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Reinforcement Learning

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기법

관련 논문에서 소개한 기법입니다. 이 태스크에서의 평가 여부는 평가 결과에서 확인하세요.

Rainbow DQN

Rainbow DQN is an extended DQN that combines several improvements into a single learner. Specifically: - It uses Double Q-Learning to tackle overestimation bias. - It uses Prioritized Experience Replay to prioritize important transitions. - It uses dueling networks. - It uses multi-step learning. - It uses distributional reinforcement learning instead of the expected return. - It uses noisy linear layers for exploration.

Rainbow: Combining Improvements in Deep Reinforcement Learning

DD-PPO

Decentralized Distributed Proximal Policy Optimization (DD-PPO) is a method for distributed reinforcement learning in resource-intensive simulated environments. DD-PPO is distributed (uses multiple machines), decentralized (lacks a centralized server), and synchronous (no computation is ever `stale'), making it conceptually simple and easy to implement. Proximal Policy Optimization, or PPO, is a policy gradient method for reinforcement learning. The motivation was to have an algorithm with the data efficiency and reliable performance of TRPO, while using only first-order optimization. Let $r\_{t}\left(\theta\right)$ denote the probability ratio $r\_{t}\left(\theta\right) = \frac{\pi\_{\theta}\left(a\_{t}\mid{s\_{t}}\right)}{\pi\_{\theta\_{old}}\left(a\_{t}\mid{s\_{t}}\right)}$, so $r\left(\theta\_{old}\right) = 1$. TRPO maximizes a “surrogate” objective: $$ L^{v}\left({\theta}\right) = \hat{\mathbb{E}}\_{t}\left[\frac{\pi\_{\theta}\left(a\_{t}\mid{s\_{t}}\right)}{\pi\_{\theta\_{old}}\left(a\_{t}\mid{s\_{t}}\right)})\hat{A}\_{t}\right] = \hat{\mathbb{E}}\_{t}\left[r\_{t}\left(\theta\right)\hat{A}\_{t}\right] $$ As a general abstraction, DD-PPO implements the following: at step $k$, worker $n$ has a copy of the parameters, $\theta^k_n$, calculates the gradient, $\delta \theta^k_n$, and updates $\theta$ via $$ \theta^{k+1}\_n = \text{ParamUpdate}\Big(\theta^{k}\_n, \text{AllReduce}\big(\delta \theta^k\_1, \ldots, \delta \theta^k\_N\big)\Big) = \text{ParamUpdate}\Big(\theta^{k}\_n, \frac{1}{N} \sum_{i=1}^{N} { \delta \theta^k_i} \Big) $$ where $\text{ParamUpdate}$ is any first-order optimization technique (e.g. gradient descent) and $\text{AllReduce}$ performs a reduction (e.g. mean) over all copies of a variable and returns the result to all workers. Distributed DataParallel scales very well (near-linear scaling up to 32,000 GPUs), and is reasonably simple to implement (all workers synchronously running identical code).

DD-PPO: Learning Near-Perfect PointGoal Navigators from 2.5 Billion Frames

ENIGMA

ENIGMA is an evaluation framework for dialog systems based on Pearson and Spearman's rank correlations between the estimated rewards and the true rewards. ENIGMA only requires a handful of pre-collected experience data, and therefore does not involve human interaction with the target policy during the evaluation, making automatic evaluations feasible. More importantly, ENIGMA is model-free and agnostic to the behavior policies for collecting the experience data (see details in Section 2), which significantly alleviates the technical difficulties of modeling complex dialogue environments and human behaviors.

Towards Automatic Evaluation of Dialog Systems: A Model-Free Off-Policy Evaluation Approach

Soft Actor-Critic (Autotuned Temperature)

Soft Actor Critic (Autotuned Temperature is a modification of the SAC reinforcement learning algorithm. SAC can suffer from brittleness to the temperature hyperparameter. Unlike in conventional reinforcement learning, where the optimal policy is independent of scaling of the reward function, in maximum entropy reinforcement learning the scaling factor has to be compensated by the choice a of suitable temperature, and a sub-optimal temperature can drastically degrade performance. To resolve this issue, SAC with Autotuned Temperature has an automatic gradient-based temperature tuning method that adjusts the expected entropy over the visited states to match a target value.

