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Zhongwen Xu

Publications and source records attributed to Zhongwen Xu.

36 records · Page 2Linked to original sources

Emphatic Algorithms for Deep Reinforcement Learning

Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-policy sampling - this is known as the ''deadly triad''. Emphatic temporal difference (ETD($λ$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($λ$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($λ$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.

cs.LG↗

A Self-Tuning Actor-Critic Algorithm

Reinforcement learning algorithms are highly sensitive to the choice of hyperparameters, typically requiring significant manual effort to identify hyperparameters that perform well on a new domain. In this paper, we take a step towards addressing this issue by using metagradients to automatically adapt hyperparameters online by meta-gradient descent (Xu et al., 2018). We apply our algorithm, Self-Tuning Actor-Critic (STAC), to self-tune all the differentiable hyperparameters of an actor-critic loss function, to discover auxiliary tasks, and to improve off-policy learning using a novel leaky V-trace operator. STAC is simple to use, sample efficient and does not require a significant increase in compute. Ablative studies show that the overall performance of STAC improved as we adapt more hyperparameters. When applied to the Arcade Learning Environment (Bellemare et al. 2012), STAC improved the median human normalized score in 200M steps from 243% to 364%. When applied to the DM Control suite (Tassa et al., 2018), STAC improved the mean score in 30M steps from 217 to 389 when learning with features, from 108 to 202 when learning from pixels, and from 195 to 295 in the Real-World Reinforcement Learning Challenge (Dulac-Arnold et al., 2020).

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Discovery of Options via Meta-Learned Subgoals

Temporal abstractions in the form of options have been shown to help reinforcement learning (RL) agents learn faster. However, despite prior work on this topic, the problem of discovering options through interaction with an environment remains a challenge. In this paper, we introduce a novel meta-gradient approach for discovering useful options in multi-task RL environments. Our approach is based on a manager-worker decomposition of the RL agent, in which a manager maximises rewards from the environment by learning a task-dependent policy over both a set of task-independent discovered-options and primitive actions. The option-reward and termination functions that define a subgoal for each option are parameterised as neural networks and trained via meta-gradients to maximise their usefulness. Empirical analysis on gridworld and DeepMind Lab tasks show that: (1) our approach can discover meaningful and diverse temporally-extended options in multi-task RL domains, (2) the discovered options are frequently used by the agent while learning to solve the training tasks, and (3) that the discovered options help a randomly initialised manager learn faster in completely new tasks.

cs.LG↗

Discovering Reinforcement Learning Algorithms

Reinforcement learning (RL) algorithms update an agent's parameters according to one of several possible rules, discovered manually through years of research. Automating the discovery of update rules from data could lead to more efficient algorithms, or algorithms that are better adapted to specific environments. Although there have been prior attempts at addressing this significant scientific challenge, it remains an open question whether it is feasible to discover alternatives to fundamental concepts of RL such as value functions and temporal-difference learning. This paper introduces a new meta-learning approach that discovers an entire update rule which includes both 'what to predict' (e.g. value functions) and 'how to learn from it' (e.g. bootstrapping) by interacting with a set of environments. The output of this method is an RL algorithm that we call Learned Policy Gradient (LPG). Empirical results show that our method discovers its own alternative to the concept of value functions. Furthermore it discovers a bootstrapping mechanism to maintain and use its predictions. Surprisingly, when trained solely on toy environments, LPG generalises effectively to complex Atari games and achieves non-trivial performance. This shows the potential to discover general RL algorithms from data.

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Balancing Constraints and Rewards with Meta-Gradient D4PG

Deploying Reinforcement Learning (RL) agents to solve real-world applications often requires satisfying complex system constraints. Often the constraint thresholds are incorrectly set due to the complex nature of a system or the inability to verify the thresholds offline (e.g, no simulator or reasonable offline evaluation procedure exists). This results in solutions where a task cannot be solved without violating the constraints. However, in many real-world cases, constraint violations are undesirable yet they are not catastrophic, motivating the need for soft-constrained RL approaches. We present a soft-constrained RL approach that utilizes meta-gradients to find a good trade-off between expected return and minimizing constraint violations. We demonstrate the effectiveness of this approach by showing that it consistently outperforms the baselines across four different MuJoCo domains.

