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Gerald Tesauro

Publications and source records attributed to Gerald Tesauro.

At least 19 recordsLinked to original sources

On-line Policy Improvement using Monte-Carlo Search

We present a Monte-Carlo simulation algorithm for real-time policy improvement of an adaptive controller. In the Monte-Carlo simulation, the long-term expected reward of each possible action is statistically measured, using the initial policy to make decisions in each step of the simulation. The action maximizing the measured expected reward is then taken, resulting in an improved policy. Our algorithm is easily parallelizable and has been implemented on the IBM SP1 and SP2 parallel-RISC supercomputers. We have obtained promising initial results in applying this algorithm to the domain of backgammon. Results are reported for a wide variety of initial policies, ranging from a random policy to TD-Gammon, an extremely strong multi-layer neural network. In each case, the Monte-Carlo algorithm gives a substantial reduction, by as much as a factor of 5 or more, in the error rate of the base players. The algorithm is also potentially useful in many other adaptive control applications in which it is possible to simulate the environment.

cs.LG

Learning in Factored Domains with Information-Constrained Visual Representations

Humans learn quickly even in tasks that contain complex visual information. This is due in part to the efficient formation of compressed representations of visual information, allowing for better generalization and robustness. However, compressed representations alone are insufficient for explaining the high speed of human learning. Reinforcement learning (RL) models that seek to replicate this impressive efficiency may do so through the use of factored representations of tasks. These informationally simplistic representations of tasks are similarly motivated as the use of compressed representations of visual information. Recent studies have connected biological visual perception to disentangled and compressed representations. This raises the question of how humans learn to efficiently represent visual information in a manner useful for learning tasks. In this paper we present a model of human factored representation learning based on an altered form of a $\beta$-Variational Auto-encoder used in a visual learning task. Modelling results demonstrate a trade-off in the informational complexity of model latent dimension spaces, between the speed of learning and the accuracy of reconstructions.

cs.AI

Game-Theoretical Perspectives on Active Equilibria: A Preferred Solution Concept over Nash Equilibria

Multiagent learning settings are inherently more difficult than single-agent learning because each agent interacts with other simultaneously learning agents in a shared environment. An effective approach in multiagent reinforcement learning is to consider the learning process of agents and influence their future policies toward desirable behaviors from each agent's perspective. Importantly, if each agent maximizes its long-term rewards by accounting for the impact of its behavior on the set of convergence policies, the resulting multiagent system reaches an active equilibrium. While this new solution concept is general such that standard solution concepts, such as a Nash equilibrium, are special cases of active equilibria, it is unclear when an active equilibrium is a preferred equilibrium over other solution concepts. In this paper, we analyze active equilibria from a game-theoretic perspective by closely studying examples where Nash equilibria are known. By directly comparing active equilibria to Nash equilibria in these examples, we find that active equilibria find more effective solutions than Nash equilibria, concluding that an active equilibrium is the desired solution for multiagent learning settings.

cs.GT

Influencing Long-Term Behavior in Multiagent Reinforcement Learning

The main challenge of multiagent reinforcement learning is the difficulty of learning useful policies in the presence of other simultaneously learning agents whose changing behaviors jointly affect the environment's transition and reward dynamics. An effective approach that has recently emerged for addressing this non-stationarity is for each agent to anticipate the learning of other agents and influence the evolution of future policies towards desirable behavior for its own benefit. Unfortunately, previous approaches for achieving this suffer from myopic evaluation, considering only a finite number of policy updates. As such, these methods can only influence transient future policies rather than achieving the promise of scalable equilibrium selection approaches that influence the behavior at convergence. In this paper, we propose a principled framework for considering the limiting policies of other agents as time approaches infinity. Specifically, we develop a new optimization objective that maximizes each agent's average reward by directly accounting for the impact of its behavior on the limiting set of policies that other agents will converge to. Our paper characterizes desirable solution concepts within this problem setting and provides practical approaches for optimizing over possible outcomes. As a result of our farsighted objective, we demonstrate better long-term performance than state-of-the-art baselines across a suite of diverse multiagent benchmark domains.

