Currently, many applications in Machine Learning are based on define new models to extract more information about data, In this case Deep Reinforcement Learning with the most common application in video games like Atari, Mario, and others causes an impact in how to computers can learning by himself with only information called rewards obtained from any action. There is a lot of algorithms modeled and implemented based on Deep Recurrent Q-Learning proposed by DeepMind used in AlphaZero and Go. In this document, We proposed Deep Recurrent Double Q-Learning that is an implementation of Deep Reinforcement Learning using Double Q-Learning algorithms and Recurrent Networks like LSTM and DRQN.
Eligibility traces in reinforcement learning are used as a bias-variance trade-off and can often speed up training time by propagating knowledge back over time-steps in a single update. We investigate the use of eligibility traces in combination with recurrent networks in the Atari domain. We illustrate the benefits of both recurrent nets and eligibility traces in some Atari games, and highlight also the importance of the optimization used in the training.
The asynchronous nature of the state-of-the-art reinforcement learning algorithms such as the Asynchronous Advantage Actor-Critic algorithm, makes them exceptionally suitable for CPU computations. However, given the fact that deep reinforcement learning often deals with interpreting visual information, a large part of the train and inference time is spent performing convolutions. In this work we present our results on learning strategies in Atari games using a Convolutional Neural Network, the Math Kernel Library and TensorFlow 0.11rc0 machine learning framework. We also analyze effects of asy…
The Swiss AI Lab, IDSIA(瑞士人工智能实验室,IDSIA);University of Lugano (USI)(卢加诺大学 (USI));SUPSI;King Abdullah University of Science and Technology (KAUST)(阿卜杜拉国王科技大学 (KAUST))
Transformers with linearised attention (''linear Transformers'') have demonstrated the practical scalability and effectiveness of outer product-based Fast Weight Programmers (FWPs) from the '90s. However, the original FWP formulation is more general than the one of linear Transformers: a slow neural network (NN) continually reprograms the weights of a fast NN with arbitrary architecture. In existing linear Transformers, both NNs are feedforward and consist of a single layer. Here we explore new variations by adding recurrence to the slow and fast nets. We evaluate our novel recurrent FWPs (RFW…
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 de…
National University of Ireland, Galway(爱尔兰国立大学戈尔韦分校);University of Central Florida(中佛罗里达大学);Iran University of Science and Technology(伊朗科技大学)
Bottom-Up (BU) saliency models do not perform well in complex interactive environments where humans are actively engaged in tasks (e.g., sandwich making and playing the video games). In this paper, we leverage Reinforcement Learning (RL) to highlight task-relevant locations of input frames. We propose a soft attention mechanism combined with the Deep Q-Network (DQN) model to teach an RL agent how to play a game and where to look by focusing on the most pertinent parts of its visual input. Our evaluations on several Atari 2600 games show that the soft attention based model could predict fixatio…
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…
We propose reinforcement learning on simple networks consisting of random connections of spiking neurons (both recurrent and feed-forward) that can learn complex tasks with very little trainable parameters. Such sparse and randomly interconnected recurrent spiking networks exhibit highly non-linear dynamics that transform the inputs into rich high-dimensional representations based on past context. The random input representations can be efficiently interpreted by an output (or readout) layer with trainable parameters. Systematic initialization of the random connections and training of the read…
Spiking neural networks (SNNs) have great potential for energy-efficient implementation of Deep Neural Networks (DNNs) on dedicated neuromorphic hardware. Recent studies demonstrated competitive performance of SNNs compared with DNNs on image classification tasks, including CIFAR-10 and ImageNet data. The present work focuses on using SNNs in combination with deep reinforcement learning in ATARI games, which involves additional complexity as compared to image classification. We review the theory of converting DNNs to SNNs and extending the conversion to Deep Q-Networks (DQNs). We propose a rob…
Reinforcement learning (RL) agents performing complex tasks must be able to remember observations and actions across sizable time intervals. This is especially true during the initial learning stages, when exploratory behaviour can increase the delay between specific actions and their effects. Many new or popular approaches for learning these distant correlations employ backpropagation through time (BPTT), but this technique requires storing observation traces long enough to span the interval between cause and effect. Besides memory demands, learning dynamics like vanishing gradients and slow …
