Proposes Optimistic Pessimistically Initialised Q-Learning (OPIQ) for better exploration in RL.
arXiv research
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We consider the exploration/exploitation problem in reinforcement learning. For exploitation, it is well known that the Bellman equation connects the value at any time-step to the expected value at subsequent time-steps. In this paper we consider a similar \textit{uncertainty} Bellman equation (UBE), which connects the…
Although exploration in reinforcement learning is well understood from a theoretical point of view, provably correct methods remain impractical. In this paper we study the interplay between exploration and approximation, what we call approximate exploration. Our main goal is to further our theoretical understanding of …
A new method, Count-MORL, improves offline reinforcement learning by using state-action frequency.
MADE improves exploration in RL by maximizing deviation from explored regions.
New exploration bonuses improve reinforcement learning efficiency.
This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE). We study the use of different reward bonuses that incentives exploration in reinforcement learning. We do so by fixing the learning algorithm used and focusing only on the impact of the…
HyperX uses reward bonuses to enable efficient exploration in meta-learning.
Improved exploration in adversarial MDPs via dilated bonuses.
We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across observations. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncert…
We study the problem of online path learning with non-additive gains, which is a central problem appearing in several applications, including ensemble structured prediction. We present new online algorithms for path learning with non-additive count-based gains for the three settings of full information, semi-bandit and…
This paper improves Q-learning bounds using reference-advantage decomposition.
Efficient exploration is necessary to achieve good sample efficiency for reinforcement learning in general. From small, tabular settings such as gridworlds to large, continuous and sparse reward settings such as robotic object manipulation tasks, exploration through adding an uncertainty bonus to the reward function ha…
Achieving efficient and scalable exploration in complex domains poses a major challenge in reinforcement learning. While Bayesian and PAC-MDP approaches to the exploration problem offer strong formal guarantees, they are often impractical in higher dimensions due to their reliance on enumerating the state-action space.…
This paper proposes Self-Imitation Learning (SIL), a simple off-policy actor-critic algorithm that learns to reproduce the agent's past good decisions. This algorithm is designed to verify our hypothesis that exploiting past good experiences can indirectly drive deep exploration. Our empirical results show that SIL sig…
In this paper we examine a possible reason for the LSTM outperforming the GRU on language modeling and more specifically machine translation. We hypothesize that this has to do with counting. This is a consistent theme across the literature of long term dependence, counting, and language modeling for RNNs. Using the si…
New algorithms achieve logarithmic regret in KL-regularized Markov games.
New algorithm tackles multi-agent reinforcement learning with optimal convergence rate.
New methods tackle robust reinforcement learning in sparse, corrupted data.
In structured prediction problems where we have indirect supervision of the output, maximum marginal likelihood faces two computational obstacles: non-convexity of the objective and intractability of even a single gradient computation. In this paper, we bypass both obstacles for a class of what we call linear indirectl…
Paper establishes convergence rates and concentration bounds for stochastic approximation and reinforcement learning with Markovian noise.
SessionPath improves category suggestions in type-ahead search.
Langevin DQN achieves deep exploration using Gaussian noise.
Optimal privacy-preserving ranking from noisy comparisons.
Author2Vec generates user embeddings from social media data.
In this paper, we focus on a prediction-based novelty estimation strategy upon the deep reinforcement learning (DRL) framework, and present a flow-based intrinsic curiosity module (FICM) to exploit the prediction errors from optical flow estimation as exploration bonuses. We propose the concept of leveraging motion fea…
We introduce a new sub-linear space sketch---the Weight-Median Sketch---for learning compressed linear classifiers over data streams while supporting the efficient recovery of large-magnitude weights in the model. This enables memory-limited execution of several statistical analyses over streams, including online featu…
All reinforcement learning algorithms must handle the trade-off between exploration and exploitation. Many state-of-the-art deep reinforcement learning methods use noise in the action selection, such as Gaussian noise in policy gradient methods or -greedy in Q-learning. While these methods are appealing due to their…
Model-Based Reinforcement Learning (MBRL) offers a promising direction for sample efficient learning, often achieving state of the art results for continuous control tasks. However, many existing MBRL methods rely on combining greedy policies with exploration heuristics, and even those which utilize principled explorat…
BeBold improves exploration in sparse-reward tasks by regulating visitation counts.
Improved reinforcement learning algorithm with linear approximation for unknown dynamics.
In this paper we introduce a simple approach for exploration in reinforcement learning (RL) that allows us to develop theoretically justified algorithms in the tabular case but that is also extendable to settings where function approximation is required. Our approach is based on the successor representation (SR), which…
The paper analyzes the intrinsic exploration terms in policy-gradient algorithms.
New method improves RL in continuous spaces with kernel smoothing.
Sample-efficient exploration is crucial not only for discovering rewarding experiences but also for adapting to environment changes in a task-agnostic fashion. A principled treatment of the problem of optimal input synthesis for system identification is provided within the framework of sequential Bayesian experimental …
Study differential privacy in multi-agent RL, achieving efficient and private learning.
Segmentation is essential for medical image analysis tasks such as intervention planning, therapy guidance, diagnosis, treatment decisions. Deep learning is becoming increasingly prominent for segmentation, where the lack of annotations, however, often becomes the main limitation. Due to privacy concerns and ethical co…
NegBio-VAE models neural spike counts with negative binomial distribution.
We consider the problem of provably optimal exploration in reinforcement learning for finite horizon MDPs. We show that an optimistic modification to value iteration achieves a regret bound of where is the time horizon, the number of states, the number of action…
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an a…
Reinforcement learning with sparse rewards is challenging because an agent can rarely obtain non-zero rewards and hence, gradient-based optimization of parameterized policies can be incremental and slow. Recent work demonstrated that using a memory buffer of previous successful trajectories can result in more effective…
In the field of reinforcement learning there has been recent progress towards safety and high-confidence bounds on policy performance. However, to our knowledge, no practical methods exist for determining high-confidence policy performance bounds in the inverse reinforcement learning setting---where the true reward fun…
RandQL is a new model-free algorithm for MDPs with a novel learning rate randomization approach.
A new method aggregates generative classifiers to resist adversarial attacks.
Stochastic blockmodels allow us to represent networks in terms of a latent community structure, often yielding intuitions about the underlying social structure. Typically, this structure is inferred based only on a binary network representing the presence or absence of interactions between nodes, which limits the amoun…
This paper proposes a formal approach to online learning and planning for agents operating in a priori unknown, time-varying environments. The proposed method computes the maximally likely model of the environment, given the observations about the environment made by an agent earlier in the system run and assuming know…
We introduce and analyse two algorithms for exploration-exploitation in discrete and continuous Markov Decision Processes (MDPs) based on exploration bonuses. SCAL is a variant of SCAL (Fruit et al., 2018) that performs efficient exploration-exploitation in any unknown weakly-communicating MDP for which an upper bo…
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