Exploring Question-Specific Rewards for Generating Deep Questions
Wangxuan Institute of Computer Technology, Peking University(北京大学王选计算机技术研究所);NUS Graduate School for Integrative Sciences and Engineering(新加坡国立大学综合科学与工程研究生院);School of Computing, National University of Singapore(新加坡国立大学计算机学院);ZhuiYi Technology(追一科技);The MOE Key Laboratory of Computational Linguistics, Peking University(北京大学教育部计算语言学重点实验室)
Recent question generation (QG) approaches often utilize the sequence-to-sequence framework (Seq2Seq) to optimize the log-likelihood of ground-truth questions using teacher forcing. However, this training objective is inconsistent with actual question quality, which is often reflected by certain global properties such as whether the question can be answered by the document. As such, we directly optimize for QG-specific objectives via reinforcement learning to improve question quality. We design three different rewards that target to improve the fluency, relevance, and answerability of generated questions. We conduct both automatic and human evaluations in addition to a thorough analysis to explore the effect of each QG-specific reward. We find that optimizing question-specific rewards generally leads to better performance in automatic evaluation metrics. However, only the rewards that correlate well with human judgement (e.g., relevance) lead to real improvement in question quality. Optimizing for the others, especially answerability, introduces incorrect bias to the model, resulting in poor question quality. Our code is publicly available at https://github.com/YuxiXie/RL-for-Question-Generation.
The Chinese University of Hong Kong, Shenzhen(香港中文大学(深圳));Shenzhen Research Institute of Big Data(深圳大数据研究院)
Extrapolating beyond-demonstrator (BD) performance through the imitation learning (IL) algorithm aims to learn from and subsequently outperform the demonstrator. To that end, a representative approach is to leverage inverse reinforcement learning (IRL) to infer a reward function from demonstrations before performing RL on the learned reward function. However, most existing reward extrapolation methods require massive demonstrations, making it difficult to be applied in tasks of limited training data. To address this problem, one simple solution is to perform data augmentation to artificially g…
University of Maryland, College Park(马里兰大学帕克分校);Swarm Labs(斯沃姆实验室)
Visualizing optimization landscapes has led to many fundamental insights in numeric optimization, and novel improvements to optimization techniques. However, visualizations of the objective that reinforcement learning optimizes (the "reward surface") have only ever been generated for a small number of narrow contexts. This work presents reward surfaces and related visualizations of 27 of the most widely used reinforcement learning environments in Gym for the first time. We also explore reward surfaces in the policy gradient direction and show for the first time that many popular reinforcement …
University of California, Berkeley(加州大学伯克利分校);UCLA(加州大学洛杉矶分校);Georgia Institute of Technology(佐治亚理工学院)
We introduce the "inverse bandit" problem of estimating the rewards of a multi-armed bandit instance from observing the learning process of a low-regret demonstrator. Existing approaches to the related problem of inverse reinforcement learning assume the execution of an optimal policy, and thereby suffer from an identifiability issue. In contrast, we propose to leverage the demonstrator's behavior en route to optimality, and in particular, the exploration phase, for reward estimation. We begin by establishing a general information-theoretic lower bound under this paradigm that applies to any d…
The Vanguard Group(先锋集团);University of Toronto(多伦多大学)
Query reformulation aims to alter noisy or ambiguous text sequences into coherent ones closer to natural language questions. This is to prevent errors from propagating in a client-facing pipeline and promote better communication with users. Besides, it is crucial to maintain performance in downstream environments like question answering when rephrased queries are given as input. We show that under the previous framework (AQA), attempts to alter RL algorithms do not bring significant benefits to either reward acquisition or sequence fluency. Instead, we leverage a query-reformulating text-to-te…
University of Göttingen(哥廷根大学);University of Toronto(多伦多大学);Vector Institute for Artificial Intelligence(向量人工智能研究所);Canadian Institute for Advanced Research(加拿大高等研究院)
Computer-aided design of molecules has the potential to disrupt the field of drug and material discovery. Machine learning, and deep learning, in particular, have been topics where the field has been developing at a rapid pace. Reinforcement learning is a particularly promising approach since it allows for molecular design without prior knowledge. However, the search space is vast and efficient exploration is desirable when using reinforcement learning agents. In this study, we propose an algorithm to aid efficient exploration. The algorithm is inspired by a concept known in the literature as …
