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A key challenge in satisficing planning is to use multiple heuristics within one heuristic search. An aggregation of multiple heuristic estimates, for example by taking the maximum, has the disadvantage that bad estimates of a single heuristic can negatively affect the whole search. Since the performance of a heuristic varies from instance to instance, approaches such as algorithm selection can be successfully applied. In addition, alternating between multiple heuristics during the search makes it possible to use all heuristics equally and improve performance. However, all these approaches ignore the internal search dynamics of a planning system, which can help to select the most useful heuristics for the current expansion step. We show that dynamic algorithm configuration can be used for dynamic heuristic selection which takes into account the internal search dynamics of a planning system. Furthermore, we prove that this approach generalizes over existing approaches and that it can exponentially improve the performance of the heuristic search. To learn dynamic heuristic selection, we propose an approach based on reinforcement learning and show empirically that domain-wise learned policies, which take the internal search dynamics of a planning system into account, can exceed existing approaches.

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Recently, Optimistic Multiplicative Weights Update (OMWU) was proven to be the first constant step-size algorithm in the online no-regret framework to enjoy last-iterate convergence to Nash Equilibria in the constrained zero-sum bimatrix case, where weights represent the probabilities of playing pure strategies. We introduce the second such algorithm, \textit{Consensus MWU}, for which we prove local convergence and show empirically that it enjoys faster and more robust convergence than OMWU. Our algorithm shows the importance of a new object, the \textit{simplex Hessian}, as well as of the interaction of the game with the (eigen)space of vectors summing to zero, which we believe future research can build on. As for OMWU, CMWU has convergence guarantees in the zero-sum case only, but Cheung and Piliouras (2020) recently showed that OMWU and MWU display opposite convergence properties depending on whether the game is zero-sum or cooperative. Inspired by this work and the recent literature on learning to optimize for single functions, we extend CMWU to non zero-sum games by introducing a new framework for online learning in games, where the update rule's gradient and Hessian coefficients along a trajectory are learnt by a reinforcement learning policy that is conditioned on the nature of the game: \textit{the game signature}. We construct the latter using a new canonical decomposition of two-player games into eight components corresponding to commutative projection operators, generalizing and unifying recent game concepts studied in the literature. We show empirically that our new learning policy is able to exploit the game signature across a wide range of game types.

Approximate bi-level optimization (ABLO) consists of (outer-level) optimization problems, involving numerical (inner-level) optimization loops. While ABLO has many applications across deep learning, it suffers from time and memory complexity proportional to the length $r$ of its inner optimization loop. To address this complexity, an earlier first-order method (FOM) was proposed as a heuristic that omits second derivative terms, yielding significant speed gains and requiring only constant memory. Despite FOM's popularity, there is a lack of theoretical understanding of its convergence properties. We contribute by theoretically characterizing FOM's gradient bias under mild assumptions. We further demonstrate a rich family of examples where FOM-based SGD does not converge to a stationary point of the ABLO objective. We address this concern by proposing an unbiased FOM (UFOM) enjoying constant memory complexity as a function of $r$. We characterize the introduced time-variance tradeoff, demonstrate convergence bounds, and find an optimal UFOM for a given ABLO problem. Finally, we propose an efficient adaptive UFOM scheme.

We theoretically study the fundamental problem of learning a single neuron with a bias term ($\mathbf{x} \mapsto \sigma(<\mathbf{w},\mathbf{x}> + b)$) in the realizable setting with the ReLU activation, using gradient descent. Perhaps surprisingly, we show that this is a significantly different and more challenging problem than the bias-less case (which was the focus of previous works on single neurons), both in terms of the optimization geometry as well as the ability of gradient methods to succeed in some scenarios. We provide a detailed study of this problem, characterizing the critical points of the objective, demonstrating failure cases, and providing positive convergence guarantees under different sets of assumptions. To prove our results, we develop some tools which may be of independent interest, and improve previous results on learning single neurons.

We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10'000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.

Learning a faithful directed acyclic graph (DAG) from samples of a joint distribution is a challenging combinatorial problem, owing to the intractable search space superexponential in the number of graph nodes. A recent breakthrough formulates the problem as a continuous optimization with a structural constraint that ensures acyclicity (Zheng et al., 2018). The authors apply the approach to the linear structural equation model (SEM) and the least-squares loss function that are statistically well justified but nevertheless limited. Motivated by the widespread success of deep learning that is capable of capturing complex nonlinear mappings, in this work we propose a deep generative model and apply a variant of the structural constraint to learn the DAG. At the heart of the generative model is a variational autoencoder parameterized by a novel graph neural network architecture, which we coin DAG-GNN. In addition to the richer capacity, an advantage of the proposed model is that it naturally handles discrete variables as well as vector-valued ones. We demonstrate that on synthetic data sets, the proposed method learns more accurate graphs for nonlinearly generated samples; and on benchmark data sets with discrete variables, the learned graphs are reasonably close to the global optima. The code is available at \url{//github.com/fishmoon1234/DAG-GNN}.

