Experience replay is an important technique for addressing sample-inefficiency in deep reinforcement learning (RL), but faces difficulty in learning from binary and sparse rewards due to disproportionately few successful experiences in the replay buffer. Hindsight experience replay (HER) was recently proposed to tackle this difficulty by manipulating unsuccessful transitions, but in doing so, HER introduces a significant bias in the replay buffer experiences and therefore achieves a suboptimal improvement in sample-efficiency. In this paper, we present an analysis on the source of bias in HER, and propose a simple and effective method to counter the bias, to most effectively harness the sample-efficiency provided by HER. Our method, motivated by counter-factual reasoning and called ARCHER, extends HER with a trade-off to make rewards calculated for hindsight experiences numerically greater than real rewards. We validate our algorithm on two continuous control environments from DeepMind Control Suite - Reacher and Finger, which simulate manipulation tasks with a robotic arm - in combination with various reward functions, task complexities and goal sampling strategies. Our experiments consistently demonstrate that countering bias using more aggressive hindsight rewards increases sample efficiency, thus establishing the greater benefit of ARCHER in RL applications with limited computing budget.
(ER), first introduced in @cite_18 , is a crucial component to stabilize convergence in off-policy deep RL networks, as demonstrated by the successful Deep Q-Network @cite_8 algorithm. ER dissects episodes into experience quadruples of the form @math , where the elements represent current state, action, next state and reward respectively. The experiences are stored in a collective database termed as , from where they undergo uniform random sampling to form minibatches for training the RL networks. In addition to allowing for temporal independence in the training set, this approach enables the reuse of past experiences, as any single experience may be sampled multiple times, and hence increases sample-efficiency.
@cite_18 @cite_8
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In this paper, we propose to use deep policy networks which are trained with an advantage actor-critic method for statistically optimised dialogue systems. First, we show that, on summary state and action spaces, deep Reinforcement Learning (RL) outperforms Gaussian Processes methods. Summary state and action spaces lead to good performance but require pre-engineering effort, RL knowledge, and domain expertise. In order to remove the need to define such summary spaces, we show that deep RL can also be trained efficiently on the original state and action spaces. Dialogue systems based on partially observable Markov decision processes are known to require many dialogues to train, which makes them unappealing for practical deployment. We show that a deep RL method based on an actor-critic architecture can exploit a small amount of data very efficiently. Indeed, with only a few hundred dialogues collected with a handcrafted policy, the actor-critic deep learner is considerably bootstrapped from a combination of supervised and batch RL. In addition, convergence to an optimal policy is significantly sped up compared to other deep RL methods initialized on the data with batch RL. All experiments are performed on a restaurant domain derived from the Dialogue State Tracking Challenge 2 (DSTC2) dataset. Deep reinforcement learning (RL) methods have significant potential for dialogue policy optimisation. However, they suffer from a poor performance in the early stages of learning. This is especially problematic for on-line learning with real users. Two approaches are introduced to tackle this problem. Firstly, to speed up the learning process, two sample-efficient neural networks algorithms: trust region actor-critic with experience replay (TRACER) and episodic natural actor-critic with experience replay (eNACER) are presented. For TRACER, the trust region helps to control the learning step size and avoid catastrophic model changes. For eNACER, the natural gradient identifies the steepest ascent direction in policy space to speed up the convergence. Both models employ off-policy learning with experience replay to improve sample-efficiency. Secondly, to mitigate the cold start issue, a corpus of demonstration data is utilised to pre-train the models prior to on-line reinforcement learning. Combining these two approaches, we demonstrate a practical approach to learn deep RL-based dialogue policies and demonstrate their effectiveness in a task-oriented information seeking domain. Model-free deep reinforcement learning (RL) algorithms have been demonstrated on a range of challenging decision making and control tasks. However, these methods typically suffer from two major challenges: very high sample complexity and brittle convergence properties, which necessitate meticulous hyperparameter tuning. Both of these challenges severely limit the applicability of such methods to complex, real-world domains. In this paper, we propose soft actor-critic, an off-policy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy - that is, succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as either off-policy Q-learning, or on-policy policy gradient methods. By combining off-policy updates with a stable stochastic actor-critic formulation, our method achieves state-of-the-art performance on a range of continuous control benchmark tasks, outperforming prior on-policy and off-policy methods. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving very similar performance across different random seeds. We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL. We establish a new connection between value and policy based reinforcement learning (RL) based on a relationship between softmax temporal value consistency and policy optimality under entropy regularization. Specifically, we show that softmax consistent action values correspond to optimal entropy regularized policy probabilities along any action sequence, regardless of provenance. From this observation, we develop a new RL algorithm, Path Consistency Learning (PCL), that minimizes a notion of soft consistency error along multi-step action sequences extracted from both on- and off-policy traces. We examine the behavior of PCL in different scenarios and show that PCL can be interpreted as generalizing both actor-critic and Q-learning algorithms. We subsequently deepen the relationship by showing how a single model can be used to represent both a policy and the corresponding softmax state values, eliminating the need for a separate critic. The experimental evaluation demonstrates that PCL significantly outperforms strong actor-critic and Q-learning baselines across several benchmarks. An end-to-end real-time scene text localization and recognition method is presented. The real-time performance is achieved by posing the character detection problem as an efficient sequential selection from the set of Extremal Regions (ERs). The ER detector is robust to blur, illumination, color and texture variation and handles low-contrast text. In the first classification stage, the probability of each ER being a character is estimated using novel features calculated with O(1) complexity per region tested. Only ERs with locally maximal probability are selected for the second stage, where the classification is improved using more computationally expensive features. A highly efficient exhaustive search with feedback loops is then applied to group ERs into words and to select the most probable character segmentation. Finally, text is recognized in an OCR stage trained using synthetic fonts. The method was evaluated on two public datasets. On the ICDAR 2011 dataset, the method achieves state-of-the-art text localization results amongst published methods and it is the first one to report results for end-to-end text recognition. On the more challenging Street View Text dataset, the method achieves state-of-the-art recall. The robustness of the proposed method against noise and low contrast of characters is demonstrated by “false positives” caused by detected watermark text in the dataset. This paper introduces a novel technique for access by a cognitive Secondary User (SU) to a spectrum with an incumbent Primary User (PU), which uses Type-I Hybrid ARQ. The technique allows the SU to perform selective retransmissions of previously corrupted SU data packets. The temporal redundancy introduced by the primary ARQ protocol and by the selective SU retransmission process can be exploited by the SU receiver to perform Interference Cancellation (IC) over the entire interference pattern, thus creating a "clean" channel for the decoding of the concurrent message. The chain decoding technique, initiated by a successful decoding operation of a SU or PU message, consists in the iterative application of IC, as previously corrupted messages become decodable. Based on this scheme, we design an optimal policy that maximizes the SU throughput under a constraint on the average long-term PU throughput degradation. We show that the optimal policy can be found by first optimizing the SU access policy using a Markov Decision Process formulation, and then applying a chain decoding protocol defined by five basic rules. Such an approach enables a compact state representation of the protocol, and its efficient numerical optimization. Finally, we show by numerical results the throughput benefit of the proposed technique. To use deep reinforcement learning in the wild, we might hope for an agent that can avoid catastrophic mistakes. Unfortunately, even in simple environments, the popular deep Q-network (DQN) algorithm is doomed by a Sisyphean curse. Owing to the use of function approximation, these agents eventually forget experiences as they become exceedingly unlikely under a new policy. Consequently, for as long as they continue to train, DQNs may periodically relive catastrophic mistakes. Many real-world environments where people might be injured exhibit a special structure. We know a priori that catastrophes are not only bad, but that agents need not ever get near to a catastrophe state. In this paper, we exploit this structure to learn a reward-shaping that accelerates learning and guards oscillating policies against repeated catastrophes. First, we demonstrate unacceptable performance of DQNs on two toy problems. We then introduce intrinsic fear, a new method that mitigates these problems by avoiding dangerous states. Our approach incorporates a second model trained via supervised learning to predict the probability of catastrophe within a short number of steps. This score then acts to penalize the Q-learning objective, shaping the reward function away from catastrophic states. Deep reinforcement learning algorithms require large amounts of experience to learn an individual task. While in principle meta-reinforcement learning (meta-RL) algorithms enable agents to learn new skills from small amounts of experience, several major challenges preclude their practicality. Current methods rely heavily on on-policy experience, limiting their sample efficiency. The also lack mechanisms to reason about task uncertainty when adapting to new tasks, limiting their effectiveness in sparse reward problems. In this paper, we address these challenges by developing an off-policy meta-RL algorithm that disentangles task inference and control. In our approach, we perform online probabilistic filtering of latent task variables to infer how to solve a new task from small amounts of experience. This probabilistic interpretation enables posterior sampling for structured and efficient exploration. We demonstrate how to integrate these task variables with off-policy RL algorithms to achieve both meta-training and adaptation efficiency. Our method outperforms prior algorithms in sample efficiency by 20-100X as well as in asymptotic