Deep neural networks have been successful in many reinforcement learning settings. However, compared to human learners they are overly data hungry. To build a sample-efficient world model, we apply a transformer to real-world episodes in an autoregressive manner: not only the compact latent states and the taken actions but also the experienced or predicted rewards are fed into the transformer, so that it can attend flexibly to all three modalities at different time steps. The transformer allows our world model to access previous states directly, instead of viewing them through a compressed rec…
University of Oxford(牛津大学);University of British Columbia(不列颠哥伦比亚大学)
Many real-world sequential decision making problems are partially observable by nature, and the environment model is typically unknown. Consequently, there is great need for reinforcement learning methods that can tackle such problems given only a stream of incomplete and noisy observations. In this paper, we propose deep variational reinforcement learning (DVRL), which introduces an inductive bias that allows an agent to learn a generative model of the environment and perform inference in that model to effectively aggregate the available information. We develop an n-step approximation to the …
DeepMind;University of California Berkeley(加州大学伯克利分校);Canadian Institute for Advanced Research(加拿大高等研究院)
When encountering novel objects, humans are able to infer a wide range of physical properties such as mass, friction and deformability by interacting with them in a goal driven way. This process of active interaction is in the same spirit as a scientist performing experiments to discover hidden facts. Recent advances in artificial intelligence have yielded machines that can achieve superhuman performance in Go, Atari, natural language processing, and complex control problems; however, it is not clear that these systems can rival the scientific intuition of even a young child. In this work we i…
Montefiore Institute(蒙特菲奥雷研究所);Université de Liège(列日大学);University of Groningen(格罗宁根大学)
We introduce a novel Deep Reinforcement Learning (DRL) algorithm called Deep Quality-Value (DQV) Learning. DQV uses temporal-difference learning to train a Value neural network and uses this network for training a second Quality-value network that learns to estimate state-action values. We first test DQV's update rules with Multilayer Perceptrons as function approximators on two classic RL problems, and then extend DQV with the use of Deep Convolutional Neural Networks, `Experience Replay' and `Target Neural Networks' for tackling four games of the Atari Arcade Learning environment. Our result…
Adaptive Rational Activations to Boost Deep Reinforcement Learning
TU Darmstadt(达姆施塔特工业大学);German Center for Artificial Intelligence(德国人工智能研究中心);Hessian Center for Artifical Intelligence(黑森人工智能中心);Centre for Cognitive Science(认知科学中心)
Carnegie Mellon University(卡内基梅隆大学);Instituto Superior Técnico(高等技术研究所);University of Washington(华盛顿大学)
We introduce Recurrent Predictive State Policy (RPSP) networks, a recurrent architecture that brings insights from predictive state representations to reinforcement learning in partially observable environments. Predictive state policy networks consist of a recursive filter, which keeps track of a belief about the state of the environment, and a reactive policy that directly maps beliefs to actions, to maximize the cumulative reward. The recursive filter leverages predictive state representations (PSRs) (Rosencrantz and Gordon, 2004; Sun et al., 2016) by modeling predictive state-- a predictio…
Human-Level Control through Directly-Trained Deep Spiking Q-Networks
South-western University of Finance and Economics(西南财经大学);Zhongshan Institute, University of Electronic Science and Technology of China(电子科技大学中山学院);University of Electronic Science and Technology of China(电子科技大学);Zhejiang University(浙江大学);Zhejiang Laboratory(之江实验室)
Fractal AI is a theory for general artificial intelligence. It allows deriving new mathematical tools that constitute the foundations for a new kind of stochastic calculus, by modelling information using cellular automaton-like structures instead of smooth functions. In the repository included we are presenting a new Agent, derived from the first principles of the theory, which is capable of solving Atari games several orders of magnitude more efficiently than other similar techniques, like Monte Carlo Tree Search. The code provided shows how it is now possible to beat some of the current Stat…
Waterloo, Ontario(滑铁卢(安大略省));Beijing Institute of Technology(北京理工大学)
Deep Reinforcement Learning (RL) recently emerged as one of the most competitive approaches for learning in sequential decision making problems with fully observable environments, e.g., computer Go. However, very little work has been done in deep RL to handle partially observable environments. We propose a new architecture called Action-specific Deep Recurrent Q-Network (ADRQN) to enhance learning performance in partially observable domains. Actions are encoded by a fully connected layer and coupled with a convolutional observation to form an action-observation pair. The time series of action-…
