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Kenji Doya

Publications and source records attributed to Kenji Doya.

26 records · Page 2Linked to original sources

PIPPS: Flexible Model-Based Policy Search Robust to the Curse of Chaos

Previously, the exploding gradient problem has been explained to be central in deep learning and model-based reinforcement learning, because it causes numerical issues and instability in optimization. Our experiments in model-based reinforcement learning imply that the problem is not just a numerical issue, but it may be caused by a fundamental chaos-like nature of long chains of nonlinear computations. Not only do the magnitudes of the gradients become large, the direction of the gradients becomes essentially random. We show that reparameterization gradients suffer from the problem, while likelihood ratio gradients are robust. Using our insights, we develop a model-based policy search framework, Probabilistic Inference for Particle-Based Policy Search (PIPPS), which is easily extensible, and allows for almost arbitrary models and policies, while simultaneously matching the performance of previous data-efficient learning algorithms. Finally, we invent the total propagation algorithm, which efficiently computes a union over all pathwise derivative depths during a single backwards pass, automatically giving greater weight to estimators with lower variance, sometimes improving over reparameterization gradients by $10^6$ times.

cs.LG

Self-organization of action hierarchy and compositionality by reinforcement learning with recurrent neural networks

Recurrent neural networks (RNNs) for reinforcement learning (RL) have shown distinct advantages, e.g., solving memory-dependent tasks and meta-learning. However, little effort has been spent on improving RNN architectures and on understanding the underlying neural mechanisms for performance gain. In this paper, we propose a novel, multiple-timescale, stochastic RNN for RL. Empirical results show that the network can autonomously learn to abstract sub-goals and can self-develop an action hierarchy using internal dynamics in a challenging continuous control task. Furthermore, we show that the self-developed compositionality of the network enhances faster re-learning when adapting to a new task that is a re-composition of previously learned sub-goals, than when starting from scratch. We also found that improved performance can be achieved when neural activities are subject to stochastic rather than deterministic dynamics.

cs.LG

Unbounded Output Networks for Classification

We proposed the expected energy-based restricted Boltzmann machine (EE-RBM) as a discriminative RBM method for classification. Two characteristics of the EE-RBM are that the output is unbounded and that the target value of correct classification is set to a value much greater than one. In this study, by adopting features of the EE-RBM approach to feed-forward neural networks, we propose the UnBounded output network (UBnet) which is characterized by three features: (1) unbounded output units; (2) the target value of correct classification is set to a value much greater than one; and (3) the models are trained by a modified mean-squared error objective. We evaluate our approach using the MNIST, CIFAR-10, and CIFAR-100 benchmark datasets. We first demonstrate, for shallow UBnets on MNIST, that a setting of the target value equal to the number of hidden units significantly outperforms a setting of the target value equal to one, and it also outperforms standard neural networks by about 25\%. We then validate our approach by achieving high-level classification performance on the three datasets using unbounded output residual networks. We finally use MNIST to analyze the learned features and weights, and we demonstrate that UBnets are much more robust against adversarial examples than the standard approach of using a softmax output layer and training the networks by a cross-entropy objective.

cs.LG

Unifying Value Iteration, Advantage Learning, and Dynamic Policy Programming

Approximate dynamic programming algorithms, such as approximate value iteration, have been successfully applied to many complex reinforcement learning tasks, and a better approximate dynamic programming algorithm is expected to further extend the applicability of reinforcement learning to various tasks. In this paper we propose a new, robust dynamic programming algorithm that unifies value iteration, advantage learning, and dynamic policy programming. We call it generalized value iteration (GVI) and its approximated version, approximate GVI (AGVI). We show AGVI's performance guarantee, which includes performance guarantees for existing algorithms, as special cases. We discuss theoretical weaknesses of existing algorithms, and explain the advantages of AGVI. Numerical experiments in a simple environment support theoretical arguments, and suggest that AGVI is a promising alternative to previous algorithms.

