63,451 research outputs found

    Deep Reinforcement Learning for Join Order Enumeration

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    Join order selection plays a significant role in query performance. However, modern query optimizers typically employ static join enumeration algorithms that do not receive any feedback about the quality of the resulting plan. Hence, optimizers often repeatedly choose the same bad plan, as they do not have a mechanism for "learning from their mistakes". In this paper, we argue that existing deep reinforcement learning techniques can be applied to address this challenge. These techniques, powered by artificial neural networks, can automatically improve decision making by incorporating feedback from their successes and failures. Towards this goal, we present ReJOIN, a proof-of-concept join enumerator, and present preliminary results indicating that ReJOIN can match or outperform the PostgreSQL optimizer in terms of plan quality and join enumeration efficiency

    Sampled Policy Gradient for Learning to Play the Game Agar.io

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    In this paper, a new offline actor-critic learning algorithm is introduced: Sampled Policy Gradient (SPG). SPG samples in the action space to calculate an approximated policy gradient by using the critic to evaluate the samples. This sampling allows SPG to search the action-Q-value space more globally than deterministic policy gradient (DPG), enabling it to theoretically avoid more local optima. SPG is compared to Q-learning and the actor-critic algorithms CACLA and DPG in a pellet collection task and a self play environment in the game Agar.io. The online game Agar.io has become massively popular on the internet due to intuitive game design and the ability to instantly compete against players around the world. From the point of view of artificial intelligence this game is also very intriguing: The game has a continuous input and action space and allows to have diverse agents with complex strategies compete against each other. The experimental results show that Q-Learning and CACLA outperform a pre-programmed greedy bot in the pellet collection task, but all algorithms fail to outperform this bot in a fighting scenario. The SPG algorithm is analyzed to have great extendability through offline exploration and it matches DPG in performance even in its basic form without extensive sampling

    Short-term plasticity as cause-effect hypothesis testing in distal reward learning

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    Asynchrony, overlaps and delays in sensory-motor signals introduce ambiguity as to which stimuli, actions, and rewards are causally related. Only the repetition of reward episodes helps distinguish true cause-effect relationships from coincidental occurrences. In the model proposed here, a novel plasticity rule employs short and long-term changes to evaluate hypotheses on cause-effect relationships. Transient weights represent hypotheses that are consolidated in long-term memory only when they consistently predict or cause future rewards. The main objective of the model is to preserve existing network topologies when learning with ambiguous information flows. Learning is also improved by biasing the exploration of the stimulus-response space towards actions that in the past occurred before rewards. The model indicates under which conditions beliefs can be consolidated in long-term memory, it suggests a solution to the plasticity-stability dilemma, and proposes an interpretation of the role of short-term plasticity.Comment: Biological Cybernetics, September 201

    Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates

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    In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest results have been obtained when policies are trained to mimic the search behaviour of MCTS by minimising a cross-entropy loss. Because MCTS, by design, includes an element of exploration, policies trained in this manner are also likely to exhibit a similar extent of exploration. In this paper, we are interested in learning policies for a project with future goals including the extraction of interpretable strategies, rather than state-of-the-art game-playing performance. For these goals, we argue that such an extent of exploration is undesirable, and we propose a novel objective function for training policies that are not exploratory. We derive a policy gradient expression for maximising this objective function, which can be estimated using MCTS value estimates, rather than MCTS visit counts. We empirically evaluate various properties of resulting policies, in a variety of board games.Comment: Accepted at the IEEE Conference on Games (CoG) 201
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