Deep Reinforcement Learning (RL) recently emerged as one of the most competitive approaches for learning in sequential decision making problems with fully observable environments, e.g., computer Go. However, very little work has been done in deep RL to handle partially observable environments. We propose a new architecture called Action-specific Deep Recurrent Q-Network (ADRQN) to enhance learning performance in partially observable domains. Actions are encoded by a fully connected layer and coupled with a convolutional observation to form an action-observation pair. The time series of action-…
Very recently proximal policy optimization (PPO) algorithms have been proposed as first-order optimization methods for effective reinforcement learning. While PPO is inspired by the same learning theory that justifies trust region policy optimization (TRPO), PPO substantially simplifies algorithm design and improves data efficiency by performing multiple epochs of \emph{clipped policy optimization} from sampled data. Although clipping in PPO stands for an important new mechanism for efficient and reliable policy update, it may fail to adaptively improve learning performance in accordance with …
King’s College London(伦敦国王学院);University of Oxford(牛津大学)
Off-policy reinforcement learning (RL) from pixel observations is notoriously unstable. As a result, many successful algorithms must combine different domain-specific practices and auxiliary losses to learn meaningful behaviors in complex environments. In this work, we provide novel analysis demonstrating that these instabilities arise from performing temporal-difference learning with a convolutional encoder and low-magnitude rewards. We show that this new visual deadly triad causes unstable training and premature convergence to degenerate solutions, a phenomenon we name catastrophic self-over…
Reinforcement learning (RL) has gained increasing interest since the demonstration it was able to reach human performance on video game benchmarks using deep Q-learning (DQN). The current consensus for training neural networks on such complex environments is to rely on gradient-based optimization. Although alternative Bayesian deep learning methods exist, most of them still rely on gradient-based optimization, and they typically do not scale on benchmarks such as the Atari game environment. Moreover none of these approaches allow performing the analytical inference for the weights and biases d…
Google DeepMind(谷歌DeepMind);Montreal Institute for Learning Algorithms (MILA)(蒙特利尔学习算法研究所(MILA));University of Montreal(蒙特利尔大学)
We propose a conceptually simple and lightweight framework for deep reinforcement learning that uses asynchronous gradient descent for optimization of deep neural network controllers. We present asynchronous variants of four standard reinforcement learning algorithms and show that parallel actor-learners have a stabilizing effect on training allowing all four methods to successfully train neural network controllers. The best performing method, an asynchronous variant of actor-critic, surpasses the current state-of-the-art on the Atari domain while training for half the time on a single multi-c…
Deep reinforcement learning is a technique for solving problems in a variety of environments, ranging from Atari video games to stock trading. This method leverages deep neural network models to make decisions based on observations of a given environment with the goal of maximizing a reward function that can incorporate cost and rewards for reaching goals. With the aim of pathfinding, reward conditions can include reaching a specified target area along with costs for movement. In this work, multiple Deep Q-Network (DQN) agents are trained to operate in a partially observable environment with t…
A shortcoming of batch reinforcement learning is its requirement for rewards in data, thus not applicable to tasks without reward functions. Existing settings for lack of reward, such as behavioral cloning, rely on optimal demonstrations collected from humans. Unfortunately, extensive expertise is required for ensuring optimality, which hinder the acquisition of large-scale data for complex tasks. This paper addresses the lack of reward in a batch reinforcement learning setting by learning a reward function from preferences. Generating preferences only requires a basic understanding of a task.…
Learning from demonstrations is a popular tool for accelerating and reducing the exploration requirements of reinforcement learning. When providing expert demonstrations to human students, we know that the demonstrations must fall within a particular range of difficulties called the "Zone of Proximal Development (ZPD)". If they are too easy the student learns nothing, but if they are too difficult the student is unable to follow along. This raises the question: Given a set of potential demonstrators, which among them is best suited for teaching any particular learner? Prior work, such as the p…
Learning control policies with large discrete action spaces is a challenging problem in the field of reinforcement learning due to present inefficiencies in exploration. With high dimensional action spaces, there are a large number of potential actions in each individual dimension over which policies would be learned. In this work, we introduce a Deep Reinforcement Learning (DRL) algorithm call Multi-Action Networks (MAN) Learning that addresses the challenge of high-dimensional large discrete action spaces. We propose factorizing the N-dimension action space into N 1-dimensional components, k…
