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Episodic Memory in Lifelong Language Learning

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 Added by Dani Yogatama
 Publication date 2019
and research's language is English




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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.



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Current deep neural networks can achieve remarkable performance on a single task. However, when the deep neural network is continually trained on a sequence of tasks, it seems to gradually forget the previous learned knowledge. This phenomenon is referred to as textit{catastrophic forgetting} and motivates the field called lifelong learning. Recently, episodic memory based approaches such as GEM cite{lopez2017gradient} and A-GEM cite{chaudhry2018efficient} have shown remarkable performance. In this paper, we provide the first unified view of episodic memory based approaches from an optimizations perspective. This view leads to two improved schemes for episodic memory based lifelong learning, called MEGA-I and MEGA-II. MEGA-I and MEGA-II modulate the balance between old tasks and the new task by integrating the current gradient with the gradient computed on the episodic memory. Notably, we show that GEM and A-GEM are degenerate cases of MEGA-I and MEGA-II which consistently put the same emphasis on the current task, regardless of how the loss changes over time. Our proposed schemes address this issue by using novel loss-balancing updating rules, which drastically improve the performance over GEM and A-GEM. Extensive experimental results show that the proposed schemes significantly advance the state-of-the-art on four commonly used lifelong learning benchmarks, reducing the error by up to 18%.
Reinforcement learning (RL) algorithms have made huge progress in recent years by leveraging the power of deep neural networks (DNN). Despite the success, deep RL algorithms are known to be sample inefficient, often requiring many rounds of interaction with the environments to obtain satisfactory performance. Recently, episodic memory based RL has attracted attention due to its ability to latch on good actions quickly. In this paper, we present a simple yet effective biologically inspired RL algorithm called Episodic Memory Deep Q-Networks (EMDQN), which leverages episodic memory to supervise an agent during training. Experiments show that our proposed method can lead to better sample efficiency and is more likely to find good policies. It only requires 1/5 of the interactions of DQN to achieve many state-of-the-art performances on Atari games, significantly outperforming regular DQN and other episodic memory based RL algorithms.
Both the human brain and artificial learning agents operating in real-world or comparably complex environments are faced with the challenge of online model selection. In principle this challenge can be overcome: hierarchical Bayesian inference provides a principled method for model selection and it converges on the same posterior for both off-line (i.e. batch) and online learning. However, maintaining a parameter posterior for each model in parallel has in general an even higher memory cost than storing the entire data set and is consequently clearly unfeasible. Alternatively, maintaining only a limited set of models in memory could limit memory requirements. However, sufficient statistics for one model will usually be insufficient for fitting a different kind of model, meaning that the agent loses information with each model change. We propose that episodic memory can circumvent the challenge of limited memory-capacity online model selection by retaining a selected subset of data points. We design a method to compute the quantities necessary for model selection even when the data is discarded and only statistics of one (or few) learnt models are available. We demonstrate on a simple model that a limited-sized episodic memory buffer, when the content is optimised to retain data with statistics not matching the current representation, can resolve the fundamental challenge of online model selection.
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.
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.

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