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Yoshimasa Tsuruoka

Publications and source records attributed to Yoshimasa Tsuruoka.

53 records · Page 3Linked to original sources

Accelerated Reinforcement Learning for Sentence Generation by Vocabulary Prediction

A major obstacle in reinforcement learning-based sentence generation is the large action space whose size is equal to the vocabulary size of the target-side language. To improve the efficiency of reinforcement learning, we present a novel approach for reducing the action space based on dynamic vocabulary prediction. Our method first predicts a fixed-size small vocabulary for each input to generate its target sentence. The input-specific vocabularies are then used at supervised and reinforcement learning steps, and also at test time. In our experiments on six machine translation and two image captioning datasets, our method achieves faster reinforcement learning ($\sim$2.7x faster) with less GPU memory ($\sim$2.3x less) than the full-vocabulary counterpart. The reinforcement learning with our method consistently leads to significant improvement of BLEU scores, and the scores are equal to or better than those of baselines using the full vocabularies, with faster decoding time ($\sim$3x faster) on CPUs.

cs.CL↗

Synthesizing Chemical Plant Operation Procedures using Knowledge, Dynamic Simulation and Deep Reinforcement Learning

Chemical plants are complex and dynamical systems consisting of many components for manipulation and sensing, whose state transitions depend on various factors such as time, disturbance, and operation procedures. For the purpose of supporting human operators of chemical plants, we are developing an AI system that can semi-automatically synthesize operation procedures for efficient and stable operation. Our system can provide not only appropriate operation procedures but also reasons why the procedures are considered to be valid. This is achieved by integrating automated reasoning and deep reinforcement learning technologies with a chemical plant simulator and external knowledge. Our preliminary experimental results demonstrate that it can synthesize a procedure that achieves a much faster recovery from a malfunction compared to standard PID control.

cs.AI↗

Neural Fictitious Self-Play on ELF Mini-RTS

Despite the notable successes in video games such as Atari 2600, current AI is yet to defeat human champions in the domain of real-time strategy (RTS) games. One of the reasons is that an RTS game is a multi-agent game, in which single-agent reinforcement learning methods cannot simply be applied because the environment is not a stationary Markov Decision Process. In this paper, we present a first step toward finding a game-theoretic solution to RTS games by applying Neural Fictitious Self-Play (NFSP), a game-theoretic approach for finding Nash equilibria, to Mini-RTS, a small but nontrivial RTS game provided on the ELF platform. More specifically, we show that NFSP can be effectively combined with policy gradient reinforcement learning and be applied to Mini-RTS. Experimental results also show that the scalability of NFSP can be substantially improved by pretraining the models with simple self-play using policy gradients, which by itself gives a strong strategy despite its lack of theoretical guarantee of convergence.

cs.LG↗

Partially Non-Recurrent Controllers for Memory-Augmented Neural Networks

Memory-Augmented Neural Networks (MANNs) are a class of neural networks equipped with an external memory, and are reported to be effective for tasks requiring a large long-term memory and its selective use. The core module of a MANN is called a controller, which is usually implemented as a recurrent neural network (RNN) (e.g., LSTM) to enable the use of contextual information in controlling the other modules. However, such an RNN-based controller often allows a MANN to directly solve the given task by using the (small) internal memory of the controller, and prevents the MANN from making the best use of the external memory, thereby resulting in a suboptimally trained model. To address this problem, we present a novel type of RNN-based controller that is partially non-recurrent and avoids the direct use of its internal memory for solving the task, while keeping the ability of using contextual information in controlling the other modules. Our empirical experiments using Neural Turing Machines and Differentiable Neural Computers on the Toy and bAbI tasks demonstrate that the proposed controllers give substantially better results than standard RNN-based controllers.

cs.NE↗

Multilingual Extractive Reading Comprehension by Runtime Machine Translation

Despite recent work in Reading Comprehension (RC), progress has been mostly limited to English due to the lack of large-scale datasets in other languages. In this work, we introduce the first RC system for languages without RC training data. Given a target language without RC training data and a pivot language with RC training data (e.g. English), our method leverages existing RC resources in the pivot language by combining a competitive RC model in the pivot language with an attentive Neural Machine Translation (NMT) model. We first translate the data from the target to the pivot language, and then obtain an answer using the RC model in the pivot language. Finally, we recover the corresponding answer in the original language using soft-alignment attention scores from the NMT model. We create evaluation sets of RC data in two non-English languages, namely Japanese and French, to evaluate our method. Experimental results on these datasets show that our method significantly outperforms a back-translation baseline of a state-of-the-art product-level machine translation system.

cs.CL↗

Refining Manually-Designed Symbol Grounding and High-Level Planning by Policy Gradients

