Reinforcement learning (RL) experiments have notoriously high variance, and minor details can have disproportionately large effects on measured outcomes. This is problematic for creating reproducible research and also serves as an obstacle for real-world applications, where safety and predictability are paramount. In this paper, we investigate causes for this perceived instability. To allow for an in-depth analysis, we focus on a specifically popular setup with high variance -- continuous control from pixels with an actor-critic agent. In this setting, we demonstrate that variance mostly arises early in training as a result of poor "outlier" runs, but that weight initialization and initial exploration are not to blame. We show that one cause for early variance is numerical instability which leads to saturating nonlinearities. We investigate several fixes to this issue and find that one particular method is surprisingly effective and simple -- normalizing penultimate features. Addressing the learning instability allows for larger learning rates, and significantly decreases the variance of outcomes. This demonstrates that the perceived variance in RL is not necessarily inherent to the problem definition and may be addressed through simple architectural modifications.
The reinforcement learning (RL) problem is rife with sources of non-stationarity, making it a notoriously difficult problem domain for the application of neural networks. We identify a mechanism by which non-stationary prediction targets can prevent learning progress in deep RL agents: \textit{capacity loss}, whereby networks trained on a sequence of target values lose their ability to quickly update their predictions over time. We demonstrate that capacity loss occurs in a range of RL agents and environments, and is particularly damaging to performance in sparse-reward tasks. We then present a simple regularizer, Initial Feature Regularization (InFeR), that mitigates this phenomenon by regressing a subspace of features towards its value at initialization, leading to significant performance improvements in sparse-reward environments such as Montezuma's Revenge. We conclude that preventing capacity loss is crucial to enable agents to maximally benefit from the learning signals they obtain throughout the entire training trajectory.
Interacting agents receive public information at no cost and flexibly acquire private information at a cost proportional to entropy reduction. When a policymaker provides more public information, agents acquire less private information, thus lowering information costs. Does more public information raise or reduce uncertainty faced by agents? Is it beneficial or detrimental to welfare? To address these questions, we examine the impacts of public information on flexible information acquisition in a linear-quadratic-Gaussian game with arbitrary quadratic material welfare. More public information raises uncertainty if and only if the game exhibits strategic complementarity, which can be harmful to welfare. However, when agents acquire a large amount of information, more provision of public information increases welfare through a substantial reduction in the cost of information. We give a necessary and sufficient condition for welfare to increase with public information and identify optimal public information disclosure, which is either full or partial disclosure depending upon the welfare function and the slope of the best response.
For autonomous quadruped robot navigation in various complex environments, a typical SOTA system is composed of four main modules -- mapper, global planner, local planner, and command-tracking controller -- in a hierarchical manner. In this paper, we build a robust and safe local planner which is designed to generate a velocity plan to track a coarsely planned path from the global planner. Previous works used waypoint-based methods (e.g. Proportional-Differential control and pure pursuit) which simplify the path tracking problem to local point-goal navigation. However, they suffer from frequent collisions in geometrically complex and narrow environments because of two reasons; the global planner uses a coarse and inaccurate model and the local planner is unable to track the global plan sufficiently well. Currently, deep learning methods are an appealing alternative because they can learn safety and path feasibility from experience more accurately. However, existing deep learning methods are not capable of planning for a long horizon. In this work, we propose a learning-based fully autonomous navigation framework composed of three innovative elements: a learned forward dynamics model (FDM), an online sampling-based model-predictive controller, and an informed trajectory sampler (ITS). Using our framework, a quadruped robot can autonomously navigate in various complex environments without a collision and generate a smoother command plan compared to the baseline method. Furthermore, our method can reactively handle unexpected obstacles on the planned path and avoid them. Project page //awesomericky.github.io/projects/FDM_ITS_navigation/.
Reinforcement learning (RL) has shown great success in solving many challenging tasks via use of deep neural networks. Although using deep learning for RL brings immense representational power, it also causes a well-known sample-inefficiency problem. This means that the algorithms are data-hungry and require millions of training samples to converge to an adequate policy. One way to combat this issue is to use action advising in a teacher-student framework, where a knowledgeable teacher provides action advice to help the student. This work considers how to better leverage uncertainties about when a student should ask for advice and if the student can model the teacher to ask for less advice. The student could decide to ask for advice when it is uncertain or when both it and its model of the teacher are uncertain. In addition to this investigation, this paper introduces a new method to compute uncertainty for a deep RL agent using a secondary neural network. Our empirical results show that using dual uncertainties to drive advice collection and reuse may improve learning performance across several Atari games.
