewards are coded as object value, action value, difference value, and chosen value by specific neurons. Although all reward, reinforcement, and decision variables are theoretical constructs, their neuronal signals constitute measurable physical implementations and as such confirm the validity of these concepts. The neuronal reward signals provide guidance for behavior while constraining the free will to act.

803 citations


Proceedings Article
06 Jul 2015
TL;DR: An efficient technique for supervised learning of universal value function approximators (UVFAs) V (s, g; θ) that generalise not just over states s but also over goals g is developed and it is demonstrated that a UVFA can successfully generalise to previously unseen goals.
Abstract: Value functions are a core component of reinforcement learning systems. The main idea is to to construct a single function approximator V (s; θ) that estimates the long-term reward from any state s, using parameters θ. In this paper we introduce universal value function approximators (UVFAs) V (s, g; θ) that generalise not just over states s but also over goals g. We develop an efficient technique for supervised learning of UVFAs, by factoring observed values into separate embedding vectors for state and goal, and then learning a mapping from s and g to these factored embedding vectors. We show how this technique may be incorporated into a reinforcement learning algorithm that updates the UVFA solely from observed rewards. Finally, we demonstrate that a UVFA can successfully generalise to previously unseen goals.

Posted Content
TL;DR: In this article, the authors proposed and evaluated two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks.
Abstract: Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs.

Proceedings Article
23 Jul 2015
TL;DR: Deep Recurrent Q-Network (DRQN) as discussed by the authors replaces the first post-convolutional fully-connected layer with a recurrent LSTM, which integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens.
Abstract: Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting Deep Recurrent Q-Network (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens. Additionally, when trained with partial observations and evaluated with incrementally more complete observations, DRQN's performance scales as a function of observability. Conversely, when trained with full observations and evaluated with partial observations, DRQN's performance degrades less than DQN's. Thus, given the same length of history, recurrency is a viable alternative to stacking a history of frames in the DQN's input layer and while recurrency confers no systematic advantage when learning to play the game, the recurrent net can better adapt at evaluation time if the quality of observations changes.

Proceedings ArticleDOI
07 Dec 2015
TL;DR: This work forms the online MOT problem as decision making in Markov Decision Processes (MDPs), where the lifetime of an object is modeled with a MDP, and a similarity function for data association is equivalent to learning a policy for the MDP.
Abstract: Online Multi-Object Tracking (MOT) has wide applications in time-critical video analysis scenarios, such as robot navigation and autonomous driving. In tracking-by-detection, a major challenge of online MOT is how to robustly associate noisy object detections on a new video frame with previously tracked objects. In this work, we formulate the online MOT problem as decision making in Markov Decision Processes (MDPs), where the lifetime of an object is modeled with a MDP. Learning a similarity function for data association is equivalent to learning a policy for the MDP, and the policy learning is approached in a reinforcement learning fashion which benefits from both advantages of offline-learning and online-learning for data association. Moreover, our framework can naturally handle the birth/death and appearance/disappearance of targets by treating them as state transitions in the MDP while leveraging existing online single object tracking methods. We conduct experiments on the MOT Benchmark [24] to verify the effectiveness of our method.

Posted Content
TL;DR: The authors proposed a trust region optimization procedure for both the policy and the value function, which are represented by neural networks, which yields strong empirical results on highly challenging 3D locomotion tasks, learning running gaits for bipedal and quadrupedal simulated robots, and learning a policy for getting the biped to stand up from starting out lying on the ground.
Abstract: Policy gradient methods are an appealing approach in reinforcement learning because they directly optimize the cumulative reward and can straightforwardly be used with nonlinear function approximators such as neural networks. The two main challenges are the large number of samples typically required, and the difficulty of obtaining stable and steady improvement despite the nonstationarity of the incoming data. We address the first challenge by using value functions to substantially reduce the variance of policy gradient estimates at the cost of some bias, with an exponentially-weighted estimator of the advantage function that is analogous to TD(lambda). We address the second challenge by using trust region optimization procedure for both the policy and the value function, which are represented by neural networks. Our approach yields strong empirical results on highly challenging 3D locomotion tasks, learning running gaits for bipedal and quadrupedal simulated robots, and learning a policy for getting the biped to stand up from starting out lying on the ground. In contrast to a body of prior work that uses hand-crafted policy representations, our neural network policies map directly from raw kinematics to joint torques. Our algorithm is fully model-free, and the amount of simulated experience required for the learning tasks on 3D bipeds corresponds to 1-2 weeks of real time.

