No Arabic abstract
Using neural networks in the reinforcement learning (RL) framework has achieved notable successes. Yet, neural networks tend to forget what they learned in the past, especially when they learn online and fully incrementally, a setting in which the weights are updated after each sample is received and the sample is then discarded. Under this setting, an update can lead to overly global generalization by changing too many weights. The global generalization interferes with what was previously learned and deteriorates performance, a phenomenon known as catastrophic interference. Many previous works use mechanisms such as experience replay (ER) buffers to mitigate interference by performing minibatch updates, ensuring the data distribution is approximately independent-and-identically-distributed (i.i.d.). But using ER would become infeasible in terms of memory as problem complexity increases. Thus, it is crucial to look for more memory-efficient alternatives. Interference can be averted if we replace global updates with more local ones, so only weights responsible for the observed data sample are updated. In this work, we propose the use of dynamic self-organizing map (DSOM) with neural networks to induce such locality in the updates without ER buffers. Our method learns a DSOM to produce a mask to reweigh each hidden units output, modulating its degree of use. It prevents interference by replacing global updates with local ones, conditioned on the agents state. We validate our method on standard RL benchmarks including Mountain Car and Lunar Lander, where existing methods often fail to learn without ER. Empirically, we show that our online and fully incremental method is on par with and in some cases, better than state-of-the-art in terms of final performance and learning speed. We provide visualizations and quantitative measures to show that our method indeed mitigates interference.
Human learning and intelligence work differently from the supervised pattern recognition approach adopted in most deep learning architectures. Humans seem to learn rich representations by exploration and imitation, build causal models of the world, and use both to flexibly solve new tasks. We suggest a simple but effective unsupervised model which develops such characteristics. The agent learns to represent the dynamical physical properties of its environment by intrinsically motivated exploration, and performs inference on this representation to reach goals. For this, a set of self-organizing maps which represent state-action pairs is combined with a causal model for sequence prediction. The proposed system is evaluated in the cartpole environment. After an initial phase of playful exploration, the agent can execute kinematic simulations of the environments future, and use those for action planning. We demonstrate its performance on a set of several related, but different one-shot imitation tasks, which the agent flexibly solves in an active inference style.
Games are abstractions of the real world, where artificial agents learn to compete and cooperate with other agents. While significant achievements have been made in various perfect- and imperfect-information games, DouDizhu (a.k.a. Fighting the Landlord), a three-player card game, is still unsolved. DouDizhu is a very challenging domain with competition, collaboration, imperfect information, large state space, and particularly a massive set of possible actions where the legal actions vary significantly from turn to turn. Unfortunately, modern reinforcement learning algorithms mainly focus on simple and small action spaces, and not surprisingly, are shown not to make satisfactory progress in DouDizhu. In this work, we propose a conceptually simple yet effective DouDizhu AI system, namely DouZero, which enhances traditional Monte-Carlo methods with deep neural networks, action encoding, and parallel actors. Starting from scratch in a single server with four GPUs, DouZero outperformed all the existing DouDizhu AI programs in days of training and was ranked the first in the Botzone leaderboard among 344 AI agents. Through building DouZero, we show that classic Monte-Carlo methods can be made to deliver strong results in a hard domain with a complex action space. The code and an online demo are released at https://github.com/kwai/DouZero with the hope that this insight could motivate future work.
Catastrophic forgetting describes the fact that machine learning models will likely forget the knowledge of previously learned tasks after the learning process of a new one. It is a vital problem in the continual learning scenario and recently has attracted tremendous concern across different communities. In this paper, we explore the catastrophic forgetting phenomena in the context of quantum machine learning. We find that, similar to those classical learning models based on neural networks, quantum learning systems likewise suffer from such forgetting problem in classification tasks emerging from various application scenes. We show that based on the local geometrical information in the loss function landscape of the trained model, a uniform strategy can be adapted to overcome the forgetting problem in the incremental learning setting. Our results uncover the catastrophic forgetting phenomena in quantum machine learning and offer a practical method to overcome this problem, which opens a new avenue for exploring potential quantum advantages towards continual learning.
In reinforcement learning, agents learn by performing actions and observing their outcomes. Sometimes, it is desirable for a human operator to textit{interrupt} an agent in order to prevent dangerous situations from happening. Yet, as part of their learning process, agents may link these interruptions, that impact their reward, to specific states and deliberately avoid them. The situation is particularly challenging in a multi-agent context because agents might not only learn from their own past interruptions, but also from those of other agents. Orseau and Armstrong defined emph{safe interruptibility} for one learner, but their work does not naturally extend to multi-agent systems. This paper introduces textit{dynamic safe interruptibility}, an alternative definition more suited to decentralized learning problems, and studies this notion in two learning frameworks: textit{joint action learners} and textit{independent learners}. We give realistic sufficient conditions on the learning algorithm to enable dynamic safe interruptibility in the case of joint action learners, yet show that these conditions are not sufficient for independent learners. We show however that if agents can detect interruptions, it is possible to prune the observations to ensure dynamic safe interruptibility even for independent learners.
The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go, by tabula rasa reinforcement learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging domains. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case.