120 research outputs found

    Evolino for recurrent support vector machines

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    Traditional Support Vector Machines (SVMs) need pre-wired finite time windows to predict and classify time series. They do not have an internal state necessary to deal with sequences involving arbitrary long-term dependencies. Here we introduce a new class of recurrent, truly sequential SVM-like devices with internal adaptive states, trained by a novel method called EVOlution of systems with KErnel-based outputs (Evoke), an instance of the recent Evolino class of methods. Evoke evolves recurrent neural networks to detect and represent temporal dependencies while using quadratic programming/support vector regression to produce precise outputs. Evoke is the first SVM-based mechanism learning to classify a context-sensitive language. It also outperforms recent state-of-the-art gradient-based recurrent neural networks (RNNs) on various time series prediction tasks.Comment: 10 pages, 2 figure

    Reuse of Neural Modules for General Video Game Playing

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    A general approach to knowledge transfer is introduced in which an agent controlled by a neural network adapts how it reuses existing networks as it learns in a new domain. Networks trained for a new domain can improve their performance by routing activation selectively through previously learned neural structure, regardless of how or for what it was learned. A neuroevolution implementation of this approach is presented with application to high-dimensional sequential decision-making domains. This approach is more general than previous approaches to neural transfer for reinforcement learning. It is domain-agnostic and requires no prior assumptions about the nature of task relatedness or mappings. The method is analyzed in a stochastic version of the Arcade Learning Environment, demonstrating that it improves performance in some of the more complex Atari 2600 games, and that the success of transfer can be predicted based on a high-level characterization of game dynamics.Comment: Accepted at AAAI 1

    Evolving Inborn Knowledge For Fast Adaptation in Dynamic POMDP Problems

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    Rapid online adaptation to changing tasks is an important problem in machine learning and, recently, a focus of meta-reinforcement learning. However, reinforcement learning (RL) algorithms struggle in POMDP environments because the state of the system, essential in a RL framework, is not always visible. Additionally, hand-designed meta-RL architectures may not include suitable computational structures for specific learning problems. The evolution of online learning mechanisms, on the contrary, has the ability to incorporate learning strategies into an agent that can (i) evolve memory when required and (ii) optimize adaptation speed to specific online learning problems. In this paper, we exploit the highly adaptive nature of neuromodulated neural networks to evolve a controller that uses the latent space of an autoencoder in a POMDP. The analysis of the evolved networks reveals the ability of the proposed algorithm to acquire inborn knowledge in a variety of aspects such as the detection of cues that reveal implicit rewards, and the ability to evolve location neurons that help with navigation. The integration of inborn knowledge and online plasticity enabled fast adaptation and better performance in comparison to some non-evolutionary meta-reinforcement learning algorithms. The algorithm proved also to succeed in the 3D gaming environment Malmo Minecraft.Comment: 9 pages. Accepted as a full paper in the Genetic and Evolutionary Computation Conference (GECCO 2020

    Solving POMDPs with Automatic Discovery of Subgoals

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    Deep Learning: Our Miraculous Year 1990-1991

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    In 2020, we will celebrate that many of the basic ideas behind the deep learning revolution were published three decades ago within fewer than 12 months in our "Annus Mirabilis" or "Miraculous Year" 1990-1991 at TU Munich. Back then, few people were interested, but a quarter century later, neural networks based on these ideas were on over 3 billion devices such as smartphones, and used many billions of times per day, consuming a significant fraction of the world's compute.Comment: 37 pages, 188 references, based on work of 4 Oct 201
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