No Arabic abstract
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by focusing on the next best task to learn. We explore curriculum learning in a complex, visual domain with many hard exploration challenges: Minecraft. We find that learning progress (defined as a change in success probability of a task) is a reliable measure of learnability for automatically constructing an effective curriculum. We introduce a learning-progress based curriculum and test it on a complex reinforcement learning problem (called Simon Says) where an agent is instructed to obtain a desired goal item. Many of the required skills depend on each other. Experiments demonstrate that: (1) a within-episode exploration bonus for obtaining new items improves performance, (2) dynamically adjusting this bonus across training such that it only applies to items the agent cannot reliably obtain yet further increases performance, (3) the learning-progress based curriculum elegantly follows the learning curve of the agent, and (4) when the learning-progress based curriculum is combined with the dynamic exploration bonus it learns much more efficiently and obtains far higher performance than uniform baselines. These results suggest that combining intra-episode and across-training exploration bonuses with learning progress creates a promising method for automated curriculum generation, which may substantially increase our ability to train more capable, generally intelligent agents.
Multi-task learning is a powerful method for solving multiple correlated tasks simultaneously. However, it is often impossible to find one single solution to optimize all the tasks, since different tasks might conflict with each other. Recently, a novel method is proposed to find one single Pareto optimal solution with good trade-off among different tasks by casting multi-task learning as multiobjective optimization. In this paper, we generalize this idea and propose a novel Pareto multi-task learning algorithm (Pareto MTL) to find a set of well-distributed Pareto solutions which can represent different trade-offs among different tasks. The proposed algorithm first formulates a multi-task learning problem as a multiobjective optimization problem, and then decomposes the multiobjective optimization problem into a set of constrained subproblems with different trade-off preferences. By solving these subproblems in parallel, Pareto MTL can find a set of well-representative Pareto optimal solutions with different trade-off among all tasks. Practitioners can easily select their preferred solution from these Pareto solutions, or use different trade-off solutions for different situations. Experimental results confirm that the proposed algorithm can generate well-representative solutions and outperform some state-of-the-art algorithms on many multi-task learning applications.
Hard parameter sharing in multi-task learning (MTL) allows tasks to share some of model parameters, reducing storage cost and improving prediction accuracy. The common sharing practice is to share bottom layers of a deep neural network among tasks while using separate top layers for each task. In this work, we revisit this common practice via an empirical study on fine-grained image classification tasks and make two surprising observations. (1) Using separate bottom-layer parameters could achieve significantly better performance than the common practice and this phenomenon holds for different number of tasks jointly trained on different backbone architectures with different quantity of task-specific parameters. (2) A multi-task model with a small proportion of task-specific parameters from bottom layers can achieve competitive performance with independent models trained on each task separately and outperform a state-of-the-art MTL framework. Our observations suggest that people rethink the current sharing paradigm and adopt the new strategy of using separate bottom-layer parameters as a stronger baseline for model design in MTL.
A multi-task learning (MTL) system aims at solving multiple related tasks at the same time. With a fixed model capacity, the tasks would be conflicted with each other, and the system usually has to make a trade-off among learning all of them together. For many real-world applications where the trade-off has to be made online, multiple models with different preferences over tasks have to be trained and stored. This work proposes a novel controllable Pareto multi-task learning framework, to enable the system to make real-time trade-off control among different tasks with a single model. To be specific, we formulate the MTL as a preference-conditioned multiobjective optimization problem, with a parametric mapping from preferences to the corresponding trade-off solutions. A single hypernetwork-based multi-task neural network is built to learn all tasks with different trade-off preferences among them, where the hypernetwork generates the model parameters conditioned on the preference. For inference, MTL practitioners can easily control the model performance based on different trade-off preferences in real-time. Experiments on different applications demonstrate that the proposed model is efficient for solving various MTL problems.
We present a novel methodology to jointly perform multi-task learning and infer intrinsic relationship among tasks by an interpretable and sparse graph. Unlike existing multi-task learning methodologies, the graph structure is not assumed to be known a priori or estimated separately in a preprocessing step. Instead, our graph is learned simultaneously with model parameters of each task, thus it reflects the critical relationship among tasks in the specific prediction problem. We characterize graph structure with its weighted adjacency matrix and show that the overall objective can be optimized alternatively until convergence. We also show that our methodology can be simply extended to a nonlinear form by being embedded into a multi-head radial basis function network (RBFN). Extensive experiments, against six state-of-the-art methodologies, on both synthetic data and real-world applications suggest that our methodology is able to reduce generalization error, and, at the same time, reveal a sparse graph over tasks that is much easier to interpret.
Sample inefficiency of deep reinforcement learning methods is a major obstacle for their use in real-world applications. In this work, we show how human demonstrations can improve final performance of agents on the Minecraft minigame ObtainDiamond with only 8M frames of environment interaction. We propose a training procedure where policy networks are first trained on human data and later fine-tuned by reinforcement learning. Using a policy exploitation mechanism, experience replay and an additional loss against catastrophic forgetting, our best agent was able to achieve a mean score of 48. Our proposed solution placed 3rd in the NeurIPS MineRL Competition for Sample-Efficient Reinforcement Learning.