56 research outputs found
Improving exploration in reinforcement learning with temporally correlated stochasticity
Reinforcement learning is a useful ap-proach to solve machine learning problems by self-exploration when training samples are not provided.However, researchers usually ignore the importance ofthe choice of exploration noise. In this paper, I showthat temporally self-correlated exploration stochastic-ity, generated by Ornstein-Uhlenbeck process, can sig-nificantly enhance the performance of reinforcementlearning tasks by improving exploration
Self-organization of action hierarchy and compositionality by reinforcement learning with recurrent neural networks
Recurrent neural networks (RNNs) for reinforcement learning (RL) have shown
distinct advantages, e.g., solving memory-dependent tasks and meta-learning.
However, little effort has been spent on improving RNN architectures and on
understanding the underlying neural mechanisms for performance gain. In this
paper, we propose a novel, multiple-timescale, stochastic RNN for RL. Empirical
results show that the network can autonomously learn to abstract sub-goals and
can self-develop an action hierarchy using internal dynamics in a challenging
continuous control task. Furthermore, we show that the self-developed
compositionality of the network enhances faster re-learning when adapting to a
new task that is a re-composition of previously learned sub-goals, than when
starting from scratch. We also found that improved performance can be achieved
when neural activities are subject to stochastic rather than deterministic
dynamics
Self-Organization of Action Hierarchy and Inferring Latent States in Deep Reinforcement Learning with Stochastic Recurrent Neural Networks
The thesis aims to advance cognitive decision-making and motor control using reinforcement learning (RL) with stochastic recurrent neural networks (RNNs). RL is a computational framework to train an agent, such as a robot, to select the actions that maximize immediate or future rewards. Recently, RL has undergone rapid development by introducing artificial neural networks as function approximators. RL using neural networks, also known as deep RL, have shown super-human performance on a wide range of virtual and real-world tasks, such as games, robotic control, and manipulating nuclear fusion devices. There would not be such a success without the efforts of numerous researchers who developed and improved the deep RL algorithms. In particular, most of the works focus on designing or revising the RL objective functions by mathematical analysis and heuristic ideas. While the well-formulated loss functions are critical to the RL performance, relatively fewer efforts have been paid to developing and improving the architecture of the neural network models used in deep RL. The thesis discusses the benefits of using novel network architectures for deep RL. In particular, the thesis includes two of the authors’ original studies about developing novel stochastic RNN architectures for RL in partially observable environments. The first work proposes a novel, multiple-level, stochastic RNN model for solving tasks that require hierarchical control. It is shown that an action hierarchy, characterized by consistent representation for abstracted sub-goals in the higher level, self-develops during the learning in several challenging continuous robotic control tasks. The emerged action hierarchy is also observed to enable faster relearning when the sub-goals are recomposed. The second work introduces a variational RNN model for predicting state transitions in continuous robotic control tasks in which the environmental state is partially observable. By predicting subsequent observations, the models learn to represent the underlying states of the environment that are indispensable but not observable. A corresponding algorithm is proposed to facilitate efficient learning in partially observable environments. The proposed studies suggest that the performance of RL agents can be improved by adequate usage of stochastic RNNs structures, which provides novel insights for designing better model architectures for future deep RL studies.Okinawa Institute of Science and Technology Graduate Universit
Variational Recurrent Models for Solving Partially Observable Control Tasks
In partially observable (PO) environments, deep reinforcement learning (RL)
agents often suffer from unsatisfactory performance, since two problems need to
be tackled together: how to extract information from the raw observations to
solve the task, and how to improve the policy. In this study, we propose an RL
algorithm for solving PO tasks. Our method comprises two parts: a variational
recurrent model (VRM) for modeling the environment, and an RL controller that
has access to both the environment and the VRM. The proposed algorithm was
tested in two types of PO robotic control tasks, those in which either
coordinates or velocities were not observable and those that require long-term
memorization. Our experiments show that the proposed algorithm achieved better
data efficiency and/or learned more optimal policy than other alternative
approaches in tasks in which unobserved states cannot be inferred from raw
observations in a simple manner.Comment: Published as a conference paper at the Eighth International
Conference on Learning Representations (ICLR 2020
Energy-Efficient Visual Search by Eye Movement and Low-Latency Spiking Neural Network
Human vision incorporates non-uniform resolution retina, efficient eye
movement strategy, and spiking neural network (SNN) to balance the requirements
in visual field size, visual resolution, energy cost, and inference latency.
These properties have inspired interest in developing human-like computer
vision. However, existing models haven't fully incorporated the three features
of human vision, and their learned eye movement strategies haven't been
compared with human's strategy, making the models' behavior difficult to
interpret. Here, we carry out experiments to examine human visual search
behaviors and establish the first SNN-based visual search model. The model
combines an artificial retina with spiking feature extraction, memory, and
saccade decision modules, and it employs population coding for fast and
efficient saccade decisions. The model can learn either a human-like or a
near-optimal fixation strategy, outperform humans in search speed and accuracy,
and achieve high energy efficiency through short saccade decision latency and
sparse activation. It also suggests that the human search strategy is
suboptimal in terms of search speed. Our work connects modeling of vision in
neuroscience and machine learning and sheds light on developing more
energy-efficient computer vision algorithms
Habits and goals in synergy: a variational Bayesian framework for behavior
How to behave efficiently and flexibly is a central problem for understanding
biological agents and creating intelligent embodied AI. It has been well known
that behavior can be classified as two types: reward-maximizing habitual
behavior, which is fast while inflexible; and goal-directed behavior, which is
flexible while slow. Conventionally, habitual and goal-directed behaviors are
considered handled by two distinct systems in the brain. Here, we propose to
bridge the gap between the two behaviors, drawing on the principles of
variational Bayesian theory. We incorporate both behaviors in one framework by
introducing a Bayesian latent variable called "intention". The habitual
behavior is generated by using prior distribution of intention, which is
goal-less; and the goal-directed behavior is generated by the posterior
distribution of intention, which is conditioned on the goal. Building on this
idea, we present a novel Bayesian framework for modeling behaviors. Our
proposed framework enables skill sharing between the two kinds of behaviors,
and by leveraging the idea of predictive coding, it enables an agent to
seamlessly generalize from habitual to goal-directed behavior without requiring
additional training. The proposed framework suggests a fresh perspective for
cognitive science and embodied AI, highlighting the potential for greater
integration between habitual and goal-directed behaviors
Variational Recurrent Models for Solving Partially Observable Control Tasks
In partially observable (PO) environments, deep reinforcement learning (RL) agents often suffer from unsatisfactory performance, since two problems need to be tackled together: how to extract information from the raw observations to solve the task, and how to improve the policy. In this study, we propose an RL algorithm for solving PO tasks. Our method comprises two parts: a variational recurrent model (VRM) for modeling the environment, and an RL controller that has access to both the environment and the VRM. The proposed algorithm was tested in two types of PO robotic control tasks, those in which either coordinates or velocities were not observable and those that require long-term memorization. Our experiments show that the proposed algorithm achieved better data efficiency and/or learned more optimal policy than other alternative approaches in tasks in which unobserved states cannot be inferred from raw observations in a simple manner
- …