This paper studies recommender systems with knowledge graphs, which can effectively address the problems of data sparsity and cold start. Recently, a variety of methods have been developed for this problem, which generally try to learn effective representations of users and items and then match items to users according to their representations. Though these methods have been shown quite effective, they lack good explanations, which are critical to recommender systems. In this paper, we take a different route and propose generating recommendations by finding meaningful paths from users to items. Specifically, we formulate the problem as a sequential decision process, where the target user is defined as the initial state, and the edges on the graphs are defined as actions. We shape the rewards according to existing state-of-the-art methods and then train a policy function with policy gradient methods. Experimental results on three real-world datasets show that our proposed method not only provides effective recommendations but also offers good explanations.
Sample inefficiency is a long-lasting problem in reinforcement learning (RL). The state-of-the-art estimates the optimal action values while it usually involves an extensive search over the state-action space and unstable optimization. Towards the sample-efficient RL, we propose ranking policy gradient (RPG), a policy gradient method that learns the optimal rank of a set of discrete actions. To accelerate the learning of policy gradient methods, we establish the equivalence between maximizing the lower bound of return and imitating a near-optimal policy without accessing any oracles. These results lead to a general off-policy learning framework, which preserves the optimality, reduces variance, and improves the sample-efficiency. Furthermore, the sample complexity of RPG does not depend on the dimension of state space, which enables RPG for large-scale problems. We conduct extensive experiments showing that when consolidating with the off-policy learning framework, RPG substantially reduces the sample complexity, comparing to the state-of-the-art.
With the increasing pace of automation, modern robotic systems need to act in stochastic, non-stationary, partially observable environments. A range of algorithms for finding parameterized policies that optimize for long-term average performance have been proposed in the past. However, the majority of the proposed approaches does not explicitly take into account the variability of the performance metric, which may lead to finding policies that although performing well on average, can perform spectacularly bad in a particular run or over a period of time. To address this shortcoming, we study an approach to policy optimization that explicitly takes into account higher order statistics of the reward function. In this paper, we extend policy gradient methods to include the entropic risk measure in the objective function and evaluate their performance in simulation experiments and on a real-robot task of learning a hitting motion in robot badminton.
Policy gradient (PG) methods are a widely used reinforcement learning methodology in many applications such as video games, autonomous driving, and robotics. In spite of its empirical success, a rigorous understanding of the global convergence of PG methods is lacking in the literature. In this work, we close the gap by viewing PG methods from a nonconvex optimization perspective. In particular, we propose a new variant of PG methods for infinite-horizon problems that uses a random rollout horizon for the Monte-Carlo estimation of the policy gradient. This method then yields an unbiased estimate of the policy gradient with bounded variance, which enables the tools from nonconvex optimization to be applied to establish global convergence. Employing this perspective, we first recover the convergence results with rates to the stationary-point policies in the literature. More interestingly, motivated by advances in nonconvex optimization, we modify the proposed PG method by introducing periodically enlarged stepsizes. The modified algorithm is shown to escape saddle points under mild assumptions on the reward and the policy parameterization. Under a further strict saddle points assumption, this result establishes convergence to essentially locally-optimal policies of the underlying problem, and thus bridges the gap in existing literature on the convergence of PG methods. Results from experiments on the inverted pendulum are then provided to corroborate our theory, namely, by slightly reshaping the reward function to satisfy our assumption, unfavorable saddle points can be avoided and better limit points can be attained. Intriguingly, this empirical finding justifies the benefit of reward-reshaping from a nonconvex optimization perspective.
The policy gradient theorem describes the gradient of the expected discounted return with respect to an agent's policy parameters. However, most policy gradient methods drop the discount factor from the state distribution and therefore do not optimize the discounted objective. What do they optimize instead? This has been an open question for several years, and this lack of theoretical clarity has lead to an abundance of misstatements in the literature. We answer this question by proving that the update direction approximated by most methods is not the gradient of any function. Further, we argue that algorithms that follow this direction are not guaranteed to converge to a "reasonable" fixed point by constructing a counterexample wherein the fixed point is globally pessimal with respect to both the discounted and undiscounted objectives. We motivate this work by surveying the literature and showing that there remains a widespread misunderstanding regarding discounted policy gradient methods, with errors present even in highly-cited papers published at top conferences.
Image compression is an essential approach for decreasing the size in bytes of the image without deteriorating the quality of it. Typically, classic algorithms are used but recently deep-learning has been successfully applied. In this work, is presented a deep super-resolution work-flow for image compression that maps low-resolution JPEG image to the high-resolution. The pipeline consists of two components: first, an encoder-decoder neural network learns how to transform the downsampling JPEG images to high resolution. Second, a combination between Generative Adversarial Networks (GANs) and reinforcement learning Actor-Critic (A3C) loss pushes the encoder-decoder to indirectly maximize High Peak Signal-to-Noise Ratio (PSNR). Although PSNR is a fully differentiable metric, this work opens the doors to new solutions for maximizing non-differential metrics through an end-to-end approach between encoder-decoder networks and reinforcement learning policy gradient methods.