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What Can Learned Intrinsic Rewards Capture?

The objective of a reinforcement learning agent is to behave so as to maximise the sum of a suitable scalar function of state: the reward. These rewards are typically given and immutable. In this paper, we instead consider the proposition that the reward function itself can be a good locus of learned knowledge. To investigate this, we propose a scalable meta-gradient framework for learning useful intrinsic reward functions across multiple lifetimes of experience. Through several proof-of-concept experiments, we show that it is feasible to learn and capture knowledge about long-term exploration and exploitation into a reward function. Furthermore, we show that unlike policy transfer methods that capture "how" the agent should behave, the learned reward functions can generalise to other kinds of agents and to changes in the dynamics of the environment by capturing "what" the agent should strive to do.

cs.AI↗

Meta-Gradient Reinforcement Learning with an Objective Discovered Online

Deep reinforcement learning includes a broad family of algorithms that parameterise an internal representation, such as a value function or policy, by a deep neural network. Each algorithm optimises its parameters with respect to an objective, such as Q-learning or policy gradient, that defines its semantics. In this work, we propose an algorithm based on meta-gradient descent that discovers its own objective, flexibly parameterised by a deep neural network, solely from interactive experience with its environment. Over time, this allows the agent to learn how to learn increasingly effectively. Furthermore, because the objective is discovered online, it can adapt to changes over time. We demonstrate that the algorithm discovers how to address several important issues in RL, such as bootstrapping, non-stationarity, and off-policy learning. On the Atari Learning Environment, the meta-gradient algorithm adapts over time to learn with greater efficiency, eventually outperforming the median score of a strong actor-critic baseline.

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Discovery of Useful Questions as Auxiliary Tasks

Arguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari 2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent.

cs.AI↗

General non-linear Bellman equations

We consider a general class of non-linear Bellman equations. These open up a design space of algorithms that have interesting properties, which has two potential advantages. First, we can perhaps better model natural phenomena. For instance, hyperbolic discounting has been proposed as a mathematical model that matches human and animal data well, and can therefore be used to explain preference orderings. We present a different mathematical model that matches the same data, but that makes very different predictions under other circumstances. Second, the larger design space can perhaps lead to algorithms that perform better, similar to how discount factors are often used in practice even when the true objective is undiscounted. We show that many of the resulting Bellman operators still converge to a fixed point, and therefore that the resulting algorithms are reasonable and inherit many beneficial properties of their linear counterparts.

cs.LG↗

Meta-Gradient Reinforcement Learning

The goal of reinforcement learning algorithms is to estimate and/or optimise the value function. However, unlike supervised learning, no teacher or oracle is available to provide the true value function. Instead, the majority of reinforcement learning algorithms estimate and/or optimise a proxy for the value function. This proxy is typically based on a sampled and bootstrapped approximation to the true value function, known as a return. The particular choice of return is one of the chief components determining the nature of the algorithm: the rate at which future rewards are discounted; when and how values should be bootstrapped; or even the nature of the rewards themselves. It is well-known that these decisions are crucial to the overall success of RL algorithms. We discuss a gradient-based meta-learning algorithm that is able to adapt the nature of the return, online, whilst interacting and learning from the environment. When applied to 57 games on the Atari 2600 environment over 200 million frames, our algorithm achieved a new state-of-the-art performance.

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Finite Element Methods For Wave Propagation With Debye Polarization In Nonlinear Dielectric Materials

In this paper, we consider the wave propagation with Debye polarization in nonlinear dielectric materials. For this model, the Rother's method is employed to derive the well-posedness of the electric fields and the existence of the polarized fields by monotonicity theorem as well as the boundedness of the two fields are established. Then, the time errors are derived for the semi-discrete solutions by the order $O(Δt)$. Subsequently, decoupled the full-discrete scheme of the Euler in time and Raviart-Thomas-N$\acute{e}$d$\acute{e}$lec element $k\geq 2$ in spatial is established. Based on the truncated error, we present the convergent analysis with the order $O(Δt+h^s) $ under the technique of a-prior $L^\infty$ assumption. For the $k=1$, we employ the superconvergence technique to ensure the a-prior $L^\infty$ assumption. In the end, we give some numerical examples to demonstrate our theories.

