We propose a computationally efficient algorithm that combines compressed sensing with imitation learning to solve sequential decision making text-based games with combinatorial action spaces. We propose a variation of the compressed sensing algorithm Orthogonal Matching Pursuit (OMP), that we call IK-OMP, and show that it can recover a bag-of-words from a sum of the individual word embeddings, even in the presence of noise. We incorporate IK-OMP into a supervised imitation learning setting and show that this algorithm, called Sparse Imitation Learning (Sparse-IL), solves the entire text-based game of Zork1 with an action space of approximately 10 million actions using imperfect, noisy demonstrations.
We consider a settings of hierarchical reinforcement learning, in which the reward is a sum of components. For each component we are given a policy that maximizes it and our goal is to assemble a policy from the individual policies that maximizes the sum of the components. We provide theoretical guarantees for assembling such policies in deterministic MDPs with collectible rewards. Our approach builds on formulating this problem as a traveling salesman problem with discounted reward. We focus on local solutions, i.e., policies that only use information from the current state; thus, they are easy to implement and do not require substantial computational resources. We propose three local stochastic policies and prove that they guarantee better performance than any deterministic local policy in the worst case; experimental results suggest that they also perform better on average.
We study the neural-linear bandit model for solving sequential decision-making problems with high dimensional side information. Neural-linear bandits leverage the representation power of deep neural networks and combine it with efficient exploration mechanisms, designed for linear contextual bandits, on top of the last hidden layer. Since the representation is being optimized during learning, information regarding exploration with "old" features is lost. Here, we propose the first limited memory neural-linear bandit that is resilient to this phenomenon, which we term catastrophic forgetting. We evaluate our method on a variety of real-world data sets, including regression, classification, and sentiment analysis, and observe that our algorithm is resilient to catastrophic forgetting and achieves superior performance.
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is sometimes easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulations demonstrate a considerable speedup and added robustness over vanilla DQN in text-based games with over a thousand discrete actions.
Ultra-short laser pulses with femtosecond to attosecond pulse duration are the shortest systematic events humans can create. Characterization (amplitude and phase) of these pulses is a key ingredient in ultrafast science, e.g., exploring chemical reactions and electronic phase transitions. Here, we propose and demonstrate, numerically and experimentally, the first deep neural network technique to reconstruct ultra-short optical pulses. We anticipate that this approach will extend the range of ultrashort laser pulses that can be characterized, e.g., enabling to diagnose very weak attosecond pulses.
In this work, we provide theoretical guarantees for reward decomposition in deterministic MDPs. Reward decomposition is a special case of Hierarchical Reinforcement Learning, that allows one to learn many policies in parallel and combine them into a composite solution. Our approach builds on mapping this problem into a Reward Discounted Traveling Salesman Problem, and then deriving approximate solutions for it. In particular, we focus on approximate solutions that are local, i.e., solutions that only observe information about the current state. Local policies are easy to implement and do not require substantial computational resources as they do not perform planning. While local deterministic policies, like Nearest Neighbor, are being used in practice for hierarchical reinforcement learning, we propose three stochastic policies that guarantee better performance than any deterministic policy.
Model selection on validation data is an essential step in machine learning. While the mixing of data between training and validation is considered taboo, practitioners often violate it to increase performance. Here, we offer a simple, practical method for using the validation set for training, which allows for a continuous, controlled trade-off between performance and overfitting of model selection. We define the notion of on-average-validation-stable algorithms as one in which using small portions of validation data for training does not overfit the model selection process. We then prove that stable algorithms are also validation stable. Finally, we demonstrate our method on the MNIST and CIFAR-10 datasets using stable algorithms as well as state-of-the-art neural networks. Our results show significant increase in test performance with a minor trade-off in bias admitted to the model selection process.
The question why deep learning algorithms generalize so well has attracted increasing research interest. However, most of the well-established approaches, such as hypothesis capacity, stability or sparseness, have not provided complete explanations (Zhang et al., 2016; Kawaguchi et al., 2017). In this work, we focus on the robustness approach (Xu & Mannor, 2012), i.e., if the error of a hypothesis will not change much due to perturbations of its training examples, then it will also generalize well. As most deep learning algorithms are stochastic (e.g., Stochastic Gradient Descent, Dropout, and Bayes-by-backprop), we revisit the robustness arguments of Xu & Mannor, and introduce a new approach, ensemble robustness, that concerns the robustness of a population of hypotheses. Through the lens of ensemble robustness, we reveal that a stochastic learning algorithm can generalize well as long as its sensitiveness to adversarial perturbations is bounded in average over training examples. Moreover, an algorithm may be sensitive to some adversarial examples (Goodfellow et al., 2015) but still generalize well. To support our claims, we provide extensive simulations for different deep learning algorithms and different network architectures exhibiting a strong correlation between ensemble robustness and the ability to generalize.
Deep reinforcement learning (DRL) methods such as the Deep Q-Network (DQN) have achieved state-of-the-art results in a variety of challenging, high-dimensional domains. This success is mainly attributed to the power of deep neural networks to learn rich domain representations for approximating the value function or policy. Batch reinforcement learning methods with linear representations, on the other hand, are more stable and require less hyper parameter tuning. Yet, substantial feature engineering is necessary to achieve good results. In this work we propose a hybrid approach -- the Least Squares Deep Q-Network (LS-DQN), which combines rich feature representations learned by a DRL algorithm with the stability of a linear least squares method. We do this by periodically re-training the last hidden layer of a DRL network with a batch least squares update. Key to our approach is a Bayesian regularization term for the least squares update, which prevents over-fitting to the more recent data. We tested LS-DQN on five Atari games and demonstrate significant improvement over vanilla DQN and Double-DQN. We also investigated the reasons for the superior performance of our method. Interestingly, we found that the performance improvement can be attributed to the large batch size used by the LS method when optimizing the last layer.
In recent years there is a growing interest in using deep representations for reinforcement learning. In this paper, we present a methodology and tools to analyze Deep Q-networks (DQNs) in a non-blind matter. Moreover, we propose a new model, the Semi Aggregated Markov Decision Process (SAMDP), and an algorithm that learns it automatically. The SAMDP model allows us to identify spatio-temporal abstractions directly from features and may be used as a sub-goal detector in future work. Using our tools we reveal that the features learned by DQNs aggregate the state space in a hierarchical fashion, explaining its success. Moreover, we are able to understand and describe the policies learned by DQNs for three different Atari2600 games and suggest ways to interpret, debug and optimize deep neural networks in reinforcement learning.