Hierarchical planners that produce interpretable and appropriate plans are desired, especially in its application to supporting human decision making. In the typical development of the hierarchical planners, higher-level planners and symbol grounding functions are manually created, and this manual creation requires much human effort. In this paper, we propose a framework that can automatically refine symbol grounding functions and a high-level planner to reduce human effort for designing these modules. In our framework, symbol grounding and high-level planning, which are based on manually-designed knowledge bases, are modeled with semi-Markov decision processes. A policy gradient method is then applied to refine the modules, in which two terms for updating the modules are considered. The first term, called a reinforcement term, contributes to updating the modules to improve the overall performance of a hierarchical planner to produce appropriate plans. The second term, called a penalty term, contributes to keeping refined modules consistent with the manually-designed original modules. Namely, it keeps the planner, which uses the refined modules, producing interpretable plans. We perform preliminary experiments to solve the Mountain car problem, and its results show that a manually-designed high-level planner and symbol grounding function were successfully refined by our framework.

cs.AI↗

Monte Carlo Tree Search with Scalable Simulation Periods for Continuously Running Tasks

Monte Carlo Tree Search (MCTS) is particularly adapted to domains where the potential actions can be represented as a tree of sequential decisions. For an effective action selection, MCTS performs many simulations to build a reliable tree representation of the decision space. As such, a bottleneck to MCTS appears when enough simulations cannot be performed between action selections. This is particularly highlighted in continuously running tasks, for which the time available to perform simulations between actions tends to be limited due to the environment's state constantly changing. In this paper, we present an approach that takes advantage of the anytime characteristic of MCTS to increase the simulation time when allowed. Our approach is to effectively balance the prospect of selecting an action with the time that can be spared to perform MCTS simulations before the next action selection. For that, we considered the simulation time as a decision variable to be selected alongside an action. We extended the Hierarchical Optimistic Optimization applied to Tree (HOOT) method to adapt our approach to environments with a continuous decision space. We evaluated our approach for environments with a continuous decision space through OpenAI gym's Pendulum and Continuous Mountain Car environments and for environments with discrete action space through the arcade learning environment (ALE) platform. The evaluation results show that, with variable simulation times, the proposed approach outperforms the conventional MCTS in the evaluated continuous decision space tasks and improves the performance of MCTS in most of the ALE tasks.

cs.AI↗

Hierarchical Reinforcement Learning with Abductive Planning

One of the key challenges in applying reinforcement learning to real-life problems is that the amount of train-and-error required to learn a good policy increases drastically as the task becomes complex. One potential solution to this problem is to combine reinforcement learning with automated symbol planning and utilize prior knowledge on the domain. However, existing methods have limitations in their applicability and expressiveness. In this paper we propose a hierarchical reinforcement learning method based on abductive symbolic planning. The planner can deal with user-defined evaluation functions and is not based on the Herbrand theorem. Therefore it can utilize prior knowledge of the rewards and can work in a domain where the state space is unknown. We demonstrate empirically that our architecture significantly improves learning efficiency with respect to the amount of training examples on the evaluation domain, in which the state space is unknown and there exist multiple goals.

cs.LG↗

A Joint Many-Task Model: Growing a Neural Network for Multiple NLP Tasks

Transfer and multi-task learning have traditionally focused on either a single source-target pair or very few, similar tasks. Ideally, the linguistic levels of morphology, syntax and semantics would benefit each other by being trained in a single model. We introduce a joint many-task model together with a strategy for successively growing its depth to solve increasingly complex tasks. Higher layers include shortcut connections to lower-level task predictions to reflect linguistic hierarchies. We use a simple regularization term to allow for optimizing all model weights to improve one task's loss without exhibiting catastrophic interference of the other tasks. Our single end-to-end model obtains state-of-the-art or competitive results on five different tasks from tagging, parsing, relatedness, and entailment tasks.

cs.CL↗

Neural Machine Translation with Source-Side Latent Graph Parsing

This paper presents a novel neural machine translation model which jointly learns translation and source-side latent graph representations of sentences. Unlike existing pipelined approaches using syntactic parsers, our end-to-end model learns a latent graph parser as part of the encoder of an attention-based neural machine translation model, and thus the parser is optimized according to the translation objective. In experiments, we first show that our model compares favorably with state-of-the-art sequential and pipelined syntax-based NMT models. We also show that the performance of our model can be further improved by pre-training it with a small amount of treebank annotations. Our final ensemble model significantly outperforms the previous best models on the standard English-to-Japanese translation dataset.

cs.CL↗

Learning to Parse and Translate Improves Neural Machine Translation

There has been relatively little attention to incorporating linguistic prior to neural machine translation. Much of the previous work was further constrained to considering linguistic prior on the source side. In this paper, we propose a hybrid model, called NMT+RNNG, that learns to parse and translate by combining the recurrent neural network grammar into the attention-based neural machine translation. Our approach encourages the neural machine translation model to incorporate linguistic prior during training, and lets it translate on its own afterward. Extensive experiments with four language pairs show the effectiveness of the proposed NMT+RNNG.