Soft Actor-Critic Algorithms and Applications

DouZero

DouZero is an AI system for the card game DouDizhu that enhances traditional Monte-Carlo methods with deep neural networks, action encoding, and parallel actors. The Q-network of DouZero consists of an LSTM to encode historical actions and six layers of MLP with hidden dimension of 512. The network predicts a value for a given state-action pair based on the concatenated representation of action and state.

DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement Learning

Feedback Memory

Feedback Memory is a type of attention module used in the Feedback Transformer architecture. It allows a transformer to to use the most abstract representations from the past directly as inputs for the current timestep. This means that the model does not form its representation in parallel, but sequentially token by token. More precisely, we replace the context inputs to attention modules with memory vectors that are computed over the past, i.e.: $$ \mathbf{z}^{l}\_{t} = \text{Attn}\left(\mathbf{x}^{l}\_{t}, \left[\mathbf{m}\_{t−\tau}, \dots, \mathbf{m}\_{t−1}\right]\right) $$ where a memory vector $\mathbf{m}\_{t}$ is computed by summing the representations of each layer at the $t$-th time step: $$ \mathbf{m}\_{t} = \sum^{L}\_{l=0}\text{Softmax}\left(w^{l}\right)\mathbf{x}\_{t}^{l} $$ where $w^{l}$ are learnable scalar parameters. Here $l = 0$ corresponds to token embeddings. The weighting of different layers by a softmax output gives the model more flexibility as it can average them or select one of them. This modification of the self-attention input adapts the computation of the Transformer from parallel to sequential, summarized in the Figure. Indeed, it gives the ability to formulate the representation $\mathbf{x}^{l}\_{t+1}$ based on past representations from any layer $l'$, while in a standard Transformer this is only true for $l > l'$. This change can be viewed as exposing all previous computations to all future computations, providing better representations of the input. Such capacity would allow much shallower models to capture the same level of abstraction as a deeper architecture.

Addressing Some Limitations of Transformers with Feedback Memory

Aging Evolution

Aging Evolution, or Regularized Evolution, is an evolutionary algorithm for neural architecture search. Whereas in tournament selection, the best architectures are kept, in aging evolution we associate each genotype with an age, and bias the tournament selection to choose the younger genotypes. In the context of architecture search, aging evolution allows us to explore the search space more, instead of zooming in on good models too early, as non-aging evolution would.

Regularized Evolution for Image Classifier Architecture Search

GTrXL

Gated Transformer-XL, or GTrXL, is a Transformer-based architecture for reinforcement learning. It introduces architectural modifications that improve the stability and learning speed of the original Transformer and XL variant. Changes include: - Placing the layer normalization on only the input stream of the submodules. A key benefit to this reordering is that it now enables an identity map from the input of the transformer at the first layer to the output of the transformer after the last layer. This is in contrast to the canonical transformer, where there are a series of layer normalization operations that non-linearly transform the state encoding. - Replacing residual connections with gating layers. The authors' experiments found that GRUs were the most effective form of gating.

Stabilizing Transformers for Reinforcement Learning

GridMask

GridMask is a data augmentation method that randomly removes some pixels of an input image. Unlike other methods, the region that the algorithm removes is neither a continuous region nor random pixels in dropout. Instead, the algorithm removes a region with disconnected pixel sets, as shown in the Figure. We express the setting as $$ \tilde{\mathbf{x}}=\mathbf{x} \times M $$ where $\mathbf{x} \in R^{H \times W \times C}$ represents the input image, $M \in$ $\{0,1\}^{H \times W}$ is the binary mask that stores pixels to be removed, and $\tilde{\mathbf{x}} \in R^{H \times W \times C}$ is the result produced by the algorithm. For the binary mask $M$, if $M_{i, j}=1$ we keep pixel $(i, j)$ in the input image; otherwise we remove it. GridMask is applied after the image normalization operation. The shape of $M$ looks like a grid, as shown in the Figure . Four numbers $\left(r, d, \delta_{x}, \delta_{y}\right)$ are used to represent a unique $M$. Every mask is formed by tiling the units. $r$ is the ratio of the shorter gray edge in a unit. $d$ is the length of one unit. $\delta\_{x}$ and $\delta\_{y}$ are the distances between the first intact unit and boundary of the image.

