Generative Adversarial Networks (GANs) can successfully approximate a probability distribution and produce realistic samples. However, open questions such as sufficient convergence conditions and mode collapse still persist. In this paper, we build on existing work in the area by proposing a novel framework for training the generator against an ensemble of discriminator networks, which can be seen as a one-student/multiple-teachers setting. We formalize this problem within the full-information adversarial bandit framework, where we evaluate the capability of an algorithm to select mixtures of discriminators for providing the generator with feedback during learning. To this end, we propose a reward function which reflects the progress made by the generator and dynamically update the mixture weights allocated to each discriminator. We also draw connections between our algorithm and stochastic optimization methods and then show that existing approaches using multiple discriminators in literature can be recovered from our framework. We argue that less expressive discriminators are smoother and have a general coarse grained view of the modes map, which enforces the generator to cover a wide portion of the data distribution support. On the other hand, highly expressive discriminators ensure samples quality. Finally, experimental results show that our approach improves samples quality and diversity over existing baselines by effectively learning a curriculum. These results also support the claim that weaker discriminators have higher entropy improving modes coverage.
In the quest for efficient and robust reinforcement learning methods, both model-free and model-based approaches offer advantages. In this paper we propose a new way of explicitly bridging both approaches via a shared low-dimensional learned encoding of the environment, meant to capture summarizing abstractions. We show that the modularity brought by this approach leads to good generalization while being computationally efficient, with planning happening in a smaller latent state space. In addition, this approach recovers a sufficient low-dimensional representation of the environment, which opens up new strategies for interpretable AI, exploration and transfer learning.
Deep reinforcement learning has recently shown many impressive successes. However, one major obstacle towards applying such methods to real-world problems is their lack of data-efficiency. To this end, we propose the Bottleneck Simulator: a model-based reinforcement learning method which combines a learned, factorized transition model of the environment with rollout simulations to learn an effective policy from few examples. The learned transition model employs an abstract, discrete (bottleneck) state, which increases sample efficiency by reducing the number of model parameters and by exploiting structural properties of the environment. We provide a mathematical analysis of the Bottleneck Simulator in terms of fixed points of the learned policy, which reveals how performance is affected by four distinct sources of error: an error related to the abstract space structure, an error related to the transition model estimation variance, an error related to the transition model estimation bias, and an error related to the transition model class bias. Finally, we evaluate the Bottleneck Simulator on two natural language processing tasks: a text adventure game and a real-world, complex dialogue response selection task. On both tasks, the Bottleneck Simulator yields excellent performance beating competing approaches.
The risks and perils of overfitting in machine learning are well known. However most of the treatment of this, including diagnostic tools and remedies, was developed for the supervised learning case. In this work, we aim to offer new perspectives on the characterization and prevention of overfitting in deep Reinforcement Learning (RL) methods, with a particular focus on continuous domains. We examine several aspects, such as how to define and diagnose overfitting in MDPs, and how to reduce risks by injecting sufficient training diversity. This work complements recent findings on the brittleness of deep RL methods and offers practical observations for RL researchers and practitioners.
Recurrent Neural Networks (RNNs) with attention mechanisms have obtained state-of-the-art results for many sequence processing tasks. Most of these models use a simple form of encoder with attention that looks over the entire sequence and assigns a weight to each token independently. We present a mechanism for focusing RNN encoders for sequence modelling tasks which allows them to attend to key parts of the input as needed. We formulate this using a multi-layer conditional sequence encoder that reads in one token at a time and makes a discrete decision on whether the token is relevant to the context or question being asked. The discrete gating mechanism takes in the context embedding and the current hidden state as inputs and controls information flow into the layer above. We train it using policy gradient methods. We evaluate this method on several types of tasks with different attributes. First, we evaluate the method on synthetic tasks which allow us to evaluate the model for its generalization ability and probe the behavior of the gates in more controlled settings. We then evaluate this approach on large scale Question Answering tasks including the challenging MS MARCO and SearchQA tasks. Our models shows consistent improvements for both tasks over prior work and our baselines. It has also shown to generalize significantly better on synthetic tasks as compared to the baselines.
In reinforcement learning (RL), stochastic environments can make learning a policy difficult due to high degrees of variance. As such, variance reduction methods have been investigated in other works, such as advantage estimation and control-variates estimation. Here, we propose to learn a separate reward estimator to train the value function, to help reduce variance caused by a noisy reward signal. This results in theoretical reductions in variance in the tabular case, as well as empirical improvements in both the function approximation and tabular settings in environments where rewards are stochastic. To do so, we use a modified version of Advantage Actor Critic (A2C) on variations of Atari games.
Current reinforcement learning (RL) methods can successfully learn single tasks but often generalize poorly to modest perturbations in task domain or training procedure. In this work, we present a decoupled learning strategy for RL that creates a shared representation space where knowledge can be robustly transferred. We separate learning the task representation, the forward dynamics, the inverse dynamics and the reward function of the domain, and show that this decoupling improves performance within the task, transfers well to changes in dynamics and reward, and can be effectively used for online planning. Empirical results show good performance in both continuous and discrete RL domains.
It has been postulated that a good representation is one that disentangles the underlying explanatory factors of variation. However, it remains an open question what kind of training framework could potentially achieve that. Whereas most previous work focuses on the static setting (e.g., with images), we postulate that some of the causal factors could be discovered if the learner is allowed to interact with its environment. The agent can experiment with different actions and observe their effects. More specifically, we hypothesize that some of these factors correspond to aspects of the environment which are independently controllable, i.e., that there exists a policy and a learnable feature for each such aspect of the environment, such that this policy can yield changes in that feature with minimal changes to other features that explain the statistical variations in the observed data. We propose a specific objective function to find such factors, and verify experimentally that it can indeed disentangle independently controllable aspects of the environment without any extrinsic reward signal.
We present MILABOT: a deep reinforcement learning chatbot developed by the Montreal Institute for Learning Algorithms (MILA) for the Amazon Alexa Prize competition. MILABOT is capable of conversing with humans on popular small talk topics through both speech and text. The system consists of an ensemble of natural language generation and retrieval models, including neural network and template-based models. By applying reinforcement learning to crowdsourced data and real-world user interactions, the system has been trained to select an appropriate response from the models in its ensemble. The system has been evaluated through A/B testing with real-world users, where it performed significantly better than other systems. The results highlight the potential of coupling ensemble systems with deep reinforcement learning as a fruitful path for developing real-world, open-domain conversational agents.
Automatically evaluating the quality of dialogue responses for unstructured domains is a challenging problem. Unfortunately, existing automatic evaluation metrics are biased and correlate very poorly with human judgements of response quality. Yet having an accurate automatic evaluation procedure is crucial for dialogue research, as it allows rapid prototyping and testing of new models with fewer expensive human evaluations. In response to this challenge, we formulate automatic dialogue evaluation as a learning problem. We present an evaluation model (ADEM) that learns to predict human-like scores to input responses, using a new dataset of human response scores. We show that the ADEM model's predictions correlate significantly, and at a level much higher than word-overlap metrics such as BLEU, with human judgements at both the utterance and system-level. We also show that ADEM can generalize to evaluating dialogue models unseen during training, an important step for automatic dialogue evaluation.