We identify a fundamental problem in policy gradient-based methods in continuous control. As policy gradient methods require the agent's underlying probability distribution, they limit policy representation to parametric distribution classes. We show that optimizing over such sets results in local movement in the action space and thus convergence to sub-optimal solutions. We suggest a novel distributional framework, able to represent arbitrary distribution functions over the continuous action space. Using this framework, we construct a generative scheme, trained using an off-policy actor-critic paradigm, which we call the Generative Actor Critic (GAC). Compared to policy gradient methods, GAC does not require knowledge of the underlying probability distribution, thereby overcoming these limitations. Empirical evaluation shows that our approach is comparable and often surpasses current state-of-the-art baselines in continuous domains.
Recent interest in distributional methods for RL has grown with the introduction of deep RL approaches for learning the distribution of the return. @cite_10 presented the C51-DQN which partitions the possible values @math into a fixed number of bins and estimates the p.d.f. of the return over this discrete set. @cite_0 extended this work by representing the c.d.f. using a fixed number of quantiles. Finally, @cite_2 extended the QR-DQN to represent the entire distribution using the Implicit Quantile Network (IQN). In addition to the empirical line of work, @cite_14 and @cite_7 have provided fundamental theoretical results for this framework.
@cite_14 @cite_7 @cite_0 @cite_2 @cite_10
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In this work, we build on recent advances in distributional reinforcement learning to give a generally applicable, flexible, and state-of-the-art distributional variant of DQN. We achieve this by using quantile regression to approximate the full quantile function for the state-action return distribution. By reparameterizing a distribution over the sample space, this yields an implicitly defined return distribution and gives rise to a large class of risk-sensitive policies. We demonstrate improved performance on the 57 Atari 2600 games in the ALE, and use our algorithm's implicitly defined distributions to study the effects of risk-sensitive policies in Atari games. where (an)n ENo is some sequence of nonnegative numbers, (Sn),nENo is the sequence of partial sums, S0 = 0, Sn = XflXk, of another sequence (Xk)kEN of i.i.d. random variables, and A c R is a fixed Borel set such as [0,1] or [0, oo). Examples of such convolution series are subordinated distributions (f=0Oan = 1) which arise as distributions of random sums, and harmonic and ordinary renewal measures (a0 = 0, an = 1 n for all n C N in the first, an = 1 for all n C NO in the second case). These examples are in turn essential for the analysis of the large time behaviour of diverse applied models such as branching and queueing processes, they are also of interest in connection with representation theorems such as the Levy representation of infinitely divisible distributions. A traditional approach to such problems is via regular variation: If the underlying random variables are nonnegative we can use Laplace transforms and the related Abelian and Tauberian theorems [see, e.g., Stam (1973) in the context of subordination and Feller (1971, XIV.3) in connection with renewal theory; Embrechts, Maejima, and Omey (1984) is a recent treatment of generalized renewal measures along these lines]. The approach of the present paper is based on the Wiener-Levy-Gel'fand theorem and has occasionally been called the Banach algebra method. In Gruibel (1983) we gave a new variant of this method for the special case of lattice distributions, showing that by using the appropriate Banach algebras of sequences, arbitrarily fine expansions are possible under certain assumptions on the higher-order differences of (P(X1 = n))fnEN. Here we give a corresponding treatment of nonlattice distributions. We restrict ourselves to an analogue of first-order differences and obtain a number of theorems which perhaps are described best as next-term results. To explain this let us consider a special case in more detail. Distributional approaches to value-based reinforcement learning model the entire distribution of returns, rather than just their expected values, and have recently been shown to yield state-of-the-art empirical performance. This was demonstrated by the recently proposed C51 algorithm, based on categorical distributional reinforcement learning (CDRL) [, 2017]. However, the theoretical properties of CDRL algorithms are not yet well understood. In this paper, we introduce a framework to analyse CDRL algorithms, establish the importance of the projected distributional Bellman operator in distributional RL, draw fundamental connections between CDRL and the Cram 'er distance, and give a proof of convergence for sample-based categorical distributional reinforcement learning algorithms. We devise a distributional variant of gradient temporal-difference (TD) learning. Distributional reinforcement learning has been demonstrated to outperform the regular one in the recent study . In the policy evaluation setting, we design two new algorithms called distributional GTD2 and distributional TDC using the Cram e r distance on the distributional version of the Bellman error objective function, which inherits advantages of both the nonlinear gradient TD algorithms and the distributional RL approach. In the control setting, we propose the distributional Greedy-GQ using the similar derivation. We prove the asymptotic almost-sure convergence of distributional GTD2 and TDC to a local optimal solution for general smooth function approximators, which includes neural networks that have been widely used in recent study to solve the real-life RL problems. In each step, the computational