cs.LG

Context-Specific Representation Abstraction for Deep Option Learning

Hierarchical reinforcement learning has focused on discovering temporally extended actions, such as options, that can provide benefits in problems requiring extensive exploration. One promising approach that learns these options end-to-end is the option-critic (OC) framework. We examine and show in this paper that OC does not decompose a problem into simpler sub-problems, but instead increases the size of the search over policy space with each option considering the entire state space during learning. This issue can result in practical limitations of this method, including sample inefficient learning. To address this problem, we introduce Context-Specific Representation Abstraction for Deep Option Learning (CRADOL), a new framework that considers both temporal abstraction and context-specific representation abstraction to effectively reduce the size of the search over policy space. Specifically, our method learns a factored belief state representation that enables each option to learn a policy over only a subsection of the state space. We test our method against hierarchical, non-hierarchical, and modular recurrent neural network baselines, demonstrating significant sample efficiency improvements in challenging partially observable environments.

cs.LG

Efficient Black-Box Planning Using Macro-Actions with Focused Effects

The difficulty of deterministic planning increases exponentially with search-tree depth. Black-box planning presents an even greater challenge, since planners must operate without an explicit model of the domain. Heuristics can make search more efficient, but goal-aware heuristics for black-box planning usually rely on goal counting, which is often quite uninformative. In this work, we show how to overcome this limitation by discovering macro-actions that make the goal-count heuristic more accurate. Our approach searches for macro-actions with focused effects (i.e. macros that modify only a small number of state variables), which align well with the assumptions made by the goal-count heuristic. Focused macros dramatically improve black-box planning efficiency across a wide range of planning domains, sometimes beating even state-of-the-art planners with access to a full domain model.

cs.AI

A Policy Gradient Algorithm for Learning to Learn in Multiagent Reinforcement Learning

A fundamental challenge in multiagent reinforcement learning is to learn beneficial behaviors in a shared environment with other simultaneously learning agents. In particular, each agent perceives the environment as effectively non-stationary due to the changing policies of other agents. Moreover, each agent is itself constantly learning, leading to natural non-stationarity in the distribution of experiences encountered. In this paper, we propose a novel meta-multiagent policy gradient theorem that directly accounts for the non-stationary policy dynamics inherent to multiagent learning settings. This is achieved by modeling our gradient updates to consider both an agent's own non-stationary policy dynamics and the non-stationary policy dynamics of other agents in the environment. We show that our theoretically grounded approach provides a general solution to the multiagent learning problem, which inherently comprises all key aspects of previous state of the art approaches on this topic. We test our method on a diverse suite of multiagent benchmarks and demonstrate a more efficient ability to adapt to new agents as they learn than baseline methods across the full spectrum of mixed incentive, competitive, and cooperative domains.

cs.LG

Consolidation via Policy Information Regularization in Deep RL for Multi-Agent Games

This paper introduces an information-theoretic constraint on learned policy complexity in the Multi-Agent Deep Deterministic Policy Gradient (MADDPG) reinforcement learning algorithm. Previous research with a related approach in continuous control experiments suggests that this method favors learning policies that are more robust to changing environment dynamics. The multi-agent game setting naturally requires this type of robustness, as other agents' policies change throughout learning, introducing a nonstationary environment. For this reason, recent methods in continual learning are compared to our approach, termed Capacity-Limited MADDPG. Results from experimentation in multi-agent cooperative and competitive tasks demonstrate that the capacity-limited approach is a good candidate for improving learning performance in these environments.

cs.AI

Deep RL With Information Constrained Policies: Generalization in Continuous Control

Biological agents learn and act intelligently in spite of a highly limited capacity to process and store information. Many real-world problems involve continuous control, which represents a difficult task for artificial intelligence agents. In this paper we explore the potential learning advantages a natural constraint on information flow might confer onto artificial agents in continuous control tasks. We focus on the model-free reinforcement learning (RL) setting and formalize our approach in terms of an information-theoretic constraint on the complexity of learned policies. We show that our approach emerges in a principled fashion from the application of rate-distortion theory. We implement a novel Capacity-Limited Actor-Critic (CLAC) algorithm and situate it within a broader family of RL algorithms such as the Soft Actor Critic (SAC) and Mutual Information Reinforcement Learning (MIRL) algorithm. Our experiments using continuous control tasks show that compared to alternative approaches, CLAC offers improvements in generalization between training and modified test environments. This is achieved in the CLAC model while displaying the high sample efficiency of similar methods.

