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Lihong Li

Publications and source records attributed to Lihong Li.

At least 55 records · Page 3Linked to original sources

Neural Logic Machines

We propose the Neural Logic Machine (NLM), a neural-symbolic architecture for both inductive learning and logic reasoning. NLMs exploit the power of both neural networks---as function approximators, and logic programming---as a symbolic processor for objects with properties, relations, logic connectives, and quantifiers. After being trained on small-scale tasks (such as sorting short arrays), NLMs can recover lifted rules, and generalize to large-scale tasks (such as sorting longer arrays). In our experiments, NLMs achieve perfect generalization in a number of tasks, from relational reasoning tasks on the family tree and general graphs, to decision making tasks including sorting arrays, finding shortest paths, and playing the blocks world. Most of these tasks are hard to accomplish for neural networks or inductive logic programming alone.

cs.AI↗

Adversarial Attacks on Stochastic Bandits

We study adversarial attacks that manipulate the reward signals to control the actions chosen by a stochastic multi-armed bandit algorithm. We propose the first attack against two popular bandit algorithms: $ε$-greedy and UCB, \emph{without} knowledge of the mean rewards. The attacker is able to spend only logarithmic effort, multiplied by a problem-specific parameter that becomes smaller as the bandit problem gets easier to attack. The result means the attacker can easily hijack the behavior of the bandit algorithm to promote or obstruct certain actions, say, a particular medical treatment. As bandits are seeing increasingly wide use in practice, our study exposes a significant security threat.

cs.LG↗

Breaking the Curse of Horizon: Infinite-Horizon Off-Policy Estimation

We consider the off-policy estimation problem of estimating the expected reward of a target policy using samples collected by a different behavior policy. Importance sampling (IS) has been a key technique to derive (nearly) unbiased estimators, but is known to suffer from an excessively high variance in long-horizon problems. In the extreme case of in infinite-horizon problems, the variance of an IS-based estimator may even be unbounded. In this paper, we propose a new off-policy estimation method that applies IS directly on the stationary state-visitation distributions to avoid the exploding variance issue faced by existing estimators.Our key contribution is a novel approach to estimating the density ratio of two stationary distributions, with trajectories sampled from only the behavior distribution. We develop a mini-max loss function for the estimation problem, and derive a closed-form solution for the case of RKHS. We support our method with both theoretical and empirical analyses.

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Subgoal Discovery for Hierarchical Dialogue Policy Learning

Developing agents to engage in complex goal-oriented dialogues is challenging partly because the main learning signals are very sparse in long conversations. In this paper, we propose a divide-and-conquer approach that discovers and exploits the hidden structure of the task to enable efficient policy learning. First, given successful example dialogues, we propose the Subgoal Discovery Network (SDN) to divide a complex goal-oriented task into a set of simpler subgoals in an unsupervised fashion. We then use these subgoals to learn a multi-level policy by hierarchical reinforcement learning. We demonstrate our method by building a dialogue agent for the composite task of travel planning. Experiments with simulated and real users show that our approach performs competitively against a state-of-the-art method that requires human-defined subgoals. Moreover, we show that the learned subgoals are often human comprehensible.

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Data Poisoning Attacks in Contextual Bandits

We study offline data poisoning attacks in contextual bandits, a class of reinforcement learning problems with important applications in online recommendation and adaptive medical treatment, among others. We provide a general attack framework based on convex optimization and show that by slightly manipulating rewards in the data, an attacker can force the bandit algorithm to pull a target arm for a target contextual vector. The target arm and target contextual vector are both chosen by the attacker. That is, the attacker can hijack the behavior of a contextual bandit. We also investigate the feasibility and the side effects of such attacks, and identify future directions for defense. Experiments on both synthetic and real-world data demonstrate the efficiency of the attack algorithm.

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SBEED: Convergent Reinforcement Learning with Nonlinear Function Approximation

When function approximation is used, solving the Bellman optimality equation with stability guarantees has remained a major open problem in reinforcement learning for decades. The fundamental difficulty is that the Bellman operator may become an expansion in general, resulting in oscillating and even divergent behavior of popular algorithms like Q-learning. In this paper, we revisit the Bellman equation, and reformulate it into a novel primal-dual optimization problem using Nesterov's smoothing technique and the Legendre-Fenchel transformation. We then develop a new algorithm, called Smoothed Bellman Error Embedding, to solve this optimization problem where any differentiable function class may be used. We provide what we believe to be the first convergence guarantee for general nonlinear function approximation, and analyze the algorithm's sample complexity. Empirically, our algorithm compares favorably to state-of-the-art baselines in several benchmark control problems.

