In unsupervised data generation tasks, besides the generation of a sample based on previous observations, one would often like to give hints to the model in order to bias the generation towards desirable metrics. We propose a method that combines Generative Adversarial Networks (GANs) and reinforcement learning (RL) in order to accomplish exactly that. While RL biases the data generation process towards arbitrary metrics, the GAN component of the reward function ensures that the model still remembers information learned from data. We build upon previous results that incorporated GANs and RL in order to generate sequence data and test this model in several settings for the generation of molecules encoded as text sequences (SMILES) and in the context of music generation, showing for each case that we can effectively bias the generation process towards desired metrics.
Previous work has relied on specific modifications of the objective function to reach the desired properties. For example, @cite_10 introduce penalties to unrealistic sequences, in absence of which RL can easily get stuck around local maxima which can be very far from the global maximum reward. Related applications by @cite_15 and @cite_6 apply reinforcement learning to sequence generation in a NLP setting.
@cite_15 @cite_10 @cite_6
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In unsupervised data generation tasks, besides the generation of a sample based on previous observations, one would often like to give hints to the model in order to bias the generation towards desirable metrics. We propose a method that combines Generative Adversarial Networks (GANs) and reinforcement learning (RL) in order to accomplish exactly that. While RL biases the data generation process towards arbitrary metrics, the GAN component of the reward function ensures that the model still remembers information learned from data. We build upon previous results that incorporated GANs and RL in order to generate sequence data and test this model in several settings for the generation of molecules encoded as text sequences (SMILES) and in the context of music generation, showing for each case that we can effectively bias the generation process towards desired metrics. As a new way of training generative models, Generative Adversarial Net (GAN) that uses a discriminative model to guide the training of the generative model has enjoyed considerable success in generating real-valued data. However, it has limitations when the goal is for generating sequences of discrete tokens. A major reason lies in that the discrete outputs from the generative model make it difficult to pass the gradient update from the discriminative model to the generative model. Also, the discriminative model can only assess a complete sequence, while for a partially generated sequence, it is nontrivial to balance its current score and the future one once the entire sequence has been generated. In this paper, we propose a sequence generation framework, called SeqGAN, to solve the problems. Modeling the data generator as a stochastic policy in reinforcement learning (RL), SeqGAN bypasses the generator differentiation problem by directly performing gradient policy update. The RL reward signal comes from the GAN discriminator judged on a complete sequence, and is passed back to the intermediate state-action steps using Monte Carlo search. Extensive experiments on synthetic data and real-world tasks demonstrate significant improvements over strong baselines. As a new way of training generative models, Generative Adversarial Nets (GAN) that uses a discriminative model to guide the training of the generative model has enjoyed considerable success in generating real-valued data. However, it has limitations when the goal is for generating sequences of discrete tokens. A major reason lies in that the discrete outputs from the generative model make it difficult to pass the gradient update from the discriminative model to the generative model. Also, the discriminative model can only assess a complete sequence, while for a partially generated sequence, it is non-trivial to balance its current score and the future one once the entire sequence has been generated. In this paper, we propose a sequence generation framework, called SeqGAN, to solve the problems. Modeling the data generator as a stochastic policy in reinforcement learning (RL), SeqGAN bypasses the generator differentiation problem by directly performing gradient policy update. The RL reward signal comes from the GAN discriminator judged on a complete sequence, and is passed back to the intermediate state-action steps using Monte Carlo search. Extensive experiments on synthetic data and real-world tasks demonstrate significant improvements over strong baselines. This paper presents a novel form of policy gradient for model-free reinforcement learning (RL) with improved exploration properties. Current policy-based methods use entropy regularization to encourage undirected exploration of the reward landscape, which is ineffective in high dimensional spaces with sparse rewards. We propose a more directed exploration strategy that promotes exploration of under-appreciated reward regions. An action sequence is considered under-appreciated if its log-probability under the current policy under-estimates its resulting reward. The proposed exploration strategy is easy to implement, requiring small modifications to an implementation of the REINFORCE algorithm. We evaluate the approach on a set of algorithmic tasks that have long challenged RL methods. Our approach reduces hyper-parameter sensitivity and demonstrates significant improvements over baseline methods. Our algorithm successfully solves a benchmark multi-digit addition task and generalizes to long sequences. This is, to our knowledge, the first time that a pure RL method has solved addition using only reward feedback.