cs.LG

Text-based RL Agents with Commonsense Knowledge: New Challenges, Environments and Baselines

Text-based games have emerged as an important test-bed for Reinforcement Learning (RL) research, requiring RL agents to combine grounded language understanding with sequential decision making. In this paper, we examine the problem of infusing RL agents with commonsense knowledge. Such knowledge would allow agents to efficiently act in the world by pruning out implausible actions, and to perform look-ahead planning to determine how current actions might affect future world states. We design a new text-based gaming environment called TextWorld Commonsense (TWC) for training and evaluating RL agents with a specific kind of commonsense knowledge about objects, their attributes, and affordances. We also introduce several baseline RL agents which track the sequential context and dynamically retrieve the relevant commonsense knowledge from ConceptNet. We show that agents which incorporate commonsense knowledge in TWC perform better, while acting more efficiently. We conduct user-studies to estimate human performance on TWC and show that there is ample room for future improvement.

cs.AI

Learning Hierarchical Teaching Policies for Cooperative Agents

Collective learning can be greatly enhanced when agents effectively exchange knowledge with their peers. In particular, recent work studying agents that learn to teach other teammates has demonstrated that action advising accelerates team-wide learning. However, the prior work has simplified the learning of advising policies by using simple function approximations and only considered advising with primitive (low-level) actions, limiting the scalability of learning and teaching to complex domains. This paper introduces a novel learning-to-teach framework, called hierarchical multiagent teaching (HMAT), that improves scalability to complex environments by using the deep representation for student policies and by advising with more expressive extended action sequences over multiple levels of temporal abstraction. Our empirical evaluations demonstrate that HMAT improves team-wide learning progress in large, complex domains where previous approaches fail. HMAT also learns teaching policies that can effectively transfer knowledge to different teammates with knowledge of different tasks, even when the teammates have heterogeneous action spaces.

cs.LG

On the Role of Weight Sharing During Deep Option Learning

The options framework is a popular approach for building temporally extended actions in reinforcement learning. In particular, the option-critic architecture provides general purpose policy gradient theorems for learning actions from scratch that are extended in time. However, past work makes the key assumption that each of the components of option-critic has independent parameters. In this work we note that while this key assumption of the policy gradient theorems of option-critic holds in the tabular case, it is always violated in practice for the deep function approximation setting. We thus reconsider this assumption and consider more general extensions of option-critic and hierarchical option-critic training that optimize for the full architecture with each update. It turns out that not assuming parameter independence challenges a belief in prior work that training the policy over options can be disentangled from the dynamics of the underlying options. In fact, learning can be sped up by focusing the policy over options on states where options are actually likely to terminate. We put our new algorithms to the test in application to sample efficient learning of Atari games, and demonstrate significantly improved stability and faster convergence when learning long options.

cs.LG

Learning Abstract Options

Building systems that autonomously create temporal abstractions from data is a key challenge in scaling learning and planning in reinforcement learning. One popular approach for addressing this challenge is the options framework (Sutton et al., 1999). However, only recently in (Bacon et al., 2017) was a policy gradient theorem derived for online learning of general purpose options in an end to end fashion. In this work, we extend previous work on this topic that only focuses on learning a two-level hierarchy including options and primitive actions to enable learning simultaneously at multiple resolutions in time. We achieve this by considering an arbitrarily deep hierarchy of options where high level temporally extended options are composed of lower level options with finer resolutions in time. We extend results from (Bacon et al., 2017) and derive policy gradient theorems for a deep hierarchy of options. Our proposed hierarchical option-critic architecture is capable of learning internal policies, termination conditions, and hierarchical compositions over options without the need for any intrinsic rewards or subgoals. Our empirical results in both discrete and continuous environments demonstrate the efficiency of our framework.

cs.LG

Learning to Learn without Forgetting by Maximizing Transfer and Minimizing Interference

Lack of performance when it comes to continual learning over non-stationary distributions of data remains a major challenge in scaling neural network learning to more human realistic settings. In this work we propose a new conceptualization of the continual learning problem in terms of a temporally symmetric trade-off between transfer and interference that can be optimized by enforcing gradient alignment across examples. We then propose a new algorithm, Meta-Experience Replay (MER), that directly exploits this view by combining experience replay with optimization based meta-learning. This method learns parameters that make interference based on future gradients less likely and transfer based on future gradients more likely. We conduct experiments across continual lifelong supervised learning benchmarks and non-stationary reinforcement learning environments demonstrating that our approach consistently outperforms recently proposed baselines for continual learning. Our experiments show that the gap between the performance of MER and baseline algorithms grows both as the environment gets more non-stationary and as the fraction of the total experiences stored gets smaller.