performance on several meta-RL benchmarks. Binary code learning, a.k.a. hashing, has been successfully applied to the approximate nearest neighbor search in large-scale image collections. The key challenge lies in reducing the quantization error from the original real-valued feature space to a discrete Hamming space. Recent advances in unsupervised hashing advocate the preservation of ranking information, which is achieved by constraining the binary code learning to be correlated with pairwise similarity. However, few unsupervised methods consider the preservation of ordinal relations in the learning process, which serves as a more basic cue to learn optimal binary codes. In this paper, we propose a novel hashing scheme, termed Ordinal Constraint Hashing (OCH), which embeds the ordinal relation among data points to preserve ranking into binary codes. The core idea is to construct an ordinal graph via tensor product, and then train the hash function over this graph to preserve the permutation relations among data points in the Hamming space. Subsequently, an in-depth acceleration scheme, termed Ordinal Constraint Projection (OCP), is introduced, which approximates the @math -pair ordinal graph by @math -pair anchor-based ordinal graph, and reduce the corresponding complexity from @math to @math ( @math ). Finally, to make the optimization tractable, we further relax the discrete constrains and design a customized stochastic gradient decent algorithm on the Stiefel manifold. Experimental results on serval large-scale benchmarks demonstrate that the proposed OCH method can achieve superior performance over the state-of-the-art approaches. This paper first provides a brief survey on existing traffic offloading techniques in wireless networks. Particularly as a case study, we put forward an online reinforcement learning framework for the problem of traffic offloading in a stochastic heterogeneous cellular network (HCN), where the time-varying traffic in the network can be offloaded to nearby small cells. Our aim is to minimize the total discounted energy consumption of the HCN while maintaining the quality-of-service (QoS) experienced by mobile users. For each cell (i.e., a macro cell or a small cell), the energy consumption is determined by its system load, which is coupled with system loads in other cells due to the sharing over a common frequency band. We model the energy-aware traffic offloading problem in such HCNs as a discrete-time Markov decision process (DTMDP). Based on the traffic observations and the traffic offloading operations, the network controller gradually optimizes the traffic offloading strategy with no prior knowledge of the DTMDP statistics. Such a model-free learning framework is important, particularly when the state space is huge. In order to solve the curse of dimensionality, we design a centralized @math -learning with compact state representation algorithm, which is named @math -learning. Moreover, a decentralized version of the @math -learning is developed based on the fact the macro base stations (BSs) can independently manage the operations of local small-cell BSs through making use of the global network state information obtained from the network controller. Simulations are conducted to show the effectiveness of the derived centralized and decentralized @math -learning algorithms in balancing the tradeoff between energy saving and QoS satisfaction. Many real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems. However, existing multi-agent RL methods typically scale poorly in the problem size. Therefore, a key challenge is to translate the success of deep learning on single-agent RL to the multi-agent setting. A major stumbling block is that independent Q-learning, the most popular multi-agent RL method, introduces nonstationarity that makes it incompatible with the experience replay memory on which deep Q-learning relies. This paper proposes two methods that address this problem: 1) using a multi-agent variant of importance sampling to naturally decay obsolete data and 2) conditioning each agent's value function on a fingerprint that disambiguates the age of the data sampled from the replay memory. Results on a challenging decentralised variant of StarCraft unit micromanagement confirm that these methods enable the successful combination of experience replay with multi-agent RL. This paper proposes a general method for improving the structure and quality of sequences generated by a recurrent neural network (RNN), while maintaining information originally learned from data, as well as sample diversity. An RNN is first pre-trained on data using maximum likelihood estimation (MLE), and the probability distribution over the next token in the sequence learned by this model is treated as a prior policy. Another RNN is then trained using reinforcement learning (RL) to generate higher-quality outputs that account for domain-specific incentives while retaining proximity to the prior policy of the MLE RNN. To formalize this objective, we derive novel off-policy RL methods for RNNs from KL-control. The effectiveness of the approach is demonstrated on two applications; 1) generating novel musical melodies, and 2) computational molecular generation. For both problems, we show that the proposed method improves the desired properties and structure of the generated sequences, while maintaining information learned from data. This paper proposes a general method for improving the structure and quality of sequences generated by a recurrent neural network (RNN), while maintaining information originally learned from data, as well as sample diversity. An RNN is first pre-trained on data using maximum likelihood estimation (MLE), and the probability distribution over the next token in the sequence learned by this model is treated as a prior policy. Another RNN is then trained using reinforcement learning (RL) to generate higher-quality outputs that account for domain-specific incentives while retaining proximity to the prior policy of the MLE RNN. To formalize this objective, we derive novel off-policy RL methods for RNNs from KL-control. The effectiveness of the approach is demonstrated on two applications; 1) generating novel musical melodies, and 2) computational molecular generation. For both problems, we show that the proposed method improves the desired properties and structure of the generated sequences, while maintaining information learned from data. Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulations demonstrate a considerable speedup and added robustness over vanilla DQN in text-based games with over a thousand discrete actions. We consider the problem of imitation learning where the examples, demonstrated by an expert, cover only a small part of a large state space. Inverse Reinforcement Learning (IRL) provides an ecient tool for generalizing the demonstration, based on the assumption that the expert is optimally acting in a Markov Decision Process (MDP). Most of the past work on IRL requires that a (near)optimal policy can be computed for dierent reward functions. However, this requirement can hardly be satised in systems with a large, or continuous, state space. In this paper, we propose a model-free IRL algorithm, where the relative entropy between the empirical distribution of the state-action trajectories under a baseline policy and their distribution under the learned policy is minimized by stochastic gradient descent. We compare this new approach to well-known IRL algorithms using learned MDP models. Empirical results on simulated car racing, gridworld and ball-in-a-cup problems show that our approach is able to learn good policies from a small number of demonstrations. Reinforcement Learning (RL) provides a promising new approach to systems performance management that differs radically from standard queuing-theoretic approaches making use of explicit system performance models. In principle, RL can automatically learn high-quality management policies without an explicit performance model or traffic model and with little or no built-in system specific knowledge. In our original work [1], [2], [3] we showed the feasibility of using online RL to learn resource valuation estimates (in lookup table form) which can be used to make high-quality server allocation decisions in a multi-application prototype Data Center scenario. The present work shows how to combine the strengths of both RL and queuing models in a hybrid approach in which RL trains offline on data collected while a queuing model policy controls the system. By training offline we avoid suffering potentially poor performance in live online training. We also now use RL to train nonlinear function approximators (e.g. multi-layer perceptrons) instead of lookup tables; this enables scaling to substantially larger state spaces. Our results now show that in both open-loop and closed-loop traffic, hybrid RL training can achieve significant performance improvements over a variety of initial model-based policies. We also find that, as expected, RL can deal effectively with both transients and switching delays, which lie outside the scope of traditional steady-state queuing theory. Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task. The video presenting our experiments is available at https: goo.gl SMrQnI. First, we expose the instance of ER with EM algorithm to integrate different models.We apply ER for HDPD to achieve major performance in terms of response time.Matching instance is compared with BFA, Koosh-TND and Packages-TND algorithms.After the integration, we work on real data and compare with FC, SCC and FD algorithms.Our method improves in terms of response and communication time with existing methods. Distributed computing is linked and equated to the industrial revolution. Its transformational nature is, however, associated with significant instances in the form of internet of thing operations. Entity resolution (ER) is a problem of matching and resolving records that represent the same real world entity. This is a long-standing challenge in distributed databases and information retrieval as a statistic. In a centralized approach, the problem of ER has not been scaled well as large amount of data need to be sent to a central node. In this paper, we present an algorithm which deals with heterogeneous distributed probabilistic data (HDPD) and also reduces processing time in a distributed environment. We propose two different approaches. First, we explore this instance with a matching (identification) problem to integrate different data models with expectation-maximization (EM) algorithm. Second, we apply ER methodology for HDPD to achieve major performance in terms of response time to produce the outcome. We validate HDPD through experiments over a 100-node cluster that records significant performance improvements over naive approaches. This paper is expected to provide insights in to database organizations and new technological development for the growth of distributed environment. Model-free deep reinforcement learning (RL) algorithms have been demonstrated on a range of challenging decision making and control tasks. However, these methods typically suffer from two major challenges: very high sample complexity and brittle convergence properties, which necessitate meticulous hyperparameter tuning. Both of these challenges severely limit the applicability of such methods to complex, real-world domains. In this paper, we propose soft actor-critic, an off-policy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy - that is, succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as Q-learning methods. By combining off-policy updates with a stable stochastic actor-critic formulation, our method achieves state-of-the-art performance on a range of continuous control benchmark tasks, outperforming prior on-policy and off-policy methods. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving very similar performance across different random seeds.