No Arabic abstract
This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright axis representing transitive strength, and the radial axis, which corresponds to the number of cycles that exist at a particular transitive strength, representing the non-transitive dimension. We prove the existence of this geometry for a wide class of real world games, exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily re-constructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence in these games.
For sake of reliability, it is necessary for models in real-world applications to be both powerful and globally interpretable. Simple classifiers, e.g., Logistic Regression (LR), are globally interpretable, but not powerful enough to model complex nonlinear interactions among features in tabular data. Meanwhile, Deep Neural Networks (DNNs) have shown great effectiveness for modeling tabular data, but is not globally interpretable. In this work, we find local piece-wise interpretations in DNN of a specific feature are usually inconsistent in different samples, which is caused by feature interactions in the hidden layers. Accordingly, we can design an automatic feature crossing method to find feature interactions in DNN, and use them as cross features in LR. We give definition of the interpretation inconsistency in DNN, based on which a novel feature crossing method called DNN2LR is proposed. Extensive experiments have been conducted on four public datasets and two real-world datasets. The final model, i.e., a LR model empowered with cross features, generated by DNN2LR can outperform the complex DNN model, as well as several state-of-the-art feature crossing methods. The experimental results strongly verify the effectiveness and efficiency of DNN2LR, especially on real-world datasets with large numbers of feature fields.
Feature crossing captures interactions among categorical features and is useful to enhance learning from tabular data in real-world businesses. In this paper, we present AutoCross, an automatic feature crossing tool provided by 4Paradigm to its customers, ranging from banks, hospitals, to Internet corporations. By performing beam search in a tree-structured space, AutoCross enables efficient generation of high-order cross features, which is not yet visited by existing works. Additionally, we propose successive mini-batch gradient descent and multi-granularity discretization to further improve efficiency and effectiveness, while ensuring simplicity so that no machine learning expertise or tedious hyper-parameter tuning is required. Furthermore, the algorithms are designed to reduce the computational, transmitting, and storage costs involved in distributed computing. Experimental results on both benchmark and real-world business datasets demonstrate the effectiveness and efficiency of AutoCross. It is shown that AutoCross can significantly enhance the performance of both linear and deep models.
Tabular data is the most common data format adopted by our customers ranging from retail, finance to E-commerce, and tabular data classification plays an essential role to their businesses. In this paper, we present Network On Network (NON), a practical tabular data classification model based on deep neural network to provide accurate predictions. Various deep methods have been proposed and promising progress has been made. However, most of them use operations like neural network and factorization machines to fuse the embeddings of different features directly, and linearly combine the outputs of those operations to get the final prediction. As a result, the intra-field information and the non-linear interactions between those operations (e.g. neural network and factorization machines) are ignored. Intra-field information is the information that features inside each field belong to the same field. NON is proposed to take full advantage of intra-field information and non-linear interactions. It consists of three components: field-wise network at the bottom to capture the intra-field information, across field network in the middle to choose suitable operations data-drivenly, and operation fusion network on the top to fuse outputs of the chosen operations deeply. Extensive experiments on six real-world datasets demonstrate NON can outperform the state-of-the-art models significantly. Furthermore, both qualitative and quantitative study of the features in the embedding space show NON can capture intra-field information effectively.
Reinforcement learning (RL) has proven its worth in a series of artificial domains, and is beginning to show some successes in real-world scenarios. However, much of the research advances in RL are often hard to leverage in real-world systems due to a series of assumptions that are rarely satisfied in practice. We present a set of nine unique challenges that must be addressed to productionize RL to real world problems. For each of these challenges, we specify the exact meaning of the challenge, present some approaches from the literature, and specify some metrics for evaluating that challenge. An approach that addresses all nine challenges would be applicable to a large number of real world problems. We also present an example domain that has been modified to present these challenges as a testbed for practical RL research.
The success of reinforcement learning for real world robotics has been, in many cases limited to instrumented laboratory scenarios, often requiring arduous human effort and oversight to enable continuous learning. In this work, we discuss the elements that are needed for a robotic learning system that can continually and autonomously improve with data collected in the real world. We propose a particular instantiation of such a system, using dexterous manipulation as our case study. Subsequently, we investigate a number of challenges that come up when learning without instrumentation. In such settings, learning must be feasible without manually designed resets, using only on-board perception, and without hand-engineered reward functions. We propose simple and scalable solutions to these challenges, and then demonstrate the efficacy of our proposed system on a set of dexterous robotic manipulation tasks, providing an in-depth analysis of the challenges associated with this learning paradigm. We demonstrate that our complete system can learn without any human intervention, acquiring a variety of vision-based skills with a real-world three-fingered hand. Results and videos can be found at https://sites.google.com/view/realworld-rl/