7,236 research outputs found

    Reinforcement Learning for Bandit Neural Machine Translation with Simulated Human Feedback

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    Machine translation is a natural candidate problem for reinforcement learning from human feedback: users provide quick, dirty ratings on candidate translations to guide a system to improve. Yet, current neural machine translation training focuses on expensive human-generated reference translations. We describe a reinforcement learning algorithm that improves neural machine translation systems from simulated human feedback. Our algorithm combines the advantage actor-critic algorithm (Mnih et al., 2016) with the attention-based neural encoder-decoder architecture (Luong et al., 2015). This algorithm (a) is well-designed for problems with a large action space and delayed rewards, (b) effectively optimizes traditional corpus-level machine translation metrics, and (c) is robust to skewed, high-variance, granular feedback modeled after actual human behaviors.Comment: 11 pages, 5 figures, In Proceedings of Empirical Methods in Natural Language Processing (EMNLP) 201

    Incorporating Behavioral Constraints in Online AI Systems

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    AI systems that learn through reward feedback about the actions they take are increasingly deployed in domains that have significant impact on our daily life. However, in many cases the online rewards should not be the only guiding criteria, as there are additional constraints and/or priorities imposed by regulations, values, preferences, or ethical principles. We detail a novel online agent that learns a set of behavioral constraints by observation and uses these learned constraints as a guide when making decisions in an online setting while still being reactive to reward feedback. To define this agent, we propose to adopt a novel extension to the classical contextual multi-armed bandit setting and we provide a new algorithm called Behavior Constrained Thompson Sampling (BCTS) that allows for online learning while obeying exogenous constraints. Our agent learns a constrained policy that implements the observed behavioral constraints demonstrated by a teacher agent, and then uses this constrained policy to guide the reward-based online exploration and exploitation. We characterize the upper bound on the expected regret of the contextual bandit algorithm that underlies our agent and provide a case study with real world data in two application domains. Our experiments show that the designed agent is able to act within the set of behavior constraints without significantly degrading its overall reward performance.Comment: 9 pages, 6 figure

    Bandit Models of Human Behavior: Reward Processing in Mental Disorders

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    Drawing an inspiration from behavioral studies of human decision making, we propose here a general parametric framework for multi-armed bandit problem, which extends the standard Thompson Sampling approach to incorporate reward processing biases associated with several neurological and psychiatric conditions, including Parkinson's and Alzheimer's diseases, attention-deficit/hyperactivity disorder (ADHD), addiction, and chronic pain. We demonstrate empirically that the proposed parametric approach can often outperform the baseline Thompson Sampling on a variety of datasets. Moreover, from the behavioral modeling perspective, our parametric framework can be viewed as a first step towards a unifying computational model capturing reward processing abnormalities across multiple mental conditions.Comment: Conference on Artificial General Intelligence, AGI-1

    Freshness-Aware Thompson Sampling

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    To follow the dynamicity of the user's content, researchers have recently started to model interactions between users and the Context-Aware Recommender Systems (CARS) as a bandit problem where the system needs to deal with exploration and exploitation dilemma. In this sense, we propose to study the freshness of the user's content in CARS through the bandit problem. We introduce in this paper an algorithm named Freshness-Aware Thompson Sampling (FA-TS) that manages the recommendation of fresh document according to the user's risk of the situation. The intensive evaluation and the detailed analysis of the experimental results reveals several important discoveries in the exploration/exploitation (exr/exp) behaviour.Comment: 21st International Conference on Neural Information Processing. arXiv admin note: text overlap with arXiv:1409.772

    Delay and Cooperation in Nonstochastic Bandits

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    We study networks of communicating learning agents that cooperate to solve a common nonstochastic bandit problem. Agents use an underlying communication network to get messages about actions selected by other agents, and drop messages that took more than dd hops to arrive, where dd is a delay parameter. We introduce \textsc{Exp3-Coop}, a cooperative version of the {\sc Exp3} algorithm and prove that with KK actions and NN agents the average per-agent regret after TT rounds is at most of order (d+1+KNαd)(TlnK)\sqrt{\bigl(d+1 + \tfrac{K}{N}\alpha_{\le d}\bigr)(T\ln K)}, where αd\alpha_{\le d} is the independence number of the dd-th power of the connected communication graph GG. We then show that for any connected graph, for d=Kd=\sqrt{K} the regret bound is K1/4TK^{1/4}\sqrt{T}, strictly better than the minimax regret KT\sqrt{KT} for noncooperating agents. More informed choices of dd lead to bounds which are arbitrarily close to the full information minimax regret TlnK\sqrt{T\ln K} when GG is dense. When GG has sparse components, we show that a variant of \textsc{Exp3-Coop}, allowing agents to choose their parameters according to their centrality in GG, strictly improves the regret. Finally, as a by-product of our analysis, we provide the first characterization of the minimax regret for bandit learning with delay.Comment: 30 page
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