A deep learning approach to reinforcement learning led to a general learner able to train on visual input to play a variety of arcade games at the human and superhuman levels. Its creators at the Google DeepMind's team called the approach: Deep Q-Network (DQN). We present an extension of DQN by "soft" and "hard" attention mechanisms. Tests of the proposed Deep Attention Recurrent Q-Network (DARQN) algorithm on multiple Atari 2600 games show level of performance superior to that of DQN. Moreover, built-in attention mechanisms allow a direct online monitoring of the training process by highlight…
BITS Pilani K K Birla Goa Campus(Birla技术与科学学院皮拉尼分校KK Birla果阿校区);New York University(纽约大学);Amazon(亚马逊)
Reinforcement learning methods have recently been very successful at performing complex sequential tasks like playing Atari games, Go and Poker. These algorithms have outperformed humans in several tasks by learning from scratch, using only scalar rewards obtained through interaction with their environment. While there certainly has been considerable independent innovation to produce such results, many core ideas in reinforcement learning are inspired by phenomena in animal learning, psychology and neuroscience. In this paper, we comprehensively review a large number of findings in both neuros…
Reinforcement learning is considered to be a strong AI paradigm which can be used to teach machines through interaction with the environment and learning from their mistakes. Despite its perceived utility, it has not yet been successfully applied in automotive applications. Motivated by the successful demonstrations of learning of Atari games and Go by Google DeepMind, we propose a framework for autonomous driving using deep reinforcement learning. This is of particular relevance as it is difficult to pose autonomous driving as a supervised learning problem due to strong interactions with the …
Instituto Superior Técnico(高等技术学院);INESC-ID(里斯本系统与计算机工程研究所);PUC-Rio(里约热内卢天主教大学)
This work proposes a novel model-free Reinforcement Learning (RL) agent that is able to learn how to complete an unknown task having access to only a part of the input observation. We take inspiration from the concepts of visual attention and active perception that are characteristic of humans and tried to apply them to our agent, creating a hard attention mechanism. In this mechanism, the model decides first which region of the input image it should look at, and only after that it has access to the pixels of that region. Current RL agents do not follow this principle and we have not seen thes…
UT Austin(得克萨斯大学奥斯汀分校);Stanford University(斯坦福大学);Sony AI(索尼人工智能)
Deep reinforcement learning (RL) algorithms are powerful tools for solving visuomotor decision tasks. However, the trained models are often difficult to interpret, because they are represented as end-to-end deep neural networks. In this paper, we shed light on the inner workings of such trained models by analyzing the pixels that they attend to during task execution, and comparing them with the pixels attended to by humans executing the same tasks. To this end, we investigate the following two questions that, to the best of our knowledge, have not been previously studied. 1) How similar are th…
McGovern Institute for Brain Research, MIT(麻省理工学院麦戈文脑研究所);KU Leuven(鲁汶大学);Bay Labs Inc.(Bay Labs公司);New York University(纽约大学);Columbia University(哥伦比亚大学);Stanford University(斯坦福大学)
Deep convolutional artificial neural networks (ANNs) are the leading class of candidate models of the mechanisms of visual processing in the primate ventral stream. While initially inspired by brain anatomy, over the past years, these ANNs have evolved from a simple eight-layer architecture in AlexNet to extremely deep and branching architectures, demonstrating increasingly better object categorization performance, yet bringing into question how brain-like they still are. In particular, typical deep models from the machine learning community are often hard to map onto the brain's anatomy due t…
Fraunhofer Heinrich Hertz Institute(弗劳恩霍夫海因里希·赫兹研究所)
Predicting the binding of viral peptides to the major histocompatibility complex with machine learning can potentially extend the computational immunology toolkit for vaccine development, and serve as a key component in the fight against a pandemic. In this work, we adapt and extend USMPep, a recently proposed, conceptually simple prediction algorithm based on recurrent neural networks. Most notably, we combine regressors (binding affinity data) and classifiers (mass spectrometry data) from qualitatively different data sources to obtain a more comprehensive prediction tool. We evaluate the per…
Long Short-Term Memory (LSTM) is a special class of recurrent neural network, which has shown remarkable successes in processing sequential data. The typical architecture of an LSTM involves a set of states and gates: the states retain information over arbitrary time intervals and the gates regulate the flow of information. Due to the recursive nature of LSTMs, they are computationally intensive to deploy on edge devices with limited hardware resources. To reduce the computational complexity of LSTMs, we first introduce a method that learns to retain only the important information in the state…
