The move from hand-designed features to learned features in machine learning has been wildly successful. In spite of this, optimization algorithms are still designed by hand. In this paper we show how the design of an optimization algorithm can be cast as a learning problem, allowing the algorithm to learn to exploit structure in the problems of interest in an automatic way. Our learned algorithms, implemented by LSTMs, outperform generic, hand-designed competitors on the tasks for which they are trained, and also generalize well to new tasks with similar structure. We demonstrate this on a number of tasks, including simple convex problems, training neural networks, and styling images with neural art.
Full text: https://arxiv.org/abs/1606.04474
We present a novel deep recurrent neural network architecture that learns to build implicit plans in an end-to-end manner by purely interacting with an environment in reinforcement learning setting. The network builds an internal plan, which is continuously updated upon observation of the next input from the environment. It can also partition this internal representation into contiguous sub- sequences by learning for how long the plan can be committed to – i.e. followed without re-planing. Combining these properties, the proposed model, dubbed STRategic Attentive Writer (STRAW) can learn high-level, temporally abstracted macro- actions of varying lengths that are solely learnt from data without any prior information. These macro-actions enable both structured exploration and economic computation. We experimentally demonstrate that STRAW delivers strong improvements on several ATARI games by employing temporally extended planning strategies (e.g. Ms. Pacman and Frostbite). It is at the same time a general algorithm that can be applied on any sequence data. To that end, we also show that when trained on text prediction task, STRAW naturally predicts frequent n-grams (instead of macro-actions), demonstrating the generality of the approach.
Full text: https://arxiv.org/abs/1606.04695
We consider an agent’s uncertainty about its environment and the problem of generalizing this uncertainty across observations. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use sequential density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary sequential density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We transform these pseudo-counts into intrinsic rewards and obtain significantly improved exploration in a number of hard games, including the infamously difficult MONTEZUMA’S REVENGE.
Full text: https://arxiv.org/pdf/1606.01868v1.pdf
Bayesian optimisation has been successfully applied to a variety of reinforcement learning problems. However, the traditional approach for learning optimal policies in simulators does not utilise the opportunity to improve learning by adjusting certain environment variables – state features that are randomly determined by the environment in a physical setting but are controllable in a simulator. This paper considers the problem of finding an optimal policy while taking into account the impact of environment variables. We present the alternating optimisation and quadrature algorithm which uses Bayesian optimisation and Bayesian quadrature to address such settings and is robust to the presence of significant rare events, which may not be observable under random sampling but have a considerable impact on determining the optimal policy. Our experimental results show that our approach learns better and faster than existing methods.
Full text: http://arxiv.org/abs/1605.07496