Posted Content
TL;DR: A framework for prioritizing experience, so as to replay important transitions more frequently, and therefore learn more efficiently, in Deep Q-Networks, a reinforcement learning algorithm that achieved human-level performance across many Atari games.
Abstract: Experience replay lets online reinforcement learning agents remember and reuse experiences from the past. In prior work, experience transitions were uniformly sampled from a replay memory. However, this approach simply replays transitions at the same frequency that they were originally experienced, regardless of their significance. In this paper we develop a framework for prioritizing experience, so as to replay important transitions more frequently, and therefore learn more efficiently. We use prioritized experience replay in Deep Q-Networks (DQN), a reinforcement learning algorithm that achieved human-level performance across many Atari games. DQN with prioritized experience replay achieves a new state-of-the-art, outperforming DQN with uniform replay on 41 out of 49 games.

Posted Content
TL;DR: In this paper, a guided policy search method is used to map raw image observations directly to torques at the robot's motors for manipulation tasks such as screwing a cap onto a bottle.
Abstract: Policy search methods can allow robots to learn control policies for a wide range of tasks, but practical applications of policy search often require hand-engineered components for perception, state estimation, and low-level control. In this paper, we aim to answer the following question: does training the perception and control systems jointly end-to-end provide better performance than training each component separately? To this end, we develop a method that can be used to learn policies that map raw image observations directly to torques at the robot's motors. The policies are represented by deep convolutional neural networks (CNNs) with 92,000 parameters, and are trained using a partially observed guided policy search method, which transforms policy search into supervised learning, with supervision provided by a simple trajectory-centric reinforcement learning method. We evaluate our method on a range of real-world manipulation tasks that require close coordination between vision and control, such as screwing a cap onto a bottle, and present simulated comparisons to a range of prior policy search methods.

Journal ArticleDOI
TL;DR: This paper learns a probabilistic, non-parametric Gaussian process transition model of the system and applies it to autonomous learning in real robot and control tasks, achieving an unprecedented speed of learning.
Abstract: Autonomous learning has been a promising direction in control and robotics for more than a decade since data-driven learning allows to reduce the amount of engineering knowledge, which is otherwise required. However, autonomous reinforcement learning (RL) approaches typically require many interactions with the system to learn controllers, which is a practical limitation in real systems, such as robots, where many interactions can be impractical and time consuming. To address this problem, current learning approaches typically require task-specific knowledge in form of expert demonstrations, realistic simulators, pre-shaped policies, or specific knowledge about the underlying dynamics. In this paper, we follow a different approach and speed up learning by extracting more information from data. In particular, we learn a probabilistic, non-parametric Gaussian process transition model of the system. By explicitly incorporating model uncertainty into long-term planning and controller learning our approach reduces the effects of model errors, a key problem in model-based learning. Compared to state-of-the art RL our model-based policy search method achieves an unprecedented speed of learning. We demonstrate its applicability to autonomous learning in real robot and control tasks.

Posted Content
TL;DR: This work presents the first massively distributed architecture for deep reinforcement learning, using a distributed neural network to represent the value function or behaviour policy, and a distributed store of experience to implement the Deep Q-Network algorithm.
Abstract: We present the first massively distributed architecture for deep reinforcement learning. This architecture uses four main components: parallel actors that generate new behaviour; parallel learners that are trained from stored experience; a distributed neural network to represent the value function or behaviour policy; and a distributed store of experience. We used our architecture to implement the Deep Q-Network algorithm (DQN). Our distributed algorithm was applied to 49 games from Atari 2600 games from the Arcade Learning Environment, using identical hyperparameters. Our performance surpassed non-distributed DQN in 41 of the 49 games and also reduced the wall-time required to achieve these results by an order of magnitude on most games.

Posted Content
TL;DR: This paper leverages prior information about the actions to embed them in a continuous space upon which it can generalize, and uses approximate nearest-neighbor methods to allow reinforcement learning methods to be applied to large-scale learning problems previously intractable with current methods.
Abstract: Being able to reason in an environment with a large number of discrete actions is essential to bringing reinforcement learning to a larger class of problems. Recommender systems, industrial plants and language models are only some of the many real-world tasks involving large numbers of discrete actions for which current methods are difficult or even often impossible to apply. An ability to generalize over the set of actions as well as sub-linear complexity relative to the size of the set are both necessary to handle such tasks. Current approaches are not able to provide both of these, which motivates the work in this paper. Our proposed approach leverages prior information about the actions to embed them in a continuous space upon which it can generalize. Additionally, approximate nearest-neighbor methods allow for logarithmic-time lookup complexity relative to the number of actions, which is necessary for time-wise tractable training. This combined approach allows reinforcement learning methods to be applied to large-scale learning problems previously intractable with current methods. We demonstrate our algorithm’s abilities on a series of tasks having up to one million actions.

