In this paper, we address two key challenges in deep reinforcement learning setting, sample inefficiency and slow learning, with a dual NN-driven learning approach. In the proposed approach, we use two deep NNs with independent initialization to robustly approximate the action-value function in the presence of image inputs. In particular, we develop a temporal difference (TD) error-driven learning approach, where we introduce a set of linear transformations of the TD error to directly update the parameters of each layer in the deep NN. We demonstrate theoretically that the cost minimized by the error-driven learning (EDL) regime is an approximation of the empirical cost and the approximation error reduces as learning progresses, irrespective of the size of the network. Using simulation analysis, we show that the proposed methods enables faster learning and convergence and requires reduced buffer size (thereby increasing the sample efficiency).
In federated learning (FL) problems, client sampling plays a key role in the convergence speed of training algorithm. However, while being an important problem in FL, client sampling is lack of study. In this paper, we propose an online learning with bandit feedback framework to understand the client sampling problem in FL. By adapting an Online Stochastic Mirror Descent algorithm to minimize the variance of gradient estimation, we propose a new adaptive client sampling algorithm. Besides, we use online ensemble method and doubling trick to automatically choose the tuning parameters in the algorithm. Theoretically, we show dynamic regret bound with comparator as the theoretically optimal sampling sequence; we also include the total variation of this sequence in our upper bound, which is a natural measure of the intrinsic difficulty of the problem. To the best of our knowledge, these theoretical contributions are novel to existing literature. Moreover, by implementing both synthetic and real data experiments, we show empirical evidence of the advantages of our proposed algorithms over widely-used uniform sampling and also other online learning based sampling strategies in previous studies. We also examine its robustness to the choice of tuning parameters. Finally, we discuss its possible extension to sampling without replacement and personalized FL objective. While the original goal is to solve client sampling problem, this work has more general applications on stochastic gradient descent and stochastic coordinate descent methods.
Policy evaluation algorithms are essential to reinforcement learning due to their ability to predict the performance of a policy. However, there are two long-standing issues lying in this prediction problem that need to be tackled: off-policy stability and on-policy efficiency. The conventional temporal difference (TD) algorithm is known to perform very well in the on-policy setting, yet is not off-policy stable. On the other hand, the gradient TD and emphatic TD algorithms are off-policy stable, but are not on-policy efficient. This paper introduces novel algorithms that are both off-policy stable and on-policy efficient by using the oblique projection method. The empirical experimental results on various domains validate the effectiveness of the proposed approach.
The Q-learning algorithm is known to be affected by the maximization bias, i.e. the systematic overestimation of action values, an important issue that has recently received renewed attention. Double Q-learning has been proposed as an efficient algorithm to mitigate this bias. However, this comes at the price of an underestimation of action values, in addition to increased memory requirements and a slower convergence. In this paper, we introduce a new way to address the maximization bias in the form of a "self-correcting algorithm" for approximating the maximum of an expected value. Our method balances the overestimation of the single estimator used in conventional Q-learning and the underestimation of the double estimator used in Double Q-learning. Applying this strategy to Q-learning results in Self-correcting Q-learning. We show theoretically that this new algorithm enjoys the same convergence guarantees as Q-learning while being more accurate. Empirically, it performs better than Double Q-learning in domains with rewards of high variance, and it even attains faster convergence than Q-learning in domains with rewards of zero or low variance. These advantages transfer to a Deep Q Network implementation that we call Self-correcting DQN and which outperforms regular DQN and Double DQN on several tasks in the Atari 2600 domain.
Distance metric learning based on triplet loss has been applied with success in a wide range of applications such as face recognition, image retrieval, speaker change detection and recently recommendation with the CML model. However, as we show in this article, CML requires large batches to work reasonably well because of a too simplistic uniform negative sampling strategy for selecting triplets. Due to memory limitations, this makes it difficult to scale in high-dimensional scenarios. To alleviate this problem, we propose here a 2-stage negative sampling strategy which finds triplets that are highly informative for learning. Our strategy allows CML to work effectively in terms of accuracy and popularity bias, even when the batch size is an order of magnitude smaller than what would be needed with the default uniform sampling. We demonstrate the suitability of the proposed strategy for recommendation and exhibit consistent positive results across various datasets.