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An End-to-End Approach to Natural Language Object Retrieval via Context-Aware Deep Reinforcement Learning

We propose an end-to-end approach to the natural language object retrieval task, which localizes an object within an image according to a natural language description, i.e., referring expression. Previous works divide this problem into two independent stages: first, compute region proposals from the image without the exploration of the language description; second, score the object proposals with regard to the referring expression and choose the top-ranked proposals. The object proposals are generated independently from the referring expression, which makes the proposal generation redundant and even irrelevant to the referred object. In this work, we train an agent with deep reinforcement learning, which learns to move and reshape a bounding box to localize the object according to the referring expression. We incorporate both the spatial and temporal context information into the training procedure. By simultaneously exploiting local visual information, the spatial and temporal context and the referring language a priori, the agent selects an appropriate action to take at each time. A special action is defined to indicate when the agent finds the referred object, and terminate the procedure. We evaluate our model on various datasets, and our algorithm significantly outperforms the compared algorithms. Notably, the accuracy improvement of our method over the recent method GroundeR and SCRC on the ReferItGame dataset are 7.67% and 18.25%, respectively.

cs.CV↗

Few-Shot Object Recognition from Machine-Labeled Web Images

With the tremendous advances of Convolutional Neural Networks (ConvNets) on object recognition, we can now obtain reliable enough machine-labeled annotations easily by predictions from off-the-shelf ConvNets. In this work, we present an abstraction memory based framework for few-shot learning, building upon machine-labeled image annotations. Our method takes some large-scale machine-annotated datasets (e.g., OpenImages) as an external memory bank. In the external memory bank, the information is stored in the memory slots with the form of key-value, where image feature is regarded as key and label embedding serves as value. When queried by the few-shot examples, our model selects visually similar data from the external memory bank, and writes the useful information obtained from related external data into another memory bank, i.e., abstraction memory. Long Short-Term Memory (LSTM) controllers and attention mechanisms are utilized to guarantee the data written to the abstraction memory is correlated to the query example. The abstraction memory concentrates information from the external memory bank, so that it makes the few-shot recognition effective. In the experiments, we firstly confirm that our model can learn to conduct few-shot object recognition on clean human-labeled data from ImageNet dataset. Then, we demonstrate that with our model, machine-labeled image annotations are very effective and abundant resources to perform object recognition on novel categories. Experimental results show that our proposed model with machine-labeled annotations achieves great performance, only with a gap of 1% between of the one with human-labeled annotations.

cs.CV↗

Bidirectional Multirate Reconstruction for Temporal Modeling in Videos

Despite the recent success of neural networks in image feature learning, a major problem in the video domain is the lack of sufficient labeled data for learning to model temporal information. In this paper, we propose an unsupervised temporal modeling method that learns from untrimmed videos. The speed of motion varies constantly, e.g., a man may run quickly or slowly. We therefore train a Multirate Visual Recurrent Model (MVRM) by encoding frames of a clip with different intervals. This learning process makes the learned model more capable of dealing with motion speed variance. Given a clip sampled from a video, we use its past and future neighboring clips as the temporal context, and reconstruct the two temporal transitions, i.e., present$\rightarrow$past transition and present$\rightarrow$future transition, reflecting the temporal information in different views. The proposed method exploits the two transitions simultaneously by incorporating a bidirectional reconstruction which consists of a backward reconstruction and a forward reconstruction. We apply the proposed method to two challenging video tasks, i.e., complex event detection and video captioning, in which it achieves state-of-the-art performance. Notably, our method generates the best single feature for event detection with a relative improvement of 10.4% on the MEDTest-13 dataset and achieves the best performance in video captioning across all evaluation metrics on the YouTube2Text dataset.