The success of deep learning attracted interest in whether the brain learns hierarchical representations using gradient-based learning. However, current biologically plausible methods for gradient-based credit assignment in deep neural networks need infinitesimally small feedback signals, which is problematic in biologically realistic noisy environments and at odds with experimental evidence in neuroscience showing that top-down feedback can significantly influence neural activity. Building upon deep feedback control (DFC), a recently proposed credit assignment method, we combine strong feedback influences on neural activity with gradient-based learning and show that this naturally leads to a novel view on neural network optimization. Instead of gradually changing the network weights towards configurations with low output loss, weight updates gradually minimize the amount of feedback required from a controller that drives the network to the supervised output label. Moreover, we show that the use of strong feedback in DFC allows learning forward and feedback connections simultaneously, using a learning rule fully local in space and time. We complement our theoretical results with experiments on standard computer-vision benchmarks, showing competitive performance to backpropagation as well as robustness to noise. Overall, our work presents a fundamentally novel view of learning as control minimization, while sidestepping biologically unrealistic assumptions.
Proactive dialogue system is able to lead the conversation to a goal topic and has advantaged potential in bargain, persuasion and negotiation. Current corpus-based learning manner limits its practical application in real-world scenarios. To this end, we contribute to advance the study of the proactive dialogue policy to a more natural and challenging setting, i.e., interacting dynamically with users. Further, we call attention to the non-cooperative user behavior -- the user talks about off-path topics when he/she is not satisfied with the previous topics introduced by the agent. We argue that the targets of reaching the goal topic quickly and maintaining a high user satisfaction are not always converge, because the topics close to the goal and the topics user preferred may not be the same. Towards this issue, we propose a new solution named I-Pro that can learn Proactive policy in the Interactive setting. Specifically, we learn the trade-off via a learned goal weight, which consists of four factors (dialogue turn, goal completion difficulty, user satisfaction estimation, and cooperative degree). The experimental results demonstrate I-Pro significantly outperforms baselines in terms of effectiveness and interpretability.
This manuscript portrays optimization as a process. In many practical applications the environment is so complex that it is infeasible to lay out a comprehensive theoretical model and use classical algorithmic theory and mathematical optimization. It is necessary as well as beneficial to take a robust approach, by applying an optimization method that learns as one goes along, learning from experience as more aspects of the problem are observed. This view of optimization as a process has become prominent in varied fields and has led to some spectacular success in modeling and systems that are now part of our daily lives.
Deep Learning has implemented a wide range of applications and has become increasingly popular in recent years. The goal of multimodal deep learning is to create models that can process and link information using various modalities. Despite the extensive development made for unimodal learning, it still cannot cover all the aspects of human learning. Multimodal learning helps to understand and analyze better when various senses are engaged in the processing of information. This paper focuses on multiple types of modalities, i.e., image, video, text, audio, body gestures, facial expressions, and physiological signals. Detailed analysis of past and current baseline approaches and an in-depth study of recent advancements in multimodal deep learning applications has been provided. A fine-grained taxonomy of various multimodal deep learning applications is proposed, elaborating on different applications in more depth. Architectures and datasets used in these applications are also discussed, along with their evaluation metrics. Last, main issues are highlighted separately for each domain along with their possible future research directions.
Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.
In this monograph, I introduce the basic concepts of Online Learning through a modern view of Online Convex Optimization. Here, online learning refers to the framework of regret minimization under worst-case assumptions. I present first-order and second-order algorithms for online learning with convex losses, in Euclidean and non-Euclidean settings. All the algorithms are clearly presented as instantiation of Online Mirror Descent or Follow-The-Regularized-Leader and their variants. Particular attention is given to the issue of tuning the parameters of the algorithms and learning in unbounded domains, through adaptive and parameter-free online learning algorithms. Non-convex losses are dealt through convex surrogate losses and through randomization. The bandit setting is also briefly discussed, touching on the problem of adversarial and stochastic multi-armed bandits. These notes do not require prior knowledge of convex analysis and all the required mathematical tools are rigorously explained. Moreover, all the proofs have been carefully chosen to be as simple and as short as possible.