Policy gradients methods apply to complex, poorly understood, control problems by performing stochastic gradient descent over a parameterized class of polices. Unfortunately, even for simple control problems solvable by standard dynamic programming techniques, policy gradient algorithms face non-convex optimization problems and are widely understood to converge only to a stationary point. This work identifies structural properties -- shared by several classic control problems -- that ensure the policy gradient objective function has no suboptimal stationary points despite being non-convex. When these conditions are strengthened, this objective satisfies a Polyak-lojasiewicz (gradient dominance) condition that yields convergence rates. We also provide bounds on the optimality gap of any stationary point when some of these conditions are relaxed.
Policy gradient and actor-critic algorithms form the basis of many commonly used training techniques in deep reinforcement learning. Using these algorithms in multiagent environments poses problems such as nonstationarity and instability. In this paper, we first demonstrate that standard softmax-based policy gradient can be prone to poor performance in the presence of even the most benign nonstationarity. By contrast, it is known that the replicator dynamics, a well-studied model from evolutionary game theory, eliminates dominated strategies and exhibits convergence of the time-averaged trajectories to interior Nash equilibria in zero-sum games. Thus, using the replicator dynamics as a foundation, we derive an elegant one-line change to policy gradient methods that simply bypasses the gradient step through the softmax, yielding a new algorithm titled Neural Replicator Dynamics (NeuRD). NeuRD reduces to the exponential weights/Hedge algorithm in the single-state all-actions case. Additionally, NeuRD has formal equivalence to softmax counterfactual regret minimization, which guarantees convergence in the sequential tabular case. Importantly, our algorithm provides a straightforward way of extending the replicator dynamics to the function approximation setting. Empirical results show that NeuRD quickly adapts to nonstationarities, outperforming policy gradient significantly in both tabular and function approximation settings, when evaluated on the standard imperfect information benchmarks of Kuhn Poker, Leduc Poker, and Goofspiel.
Standard reinforcement learning methods aim to master one way of solving a task whereas there may exist multiple near-optimal policies. Being able to identify this collection of near-optimal policies can allow a domain expert to efficiently explore the space of reasonable solutions. Unfortunately, existing approaches that quantify uncertainty over policies are not ultimately relevant to finding policies with qualitatively distinct behaviors. In this work, we formalize the difference between policies as a difference between the distribution of trajectories induced by each policy, which encourages diversity with respect to both state visitation and action choices. We derive a gradient-based optimization technique that can be combined with existing policy gradient methods to now identify diverse collections of well-performing policies. We demonstrate our approach on benchmarks and a healthcare task.
We observe that several existing policy gradient methods (such as vanilla policy gradient, PPO, A2C) may suffer from overly large gradients when the current policy is close to deterministic (even in some very simple environments), leading to an unstable training process. To address this issue, we propose a new method, called \emph{target distribution learning} (TDL), for policy improvement in reinforcement learning. TDL alternates between proposing a target distribution and training the policy network to approach the target distribution. TDL is more effective in constraining the KL divergence between updated policies, and hence leads to more stable policy improvements over iterations. Our experiments show that TDL algorithms perform comparably to (or better than) state-of-the-art algorithms for most continuous control tasks in the MuJoCo environment while being more stable in training.
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.
In this work, we present a reinforcement learning algorithm that can find a variety of policies (novel policies) for a task that is given by a task reward function. Our method does this by creating a second reward function that recognizes previously seen state sequences and rewards those by novelty, which is measured using autoencoders that have been trained on state sequences from previously discovered policies. We present a two-objective update technique for policy gradient algorithms in which each update of the policy is a compromise between improving the task reward and improving the novelty reward. Using this method, we end up with a collection of policies that solves a given task as well as carrying out action sequences that are distinct from one another. We demonstrate this method on maze navigation tasks, a reaching task for a simulated robot arm, and a locomotion task for a hopper. We also demonstrate the effectiveness of our approach on deceptive tasks in which policy gradient methods often get stuck.
Policy gradient methods are powerful reinforcement learning algorithms and have been demonstrated to solve many complex tasks. However, these methods are also data-inefficient, afflicted with high variance gradient estimates, and frequently get stuck in local optima. This work addresses these weaknesses by combining recent improvements in the reuse of off-policy data and exploration in parameter space with deterministic behavioral policies. The resulting objective is amenable to standard neural network optimization strategies like stochastic gradient descent or stochastic gradient Hamiltonian Monte Carlo. Incorporation of previous rollouts via importance sampling greatly improves data-efficiency, whilst stochastic optimization schemes facilitate the escape from local optima. We evaluate the proposed approach on a series of continuous control benchmark tasks. The results show that the proposed algorithm is able to successfully and reliably learn solutions using fewer system interactions than standard policy gradient methods.
Although deep reinforcement learning has advanced significantly over the past several years, sample efficiency remains a major challenge. Careful choice of input representations can help improve efficiency depending on the structure present in the problem. In this work, we present an attention-based method to project inputs into an efficient representation space that is invariant under changes to input ordering. We show that our proposed representation results in a search space that is a factor of m! smaller for inputs of m objects. Our experiments demonstrate improvements in sample efficiency for policy gradient methods on a variety of tasks. We show that our representation allows us to solve problems that are otherwise intractable when using naive approaches.
