The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the algorithm to explicitly balance different components of the reward against each other, s…
arXiv research
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Trend · papers per month
Algorithm reduces regret in multi-player bandits with unknown collision rewards.
The paper tackles reward-relevance in offline RL with sparse decision dynamics.
Adapts two algorithms for online learning with delayed rewards.
The paper tackles non-cumulative objectives in reinforcement learning and proposes modifications to existing algorithms.
Two new algorithms optimize rewards while respecting safety constraints in sequential decisions.
A new method optimizes in nonstationary environments with many arms efficiently.
We use a novel modification of Multi-Armed Bandits to create a new model for recommendation systems. We model the recommendation system as a bandit seeking to maximize reward by pulling on arms with unknown rewards. The catch however is that this bandit can only access these arms through an unreliable intermediate that…
This paper presents four different ways of looking at the well-known Least Squares Temporal Differences (LSTD) algorithm for computing the value function of a Markov Reward Process, each of them leading to different insights: the operator-theory approach via the Galerkin method, the statistical approach via instrumenta…
In classical Q-learning, the objective is to maximize the sum of discounted rewards through iteratively using the Bellman equation as an update, in an attempt to estimate the action value function of the optimal policy. Conventionally, the loss function is defined as the temporal difference between the action value and…
In this paper, we derive a new model of synaptic plasticity, based on recent algorithms for reinforcement learning (in which an agent attempts to learn appropriate actions to maximize its long-term average reward). We show that these direct reinforcement learning algorithms also give locally optimal performance for the…
This paper explores how environmental properties can simplify reinforcement learning in non-episodic settings.
A new method for reinforcement learning that adapts to different domains using auxiliary classifiers.
UCRL3 improves UCRL2's efficiency in reinforcement learning by reducing exploration.
Recent work has identified that classification models implemented as neural networks are vulnerable to data-poisoning and Trojan attacks at training time. In this work, we show that these training-time vulnerabilities extend to deep reinforcement learning (DRL) agents and can be exploited by an adversary with access to…
Learning to imitate expert behavior from demonstrations can be challenging, especially in environments with high-dimensional, continuous observations and unknown dynamics. Supervised learning methods based on behavioral cloning (BC) suffer from distribution shift: because the agent greedily imitates demonstrated action…
New RL algorithm tackles nonstationary MDPs with linear approximations and varying rewards.
In this paper we build on previous work which uses inferences techniques, in particular Markov Chain Monte Carlo (MCMC) methods, to solve parameterized control problems. We propose a number of modifications in order to make this approach more practical in general, higher-dimensional spaces. We first introduce a new tar…
In the NeurIPS 2018 Artificial Intelligence for Prosthetics challenge, participants were tasked with building a controller for a musculoskeletal model with a goal of matching a given time-varying velocity vector. Top participants were invited to describe their algorithms. In this work, we describe the challenge and pre…
In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement lea…
A new framework for offline RL improves policy flexibility and regularity.
Paper tackles non-stationary kernelized bandits with near-optimal algorithm.
A new algorithm improves sample complexity for thresholding in Monte Carlo Tree Search.
We introduce the factored bandits model, which is a framework for learning with limited (bandit) feedback, where actions can be decomposed into a Cartesian product of atomic actions. Factored bandits incorporate rank-1 bandits as a special case, but significantly relax the assumptions on the form of the reward function…
Improved stochastic Halpern iteration for fixed-point approximation in normed spaces.
We present a formal model of human decision-making in explore-exploit tasks using the context of multi-armed bandit problems, where the decision-maker must choose among multiple options with uncertain rewards. We address the standard multi-armed bandit problem, the multi-armed bandit problem with transition costs, and …
A scheme robust to action erasures improves MAB performance.
Paper analyzes TD() convergence rates for arbitrary features.
This work improves testing of machine learning model modifications using novel statistical methods.
Autonomous driving decision-making is a great challenge due to the complexity and uncertainty of the traffic environment. Combined with the rule-based constraints, a Deep Q-Network (DQN) based method is applied for autonomous driving lane change decision-making task in this study. Through the combination of high-level …
Machine learning is often used in competitive scenarios: Participants learn and fit static models, and those models compete in a shared platform. The common assumption is that in order to win a competition one has to have the best predictive model, i.e., the model with the smallest out-sample error. Is that necessarily…
New method extends low-rank MDPs to continuous action spaces.
Meta-agent learns effective exploration from offline data.
New method detects RNA modifications without prior training, revealing novel sites.
Framework improves self-play for cooperative multi-agent learning.
Reinforcement Learning in domains with sparse rewards is a difficult problem, and a large part of the training process is often spent searching the state space in a more or less random fashion for any learning signals. For control problems, we often have some controller readily available which might be suboptimal but n…
We define an operation on homology which we call an -twist annulus modification. We give a new construction of smoothly slice knots and exotically slice knots via -twist annulus modifications. As an application, we present a new example of a smoothly slice knot with non-slice derivatives. Such examples we…
Improved POMDP regret to sqrt(T) with known observation model.
We present an approach to make molecular optimization more efficient. We infer a hypergraph replacement grammar from the ChEMBL database, count the frequencies of particular rules being used to expand particular nonterminals in other rules, and use these as conditional priors for the policy model. Simulating random mol…
Determining possible failure scenarios is a critical step in the evaluation of autonomous vehicle systems. Real-world vehicle testing is commonly employed for autonomous vehicle validation, but the costs and time requirements are high. Consequently, simulation-driven methods such as Adaptive Stress Testing (AST) have b…
A modification of the confidence screening mechanism based on adaptive weighing of every training instance at each cascade level of the Deep Forest is proposed. The idea underlying the modification is very simple and stems from the confidence screening mechanism idea proposed by Pang et al. to simplify the Deep Forest …
Multi-agent systems exhibit complex behaviors that emanate from the interactions of multiple agents in a shared environment. In this work, we are interested in controlling one agent in a multi-agent system and successfully learn to interact with the other agents that have fixed policies. Modeling the behavior of other …
Proposes simplified SHAP for faster black-box model explanations.
Optimism stabilizes Thompson Sampling for adaptive inference in multi-armed bandits.
Behavior modification improves prediction accuracy by nudging user behavior.
Study of unimodular Sasaki and Vaisman Lie groups, determining all modifications explicitly.
We discuss a multiple-play multi-armed bandit (MAB) problem in which several arms are selected at each round. Recently, Thompson sampling (TS), a randomized algorithm with a Bayesian spirit, has attracted much attention for its empirically excellent performance, and it is revealed to have an optimal regret bound in the…
We study large-scale classification problems in changing environments where a small part of the dataset is modified, and the effect of the data modification must be quickly incorporated into the classifier. When the entire dataset is large, even if the amount of the data modification is fairly small, the computational …