cs.LG

Hybrid Reinforcement Learning with Expert State Sequences

Existing imitation learning approaches often require that the complete demonstration data, including sequences of actions and states, are available. In this paper, we consider a more realistic and difficult scenario where a reinforcement learning agent only has access to the state sequences of an expert, while the expert actions are unobserved. We propose a novel tensor-based model to infer the unobserved actions of the expert state sequences. The policy of the agent is then optimized via a hybrid objective combining reinforcement learning and imitation learning. We evaluated our hybrid approach on an illustrative domain and Atari games. The empirical results show that (1) the agents are able to leverage state expert sequences to learn faster than pure reinforcement learning baselines, (2) our tensor-based action inference model is advantageous compared to standard deep neural networks in inferring expert actions, and (3) the hybrid policy optimization objective is robust against noise in expert state sequences.

cs.LG

Dialog-based Interactive Image Retrieval

Existing methods for interactive image retrieval have demonstrated the merit of integrating user feedback, improving retrieval results. However, most current systems rely on restricted forms of user feedback, such as binary relevance responses, or feedback based on a fixed set of relative attributes, which limits their impact. In this paper, we introduce a new approach to interactive image search that enables users to provide feedback via natural language, allowing for more natural and effective interaction. We formulate the task of dialog-based interactive image retrieval as a reinforcement learning problem, and reward the dialog system for improving the rank of the target image during each dialog turn. To mitigate the cumbersome and costly process of collecting human-machine conversations as the dialog system learns, we train our system with a user simulator, which is itself trained to describe the differences between target and candidate images. The efficacy of our approach is demonstrated in a footwear retrieval application. Experiments on both simulated and real-world data show that 1) our proposed learning framework achieves better accuracy than other supervised and reinforcement learning baselines and 2) user feedback based on natural language rather than pre-specified attributes leads to more effective retrieval results, and a more natural and expressive communication interface.

cs.CV

Learning to Teach in Cooperative Multiagent Reinforcement Learning

Collective human knowledge has clearly benefited from the fact that innovations by individuals are taught to others through communication. Similar to human social groups, agents in distributed learning systems would likely benefit from communication to share knowledge and teach skills. The problem of teaching to improve agent learning has been investigated by prior works, but these approaches make assumptions that prevent application of teaching to general multiagent problems, or require domain expertise for problems they can apply to. This learning to teach problem has inherent complexities related to measuring long-term impacts of teaching that compound the standard multiagent coordination challenges. In contrast to existing works, this paper presents the first general framework and algorithm for intelligent agents to learn to teach in a multiagent environment. Our algorithm, Learning to Coordinate and Teach Reinforcement (LeCTR), addresses peer-to-peer teaching in cooperative multiagent reinforcement learning. Each agent in our approach learns both when and what to advise, then uses the received advice to improve local learning. Importantly, these roles are not fixed; these agents learn to assume the role of student and/or teacher at the appropriate moments, requesting and providing advice in order to improve teamwide performance and learning. Empirical comparisons against state-of-the-art teaching methods show that our teaching agents not only learn significantly faster, but also learn to coordinate in tasks where existing methods fail.

cs.MA

Diverse Few-Shot Text Classification with Multiple Metrics

We study few-shot learning in natural language domains. Compared to many existing works that apply either metric-based or optimization-based meta-learning to image domain with low inter-task variance, we consider a more realistic setting, where tasks are diverse. However, it imposes tremendous difficulties to existing state-of-the-art metric-based algorithms since a single metric is insufficient to capture complex task variations in natural language domain. To alleviate the problem, we propose an adaptive metric learning approach that automatically determines the best weighted combination from a set of metrics obtained from meta-training tasks for a newly seen few-shot task. Extensive quantitative evaluations on real-world sentiment analysis and dialog intent classification datasets demonstrate that the proposed method performs favorably against state-of-the-art few shot learning algorithms in terms of predictive accuracy. We make our code and data available for further study.

cs.CL