120 research outputs found
Evolino for recurrent support vector machines
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
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
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
Deep Learning: Our Miraculous Year 1990-1991
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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