complexities of above three algorithms are linear w.r.t. the number of the parameters of the function approximator, thus can be implemented efficiently for neural networks. We present a universal estimator of the divergence D(P spl par Q) for two arbitrary continuous distributions P and Q satisfying certain regularity conditions. This algorithm, which observes independent and identically distributed (i.i.d.) samples from both P and Q, is based on the estimation of the Radon-Nikodym derivative dP dQ via a data-dependent partition of the observation space. Strong convergence of this estimator is proved with an empirically equivalent segmentation of the space. This basic estimator is further improved by adaptive partitioning schemes and by bias correction. The application of the algorithms to data with memory is also investigated. In the simulations, we compare our estimators with the direct plug-in estimator and estimators based on other partitioning approaches. Experimental results show that our methods achieve the best convergence performance in most of the tested cases. The advent of data science has spurred interest in estimating properties of distributions over large alphabets. Fundamental symmetric properties such as support size, support coverage, entropy, and proximity to uniformity, received most attention, with each property estimated using a different technique and often intricate analysis tools. We prove that for all these properties, a single, simple, plug-in estimator---profile maximum likelihood (PML)---performs as well as the best specialized techniques. This raises the possibility that PML may optimally estimate many other symmetric properties. We study digital-goods auctions for items in unlimited supply introduced by Goldberg, Hartline and Wright. Since no deterministic algorithms are competitive for this class of auctions, one of the central research issues is how to obtain a nice probabilistic distribution over truthful algorithms. In this paper, we introduce a rather systematic approach to this goal: Consider for example the Sampling Cost Share (SCS) auction. It is well known that SCS works well if the the current bid vector produces many winners against F(2), the standard benchmark algorithm for competitive analysis. In fact, its competitive ratio is approaching to 2.0 as k (= the number of F(2) winners) grows. On the other hand, its competitive ratio becomes as bad as 4.0 for k = 2. Our new approach is to develop a sequence of similar cost-share type algorithms, DCSk, which work well for small k. Now we choose a sufficiently large constant N and run DCS1, DCS2, ..., DCSN and SCS with probabilities p1, p2, ..., pN and q, respectively. It should be noted that we can use LP to obtain optimal p1, p2,..., pN and q. By this averaging method, we can improve the competitive ratio of SCS from 4.0 to 3.531 and that of the currently best Aggregated γ3 algorithm due to Hartline and McGrew from 3.243 to 3.119. Deep reinforcement learning (RL) algorithms have shown an impressive ability to learn complex control policies in high-dimensional environments. However, despite the ever-increasing performance on popular benchmarks such as the Arcade Learning Environment (ALE), policies learned by deep RL algorithms often struggle to generalize when evaluated in remarkably similar environments. In this paper, we assess the generalization capabilities of DQN, one of the most traditional deep RL algorithms in the field. We provide evidence suggesting that DQN overspecializes to the training environment. We comprehensively evaluate the impact of traditional regularization methods, @math -regularization and dropout, and of reusing the learned representations to improve the generalization capabilities of DQN. We perform this study using different game modes of Atari 2600 games, a recently introduced modification for the ALE which supports slight variations of the Atari 2600 games traditionally used for benchmarking. Despite regularization being largely underutilized in deep RL, we show that it can, in fact, help DQN learn more general features. These features can then be reused and fine-tuned on similar tasks, considerably improving the sample efficiency of DQN. Standard Reinforcement Learning (RL) aims to optimize decision-making rules in terms of the expected return. However, especially for risk-management purposes, other criteria such as the expected shortfall are sometimes preferred. Here, we describe a method of approximating the distribution of returns, which allows us to derive various kinds of information about the returns. We first show that the Bellman equation, which is a recursive formula for the expected return, can be extended to the cumulative return distribution. Then we derive a nonparametric return distribution estimator with particle smoothing based on this extended Bellman equation. A key aspect of the proposed algorithm is to represent the recursion relation in the extended Bellman equation by a simple replacement procedure of particles associated with a state by using those of the successor state. We show that our algorithm leads to a risk-sensitive RL paradigm. The usefulness of the proposed approach is demonstrated through numerical experiments. We observe a training set Q composed of l labeled samples (X sub 1 , spl theta sub 1 ),...,(X sub l , spl theta sub l ) and u unlabeled samples X sub 1 ',...,X sub u ' . The labels spl theta sub i are independent random variables satisfying Pr spl theta sub i =1 = spl eta , Pr spl theta sub i =2 =1- spl eta . The labeled observations X sub i are independently distributed with conditional density f sub spl theta i ( spl middot ) given spl theta sub i . Let (X sub 0 , spl theta sub 0 ) be a new sample, independently distributed as the samples in the training set. We observe X sub 0 and we wish to infer the classification spl theta sub 0 . In this paper we first assume that the distributions f sub 1 ( spl middot ) and f sub 2 ( spl middot ) are given and that the mixing parameter is unknown. We show that the relative value of labeled and unlabeled samples in reducing the risk of optimal classifiers is the ratio of the Fisher informations they carry about the parameter spl eta . We then assume that two densities g sub 1 ( spl middot ) and g sub 2 ( spl middot ) are given, but we do not know whether g sub 1 ( spl middot )=f sub 1 ( spl middot ) and g sub 2 ( spl middot )=f sub 2 ( spl middot ) or if the opposite holds, nor do we know spl eta . Thus the learning problem consists of both estimating the optimum partition of the observation space and assigning the classifications to the decision regions. Here, we show that labeled samples are necessary to construct a classification rule and that they are exponentially more valuable than unlabeled samples. Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN. Instability and variability of Deep Reinforcement Learning (DRL) algorithms tend to adversely affect their performance. Averaged-DQN is a simple extension to the DQN algorithm, based on averaging previously learned Q-values estimates, which leads to a more stable training procedure and improved performance by reducing approximation error variance in the target values. To understand the effect of the algorithm, we examine the source of value function estimation errors and provide an analytical comparison within a simplified model. We further present experiments on the Arcade Learning Environment benchmark that demonstrate significantly improved stability and performance due to the proposed extension. We propose in this paper a novel approach to tackle the problem of mode collapse encountered in generative adversarial network (GAN). Our idea is intuitive but proven to be very effective, especially in addressing some key limitations of GAN. In essence, it combines the Kullback-Leibler (KL) and reverse KL divergences into a unified objective function, thus it exploits the complementary statistical properties from these divergences to effectively diversify the estimated density in capturing multi-modes. We term our method dual discriminator generative adversarial nets (D2GAN) which, unlike GAN, has two discriminators; and together with a generator, it also has the analogy of a minimax game, wherein a discriminator rewards high scores for samples from data distribution whilst another discriminator, conversely, favoring data from the generator, and the generator produces data to fool both two discriminators. We develop theoretical analysis to show that, given the maximal discriminators, optimizing the generator of D2GAN reduces to minimizing both KL and reverse KL divergences between data distribution and the distribution induced from the data generated by the generator, hence effectively avoiding the mode collapsing problem. We conduct extensive experiments on synthetic and real-world large-scale datasets (MNIST, CIFAR-10, STL-10, ImageNet), where we have made our best effort to compare our D2GAN with the latest state-of-the-art GAN's variants in comprehensive qualitative and quantitative evaluations. The experimental results demonstrate the competitive and superior performance of our approach in generating good quality and diverse samples over baselines, and the capability of our method to scale up to ImageNet database. A novel probabilistic retrieval model is presented. It forms a basis to interpret the TF-IDF term weights as making relevance decisions. It simulates the local relevance decision-making for every location of a document, and combines all of these “local” relevance decisions as the “document-wide” relevance decision for the document. The significance of interpreting TF-IDF in this way is the potential to: (1) establish a unifying perspective about information retrieval as relevance decision-making; and (2) develop advanced TF-IDF-related term weights for future elaborate retrieval models. Our novel retrieval model is simplified to a basic ranking formula that directly corresponds to the TF-IDF term weights. In general, we show that the term-frequency factor of the ranking formula can be rendered into different term-frequency factors of existing retrieval systems. In the basic ranking formula, the remaining quantity - log p(rvt ∈ d) is interpreted as the probability of randomly picking a nonrelevant usage (denoted by r) of term t. Mathematically, we show that this quantity can be approximated by the inverse document-frequency (IDF). Empirically, we show that this quantity is related to IDF, using four reference TREC ad hoc retrieval data collections. Given a metric space (X,dX), c≥1, r>0, and p,q ≡ [0,1], a distribution over mappings H : X → N is called a (r,cr,p,q)-sensitive hash family if any two points in X at distance at most r are mapped by H to the same value with probability at least p, and any two points at distance greater than cr are mapped by H to the same value with probability at most q. This notion was introduced by Indyk and Motwani in 1998 as the basis for an efficient approximate nearest neighbor search algorithm, and has since been used extensively for this purpose. The performance of these algorithms is governed by the parameter ⊇=log(1 p) log(1 q), and constructing hash families with small ⊇ automatically yields improved nearest neighbor algorithms. Here we show that for X=l1 it is impossible to achieve ⊇ ≤ 1 2c. This almost matches the construction of Indyk and Motwani which achieves ⊇ ≤ 1 c. We present the first massively distributed architecture for deep reinforcement learning. This architecture uses four main components: parallel actors that generate new behaviour; parallel learners that are trained from stored experience; a distributed neural network to represent the value function or behaviour policy; and a distributed store of experience. We used our architecture to implement the Deep Q-Network algorithm (DQN). Our