Deep reinforcement learning suggests the promise of fully automated learning of robotic control policies that directly map sensory inputs to low-level actions. However, applying deep reinforcement learning methods on real-world robots is exceptionally difficult, due both to the sample complexity and, just as importantly, the sensitivity of such methods to hyperparameters. While hyperparameter tuning can be performed in parallel in simulated domains, it is usually impractical to tune hyperparameters directly on real-world robotic platforms, especially legged platforms like quadrupedal robots that can be damaged through extensive trial-and-error learning. In this paper, we develop a stable variant of the soft actor-critic deep reinforcement learning algorithm that requires minimal hyperparameter tuning, while also requiring only a modest number of trials to learn multilayer neural network policies. This algorithm is based on the framework of maximum entropy reinforcement learning, and automatically trades off exploration against exploitation by dynamically and automatically tuning a temperature parameter that determines the stochasticity of the policy. We show that this method achieves state-of-the-art performance on four standard benchmark environments. We then demonstrate that it can be used to learn quadrupedal locomotion gaits on a real-world Minitaur robot, learning to walk from scratch directly in the real world in two hours of training.
This paper tackles a new problem setting: reinforcement learning with pixel-wise rewards (pixelRL) for image processing. After the introduction of the deep Q-network, deep RL has been achieving great success. However, the applications of deep RL for image processing are still limited. Therefore, we extend deep RL to pixelRL for various image processing applications. In pixelRL, each pixel has an agent, and the agent changes the pixel value by taking an action. We also propose an effective learning method for pixelRL that significantly improves the performance by considering not only the future states of the own pixel but also those of the neighbor pixels. The proposed method can be applied to some image processing tasks that require pixel-wise manipulations, where deep RL has never been applied. We apply the proposed method to three image processing tasks: image denoising, image restoration, and local color enhancement. Our experimental results demonstrate that the proposed method achieves comparable or better performance, compared with the state-of-the-art methods based on supervised learning.
How would you search for a unique, fashionable shoe that a friend wore and you want to buy, but you didn't take a picture? Existing approaches propose interactive image search as a promising venue. However, they either entrust the user with taking the initiative to provide informative feedback, or give all control to the system which determines informative questions to ask. Instead, we propose a mixed-initiative framework where both the user and system can be active participants, depending on whose initiative will be more beneficial for obtaining high-quality search results. We develop a reinforcement learning approach which dynamically decides which of three interaction opportunities to give to the user: drawing a sketch, providing free-form attribute feedback, or answering attribute-based questions. By allowing these three options, our system optimizes both the informativeness and exploration capabilities allowing faster image retrieval. We outperform three baselines on three datasets and extensive experimental settings.
Existing methods for interactive image retrieval have demonstrated the merit of integrating user feedback, improving retrieval results. However, most current systems rely on restricted forms of user feedback, such as binary relevance responses, or feedback based on a fixed set of relative attributes, which limits their impact. In this paper, we introduce a new approach to interactive image search that enables users to provide feedback via natural language, allowing for more natural and effective interaction. We formulate the task of dialog-based interactive image retrieval as a reinforcement learning problem, and reward the dialog system for improving the rank of the target image during each dialog turn. To avoid the cumbersome and costly process of collecting human-machine conversations as the dialog system learns, we train our system with a user simulator, which is itself trained to describe the differences between target and candidate images. The efficacy of our approach is demonstrated in a footwear retrieval application. Extensive experiments on both simulated and real-world data show that 1) our proposed learning framework achieves better accuracy than other supervised and reinforcement learning baselines and 2) user feedback based on natural language rather than pre-specified attributes leads to more effective retrieval results, and a more natural and expressive communication interface.
An interactive image retrieval system learns which images in the database belong to a user's query concept, by analyzing the example images and feedback provided by the user. The challenge is to retrieve the relevant images with minimal user interaction. In this work, we propose to solve this problem by posing it as a binary classification task of classifying all images in the database as being relevant or irrelevant to the user's query concept. Our method combines active learning with graph-based semi-supervised learning (GSSL) to tackle this problem. Active learning reduces the number of user interactions by querying the labels of the most informative points and GSSL allows to use abundant unlabeled data along with the limited labeled data provided by the user. To efficiently find the most informative point, we use an uncertainty sampling based method that queries the label of the point nearest to the decision boundary of the classifier. We estimate this decision boundary using our heuristic of adaptive threshold. To utilize huge volumes of unlabeled data we use an efficient approximation based method that reduces the complexity of GSSL from $O(n^3)$ to $O(n)$, making GSSL scalable. We make the classifier robust to the diversity and noisy labels associated with images in large databases by incorporating information from multiple modalities such as visual information extracted from deep learning based models and semantic information extracted from the WordNet. High F1 scores within few relevance feedback rounds in our experiments with concepts defined on AnimalWithAttributes and Imagenet (1.2 million images) datasets indicate the effectiveness and scalability of our approach.
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.