707,582 research outputs found

    Asymptotic Convergence and Performance of Multi-Agent Q-Learning Dynamics

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    Achieving convergence of multiple learning agents in general NN-player games is imperative for the development of safe and reliable machine learning (ML) algorithms and their application to autonomous systems. Yet it is known that, outside the bounds of simple two-player games, convergence cannot be taken for granted. To make progress in resolving this problem, we study the dynamics of smooth Q-Learning, a popular reinforcement learning algorithm which quantifies the tendency for learning agents to explore their state space or exploit their payoffs. We show a sufficient condition on the rate of exploration such that the Q-Learning dynamics is guaranteed to converge to a unique equilibrium in any game. We connect this result to games for which Q-Learning is known to converge with arbitrary exploration rates, including weighted Potential games and weighted zero sum polymatrix games. Finally, we examine the performance of the Q-Learning dynamic as measured by the Time Averaged Social Welfare, and comparing this with the Social Welfare achieved by the equilibrium. We provide a sufficient condition whereby the Q-Learning dynamic will outperform the equilibrium even if the dynamics do not converge.Comment: Accepted in AAMAS 202

    ViZDoom: DRQN with Prioritized Experience Replay, Double-Q Learning, & Snapshot Ensembling

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    ViZDoom is a robust, first-person shooter reinforcement learning environment, characterized by a significant degree of latent state information. In this paper, double-Q learning and prioritized experience replay methods are tested under a certain ViZDoom combat scenario using a competitive deep recurrent Q-network (DRQN) architecture. In addition, an ensembling technique known as snapshot ensembling is employed using a specific annealed learning rate to observe differences in ensembling efficacy under these two methods. Annealed learning rates are important in general to the training of deep neural network models, as they shake up the status-quo and counter a model's tending towards local optima. While both variants show performance exceeding those of built-in AI agents of the game, the known stabilizing effects of double-Q learning are illustrated, and priority experience replay is again validated in its usefulness by showing immediate results early on in agent development, with the caveat that value overestimation is accelerated in this case. In addition, some unique behaviors are observed to develop for priority experience replay (PER) and double-Q (DDQ) variants, and snapshot ensembling of both PER and DDQ proves a valuable method for improving performance of the ViZDoom Marine.Comment: 9 pages, 5 figure

    Using Machine Teaching to Investigate Human Assumptions when Teaching Reinforcement Learners

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    Successful teaching requires an assumption of how the learner learns - how the learner uses experiences from the world to update their internal states. We investigate what expectations people have about a learner when they teach them in an online manner using rewards and punishment. We focus on a common reinforcement learning method, Q-learning, and examine what assumptions people have using a behavioral experiment. To do so, we first establish a normative standard, by formulating the problem as a machine teaching optimization problem. To solve the machine teaching optimization problem, we use a deep learning approximation method which simulates learners in the environment and learns to predict how feedback affects the learner's internal states. What do people assume about a learner's learning and discount rates when they teach them an idealized exploration-exploitation task? In a behavioral experiment, we find that people can teach the task to Q-learners in a relatively efficient and effective manner when the learner uses a small value for its discounting rate and a large value for its learning rate. However, they still are suboptimal. We also find that providing people with real-time updates of how possible feedback would affect the Q-learner's internal states weakly helps them teach. Our results reveal how people teach using evaluative feedback and provide guidance for how engineers should design machine agents in a manner that is intuitive for people.Comment: 21 pages, 4 figure

    Inverse Density as an Inverse Problem: The Fredholm Equation Approach

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    In this paper we address the problem of estimating the ratio qp\frac{q}{p} where pp is a density function and qq is another density, or, more generally an arbitrary function. Knowing or approximating this ratio is needed in various problems of inference and integration, in particular, when one needs to average a function with respect to one probability distribution, given a sample from another. It is often referred as {\it importance sampling} in statistical inference and is also closely related to the problem of {\it covariate shift} in transfer learning as well as to various MCMC methods. It may also be useful for separating the underlying geometry of a space, say a manifold, from the density function defined on it. Our approach is based on reformulating the problem of estimating qp\frac{q}{p} as an inverse problem in terms of an integral operator corresponding to a kernel, and thus reducing it to an integral equation, known as the Fredholm problem of the first kind. This formulation, combined with the techniques of regularization and kernel methods, leads to a principled kernel-based framework for constructing algorithms and for analyzing them theoretically. The resulting family of algorithms (FIRE, for Fredholm Inverse Regularized Estimator) is flexible, simple and easy to implement. We provide detailed theoretical analysis including concentration bounds and convergence rates for the Gaussian kernel in the case of densities defined on Rd\R^d, compact domains in Rd\R^d and smooth dd-dimensional sub-manifolds of the Euclidean space. We also show experimental results including applications to classification and semi-supervised learning within the covariate shift framework and demonstrate some encouraging experimental comparisons. We also show how the parameters of our algorithms can be chosen in a completely unsupervised manner.Comment: Fixing a few typos in last versio
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