Hong Kong University of Science and Technology(香港科技大学)
Hybrid methods that utilize both content and rating information are commonly used in many recommender systems. However, most of them use either handcrafted features or the bag-of-words representation as a surrogate for the content information but they are neither effective nor natural enough. To address this problem, we develop a collaborative recurrent autoencoder (CRAE) which is a denoising recurrent autoencoder (DRAE) that models the generation of content sequences in the collaborative filtering (CF) setting. The model generalizes recent advances in recurrent deep learning from i.i.d. input…
Deep neural networks are powerful machines for visual pattern recognition, but reasoning tasks that are easy for humans may still be difficult for neural models. Humans possess the ability to extrapolate reasoning strategies learned on simple problems to solve harder examples, often by thinking for longer. For example, a person who has learned to solve small mazes can easily extend the very same search techniques to solve much larger mazes by spending more time. In computers, this behavior is often achieved through the use of algorithms, which scale to arbitrarily hard problem instances at the…
Recurrent neural networks (RNN) are capable of learning to encode and exploit activation history over an arbitrary timescale. However, in practice, state of the art gradient descent based training methods are known to suffer from difficulties in learning long term dependencies. Here, we describe a novel training method that involves concurrent parallel cloned networks, each sharing the same weights, each trained at different stimulus phase and each maintaining independent activation histories. Training proceeds by recursively performing batch-updates over the parallel clones as activation hist…
As deep neural networks continue to revolutionize various application domains, there is increasing interest in making these powerful models more understandable and interpretable, and narrowing down the causes of good and bad predictions. We focus on recurrent neural networks, state of the art models in speech recognition and translation. Our approach to increasing interpretability is by combining a long short-term memory (LSTM) model with a hidden Markov model (HMM), a simpler and more transparent model. We add the HMM state probabilities to the output layer of the LSTM, and then train the HMM…
In agriculture, the majority of vision systems perform still image classification. Yet, recent work has highlighted the potential of spatial and temporal cues as a rich source of information to improve the classification performance. In this paper, we propose novel approaches to explicitly capture both spatial and temporal information to improve the classification of deep convolutional neural networks. We leverage available RGB-D images and robot odometry to perform inter-frame feature map spatial registration. This information is then fused within recurrent deep learnt models, to improve thei…
University of California, Los Angeles(加利福尼亚大学洛杉矶分校);California Nano Systems Institute (CNSI)(加州纳米系统研究所);David Geffen School of Medicine, University of California, Los Angeles(加利福尼亚大学洛杉矶分校大卫·格芬医学院)
Digital holography is one of the most widely used label-free microscopy techniques in biomedical imaging. Recovery of the missing phase information of a hologram is an important step in holographic image reconstruction. Here we demonstrate a convolutional recurrent neural network (RNN) based phase recovery approach that uses multiple holograms, captured at different sample-to-sensor distances to rapidly reconstruct the phase and amplitude information of a sample, while also performing autofocusing through the same network. We demonstrated the success of this deep learning-enabled holography me…
Traffic control optimization is a challenging task for various traffic centers around the world and the majority of existing approaches focus only on developing adaptive methods under normal (recurrent) traffic conditions. Optimizing the control plans when severe incidents occur still remains an open problem, especially when a high number of lanes or entire intersections are affected. This paper aims at tackling this problem and presents a novel methodology for optimizing the traffic signal timings in signalized urban intersections, under non-recurrent traffic incidents. With the purpose of pr…
Stanford University(斯坦福大学);Stanford University School of Medicine(斯坦福大学医学院)
Objectives: Most cancer data sources lack information on metastatic recurrence. Electronic medical records (EMRs) and population-based cancer registries contain complementary information on cancer treatment and outcomes, yet are rarely used synergistically. To enable detection of metastatic breast cancer (MBC), we applied a semi-supervised machine learning framework to linked EMR-California Cancer Registry (CCR) data. Materials and Methods: We studied 11,459 female patients treated at Stanford Health Care who received an incident breast cancer diagnosis from 2000-2014. The dataset consisted of…