GridMask Data Augmentation

ACTKR

ACKTR, or Actor Critic with Kronecker-factored Trust Region, is an actor-critic method for reinforcement learning that applies trust region optimization using a recently proposed Kronecker-factored approximation to the curvature. The method extends the framework of natural policy gradient and optimizes both the actor and the critic using Kronecker-factored approximate curvature (K-FAC) with trust region.

Scalable trust-region method for deep reinforcement learning using Kronecker-factored approximation

Feedback Transformer

A Feedback Transformer is a type of sequential transformer that exposes all previous representations to all future representations, meaning the lowest representation of the current timestep is formed from the highest-level abstract representation of the past. This feedback nature allows this architecture to perform recursive computation, building stronger representations iteratively upon previous states. To achieve this, the self-attention mechanism of the standard Transformer is modified so it attends to higher level representations rather than lower ones.

Addressing Some Limitations of Transformers with Feedback Memory

NAS-FCOS

NAS-FCOS consists of two sub networks, an FPN $f$ and a set of prediction heads $h$ which have shared structures. One notable difference with other FPN-based one-stage detectors is that our heads have partially shared weights. Only the last several layers of the predictions heads (marked as yellow) are tied by their weights. The number of layers to share is decided automatically by the search algorithm. Note that both FPN and head are in our actual search space; and have more layers than shown in this figure.

NAS-FCOS: Fast Neural Architecture Search for Object Detection

TD-VAE

TD-VAE, or Temporal Difference VAE, is a generative sequence model that learns representations containing explicit beliefs about states several steps into the future, and that can be rolled out directly without single-step transitions. TD-VAE is trained on pairs of temporally separated time points, using an analogue of temporal difference learning used in reinforcement learning.

Temporal Difference Variational Auto-Encoder

CoBERL

Contrastive BERT is a reinforcement learning agent that combines a new contrastive loss and a hybrid LSTM-transformer architecture to tackle the challenge of improving data efficiency for RL. It uses bidirectional masked prediction in combination with a generalization of recent contrastive methods to learn better representations for transformers in RL, without the need of hand engineered data augmentations. For the architecture, a residual network is used to encode observations into embeddings $Y\_{t}$. $Y_{t}$ is fed through a causally masked GTrXL transformer, which computes the predicted masked inputs $X\_{t}$ and passes those together with $Y\_{t}$ to a learnt gate. The output of the gate is passed through a single LSTM layer to produce the values that we use for computing the RL loss. A contrastive loss is computed using predicted masked inputs $X_{t}$ and $Y_{t}$ as targets. For this, we do not use the causal mask of the Transformer.

CoBERL: Contrastive BERT for Reinforcement Learning

FORK

FORK, or Forward Looking Actor is a type of actor for actor-critic algorithms. In particular, FORK includes a neural network that forecasts the next state given the current state and current action, called system network; and a neural network that forecasts the reward given a (state, action) pair, called reward network. With the system network and reward network, FORK can forecast the next state and consider the value of the next state when improving the policy.

FORK: A Forward-Looking Actor For Model-Free Reinforcement Learning

GradientDICE

GradientDICE is a density ratio learning method for estimating the density ratio between the state distribution of the target policy and the sampling distribution in off-policy reinforcement learning. It optimizes a different objective from GenDICE by using the Perron-Frobenius theorem and eliminating GenDICE’s use of divergence, such that nonlinearity in parameterization is not necessary for GradientDICE, which is provably convergent under linear function approximation.

GradientDICE: Rethinking Generalized Offline Estimation of Stationary Values

KOVA

Kalman Optimization for Value Approximation, or KOVA is a general framework for addressing uncertainties while approximating value-based functions in deep RL domains. KOVA minimizes a regularized objective function that concerns both parameter and noisy return uncertainties. It is feasible when using non-linear approximation functions as DNNs and can estimate the value in both on-policy and off-policy settings. It can be incorporated as a policy evaluation component in policy optimization algorithms.

Kalman meets Bellman: Improving Policy Evaluation through Value Tracking

MushroomRL

MushroomRL is an open-source Python library developed to simplify the process of implementing and running Reinforcement Learning (RL) experiments. The architecture of MushroomRL is built in such a way that every component of an RL problem is already provided, and most of the time users can only focus on the implementation of their own algorithms and experiments. MushroomRL comes with a strongly modular architecture that makes it easy to understand how each component is structured and how it interacts with other ones; moreover it provides an exhaustive list of RL methodologies, such as:

MushroomRL: Simplifying Reinforcement Learning Research

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