In this paper, we investigate the challenges of using reinforcement learning agents for question-answering over knowledge graphs for real-world applications. We examine the performance metrics used by state-of-the-art systems and determine that they are inadequate for such settings. More specifically, they do not evaluate the systems correctly for situations when there is no answer available and thus agents optimized for these metrics are poor at modeling confidence. We introduce a simple new performance metric for evaluating question-answering agents that is more representative of practical usage conditions, and optimize for this metric by extending the binary reward structure used in prior work to a ternary reward structure which also rewards an agent for not answering a question rather than giving an incorrect answer. We show that this can drastically improve the precision of answered questions while only not answering a limited number of previously correctly answered questions. Employing a supervised learning strategy using depth-first-search paths to bootstrap the reinforcement learning algorithm further improves performance.

Knowledge Transfer (KT) techniques tackle the problem of transferring the knowledge from a large and complex neural network into a smaller and faster one. However, existing KT methods are tailored towards classification tasks and they cannot be used efficiently for other representation learning tasks. In this paper a novel knowledge transfer technique, that is capable of training a student model that maintains the same amount of mutual information between the learned representation and a set of (possible unknown) labels as the teacher model, is proposed. Apart from outperforming existing KT techniques, the proposed method allows for overcoming several limitations of existing methods providing new insight into KT as well as novel KT applications, ranging from knowledge transfer from handcrafted feature extractors to {cross-modal} KT from the textual modality into the representation extracted from the visual modality of the data.

In this paper, we propose a deep reinforcement learning framework called GCOMB to learn algorithms that can solve combinatorial problems over large graphs. GCOMB mimics the greedy algorithm in the original problem and incrementally constructs a solution. The proposed framework utilizes Graph Convolutional Network (GCN) to generate node embeddings that predicts the potential nodes in the solution set from the entire node set. These embeddings enable an efficient training process to learn the greedy policy via Q-learning. Through extensive evaluation on several real and synthetic datasets containing up to a million nodes, we establish that GCOMB is up to 41% better than the state of the art, up to seven times faster than the greedy algorithm, robust and scalable to large dynamic networks.

The reinforcement learning community has made great strides in designing algorithms capable of exceeding human performance on specific tasks. These algorithms are mostly trained one task at the time, each new task requiring to train a brand new agent instance. This means the learning algorithm is general, but each solution is not; each agent can only solve the one task it was trained on. In this work, we study the problem of learning to master not one but multiple sequential-decision tasks at once. A general issue in multi-task learning is that a balance must be found between the needs of multiple tasks competing for the limited resources of a single learning system. Many learning algorithms can get distracted by certain tasks in the set of tasks to solve. Such tasks appear more salient to the learning process, for instance because of the density or magnitude of the in-task rewards. This causes the algorithm to focus on those salient tasks at the expense of generality. We propose to automatically adapt the contribution of each task to the agent's updates, so that all tasks have a similar impact on the learning dynamics. This resulted in state of the art performance on learning to play all games in a set of 57 diverse Atari games. Excitingly, our method learned a single trained policy - with a single set of weights - that exceeds median human performance. To our knowledge, this was the first time a single agent surpassed human-level performance on this multi-task domain. The same approach also demonstrated state of the art performance on a set of 30 tasks in the 3D reinforcement learning platform DeepMind Lab.

This paper presents a safety-aware learning framework that employs an adaptive model learning method together with barrier certificates for systems with possibly nonstationary agent dynamics. To extract the dynamic structure of the model, we use a sparse optimization technique, and the resulting model will be used in combination with control barrier certificates which constrain feedback controllers only when safety is about to be violated. Under some mild assumptions, solutions to the constrained feedback-controller optimization are guaranteed to be globally optimal, and the monotonic improvement of a feedback controller is thus ensured. In addition, we reformulate the (action-)value function approximation to make any kernel-based nonlinear function estimation method applicable. We then employ a state-of-the-art kernel adaptive filtering technique for the (action-)value function approximation. The resulting framework is verified experimentally on a brushbot, whose dynamics is unknown and highly complex.

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