Deep reinforcement learning (DRL) has achieved significant breakthroughs in various tasks. However, most DRL algorithms suffer a problem of generalizing the learned policy which makes the learning performance largely affected even by minor modifications of the training environment. Except that, the use of deep neural networks makes the learned policies hard to be interpretable. To address these two challenges, we propose a novel algorithm named Neural Logic Reinforcement Learning (NLRL) to represent the policies in reinforcement learning by first-order logic. NLRL is based on policy gradient methods and differentiable inductive logic programming that have demonstrated significant advantages in terms of interpretability and generalisability in supervised tasks. Extensive experiments conducted on cliff-walking and blocks manipulation tasks demonstrate that NLRL can induce interpretable policies achieving near-optimal performance while demonstrating good generalisability to environments of different initial states and problem sizes.
Reinforcement learning (RL) is about sequential decision making and is traditionally opposed to supervised learning (SL) and unsupervised learning (USL). In RL, given the current state, the agent makes a decision that may influence the next state as opposed to SL (and USL) where, the next state remains the same, regardless of the decisions taken, either in batch or online learning. Although this difference is fundamental between SL and RL, there are connections that have been overlooked. In particular, we prove in this paper that gradient policy method can be cast as a supervised learning problem where true label are replaced with discounted rewards. We provide a new proof of policy gradient methods (PGM) that emphasizes the tight link with the cross entropy and supervised learning. We provide a simple experiment where we interchange label and pseudo rewards. We conclude that other relationships with SL could be made if we modify the reward functions wisely.
In reinforcement learning, policy gradient algorithms optimize the policy directly and rely on sampling efficiently an environment. Nevertheless, while most sampling procedures are based on direct policy sampling, self-performance measures could be used to improve such sampling prior to each policy update. Following this line of thought, we introduce SAUNA, a method where non-informative transitions are rejected from the gradient update. The level of information is estimated according to the fraction of variance explained by the value function: a measure of the discrepancy between V and the empirical returns. In this work, we use this metric to select samples that are useful to learn from, and we demonstrate that this selection can significantly improve the performance of policy gradient methods. In this paper: (a) We define SAUNA's metric and introduce its method to filter transitions. (b) We conduct experiments on a set of benchmark continuous control problems. SAUNA significantly improves performance. (c) We investigate how SAUNA reliably selects samples with the most positive impact on learning and study its improvement on both performance and sample efficiency.
We propose StartNet to address Online Detection of Action Start (ODAS) where action starts and their associated categories are detected in untrimmed, streaming videos. Previous methods aim to localize action starts by learning feature representations that can directly separate the start point from its preceding background. It is challenging due to the subtle appearance difference near the action starts and the lack of training data. Instead, StartNet decomposes ODAS into two stages: action classification (using ClsNet) and start point localization (using LocNet). ClsNet focuses on per-frame labeling and predicts action score distributions online. Based on the predicted action scores of the past and current frames, LocNet conducts class-agnostic start detection by optimizing long-term localization rewards using policy gradient methods. The proposed framework is validated on two large-scale datasets, THUMOS'14 and ActivityNet. The experimental results show that StartNet significantly outperforms the state-of-the-art by 15%-30% p-mAP under the offset tolerance of 1-10 seconds on THUMOS'14, and achieves comparable performance on ActivityNet with 10 times smaller time offset.
Recent approaches to question generation have used modifications to a Seq2Seq architecture inspired by advances in machine translation. Models are trained using teacher forcing to optimise only the one-step-ahead prediction. However, at test time, the model is asked to generate a whole sequence, causing errors to propagate through the generation process (exposure bias). A number of authors have proposed countering this bias by optimising for a reward that is less tightly coupled to the training data, using reinforcement learning. We optimise directly for quality metrics, including a novel approach using a discriminator learned directly from the training data. We confirm that policy gradient methods can be used to decouple training from the ground truth, leading to increases in the metrics used as rewards. We perform a human evaluation, and show that although these metrics have previously been assumed to be good proxies for question quality, they are poorly aligned with human judgement and the model simply learns to exploit the weaknesses of the reward source.
Defining action spaces for conversational agents and optimizing their decision-making process with reinforcement learning is an enduring challenge. Common practice has been to use handcrafted dialog acts, or the output vocabulary, e.g. in neural encoder decoders, as the action spaces. Both have their own limitations. This paper proposes a novel latent action framework that treats the action spaces of an end-to-end dialog agent as latent variables and develops unsupervised methods in order to induce its own action space from the data. Comprehensive experiments are conducted examining both continuous and discrete action types and two different optimization methods based on stochastic variational inference. Results show that the proposed latent actions achieve superior empirical performance improvement over previous word-level policy gradient methods on both DealOrNoDeal and MultiWoz dialogs. Our detailed analysis also provides insights about various latent variable approaches for policy learning and can serve as a foundation for developing better latent actions in future research.