No Arabic abstract
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.
In recent years deep reinforcement learning (RL) systems have attained superhuman performance in a number of challenging task domains. However, a major limitation of such applications is their demand for massive amounts of training data. A critical present objective is thus to develop deep RL methods that can adapt rapidly to new tasks. In the present work we introduce a novel approach to this challenge, which we refer to as deep meta-reinforcement learning. Previous work has shown that recurrent networks can support meta-learning in a fully supervised context. We extend this approach to the RL setting. What emerges is a system that is trained using one RL algorithm, but whose recurrent dynamics implement a second, quite separate RL procedure. This second, learned RL algorithm can differ from the original one in arbitrary ways. Importantly, because it is learned, it is configured to exploit structure in the training domain. We unpack these points in a series of seven proof-of-concept experiments, each of which examines a key aspect of deep meta-RL. We consider prospects for extending and scaling up the approach, and also point out some potentially important implications for neuroscience.
Deep learning is driving a radical paradigm shift in wireless communications, all the way from the application layer down to the physical layer. Despite this, there is an ongoing debate as to what additional values artificial intelligence (or machine learning) could bring to us, particularly on the physical layer design; and what penalties there may have? These questions motivate a fundamental rethinking of the wireless modem design in the artificial intelligence era. Through several physical-layer case studies, we argue for a significant role that machine learning could play, for instance in parallel error-control coding and decoding, channel equalization, interference cancellation, as well as multiuser and multiantenna detection. In addition, we will also discuss the fundamental bottlenecks of machine learning as well as their potential solutions in this paper.
We propose a novel regularization algorithm to train deep neural networks, in which data at training time is severely biased. Since a neural network efficiently learns data distribution, a network is likely to learn the bias information to categorize input data. It leads to poor performance at test time, if the bias is, in fact, irrelevant to the categorization. In this paper, we formulate a regularization loss based on mutual information between feature embedding and bias. Based on the idea of minimizing this mutual information, we propose an iterative algorithm to unlearn the bias information. We employ an additional network to predict the bias distribution and train the network adversarially against the feature embedding network. At the end of learning, the bias prediction network is not able to predict the bias not because it is poorly trained, but because the feature embedding network successfully unlearns the bias information. We also demonstrate quantitative and qualitative experimental results which show that our algorithm effectively removes the bias information from feature embedding.
It is widely believed that learning good representations is one of the main reasons for the success of deep neural networks. Although highly intuitive, there is a lack of theory and systematic approach quantitatively characterizing what representations do deep neural networks learn. In this work, we move a tiny step towards a theory and better understanding of the representations. Specifically, we study a simpler problem: How similar are the representations learned by two networks with identical architecture but trained from different initializations. We develop a rigorous theory based on the neuron activation subspace match model. The theory gives a complete characterization of the structure of neuron activation subspace matches, where the core concepts are maximum match and simple match which describe the overall and the finest similarity between sets of neurons in two networks respectively. We also propose efficient algorithms to find the maximum match and simple matches. Finally, we conduct extensive experiments using our algorithms. Experimental results suggest that, surprisingly, representations learned by the same convolutional layers of networks trained from different initializations are not as similar as prevalently expected, at least in terms of subspace match.
We propose ScheduleNet, a RL-based real-time scheduler, that can solve various types of multi-agent scheduling problems. We formulate these problems as a semi-MDP with episodic reward (makespan) and learn ScheduleNet, a decentralized decision-making policy that can effectively coordinate multiple agents to complete tasks. The decision making procedure of ScheduleNet includes: (1) representing the state of a scheduling problem with the agent-task graph, (2) extracting node embeddings for agent and tasks nodes, the important relational information among agents and tasks, by employing the type-aware graph attention (TGA), and (3) computing the assignment probability with the computed node embeddings. We validate the effectiveness of ScheduleNet as a general learning-based scheduler for solving various types of multi-agent scheduling tasks, including multiple salesman traveling problem (mTSP) and job shop scheduling problem (JSP).