We present the first massively distributed architecture for deep reinforcement learning. This architecture uses four main components: parallel actors that generate new behaviour; parallel learners that are trained from stored experience; a distributed neural network to represent the value function or behaviour policy; and a distributed store of experience. We used our architecture to implement the Deep Q-Network algorithm (DQN). Our distributed algorithm was applied to 49 games from Atari 2600 games from the Arcade Learning Environment, using identical hyperparameters. Our performance surpassed non-distributed DQN in 41 of the 49 games and also reduced the wall-time required to achieve these results by an order of magnitude on most games.
We introduce Natural Neural Networks, a novel family of algorithms that speed up convergence by adapting their internal representation during training to improve conditioning of the Fisher matrix. In particular, we show a specific example that employs a simple and efficient reparametrization of the neural network weights by implicitly whitening the representation obtained at each layer, while preserving the feed-forward computation of the network. Such networks can be trained efficiently via the proposed Projected Natural Gradient Descent algorithm (PRONG), which amortizes the cost of these reparametrizations over many parameter updates and is closely related to the Mirror Descent online learning algorithm. We highlight the benefits of our method on both unsupervised and supervised learning tasks, and showcase its scalability by training on the large-scale ImageNet Challenge dataset.
We introduce a new, efficient, principled and backpropagation-compatible algorithm for learning a probability distribution on the weights of a neural network, called Bayes by Backprop. It regularises the weights by minimising a compression cost, known as the variational free energy or the expected lower bound on the marginal likelihood. We show that this principled kind of regularisation yields comparable performance to dropout on MNIST classification. We then demonstrate how the learnt uncertainty in the weights can be used to improve generalisation in non-linear regression problems, and how this weight uncertainty can be used to drive the exploration-exploitation trade-off in reinforcement learning.
We present an attention-based model for recognizing multiple objects in images. The proposed model is a deep recurrent neural network trained with reinforcement learning to attend to the most relevant regions of the input image. We show that the model learns to both localize and recognize multiple objects despite being given only class labels during training. We evaluate the model on the challenging task of transcribing house number sequences from Google Street View images and show that it is both more accurate than the state-of-the-art convolutional networks and uses fewer parameters and less computation.
Applying convolutional neural networks to large images is computationally expensive because the amount of computation scales linearly with the number of image pixels. We present a novel recurrent neural network model that is capable of extracting information from an image or video by adaptively selecting a sequence of regions or locations and only processing the selected regions at high resolution. Like convolutional neural networks, the proposed model has a degree of translation invariance built-in, but the amount of computation it performs can be controlled independently of the input image size. While the model is non-differentiable, it can be trained using reinforcement learning methods to learn task-specific policies. We evaluate our model on several image classification tasks, where it significantly outperforms a convolutional neural network baseline on cluttered images, and on a dynamic visual control problem, where it learns to track a simple object without an explicit training signal for doing so.
In this paper, we propose a new unsupervised feature learning framework, namely Deep Sparse Coding (DeepSC), that extends sparse coding to a multi-layer architecture for visual object recognition tasks. The main innovation of the framework is that it connects the sparse-encoders from different layers by a sparse-to-dense module. The sparse-to-dense module is a composition of a local spatial pooling step and a low-dimensional embedding process, which takes advantage of the spatial smoothness information in the image. As a result, the new method is able to learn several levels of sparse representation of the image which capture features at a variety of abstraction levels and simultaneously preserve the spatial smoothness between the neighboring image patches. Combining the feature representations from multiple layers, DeepSC achieves the state-of-the-art performance on multiple object recognition tasks.
We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.
Pedestrian detection is a problem of considerable practical interest. Adding to the list of successful applications of deep learning methods to vision, we report state-of-the-art and competitive results on all major pedestrian datasets with a convolutional network model. The model uses a few new twists, such as multi-stage features, connections that skip layers to integrate global shape information with local distinctive motif information, and an unsupervised method based on convolutional sparse coding to pre-train the filters at each stage.
With the advent of kernel methods, automating the task of specifying a suitable kernel has become increasingly important. In this context, the Multiple Kernel Learning (MKL) problem of finding a combination of pre-specified base kernels that is suitable for the task at hand has received significant attention from researchers. In this paper we show that Multiple Kernel Learning can be framed as a standard binary classification problem with additional constraints that ensure the positive definiteness of the learned kernel. Framing MKL in this way has the distinct advantage that it makes it easy to leverage the extensive research in binary classification to develop better performing and more scalable MKL algorithms that are conceptually simpler, and, arguably, more accessible to practitioners. Experiments on nine data sets from different domains show that, despite its simplicity, the proposed technique compares favorably with current leading MKL approaches.
We propose a unified neural network architecture and learning algorithm that can be applied to various natural language processing tasks including: part-of-speech tagging, chunking, named entity recognition, and semantic role labeling. This versatility is achieved by trying to avoid task-specific engineering and therefore disregarding a lot of prior knowledge. Instead of exploiting man-made input features carefully optimized for each task, our system learns internal representations on the basis of vast amounts of mostly unlabeled training data. This work is then used as a basis for building a freely available tagging system with good performance and minimal computational requirements.