We present SafeLife, a publicly available reinforcement learning environment that tests the safety of reinforcement learning agents. It contains complex, dynamic, tunable, procedurally generated levels with many opportunities for unsafe behavior. Agents are graded both on their ability to maximize their explicit reward and on their ability to operate safely without unnecessary side effects. We train agents to maximize rewards using proximal policy optimization and score them on a suite of benchmark levels. The resulting agents are performant but not safe -- they tend to cause large side effect…
Reinforcement Learning (RL) has made remarkable achievements, but it still suffers from inadequate exploration strategies, sparse reward signals, and deceptive reward functions. To alleviate these problems, a Population-guided Novelty Search (PNS) parallel learning method is proposed in this paper. In PNS, the population is divided into multiple sub-populations, each of which has one chief agent and several exploring agents. The chief agent evaluates the policies learned by exploring agents and shares the optimal policy with all sub-populations. The exploring agents learn their policies in col…
Center for Artificial Intelligence Research (CAiRE)(人工智能研究中心(CAiRE));The Hong Kong University of Science and Technology(香港科技大学)
An important aspect of human conversation difficult for machines is conversing with empathy, which is to understand the user's emotion and respond appropriately. Recent neural conversation models that attempted to generate empathetic responses either focused on conditioning the output to a given emotion, or incorporating the current user emotional state. However, these approaches do not factor in how the user would feel towards the generated response. Hence, in this paper, we propose Sentiment Look-ahead, which is a novel perspective for empathy that models the future user emotional state. In …
The promise of reinforcement learning is to solve complex sequential decision problems autonomously by specifying a high-level reward function only. However, reinforcement learning algorithms struggle when, as is often the case, simple and intuitive rewards provide sparse and deceptive feedback. Avoiding these pitfalls requires thoroughly exploring the environment, but creating algorithms that can do so remains one of the central challenges of the field. We hypothesise that the main impediment to effective exploration originates from algorithms forgetting how to reach previously visited states…
Exploration is a key problem in reinforcement learning. Recently bonus-based methods have achieved considerable successes in environments where exploration is difficult such as Montezuma's Revenge, which assign additional bonuses (e.g., intrinsic rewards) to guide the agent to rarely visited states. Since the bonus is calculated according to the novelty of the next state after performing an action, we call such methods as the next-state bonus methods. However, the next-state bonus methods force the agent to pay overmuch attention in exploring known states and ignore finding unknown states sinc…
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.…
We propose a exploration mechanism of policy in Deep Reinforcement Learning, which is exploring more when agent needs, called Add Noise to Noise (AN2N). The core idea is: when the Deep Reinforcement Learning agent is in a state of poor performance in history, it needs to explore more. So we use cumulative rewards to evaluate which past states the agents have not performed well, and use cosine distance to measure whether the current state needs to be explored more. This method shows that the exploration mechanism of the agent's policy is conducive to efficient exploration. We combining the prop…
NVIDIA Research(英伟达研究院);University of Oxford(牛津大学);Georgia Institute of Technology(佐治亚理工学院);Stanford University(斯坦福大学)
Effectively exploring the environment is a key challenge in reinforcement learning (RL). We address this challenge by defining a novel intrinsic reward based on a foundation model, such as contrastive language image pretraining (CLIP), which can encode a wealth of domain-independent semantic visual-language knowledge about the world. Specifically, our intrinsic reward is defined based on pre-trained CLIP embeddings without any fine-tuning or learning on the target RL task. We demonstrate that CLIP-based intrinsic rewards can drive exploration towards semantically meaningful states and outperfo…
Jailbreak-R1: Exploring the Jailbreak Capabilities of LLMs via Reinforcement Learning
Harbin Institute of Technology, Shenzhen(哈尔滨工业大学(深圳));Beijing Academy of Artificial Intelligence(北京智源人工智能研究院);Nanyang Technological University(南洋理工大学);Peng Cheng Laboratory(鹏城实验室)
