No Arabic abstract
Thompson sampling is a well-known approach for balancing exploration and exploitation in reinforcement learning. It requires the posterior distribution of value-action functions to be maintained; this is generally intractable for tasks that have a high dimensional state-action space. We derive a variational Thompson sampling approximation for DQNs which uses a deep network whose parameters are perturbed by a learned variational noise distribution. We interpret the successful NoisyNets method cite{fortunato2018noisy} as an approximation to the variational Thompson sampling method that we derive. Further, we propose State Aware Noisy Exploration (SANE) which seeks to improve on NoisyNets by allowing a non-uniform perturbation, where the amount of parameter perturbation is conditioned on the state of the agent. This is done with the help of an auxiliary perturbation module, whose output is state dependent and is learnt end to end with gradient descent. We hypothesize that such state-aware noisy exploration is particularly useful in problems where exploration in certain textit{high risk} states may result in the agent failing badly. We demonstrate the effectiveness of the state-aware exploration method in the off-policy setting by augmenting DQNs with the auxiliary perturbation module.
A critical and challenging problem in reinforcement learning is how to learn the state-action value function from the experience replay buffer and simultaneously keep sample efficiency and faster convergence to a high quality solution. In prior works, transitions are uniformly sampled at random from the replay buffer or sampled based on their priority measured by temporal-difference (TD) error. However, these approaches do not fully take into consideration the intrinsic characteristics of transition distribution in the state space and could result in redundant and unnecessary TD updates, slowing down the convergence of the learning procedure. To overcome this problem, we propose a novel state distribution-aware sampling method to balance the replay times for transitions with skew distribution, which takes into account both the occurrence frequencies of transitions and the uncertainty of state-action values. Consequently, our approach could reduce the unnecessary TD updates and increase the TD updates for state-action value with more uncertainty, making the experience replay more effective and efficient. Extensive experiments are conducted on both classic control tasks and Atari 2600 games based on OpenAI gym platform and the experimental results demonstrate the effectiveness of our approach in comparison with the standard DQN approach.
In this paper, we propose a Thompson Sampling algorithm for emph{unimodal} bandits, where the expected reward is unimodal over the partially ordered arms. To exploit the unimodal structure better, at each step, instead of exploration from the entire decision space, our algorithm makes decision according to posterior distribution only in the neighborhood of the arm that has the highest empirical mean estimate. We theoretically prove that, for Bernoulli rewards, the regret of our algorithm reaches the lower bound of unimodal bandits, thus it is asymptotically optimal. For Gaussian rewards, the regret of our algorithm is $mathcal{O}(log T)$, which is far better than standard Thompson Sampling algorithms. Extensive experiments demonstrate the effectiveness of the proposed algorithm on both synthetic data sets and the real-world applications.
How can we make use of information parallelism in online decision making problems while efficiently balancing the exploration-exploitation trade-off? In this paper, we introduce a batch Thompson Sampling framework for two canonical online decision making problems, namely, stochastic multi-arm bandit and linear contextual bandit with finitely many arms. Over a time horizon $T$, our textit{batch} Thompson Sampling policy achieves the same (asymptotic) regret bound of a fully sequential one while carrying out only $O(log T)$ batch queries. To achieve this exponential reduction, i.e., reducing the number of interactions from $T$ to $O(log T)$, our batch policy dynamically determines the duration of each batch in order to balance the exploration-exploitation trade-off. We also demonstrate experimentally that dynamic batch allocation dramatically outperforms natural baselines such as static batch allocations.
We examine the problem of learning and planning on high-dimensional domains with long horizons and sparse rewards. Recent approaches have shown great successes in many Atari 2600 domains. However, domains with long horizons and sparse rewards, such as Montezumas Revenge and Venture, remain challenging for existing methods. Methods using abstraction (Dietterich 2000; Sutton, Precup, and Singh 1999) have shown to be useful in tackling long-horizon problems. We combine recent techniques of deep reinforcement learning with existing model-based approaches using an expert-provided state abstraction. We construct toy domains that elucidate the problem of long horizons, sparse rewards and high-dimensional inputs, and show that our algorithm significantly outperforms previous methods on these domains. Our abstraction-based approach outperforms Deep Q-Networks (Mnih et al. 2015) on Montezumas Revenge and Venture, and exhibits backtracking behavior that is absent from previous methods.
Bayesian optimization (BO) is a prominent approach to optimizing expensive-to-evaluate black-box functions. The massive computational capability of edge devices such as mobile phones, coupled with privacy concerns, has led to a surging interest in federated learning (FL) which focuses on collaborative training of deep neural networks (DNNs) via first-order optimization techniques. However, some common machine learning tasks such as hyperparameter tuning of DNNs lack access to gradients and thus require zeroth-order/black-box optimization. This hints at the possibility of extending BO to the FL setting (FBO) for agents to collaborate in these black-box optimization tasks. This paper presents federated Thompson sampling (FTS) which overcomes a number of key challenges of FBO and FL in a principled way: We (a) use random Fourier features to approximate the Gaussian process surrogate model used in BO, which naturally produces the parameters to be exchanged between agents, (b) design FTS based on Thompson sampling, which significantly reduces the number of parameters to be exchanged, and (c) provide a theoretical convergence guarantee that is robust against heterogeneous agents, which is a major challenge in FL and FBO. We empirically demonstrate the effectiveness of FTS in terms of communication efficiency, computational efficiency, and practical performance.