cs.CV↗

Strategies for Searching Video Content with Text Queries or Video Examples

The large number of user-generated videos uploaded on to the Internet everyday has led to many commercial video search engines, which mainly rely on text metadata for search. However, metadata is often lacking for user-generated videos, thus these videos are unsearchable by current search engines. Therefore, content-based video retrieval (CBVR) tackles this metadata-scarcity problem by directly analyzing the visual and audio streams of each video. CBVR encompasses multiple research topics, including low-level feature design, feature fusion, semantic detector training and video search/reranking. We present novel strategies in these topics to enhance CBVR in both accuracy and speed under different query inputs, including pure textual queries and query by video examples. Our proposed strategies have been incorporated into our submission for the TRECVID 2014 Multimedia Event Detection evaluation, where our system outperformed other submissions in both text queries and video example queries, thus demonstrating the effectiveness of our proposed approaches.

cs.IR↗

Uncovering Temporal Context for Video Question and Answering

In this work, we introduce Video Question Answering in temporal domain to infer the past, describe the present and predict the future. We present an encoder-decoder approach using Recurrent Neural Networks to learn temporal structures of videos and introduce a dual-channel ranking loss to answer multiple-choice questions. We explore approaches for finer understanding of video content using question form of "fill-in-the-blank", and managed to collect 109,895 video clips with duration over 1,000 hours from TACoS, MPII-MD, MEDTest 14 datasets, while the corresponding 390,744 questions are generated from annotations. Extensive experiments demonstrate that our approach significantly outperforms the compared baselines.

cs.CV↗

Hierarchical Recurrent Neural Encoder for Video Representation with Application to Captioning

Recently, deep learning approach, especially deep Convolutional Neural Networks (ConvNets), have achieved overwhelming accuracy with fast processing speed for image classification. Incorporating temporal structure with deep ConvNets for video representation becomes a fundamental problem for video content analysis. In this paper, we propose a new approach, namely Hierarchical Recurrent Neural Encoder (HRNE), to exploit temporal information of videos. Compared to recent video representation inference approaches, this paper makes the following three contributions. First, our HRNE is able to efficiently exploit video temporal structure in a longer range by reducing the length of input information flow, and compositing multiple consecutive inputs at a higher level. Second, computation operations are significantly lessened while attaining more non-linearity. Third, HRNE is able to uncover temporal transitions between frame chunks with different granularities, i.e., it can model the temporal transitions between frames as well as the transitions between segments. We apply the new method to video captioning where temporal information plays a crucial role. Experiments demonstrate that our method outperforms the state-of-the-art on video captioning benchmarks. Notably, even using a single network with only RGB stream as input, HRNE beats all the recent systems which combine multiple inputs, such as RGB ConvNet plus 3D ConvNet.

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A Discriminative CNN Video Representation for Event Detection

In this paper, we propose a discriminative video representation for event detection over a large scale video dataset when only limited hardware resources are available. The focus of this paper is to effectively leverage deep Convolutional Neural Networks (CNNs) to advance event detection, where only frame level static descriptors can be extracted by the existing CNN toolkit. This paper makes two contributions to the inference of CNN video representation. First, while average pooling and max pooling have long been the standard approaches to aggregating frame level static features, we show that performance can be significantly improved by taking advantage of an appropriate encoding method. Second, we propose using a set of latent concept descriptors as the frame descriptor, which enriches visual information while keeping it computationally affordable. The integration of the two contributions results in a new state-of-the-art performance in event detection over the largest video datasets. Compared to improved Dense Trajectories, which has been recognized as the best video representation for event detection, our new representation improves the Mean Average Precision (mAP) from 27.6% to 36.8% for the TRECVID MEDTest 14 dataset and from 34.0% to 44.6% for the TRECVID MEDTest 13 dataset. This work is the core part of the winning solution of our CMU-Informedia team in TRECVID MED 2014 competition.

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