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Scalable Bilinear $π$ Learning Using State and Action Features

Approximate linear programming (ALP) represents one of the major algorithmic families to solve large-scale Markov decision processes (MDP). In this work, we study a primal-dual formulation of the ALP, and develop a scalable, model-free algorithm called bilinear $π$ learning for reinforcement learning when a sampling oracle is provided. This algorithm enjoys a number of advantages. First, it adopts (bi)linear models to represent the high-dimensional value function and state-action distributions, using given state and action features. Its run-time complexity depends on the number of features, not the size of the underlying MDPs. Second, it operates in a fully online fashion without having to store any sample, thus having minimal memory footprint. Third, we prove that it is sample-efficient, solving for the optimal policy to high precision with a sample complexity linear in the dimension of the parameter space.

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Combating Reinforcement Learning's Sisyphean Curse with Intrinsic Fear

Many practical environments contain catastrophic states that an optimal agent would visit infrequently or never. Even on toy problems, Deep Reinforcement Learning (DRL) agents tend to periodically revisit these states upon forgetting their existence under a new policy. We introduce intrinsic fear (IF), a learned reward shaping that guards DRL agents against periodic catastrophes. IF agents possess a fear model trained to predict the probability of imminent catastrophe. This score is then used to penalize the Q-learning objective. Our theoretical analysis bounds the reduction in average return due to learning on the perturbed objective. We also prove robustness to classification errors. As a bonus, IF models tend to learn faster, owing to reward shaping. Experiments demonstrate that intrinsic-fear DQNs solve otherwise pathological environments and improve on several Atari games.

cs.LG↗

End-to-End Task-Completion Neural Dialogue Systems

One of the major drawbacks of modularized task-completion dialogue systems is that each module is trained individually, which presents several challenges. For example, downstream modules are affected by earlier modules, and the performance of the entire system is not robust to the accumulated errors. This paper presents a novel end-to-end learning framework for task-completion dialogue systems to tackle such issues. Our neural dialogue system can directly interact with a structured database to assist users in accessing information and accomplishing certain tasks. The reinforcement learning based dialogue manager offers robust capabilities to handle noises caused by other components of the dialogue system. Our experiments in a movie-ticket booking domain show that our end-to-end system not only outperforms modularized dialogue system baselines for both objective and subjective evaluation, but also is robust to noises as demonstrated by several systematic experiments with different error granularity and rates specific to the language understanding module.

cs.CL↗

Boosting the Actor with Dual Critic

This paper proposes a new actor-critic-style algorithm called Dual Actor-Critic or Dual-AC. It is derived in a principled way from the Lagrangian dual form of the Bellman optimality equation, which can be viewed as a two-player game between the actor and a critic-like function, which is named as dual critic. Compared to its actor-critic relatives, Dual-AC has the desired property that the actor and dual critic are updated cooperatively to optimize the same objective function, providing a more transparent way for learning the critic that is directly related to the objective function of the actor. We then provide a concrete algorithm that can effectively solve the minimax optimization problem, using techniques of multi-step bootstrapping, path regularization, and stochastic dual ascent algorithm. We demonstrate that the proposed algorithm achieves the state-of-the-art performances across several benchmarks.

cs.LG↗

BBQ-Networks: Efficient Exploration in Deep Reinforcement Learning for Task-Oriented Dialogue Systems

We present a new algorithm that significantly improves the efficiency of exploration for deep Q-learning agents in dialogue systems. Our agents explore via Thompson sampling, drawing Monte Carlo samples from a Bayes-by-Backprop neural network. Our algorithm learns much faster than common exploration strategies such as $ε$-greedy, Boltzmann, bootstrapping, and intrinsic-reward-based ones. Additionally, we show that spiking the replay buffer with experiences from just a few successful episodes can make Q-learning feasible when it might otherwise fail.

cs.LG↗

BBQ-Networks: Efficient Exploration in Deep Reinforcement Learning for Task-Oriented Dialogue Systems

We present a new algorithm that significantly improves the efficiency of exploration for deep Q-learning agents in dialogue systems. Our agents explore via Thompson sampling, drawing Monte Carlo samples from a Bayes-by-Backprop neural network. Our algorithm learns much faster than common exploration strategies such as ε-greedy, Boltzmann, bootstrapping, and intrinsic-reward-based ones. Additionally, we show that spiking the replay buffer with experiences from just a few successful episodes can make Q-learning feasible when it might otherwise fail.

cs.AI↗

A User Simulator for Task-Completion Dialogues

Despite widespread interests in reinforcement-learning for task-oriented dialogue systems, several obstacles can frustrate research and development progress. First, reinforcement learners typically require interaction with the environment, so conventional dialogue corpora cannot be used directly. Second, each task presents specific challenges, requiring separate corpus of task-specific annotated data. Third, collecting and annotating human-machine or human-human conversations for task-oriented dialogues requires extensive domain knowledge. Because building an appropriate dataset can be both financially costly and time-consuming, one popular approach is to build a user simulator based upon a corpus of example dialogues. Then, one can train reinforcement learning agents in an online fashion as they interact with the simulator. Dialogue agents trained on these simulators can serve as an effective starting point. Once agents master the simulator, they may be deployed in a real environment to interact with humans, and continue to be trained online. To ease empirical algorithmic comparisons in dialogues, this paper introduces a new, publicly available simulation framework, where our simulator, designed for the movie-booking domain, leverages both rules and collected data. The simulator supports two tasks: movie ticket booking and movie seeking. Finally, we demonstrate several agents and detail the procedure to add and test your own agent in the proposed framework.

