13,040 research outputs found

    Using Hindsight to Anchor Past Knowledge in Continual Learning

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    In continual learning, the learner faces a stream of data whose distribution changes over time. Modern neural networks are known to suffer under this setting, as they quickly forget previously acquired knowledge. To address such catastrophic forgetting, many continual learning methods implement different types of experience replay, re-learning on past data stored in a small buffer known as episodic memory. In this work, we complement experience replay with a new objective that we call anchoring, where the learner uses bilevel optimization to update its knowledge on the current task, while keeping intact the predictions on some anchor points of past tasks. These anchor points are learned using gradient-based optimization to maximize forgetting, which is approximated by fine-tuning the currently trained model on the episodic memory of past tasks. Experiments on several supervised learning benchmarks for continual learning demonstrate that our approach improves the standard experience replay in terms of both accuracy and forgetting metrics and for various sizes of episodic memories.Comment: Accepted at AAAI 202

    Combining Experience Replay with Exploration by Random Network Distillation

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    Our work is a simple extension of the paper "Exploration by Random Network Distillation". More in detail, we show how to efficiently combine Intrinsic Rewards with Experience Replay in order to achieve more efficient and robust exploration (with respect to PPO/RND) and consequently better results in terms of agent performances and sample efficiency. We are able to do it by using a new technique named Prioritized Oversampled Experience Replay (POER), that has been built upon the definition of what is the important experience useful to replay. Finally, we evaluate our technique on the famous Atari game Montezuma's Revenge and some other hard exploration Atari games.Comment: 8 pages, 6 figures, accepted as full-paper at IEEE Conference on Games (CoG) 201

    Learning Adaptive Display Exposure for Real-Time Advertising

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    In E-commerce advertising, where product recommendations and product ads are presented to users simultaneously, the traditional setting is to display ads at fixed positions. However, under such a setting, the advertising system loses the flexibility to control the number and positions of ads, resulting in sub-optimal platform revenue and user experience. Consequently, major e-commerce platforms (e.g., Taobao.com) have begun to consider more flexible ways to display ads. In this paper, we investigate the problem of advertising with adaptive exposure: can we dynamically determine the number and positions of ads for each user visit under certain business constraints so that the platform revenue can be increased? More specifically, we consider two types of constraints: request-level constraint ensures user experience for each user visit, and platform-level constraint controls the overall platform monetization rate. We model this problem as a Constrained Markov Decision Process with per-state constraint (psCMDP) and propose a constrained two-level reinforcement learning approach to decompose the original problem into two relatively independent sub-problems. To accelerate policy learning, we also devise a constrained hindsight experience replay mechanism. Experimental evaluations on industry-scale real-world datasets demonstrate the merits of our approach in both obtaining higher revenue under the constraints and the effectiveness of the constrained hindsight experience replay mechanism.Comment: accepted by CIKM201

    Collective Robot Reinforcement Learning with Distributed Asynchronous Guided Policy Search

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    In principle, reinforcement learning and policy search methods can enable robots to learn highly complex and general skills that may allow them to function amid the complexity and diversity of the real world. However, training a policy that generalizes well across a wide range of real-world conditions requires far greater quantity and diversity of experience than is practical to collect with a single robot. Fortunately, it is possible for multiple robots to share their experience with one another, and thereby, learn a policy collectively. In this work, we explore distributed and asynchronous policy learning as a means to achieve generalization and improved training times on challenging, real-world manipulation tasks. We propose a distributed and asynchronous version of Guided Policy Search and use it to demonstrate collective policy learning on a vision-based door opening task using four robots. We show that it achieves better generalization, utilization, and training times than the single robot alternative.Comment: Submitted to the IEEE International Conference on Robotics and Automation 201
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