cs.CL↗

Domain Adaptation for Neural Networks by Parameter Augmentation

We propose a simple domain adaptation method for neural networks in a supervised setting. Supervised domain adaptation is a way of improving the generalization performance on the target domain by using the source domain dataset, assuming that both of the datasets are labeled. Recently, recurrent neural networks have been shown to be successful on a variety of NLP tasks such as caption generation; however, the existing domain adaptation techniques are limited to (1) tune the model parameters by the target dataset after the training by the source dataset, or (2) design the network to have dual output, one for the source domain and the other for the target domain. Reformulating the idea of the domain adaptation technique proposed by Daume (2007), we propose a simple domain adaptation method, which can be applied to neural networks trained with a cross-entropy loss. On captioning datasets, we show performance improvements over other domain adaptation methods.

cs.CL↗

Adaptive Joint Learning of Compositional and Non-Compositional Phrase Embeddings

We present a novel method for jointly learning compositional and non-compositional phrase embeddings by adaptively weighting both types of embeddings using a compositionality scoring function. The scoring function is used to quantify the level of compositionality of each phrase, and the parameters of the function are jointly optimized with the objective for learning phrase embeddings. In experiments, we apply the adaptive joint learning method to the task of learning embeddings of transitive verb phrases, and show that the compositionality scores have strong correlation with human ratings for verb-object compositionality, substantially outperforming the previous state of the art. Moreover, our embeddings improve upon the previous best model on a transitive verb disambiguation task. We also show that a simple ensemble technique further improves the results for both tasks.

cs.CL↗

Tree-to-Sequence Attentional Neural Machine Translation

Most of the existing Neural Machine Translation (NMT) models focus on the conversion of sequential data and do not directly use syntactic information. We propose a novel end-to-end syntactic NMT model, extending a sequence-to-sequence model with the source-side phrase structure. Our model has an attention mechanism that enables the decoder to generate a translated word while softly aligning it with phrases as well as words of the source sentence. Experimental results on the WAT'15 English-to-Japanese dataset demonstrate that our proposed model considerably outperforms sequence-to-sequence attentional NMT models and compares favorably with the state-of-the-art tree-to-string SMT system.

cs.CL↗

Asymmetric Move Selection Strategies in Monte-Carlo Tree Search: Minimizing the Simple Regret at Max Nodes

The combination of multi-armed bandit (MAB) algorithms with Monte-Carlo tree search (MCTS) has made a significant impact in various research fields. The UCT algorithm, which combines the UCB bandit algorithm with MCTS, is a good example of the success of this combination. The recent breakthrough made by AlphaGo, which incorporates convolutional neural networks with bandit algorithms in MCTS, also highlights the necessity of bandit algorithms in MCTS. However, despite the various investigations carried out on MCTS, nearly all of them still follow the paradigm of treating every node as an independent instance of the MAB problem, and applying the same bandit algorithm and heuristics on every node. As a result, this paradigm may leave some properties of the game tree unexploited. In this work, we propose that max nodes and min nodes have different concerns regarding their value estimation, and different bandit algorithms should be applied accordingly. We develop the Asymmetric-MCTS algorithm, which is an MCTS variant that applies a simple regret algorithm on max nodes, and the UCB algorithm on min nodes. We will demonstrate the performance of the Asymmetric-MCTS algorithm on the game of $9\times 9$ Go, $9\times 9$ NoGo, and Othello.

cs.AI↗

Task-Oriented Learning of Word Embeddings for Semantic Relation Classification

We present a novel learning method for word embeddings designed for relation classification. Our word embeddings are trained by predicting words between noun pairs using lexical relation-specific features on a large unlabeled corpus. This allows us to explicitly incorporate relation-specific information into the word embeddings. The learned word embeddings are then used to construct feature vectors for a relation classification model. On a well-established semantic relation classification task, our method significantly outperforms a baseline based on a previously introduced word embedding method, and compares favorably to previous state-of-the-art models that use syntactic information or manually constructed external resources.

cs.CL↗

Adapting Improved Upper Confidence Bounds for Monte-Carlo Tree Search

The UCT algorithm, which combines the UCB algorithm and Monte-Carlo Tree Search (MCTS), is currently the most widely used variant of MCTS. Recently, a number of investigations into applying other bandit algorithms to MCTS have produced interesting results. In this research, we will investigate the possibility of combining the improved UCB algorithm, proposed by Auer et al. (2010), with MCTS. However, various characteristics and properties of the improved UCB algorithm may not be ideal for a direct application to MCTS. Therefore, some modifications were made to the improved UCB algorithm, making it more suitable for the task of game tree search. The Mi-UCT algorithm is the application of the modified UCB algorithm applied to trees. The performance of Mi-UCT is demonstrated on the games of $9\times 9$ Go and $9\times 9$ NoGo, and has shown to outperform the plain UCT algorithm when only a small number of playouts are given, and rougly on the same level when more playouts are available.

cs.AI↗