stat.ML

Connectivity Inference from Neural Recording Data: Challenges, Mathematical Bases and Research Directions

This article presents a review of computational methods for connectivity inference from neural activity data derived from multi-electrode recordings or fluorescence imaging. We first identify biophysical and technical challenges in connectivity inference along the data processing pipeline. We then review connectivity inference methods based on two major mathematical foundations, namely, descriptive model-free approaches and generative model-based approaches. We investigate representative studies in both categories and clarify which challenges have been addressed by which method. We further identify critical open issues and possible research directions.

q-bio.NC

Online Meta-learning by Parallel Algorithm Competition

The efficiency of reinforcement learning algorithms depends critically on a few meta-parameters that modulates the learning updates and the trade-off between exploration and exploitation. The adaptation of the meta-parameters is an open question in reinforcement learning, which arguably has become more of an issue recently with the success of deep reinforcement learning in high-dimensional state spaces. The long learning times in domains such as Atari 2600 video games makes it not feasible to perform comprehensive searches of appropriate meta-parameter values. We propose the Online Meta-learning by Parallel Algorithm Competition (OMPAC) method. In the OMPAC method, several instances of a reinforcement learning algorithm are run in parallel with small differences in the initial values of the meta-parameters. After a fixed number of episodes, the instances are selected based on their performance in the task at hand. Before continuing the learning, Gaussian noise is added to the meta-parameters with a predefined probability. We validate the OMPAC method by improving the state-of-the-art results in stochastic SZ-Tetris and in standard Tetris with a smaller, 10$\times$10, board, by 31% and 84%, respectively, and by improving the results for deep Sarsa($\lambda$) agents in three Atari 2600 games by 62% or more. The experiments also show the ability of the OMPAC method to adapt the meta-parameters according to the learning progress in different tasks.

cs.LG

Sigmoid-Weighted Linear Units for Neural Network Function Approximation in Reinforcement Learning

In recent years, neural networks have enjoyed a renaissance as function approximators in reinforcement learning. Two decades after Tesauro's TD-Gammon achieved near top-level human performance in backgammon, the deep reinforcement learning algorithm DQN achieved human-level performance in many Atari 2600 games. The purpose of this study is twofold. First, we propose two activation functions for neural network function approximation in reinforcement learning: the sigmoid-weighted linear unit (SiLU) and its derivative function (dSiLU). The activation of the SiLU is computed by the sigmoid function multiplied by its input. Second, we suggest that the more traditional approach of using on-policy learning with eligibility traces, instead of experience replay, and softmax action selection with simple annealing can be competitive with DQN, without the need for a separate target network. We validate our proposed approach by, first, achieving new state-of-the-art results in both stochastic SZ-Tetris and Tetris with a small 10$\times$10 board, using TD($\lambda$) learning and shallow dSiLU network agents, and, then, by outperforming DQN in the Atari 2600 domain by using a deep Sarsa($\lambda$) agent with SiLU and dSiLU hidden units.

cs.LG

Multiple co-clustering based on nonparametric mixture models with heterogeneous marginal distributions

We propose a novel method for multiple clustering that assumes a co-clustering structure (partitions in both rows and columns of the data matrix) in each view. The new method is applicable to high-dimensional data. It is based on a nonparametric Bayesian approach in which the number of views and the number of feature-/subject clusters are inferred in a data-driven manner. We simultaneously model different distribution families, such as Gaussian, Poisson, and multinomial distributions in each cluster block. This makes our method applicable to datasets consisting of both numerical and categorical variables, which biomedical data typically do. Clustering solutions are based on variational inference with mean field approximation. We apply the proposed method to synthetic and real data, and show that our method outperforms other multiple clustering methods both in recovering true cluster structures and in computation time. Finally, we apply our method to a depression dataset with no true cluster structure available, from which useful inferences are drawn about possible clustering structures of the data.

stat.ML