cs.LG↗

Composite Task-Completion Dialogue Policy Learning via Hierarchical Deep Reinforcement Learning

Building a dialogue agent to fulfill complex tasks, such as travel planning, is challenging because the agent has to learn to collectively complete multiple subtasks. For example, the agent needs to reserve a hotel and book a flight so that there leaves enough time for commute between arrival and hotel check-in. This paper addresses this challenge by formulating the task in the mathematical framework of options over Markov Decision Processes (MDPs), and proposing a hierarchical deep reinforcement learning approach to learning a dialogue manager that operates at different temporal scales. The dialogue manager consists of: (1) a top-level dialogue policy that selects among subtasks or options, (2) a low-level dialogue policy that selects primitive actions to complete the subtask given by the top-level policy, and (3) a global state tracker that helps ensure all cross-subtask constraints be satisfied. Experiments on a travel planning task with simulated and real users show that our approach leads to significant improvements over three baselines, two based on handcrafted rules and the other based on flat deep reinforcement learning.

cs.CL↗

Provably Optimal Algorithms for Generalized Linear Contextual Bandits

Contextual bandits are widely used in Internet services from news recommendation to advertising, and to Web search. Generalized linear models (logistical regression in particular) have demonstrated stronger performance than linear models in many applications where rewards are binary. However, most theoretical analyses on contextual bandits so far are on linear bandits. In this work, we propose an upper confidence bound based algorithm for generalized linear contextual bandits, which achieves an $\tilde{O}(\sqrt{dT})$ regret over $T$ rounds with $d$ dimensional feature vectors. This regret matches the minimax lower bound, up to logarithmic terms, and improves on the best previous result by a $\sqrt{d}$ factor, assuming the number of arms is fixed. A key component in our analysis is to establish a new, sharp finite-sample confidence bound for maximum-likelihood estimates in generalized linear models, which may be of independent interest. We also analyze a simpler upper confidence bound algorithm, which is useful in practice, and prove it to have optimal regret for certain cases.

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Stochastic Variance Reduction Methods for Policy Evaluation

Policy evaluation is a crucial step in many reinforcement-learning procedures, which estimates a value function that predicts states' long-term value under a given policy. In this paper, we focus on policy evaluation with linear function approximation over a fixed dataset. We first transform the empirical policy evaluation problem into a (quadratic) convex-concave saddle point problem, and then present a primal-dual batch gradient method, as well as two stochastic variance reduction methods for solving the problem. These algorithms scale linearly in both sample size and feature dimension. Moreover, they achieve linear convergence even when the saddle-point problem has only strong concavity in the dual variables but no strong convexity in the primal variables. Numerical experiments on benchmark problems demonstrate the effectiveness of our methods.

cs.LG↗

Scaffolding Networks: Incremental Learning and Teaching Through Questioning

We introduce a new paradigm of learning for reasoning, understanding, and prediction, as well as the scaffolding network to implement this paradigm. The scaffolding network embodies an incremental learning approach that is formulated as a teacher-student network architecture to teach machines how to understand text and do reasoning. The key to our computational scaffolding approach is the interactions between the teacher and the student through sequential questioning. The student observes each sentence in the text incrementally, and it uses an attention-based neural net to discover and register the key information in relation to its current memory. Meanwhile, the teacher asks questions about the observed text, and the student network gets rewarded by correctly answering these questions. The entire network is updated continually using reinforcement learning. Our experimental results on synthetic and real datasets show that the scaffolding network not only outperforms state-of-the-art methods but also learns to do reasoning in a scalable way even with little human generated input.

cs.CL↗

Towards End-to-End Reinforcement Learning of Dialogue Agents for Information Access

This paper proposes KB-InfoBot -- a multi-turn dialogue agent which helps users search Knowledge Bases (KBs) without composing complicated queries. Such goal-oriented dialogue agents typically need to interact with an external database to access real-world knowledge. Previous systems achieved this by issuing a symbolic query to the KB to retrieve entries based on their attributes. However, such symbolic operations break the differentiability of the system and prevent end-to-end training of neural dialogue agents. In this paper, we address this limitation by replacing symbolic queries with an induced "soft" posterior distribution over the KB that indicates which entities the user is interested in. Integrating the soft retrieval process with a reinforcement learner leads to higher task success rate and reward in both simulations and against real users. We also present a fully neural end-to-end agent, trained entirely from user feedback, and discuss its application towards personalized dialogue agents. The source code is available at https://github.com/MiuLab/KB-InfoBot.

cs.CL↗