No Arabic abstract
Continual learning is the problem of learning new tasks or knowledge while protecting old knowledge and ideally generalizing from old experience to learn new tasks faster. Neural networks trained by stochastic gradient descent often degrade on old tasks when trained successively on new tasks with different data distributions. This phenomenon, referred to as catastrophic forgetting, is considered a major hurdle to learning with non-stationary data or sequences of new tasks, and prevents networks from continually accumulating knowledge and skills. We examine this issue in the context of reinforcement learning, in a setting where an agent is exposed to tasks in a sequence. Unlike most other work, we do not provide an explicit indication to the model of task boundaries, which is the most general circumstance for a learning agent exposed to continuous experience. While various methods to counteract catastrophic forgetting have recently been proposed, we explore a straightforward, general, and seemingly overlooked solution - that of using experience replay buffers for all past events - with a mixture of on- and off-policy learning, leveraging behavioral cloning. We show that this strategy can still learn new tasks quickly yet can substantially reduce catastrophic forgetting in both Atari and DMLab domains, even matching the performance of methods that require task identities. When buffer storage is constrained, we confirm that a simple mechanism for randomly discarding data allows a limited size buffer to perform almost as well as an unbounded one.
Learning a sequence of tasks without access to i.i.d. observations is a widely studied form of continual learning (CL) that remains challenging. In principle, Bayesian learning directly applies to this setting, since recursive and one-off Bayesian updates yield the same result. In practice, however, recursive updating often leads to poor trade-off solutions across tasks because approximate inference is necessary for most models of interest. Here, we describe an alternative Bayesian approach where task-conditioned parameter distributions are continually inferred from data. We offer a practical deep learning implementation of our framework based on probabilistic task-conditioned hypernetworks, an approach we term posterior meta-replay. Experiments on standard benchmarks show that our probabilistic hypernetworks compress sequences of posterior parameter distributions with virtually no forgetting. We obtain considerable performance gains compared to existing Bayesian CL methods, and identify task inference as our major limiting factor. This limitation has several causes that are independent of the considered sequential setting, opening up new avenues for progress in CL.
Deep neural networks have shown promise in several domains, and the learned data (task) specific information is implicitly stored in the network parameters. Extraction and utilization of encoded knowledge representations are vital when data is no longer available in the future, especially in a continual learning scenario. In this work, we introduce {em flashcards}, which are visual representations that {em capture} the encoded knowledge of a network as a recursive function of predefined random image patterns. In a continual learning scenario, flashcards help to prevent catastrophic forgetting and consolidating knowledge of all the previous tasks. Flashcards need to be constructed only before learning the subsequent task, and hence, independent of the number of tasks trained before. We demonstrate the efficacy of flashcards in capturing learned knowledge representation (as an alternative to the original dataset) and empirically validate on a variety of continual learning tasks: reconstruction, denoising, task-incremental learning, and new-instance learning classification, using several heterogeneous benchmark datasets. Experimental evidence indicates that: (i) flashcards as a replay strategy is { em task agnostic}, (ii) performs better than generative replay, and (iii) is on par with episodic replay without additional memory overhead.
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task.
In reinforcement learning, experience replay stores past samples for further reuse. Prioritized sampling is a promising technique to better utilize these samples. Previous criteria of prioritization include TD error, recentness and corrective feedback, which are mostly heuristically designed. In this work, we start from the regret minimization objective, and obtain an optimal prioritization strategy for Bellman update that can directly maximize the return of the policy. The theory suggests that data with higher hindsight TD error, better on-policiness and more accurate Q value should be assigned with higher weights during sampling. Thus most previous criteria only consider this strategy partially. We not only provide theoretical justifications for previous criteria, but also propose two new methods to compute the prioritization weight, namely ReMERN and ReMERT. ReMERN learns an error network, while ReMERT exploits the temporal ordering of states. Both methods outperform previous prioritized sampling algorithms in challenging RL benchmarks, including MuJoCo, Atari and Meta-World.
In this paper, a novel training paradigm inspired by quantum computation is proposed for deep reinforcement learning (DRL) with experience replay. In contrast to traditional experience replay mechanism in DRL, the proposed deep reinforcement learning with quantum-inspired experience replay (DRL-QER) adaptively chooses experiences from the replay buffer according to the complexity and the replayed times of each experience (also called transition), to achieve a balance between exploration and exploitation. In DRL-QER, transitions are first formulated in quantum representations, and then the preparation operation and the depreciation operation are performed on the transitions. In this progress, the preparation operation reflects the relationship between the temporal difference errors (TD-errors) and the importance of the experiences, while the depreciation operation is taken into account to ensure the diversity of the transitions. The experimental results on Atari 2600 games show that DRL-QER outperforms state-of-the-art algorithms such as DRL-PER and DCRL on most of these games with improved training efficiency, and is also applicable to such memory-based DRL approaches as double network and dueling network.