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Memory-Efficient Episodic Control Reinforcement Learning with Dynamic Online k-means

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 Added by Kai Arulkumaran
 Publication date 2019
and research's language is English




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Recently, neuro-inspired episodic control (EC) methods have been developed to overcome the data-inefficiency of standard deep reinforcement learning approaches. Using non-/semi-parametric models to estimate the value function, they learn rapidly, retrieving cached values from similar past states. In realistic scenarios, with limited resources and noisy data, maintaining meaningful representations in memory is essential to speed up the learning and avoid catastrophic forgetting. Unfortunately, EC methods have a large space and time complexity. We investigate different solutions to these problems based on prioritising and ranking stored states, as well as online clustering techniques. We also propose a new dynamic online k-means algorithm that is both computationally-efficient and yields significantly better performance at smaller memory sizes; we validate this approach on classic reinforcement learning environments and Atari games.



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Deep networks have enabled reinforcement learning to scale to more complex and challenging domains, but these methods typically require large quantities of training data. An alternative is to use sample-efficient episodic control methods: neuro-inspired algorithms which use non-/semi-parametric models that predict values based on storing and retrieving previously experienced transitions. One way to further improve the sample efficiency of these approaches is to use more principled exploration strategies. In this work, we therefore propose maximum entropy mellowmax episodic control (MEMEC), which samples actions according to a Boltzmann policy with a state-dependent temperature. We demonstrate that MEMEC outperforms other uncertainty- and softmax-based exploration methods on classic reinforcement learning environments and Atari games, achieving both more rapid learning and higher final rewards.
Episodic memory-based methods can rapidly latch onto past successful strategies by a non-parametric memory and improve sample efficiency of traditional reinforcement learning. However, little effort is put into the continuous domain, where a state is never visited twice, and previous episodic methods fail to efficiently aggregate experience across trajectories. To address this problem, we propose Generalizable Episodic Memory (GEM), which effectively organizes the state-action values of episodic memory in a generalizable manner and supports implicit planning on memorized trajectories. GEM utilizes a double estimator to reduce the overestimation bias induced by value propagation in the planning process. Empirical evaluation shows that our method significantly outperforms existing trajectory-based methods on various MuJoCo continuous control tasks. To further show the general applicability, we evaluate our method on Atari games with discrete action space, which also shows a significant improvement over baseline algorithms.
We propose K-TanH, a novel, highly accurate, hardware efficient approximation of popular activation function TanH for Deep Learning. K-TanH consists of parameterized low-precision integer operations, such as, shift and add/subtract (no floating point operation needed) where parameters are stored in very small look-up tables that can fit in CPU registers. K-TanH can work on various numerical formats, such as, Float32 and BFloat16. High quality approximations to other activation functions, e.g., Sigmoid, Swish and GELU, can be derived from K-TanH. Our AVX512 implementation of K-TanH demonstrates $>5times$ speed up over Intel SVML, and it is consistently superior in efficiency over other approximations that use floating point arithmetic. Finally, we achieve state-of-the-art Bleu score and convergence results for training language translation model GNMT on WMT16 data sets with approximate TanH obtained via K-TanH on BFloat16 inputs.
We introduce a lifelong language learning setup where a model needs to learn from a stream of text examples without any dataset identifier. We propose an episodic memory model that performs sparse experience replay and local adaptation to mitigate catastrophic forgetting in this setup. Experiments on text classification and question answering demonstrate the complementary benefits of sparse experience replay and local adaptation to allow the model to continuously learn from new datasets. We also show that the space complexity of the episodic memory module can be reduced significantly (~50-90%) by randomly choosing which examples to store in memory with a minimal decrease in performance. We consider an episodic memory component as a crucial building block of general linguistic intelligence and see our model as a first step in that direction.
We investigate the hardness of online reinforcement learning in fixed horizon, sparse linear Markov decision process (MDP), with a special focus on the high-dimensional regime where the ambient dimension is larger than the number of episodes. Our contribution is two-fold. First, we provide a lower bound showing that linear regret is generally unavoidable in this case, even if there exists a policy that collects well-conditioned data. The lower bound construction uses an MDP with a fixed number of states while the number of actions scales with the ambient dimension. Note that when the horizon is fixed to one, the case of linear stochastic bandits, the linear regret can be avoided. Second, we show that if the learner has oracle access to a policy that collects well-conditioned data then a variant of Lasso fitted Q-iteration enjoys a nearly dimension-free regret of $tilde{O}( s^{2/3} N^{2/3})$ where $N$ is the number of episodes and $s$ is the sparsity level. This shows that in the large-action setting, the difficulty of learning can be attributed to the difficulty of finding a good exploratory policy.

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