distributed algorithm was applied to 49 games from Atari 2600 games from the Arcade Learning Environment, using identical hyperparameters. Our performance surpassed non-distributed DQN in 41 of the 49 games and also reduced the wall-time required to achieve these results by an order of magnitude on most games. Recent approaches to Reinforcement Learning (RL) with function approximation include Neural Fitted Q Iteration and the use of Gaussian Processes. They belong to the class of fitted value iteration algorithms, which use a set of support points to fit the value-function in a batch iterative process. These techniques make efficient use of a reduced number of samples by reusing them as needed, and are appropriate for applications where the cost of experiencing a new sample is higher than storing and reusing it, but this is at the expense of increasing the computational effort, since these algorithms are not incremental. On the other hand, non-parametric models for function approximation, like Gaussian Processes, are preferred against parametric ones, due to their greater flexibility. A further advantage of using Gaussian Processes for function approximation is that they allow to quantify the uncertainty of the estimation at each point. In this paper, we propose a new approach for RL in continuous domains based on Probability Density Estimations. Our method combines the best features of the previous methods: it is non-parametric and provides an estimation of the variance of the approximated function at any point of the domain. In addition, our method is simple, incremental, and computationally efficient. All these features make this approach more appealing than Gaussian Processes and fitted value iteration algorithms in general. The problem of finding a meaningful measure of the "common information" or "common randomness' of two discrete dependent random variables X,Y is studied. The quantity C(X; Y) is defined as the minimum possible value of I(X, Y; W) where the minimum is taken over all distributions defining an auxiliary random variable W W , a finite set, such that X, Y are conditionally independent given W . The main result of the paper is contained in two theorems which show that C(X; Y) is i) the minimum R_0 such that a sequence of independent copies of (X,Y) can be efficiently encoded into three binary streams W_0, W_1,W_2 with rates R_0,R_1,R_2 , respectively, [ R_i = H(X, Y)] and X recovered from (W_0, W_1) , and Y recovered from (W_0, W_2) , i.e., W_0 is the common stream; ii) the minimum binary rate R of the common input to independent processors that generate an approximation to X,Y . We consider the following basic learning task: given independent draws from an unknown distribution over a discrete support, output an approximation of the distribution that is as accurate as possible in L1 distance (equivalently, total variation distance, or "statistical distance"). Perhaps surprisingly, it is often possible to "de-noise" the empirical distribution of the samples to return an approximation of the true distribution that is significantly more accurate than the empirical distribution, without relying on any prior assumptions on the distribution. We present an instance optimal learning algorithm which optimally performs this de-noising for every distribution for which such a de-noising is possible. More formally, given n independent draws from a distribution p, our algorithm returns a labelled vector whose expected distance from p is equal to the minimum possible expected error that could be obtained by any algorithm, even one that is given the true unlabeled vector of probabilities of distribution p and simply needs to assign labels---up to an additive subconstant term that is independent of p and goes to zero as n gets large. This somewhat surprising result has several conceptual implications, including the fact that, for any large sample from a distribution over discrete support, prior knowledge of the rates of decay of the tails of the distribution (e.g. power-law type assumptions) is not significantly helpful for the task of learning the distribution. As a consequence of our techniques, we also show that given a set of n samples from an arbitrary distribution, one can accurately estimate the expected number of distinct elements that will be observed in a sample of any size up to n log n. This sort of extrapolation is practically relevant, particularly to domains such as genomics where it is important to understand how much more might be discovered given larger sample sizes, and we are optimistic that our approach is practically viable. Traditional generative adversarial networks (GAN) and many of its variants are trained by minimizing the KL or JS-divergence loss that measures how close the generated data distribution is from the true data distribution. A recent advance called the WGAN based on Wasserstein distance can improve on the KL and JS-divergence based GANs, and alleviate the gradient vanishing, instability, and mode collapse issues that are common in the GAN training. In this work, we aim at improving on the WGAN by first generalizing its discriminator loss to a margin-based one, which leads to a better discriminator, and in turn a better generator, and then carrying out a progressive training paradigm involving multiple GANs to contribute to the maximum margin ranking loss so that the GAN at later stages will improve upon early stages. We call this method Gang of GANs (GoGAN). We have shown theoretically that the proposed GoGAN can reduce the gap between the true data distribution and the generated data distribution by at least half in an optimally trained WGAN. We have also proposed a new way of measuring GAN quality which is based on image completion tasks. We have evaluated our method on four visual datasets: CelebA, LSUN Bedroom, CIFAR-10, and 50K-SSFF, and have seen both visual and quantitative improvement over baseline WGAN.