In recent years significant progress has been made in dealing with challenging problems using reinforcement learning.Despite its great success, reinforcement learning still faces challenge in continuous control tasks. Conventional methods always compute the derivatives of the optimal goal with a costly computation resources, and are inefficient, unstable and lack of robust-ness when dealing with such tasks. Alternatively, derivative-based methods treat the optimization process as a blackbox and show robustness and stability in learning continuous control tasks, but not data efficient in learning. The combination of both methods so as to get the best of the both has raised attention. However, most of the existing combination works adopt complex neural networks (NNs) as the policy for control. The double-edged sword of deep NNs can yield better performance, but also makes it difficult for parameter tuning and computation. To this end, in this paper we presents a novel method called FiDi-RL, which incorporates deep RL with Finite-Difference (FiDi) policy search.FiDi-RL combines Deep Deterministic Policy Gradients (DDPG)with Augment Random Search (ARS) and aims at improving the data efficiency of ARS. The empirical results show that FiDi-RL can improves the performance and stability of ARS, and provide competitive results against some existing deep reinforcement learning methods
Off-policy reinforcement learning with eligibility traces is challenging because of the discrepancy between target policy and behavior policy. One common approach is to measure the difference between two policies in a probabilistic way, such as importance sampling and tree-backup. However, existing off-policy learning methods based on probabilistic policy measurement are inefficient when utilizing traces under a greedy target policy, which is ineffective for control problems. The traces are cut immediately when a non-greedy action is taken, which may lose the advantage of eligibility traces and slow down the learning process. Alternatively, some non-probabilistic measurement methods such as General Q($\lambda$) and Naive Q($\lambda$) never cut traces, but face convergence problems in practice. To address the above issues, this paper introduces a new method named TBQ($\sigma$), which effectively unifies the tree-backup algorithm and Naive Q($\lambda$). By introducing a new parameter $\sigma$ to illustrate the \emph{degree} of utilizing traces, TBQ($\sigma$) creates an effective integration of TB($\lambda$) and Naive Q($\lambda$) and continuous role shift between them. The contraction property of TB($\sigma$) is theoretically analyzed for both policy evaluation and control settings. We also derive the online version of TBQ($\sigma$) and give the convergence proof. We empirically show that, for $\epsilon\in(0,1]$ in $\epsilon$-greedy policies, there exists some degree of utilizing traces for $\lambda\in[0,1]$, which can improve the efficiency in trace utilization for off-policy reinforcement learning, to both accelerate the learning process and improve the performance.
Researchers on artificial intelligence have achieved human-level intelligence in large-scale perfect-information games, but it is still a challenge to achieve (nearly) optimal results (in other words, an approximate Nash Equilibrium) in large-scale imperfect-information games (i.e. war games, football coach or business strategies). Neural Fictitious Self Play (NFSP) is an effective algorithm for learning approximate Nash equilibrium of imperfect-information games from self-play without prior domain knowledge. However, it relies on Deep Q-Network, which is off-line and is hard to converge in online games with changing opponent strategy, so it can't approach approximate Nash equilibrium in games with large search scale and deep search depth. In this paper, we propose Monte Carlo Neural Fictitious Self Play (MC-NFSP), an algorithm combines Monte Carlo tree search with NFSP, which greatly improves the performance on large-scale zero-sum imperfect-information games. Experimentally, we demonstrate that the proposed Monte Carlo Neural Fictitious Self Play can converge to approximate Nash equilibrium in games with large-scale search depth while the Neural Fictitious Self Play can't. Furthermore, we develop Asynchronous Neural Fictitious Self Play (ANFSP). It use asynchronous and parallel architecture to collect game experience. In experiments, we show that parallel actor-learners have a further accelerated and stabilizing effect on training.
Distributed training frameworks, like TensorFlow, have been proposed as a means to reduce the training time of deep learning models by using a cluster of GPU servers. While such speedups are often desirable---e.g., for rapidly evaluating new model designs---they often come with significantly higher monetary costs due to sublinear scalability. In this paper, we investigate the feasibility of using training clusters composed of cheaper transient GPU servers to get the benefits of distributed training without the high costs. We conduct the first large-scale empirical analysis, launching more than a thousand GPU servers of various capacities, aimed at understanding the characteristics of transient GPU servers and their impact on distributed training performance. Our study demonstrates the potential of transient servers with a speedup of 7.7X with more than 62.9% monetary savings for some cluster configurations. We also identify a number of important challenges and opportunities for redesigning distributed training frameworks to be transient-aware. For example, the dynamic cost and availability characteristics of transient servers suggest the need for frameworks to dynamically change cluster configurations to best take advantage of current conditions.
Recommendation systems and computing advertisements have gradually entered the field of academic research from the field of commercial applications. Click-through rate prediction is one of the core research issues because the prediction accuracy affects the user experience and the revenue of merchants and platforms. Feature engineering is very important to improve click-through rate prediction. Traditional feature engineering heavily relies on people's experience, and is difficult to construct a feature combination that can describe the complex patterns implied in the data. This paper combines traditional feature combination methods and deep neural networks to automate feature combinations to improve the accuracy of click-through rate prediction. We propose a mechannism named 'Field-aware Neural Factorization Machine' (FNFM). This model can have strong second order feature interactive learning ability like Field-aware Factorization Machine, on this basis, deep neural network is used for higher-order feature combination learning. Experiments show that the model has stronger expression ability than current deep learning feature combination models like the DeepFM, DCN and NFM.
Algorithmic collusion is an emerging concept in current artificial intelligence age. Whether algorithmic collusion is a creditable threat remains as an argument. In this paper, we propose an algorithm which can extort its human rival to collude in a Cournot duopoly competing market. In experiments, we show that, the algorithm can successfully extorted its human rival and gets higher profit in long run, meanwhile the human rival will fully collude with the algorithm. As a result, the social welfare declines rapidly and stably. Both in theory and in experiment, our work confirms that, algorithmic collusion can be a creditable threat. In application, we hope, the frameworks, the algorithm design as well as the experiment environment illustrated in this work, can be an incubator or a test bed for researchers and policymakers to handle the emerging algorithmic collusion.