Proceedings ArticleDOI
07 Dec 2015
TL;DR: In this paper, an active detection model is proposed for localizing objects in scenes, which allows an agent to focus attention on candidate regions for identifying the correct location of a target object.
Abstract: We present an active detection model for localizing objects in scenes. The model is class-specific and allows an agent to focus attention on candidate regions for identifying the correct location of a target object. This agent learns to deform a bounding box using simple transformation actions, with the goal of determining the most specific location of target objects following top-down reasoning. The proposed localization agent is trained using deep reinforcement learning, and evaluated on the Pascal VOC 2007 dataset. We show that agents guided by the proposed model are able to localize a single instance of an object after analyzing only between 11 and 25 regions in an image, and obtain the best detection results among systems that do not use object proposals for object localization.

Posted Content
TL;DR: Deep Recurrent Q-Network (DRQN) as discussed by the authors replaces the first post-convolutional fully-connected layer with a recurrent LSTM, which integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens.
Abstract: Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting \textit{Deep Recurrent Q-Network} (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens. Additionally, when trained with partial observations and evaluated with incrementally more complete observations, DRQN's performance scales as a function of observability. Conversely, when trained with full observations and evaluated with partial observations, DRQN's performance degrades less than DQN's. Thus, given the same length of history, recurrency is a viable alternative to stacking a history of frames in the DQN's input layer and while recurrency confers no systematic advantage when learning to play the game, the recurrent net can better adapt at evaluation time if the quality of observations changes.

Posted Content
TL;DR: This paper considers the challenging Atari games domain, and proposes a new exploration method based on assigning exploration bonuses from a concurrently learned model of the system dynamics that provides the most consistent improvement across a range of games that pose a major challenge for prior methods.
Abstract: Achieving efficient and scalable exploration in complex domains poses a major challenge in reinforcement learning. While Bayesian and PAC-MDP approaches to the exploration problem offer strong formal guarantees, they are often impractical in higher dimensions due to their reliance on enumerating the state-action space. Hence, exploration in complex domains is often performed with simple epsilon-greedy methods. In this paper, we consider the challenging Atari games domain, which requires processing raw pixel inputs and delayed rewards. We evaluate several more sophisticated exploration strategies, including Thompson sampling and Boltzman exploration, and propose a new exploration method based on assigning exploration bonuses from a concurrently learned model of the system dynamics. By parameterizing our learned model with a neural network, we are able to develop a scalable and efficient approach to exploration bonuses that can be applied to tasks with complex, high-dimensional state spaces. In the Atari domain, our method provides the most consistent improvement across a range of games that pose a major challenge for prior methods. In addition to raw game-scores, we also develop an AUC-100 metric for the Atari Learning domain to evaluate the impact of exploration on this benchmark.

Proceedings Article
07 Dec 2015
TL;DR: This work introduces the formalism of stochastic computation graphs—directed acyclic graphs that include both deterministic functions and conditional probability distributions—and describes how to easily and automatically derive an unbiased estimator of the loss function's gradient.
Abstract: In a variety of problems originating in supervised, unsupervised, and reinforcement learning, the loss function is defined by an expectation over a collection of random variables, which might be part of a probabilistic model or the external world Estimating the gradient of this loss function, using samples, lies at the core of gradient-based learning algorithms for these problems We introduce the formalism of stochastic computation graphs—directed acyclic graphs that include both deterministic functions and conditional probability distributions—and describe how to easily and automatically derive an unbiased estimator of the loss function's gradient The resulting algorithm for computing the gradient estimator is a simple modification of the standard backpropagation algorithm The generic scheme we propose unifies estimators derived in variety of prior work, along with variance-reduction techniques therein It could assist researchers in developing intricate models involving a combination of stochastic and deterministic operations, enabling, for example, attention, memory, and control actions

Posted Content
TL;DR: The theory about the probabilistic interpretation of auto-encoders is extended to justify improved sampling schemes based on the generative interpretation of denoising auto- Encoder, and these ideas are validated on generative learning tasks.
Abstract: Neuroscientists have long criticised deep learning algorithms as incompatible with current knowledge of neurobiology. We explore more biologically plausible versions of deep representation learning, focusing here mostly on unsupervised learning but developing a learning mechanism that could account for supervised, unsupervised and reinforcement learning. The starting point is that the basic learning rule believed to govern synaptic weight updates (Spike-TimingDependent Plasticity) can be interpreted as gradient descent on some objective function so long as the neuronal dynamics push firing rates towards better values of the objective function (be it supervised, unsupervised, or reward-driven). The second main idea is that this corresponds to a form of the variational EM algorithm, i.e., with approximate rather than exact posteriors, implemented by neural dynamics. Another contribution of this paper is that the gradients required for updating the hidden states in the above variational interpretation can be estimated using an approximation that only requires propagating activations forward and backward, with pairs of layers learning to form a denoising auto-encoder. Finally, we extend the theory about the probabilistic interpretation of auto-encoders to justify improved sampling schemes based on the generative interpretation of denoising auto-encoders, and we validate all these ideas on generative learning tasks.