In this study, we address the problem of efficient exploration in reinforcement learning. Most common exploration approaches depend on random action selection, however these approaches do not work well in environments with sparse or no rewards. We propose Generative Adversarial Network-based Intrinsic Reward Module that learns the distribution of the observed states and sends an intrinsic reward that is computed as high for states that are out of distribution, in order to lead agent to unexplored states. We evaluate our approach in Super Mario Bros for a no reward setting and in Montezuma's Re…
The problem of inverse reinforcement learning (IRL) is relevant to a variety of tasks including value alignment and robot learning from demonstration. Despite significant algorithmic contributions in recent years, IRL remains an ill-posed problem at its core; multiple reward functions coincide with the observed behavior and the actual reward function is not identifiable without prior knowledge or supplementary information. This paper presents an IRL framework called Bayesian optimization-IRL (BO-IRL) which identifies multiple solutions that are consistent with the expert demonstrations by effi…
Reward Engineering for Object Pick and Place Training
Worcester Polytechnic Institute(伍斯特理工学院)
机器人抓取是一个重要的研究领域,因为它可以加速从制造业到医疗保健等多个行业利用机器人的自动化。强化学习是一个研究领域,其中代理通过探索和利用来自环境的奖励来学习执行动作的策略。因此,代理可以使用强化学习来学习如何执行特定任务,在我们的例子中是抓取物体。我们使用OpenAI的Gym提供的Pick and Place环境来设计奖励。后见之明经验重演(HER)已经显示出有希望的结果,具有稀疏奖励的问题。在OpenAI基线和环境的默认配置中,奖励函数是使用目标位置和机器人末端执行器之间的距离计算的。通过基于末端执行器在x、y和z轴上与目标的距离来加权成本,与OpenAI提供的基线相比,我们能够将学习时间几乎减半,这是一种直观的策略,进一步减少了学习时间。在这个项目中,我们还能够在学习的策略中引入某些用户期望的轨迹(城市街区/曼哈顿轨迹)。这有助于我们理解,通过设计奖励,我们可以调整代理以某种方式学习策略,即使它可能不是最佳的,但却是期望的方式。
The University of Texas at Austin(得克萨斯大学奥斯汀分校);Microsoft Research(微软研究院);Technion(以色列理工学院);NVIDIA(英伟达)
Learning a near optimal policy in a partially observable system remains an elusive challenge in contemporary reinforcement learning. In this work, we consider episodic reinforcement learning in a reward-mixing Markov decision process (MDP). There, a reward function is drawn from one of multiple possible reward models at the beginning of every episode, but the identity of the chosen reward model is not revealed to the agent. Hence, the latent state space, for which the dynamics are Markovian, is not given to the agent. We study the problem of learning a near optimal policy for two reward-mixing…
University of Technology Sydney(悉尼科技大学);RoZetta Technology(罗泽塔科技公司)
To date, most abstractive summarisation models have relied on variants of the negative log-likelihood (NLL) as their training objective. In some cases, reinforcement learning has been added to train the models with an objective that is closer to their evaluation measures (e.g. ROUGE). However, the reward function to be used within the reinforcement learning approach can play a key role for performance and is still partially unexplored. For this reason, in this paper, we propose two reward functions for the task of abstractive summarisation: the first function, referred to as RwB-Hinge, dynamic…
The aim of this paper is to study the reward based policy exploration problem in a supervised learning approach and enable robots to form complex movement trajectories in challenging reward settings and search spaces. For this, the experience of the robot, which can be bootstrapped from demonstrated trajectories, is used to train a novel Neural Processes-based deep network that samples from its latent space and generates the required trajectories given desired rewards. Our framework can generate progressively improved trajectories by sampling them from high reward landscapes, increasing the re…
Imperial College London(帝国理工学院);University of Sheffield(谢菲尔德大学);Dublin City University(都柏林城市大学)
Reinforcement Learning (RL) is a powerful framework to address the discrepancy between loss functions used during training and the final evaluation metrics to be used at test time. When applied to neural Machine Translation (MT), it minimises the mismatch between the cross-entropy loss and non-differentiable evaluation metrics like BLEU. However, the suitability of these metrics as reward function at training time is questionable: they tend to be sparse and biased towards the specific words used in the reference texts. We propose to address this problem by making models less reliant on such me…
Motivated by suggested question generation in conversational news recommendation systems, we propose a model for generating question-answer pairs (QA pairs) with self-contained, summary-centric questions and length-constrained, article-summarizing answers. We begin by collecting a new dataset of news articles with questions as titles and pairing them with summaries of varying length. This dataset is used to learn a QA pair generation model producing summaries as answers that balance brevity with sufficiency jointly with their corresponding questions. We then reinforce the QA pair generation pr…
Exploring Generative Process Reward Modeling for Semi-Structured Data: A Case Study of Table Question Answering
University of Augsburg(奥格斯堡大学);Institut für Maschinelle Sprachverarbeitung, University of Stuttgart(斯图加特大学机械语言处理研究所);Bosch Center for Artificial Intelligence(博世人工智能中心)