A deep learning approach to reinforcement learning led to a general learner able to train on visual input to play a variety of arcade games at the human and superhuman levels. Its creators at the Google DeepMind's team called the approach: Deep Q-Network (DQN). We present an extension of DQN by "soft" and "hard" attention mechanisms. Tests of the proposed Deep Attention Recurrent Q-Network (DARQN) algorithm on multiple Atari 2600 games show level of performance superior to that of DQN. Moreover, built-in attention mechanisms allow a direct online monitoring of the training process by highlighting the regions of the game screen the agent is focusing on when making decisions.
Inspired by recent work in machine translation and object detection, we introduce an attention based model that automatically learns to describe the content of images. We describe how we can train this model in a deterministic manner using standard backpropagation techniques and stochastically by maximizing a variational lower bound. We also show through visualization how the model is able to automatically learn to fix its gaze on salient objects while generating the corresponding words in the output sequence. We validate the use of attention with state-of-the-art performance on three benchmark datasets: Flickr8k, Flickr30k and MS COCO.  Neural machine translation is a recently proposed approach to machine translation. Unlike the traditional statistical machine translation, the neural machine translation aims at building a single neural network that can be jointly tuned to maximize the translation performance. The models proposed recently for neural machine translation often belong to a family of encoder-decoders and consists of an encoder that encodes a source sentence into a fixed-length vector from which a decoder generates a translation. In this paper, we conjecture that the use of a fixed-length vector is a bottleneck in improving the performance of this basic encoder-decoder architecture, and propose to extend this by allowing a model to automatically (soft-)search for parts of a source sentence that are relevant to predicting a target word, without having to form these parts as a hard segment explicitly. With this new approach, we achieve a translation performance comparable to the existing state-of-the-art phrase-based system on the task of English-to-French translation. Furthermore, qualitative analysis reveals that the (soft-)alignments found by the model agree well with our intuition. We discuss an attentional model for simultaneous object tracking and recognition that is driven by gaze data. Motivated by theories of perception, the model consists of two interacting pathways, identity and control, intended to mirror the what and where pathways in neuroscience models. The identity pathway models object appearance and performs classification using deep (factored)-restricted Boltzmann machines. At each point in time, the observations consist of foveated images, with decaying resolution toward the periphery of the gaze. The control pathway models the location, orientation, scale, and speed of the attended object. The posterior distribution of these states is estimated with particle filtering. Deeper in the control pathway, we encounter an attentional mechanism that learns to select gazes so as to minimize tracking uncertainty. Unlike in our previous work, we introduce gaze selection strategies that operate in the presence of partial information and on a continuous action space. We show that a straightforward extension of the existing approach to the partial information setting results in poor performance, and we propose an alternative method based on modeling the reward surface as a gaussian process. This approach gives good performance in the presence of partial information and allows us to expand the action space from a small, discrete set of fixation points to a continuous domain.