Journal ArticleDOI
TL;DR: The results suggest that a bilateral attentional control network comprising the intraparietal sulcus, precuneus, and dorsolateral prefrontal cortex is involved in selecting what dimensions are relevant to the task at hand, effectively updating the task representation through trial and error.
Abstract: In recent years, ideas from the computational field of reinforcement learning have revolutionized the study of learning in the brain, famously providing new, precise theories of how dopamine affects learning in the basal ganglia. However, reinforcement learning algorithms are notorious for not scaling well to multidimensional environments, as is required for real-world learning. We hypothesized that the brain naturally reduces the dimensionality of real-world problems to only those dimensions that are relevant to predicting reward, and conducted an experiment to assess by what algorithms and with what neural mechanisms this “representation learning” process is realized in humans. Our results suggest that a bilateral attentional control network comprising the intraparietal sulcus, precuneus, and dorsolateral prefrontal cortex is involved in selecting what dimensions are relevant to the task at hand, effectively updating the task representation through trial and error. In this way, cortical attention mechanisms interact with learning in the basal ganglia to solve the “curse of dimensionality” in reinforcement learning.

Posted Content
TL;DR: In this article, the Deep Q-Learning Network architecture was extended to multiagent environments and investigated how two agents controlled by independent deep Q-networks interact in the classic videogame Pong.
Abstract: Multiagent systems appear in most social, economical, and political situations. In the present work we extend the Deep Q-Learning Network architecture proposed by Google DeepMind to multiagent environments and investigate how two agents controlled by independent Deep Q-Networks interact in the classic videogame Pong. By manipulating the classical rewarding scheme of Pong we demonstrate how competitive and collaborative behaviors emerge. Competitive agents learn to play and score efficiently. Agents trained under collaborative rewarding schemes find an optimal strategy to keep the ball in the game as long as possible. We also describe the progression from competitive to collaborative behavior. The present work demonstrates that Deep Q-Networks can become a practical tool for studying the decentralized learning of multiagent systems living in highly complex environments.

Journal ArticleDOI
01 Mar 2015
TL;DR: The basic architecture, research topics, and naïve solutions of MORL are introduced at first and several representative MORL approaches and some important directions of recent research are comprehensively reviewed.
Abstract: Reinforcement learning (RL) is a powerful paradigm for sequential decision-making under uncertainties, and most RL algorithms aim to maximize some numerical value which represents only one long-term objective. However, multiple long-term objectives are exhibited in many real-world decision and control systems, so recently there has been growing interest in solving multiobjective reinforcement learning (MORL) problems where there are multiple conflicting objectives. The aim of this paper is to present a comprehensive overview of MORL. The basic architecture, research topics, and naive solutions of MORL are introduced at first. Then, several representative MORL approaches and some important directions of recent research are comprehensively reviewed. The relationships between MORL and other related research are also discussed, which include multiobjective optimization, hierarchical RL, and multiagent RL. Moreover, research challenges and open problems of MORL techniques are suggested.

Posted Content
TL;DR: This paper proposes a specific adaptation to the DQN algorithm and shows that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.
Abstract: The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.

Posted Content
TL;DR: This paper develops a stochastic optimisation algorithm that allows for scalable information maximisation and empowerment-based reasoning directly from pixels to actions on the problem of intrinsically-motivated learning.
Abstract: The mutual information is a core statistical quantity that has applications in all areas of machine learning, whether this is in training of density models over multiple data modalities, in maximising the efficiency of noisy transmission channels, or when learning behaviour policies for exploration by artificial agents. Most learning algorithms that involve optimisation of the mutual information rely on the Blahut-Arimoto algorithm --- an enumerative algorithm with exponential complexity that is not suitable for modern machine learning applications. This paper provides a new approach for scalable optimisation of the mutual information by merging techniques from variational inference and deep learning. We develop our approach by focusing on the problem of intrinsically-motivated learning, where the mutual information forms the definition of a well-known internal drive known as empowerment. Using a variational lower bound on the mutual information, combined with convolutional networks for handling visual input streams, we develop a stochastic optimisation algorithm that allows for scalable information maximisation and empowerment-based reasoning directly from pixels to actions.