Collective human knowledge has clearly benefited from the fact that innovations by individuals are taught to others through communication. Similar to human social groups, agents in distributed learning systems would likely benefit from communication to share knowledge and teach skills. The problem of teaching to improve agent learning has been investigated by prior works, but these approaches make assumptions that prevent application of teaching to general multiagent problems, or require domain expertise for problems they can apply to. This learning to teach problem has inherent complexities related to measuring long-term impacts of teaching that compound the standard multiagent coordination challenges. In contrast to existing works, this paper presents the first general framework and algorithm for intelligent agents to learn to teach in a multiagent environment. Our algorithm, Learning to Coordinate and Teach Reinforcement (LeCTR), addresses peer-to-peer teaching in cooperative multiagent reinforcement learning. Each agent in our approach learns both when and what to advise, then uses the received advice to improve local learning. Importantly, these roles are not fixed; these agents learn to assume the role of student and/or teacher at the appropriate moments, requesting and providing advice in order to improve teamwide performance and learning. Empirical comparisons against state-of-the-art teaching methods show that our teaching agents not only learn significantly faster, but also learn to coordinate in tasks where existing methods fail.
A popular recent approach to answering open-domain questions is to first search for question-related passages and then apply reading comprehension models to extract answers. Existing methods usually extract answers from single passages independently. But some questions require a combination of evidence from across different sources to answer correctly. In this paper, we propose two models which make use of multiple passages to generate their answers. Both use an answer-reranking approach which reorders the answer candidates generated by an existing state-of-the-art QA model. We propose two methods, namely, strength-based re-ranking and coverage-based re-ranking, to make use of the aggregated evidence from different passages to better determine the answer. Our models have achieved state-of-the-art results on three public open-domain QA datasets: Quasar-T, SearchQA and the open-domain version of TriviaQA, with about 8 percentage points of improvement over the former two datasets.
Options in reinforcement learning allow agents to hierarchically decompose a task into subtasks, having the potential to speed up learning and planning. However, autonomously learning effective sets of options is still a major challenge in the field. In this paper we focus on the recently introduced idea of using representation learning methods to guide the option discovery process. Specifically, we look at eigenoptions, options obtained from representations that encode diffusive information flow in the environment. We extend the existing algorithms for eigenoption discovery to settings with stochastic transitions and in which handcrafted features are not available. We propose an algorithm that discovers eigenoptions while learning non-linear state representations from raw pixels. It exploits recent successes in the deep reinforcement learning literature and the equivalence between proto-value functions and the successor representation. We use traditional tabular domains to provide intuition about our approach and Atari 2600 games to demonstrate its potential.
Eigenoptions (EOs) have been recently introduced as a promising idea for generating a diverse set of options through the graph Laplacian, having been shown to allow efficient exploration. Despite its initial promising results, a couple of issues in current algorithms limit its application, namely: (1) EO methods require two separate steps (eigenoption discovery and reward maximization) to learn a control policy, which can incur a significant amount of storage and computation; (2) EOs are only defined for problems with discrete state-spaces and; (3) it is not easy to take the environment's reward function into consideration when discovering EOs. To addresses these issues, we introduce an algorithm termed eigenoption-critic (EOC) based on the Option-critic (OC) framework [Bacon17], a general hierarchical reinforcement learning (RL) algorithm that allows learning the intra-option policies simultaneously with the policy over options. We also propose a generalization of EOC to problems with continuous state-spaces through the Nystr\"om approximation. EOC can also be seen as extending OC to nonstationary settings, where the discovered options are not tailored for a single task.
In this paper, we present UbuntuWorld 1.0 LTS - a platform for developing automated technical support agents in the Ubuntu operating system. Specifically, we propose to use the Bash terminal as a simulator of the Ubuntu environment for a learning-based agent and demonstrate the usefulness of adopting reinforcement learning (RL) techniques for basic problem solving and troubleshooting in this environment. We provide a plug-and-play interface to the simulator as a python package where different types of agents can be plugged in and evaluated, and provide pathways for integrating data from online support forums like AskUbuntu into an automated agent's learning process. Finally, we show that the use of this data significantly improves the agent's learning efficiency. We believe that this platform can be adopted as a real-world test bed for research on automated technical support.