Mila organise son premier hackathon en informatique quantique le 21 novembre. Une journée unique pour explorer le prototypage quantique et l’IA, collaborer sur les plateformes de Quandela et IBM, et apprendre, échanger et réseauter dans un environnement stimulant au cœur de l’écosystème québécois en IA et en quantique.
Une nouvelle initiative pour renforcer les liens entre la communauté de recherche, les partenaires et les expert·e·s en IA à travers le Québec et le Canada, grâce à des rencontres et événements en présentiel axés sur l’adoption de l’IA dans l’industrie.
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We pose and study the problem of satisfying fairness in the online Reinforcement Learning (RL) setting. We focus on the group notions of fai… (voir plus)rness, according to which agents belonging to different groups should have similar performance based on some given measure. We consider the setting of maximizing return in an unknown environment (unknown transition and reward function) and show that it is possible to have RL algorithms that learn the best fair policies without violating the fairness requirements at any point in time during the learning process. In the tabular finite-horizon episodic setting, we provide an algorithm that combines the principle of optimism and pessimism under uncertainty to achieve zero fairness violation with arbitrarily high probability while also maintaining sub-linear regret guarantees. For the high-dimensional Deep-RL setting, we present algorithms based on the performance-difference style approximate policy improvement update step and we report encouraging empirical results on various traditional RL-inspired benchmarks showing that our algorithms display the desired behavior of learning the optimal policy while performing a fair learning process.
A major challenge in reinforcement learning is the design of exploration strategies, especially for environments with sparse reward structur… (voir plus)es and continuous state and action spaces. Intuitively, if the reinforcement signal is very scarce, the agent should rely on some form of short-term memory in order to cover its environment efficiently. We propose a new exploration method, based on two intuitions: (1) the choice of the next exploratory action should depend not only on the (Markovian) state of the environment, but also on the agent's trajectory so far, and (2) the agent should utilize a measure of spread in the state space to avoid getting stuck in a small region. Our method leverages concepts often used in statistical physics to provide explanations for the behavior of simplified (polymer) chains in order to generate persistent (locally self-avoiding) trajectories in state space. We discuss the theoretical properties of locally self-avoiding walks and their ability to provide a kind of short-term memory through a decaying temporal correlation within the trajectory. We provide empirical evaluations of our approach in a simulated 2D navigation task, as well as higher-dimensional MuJoCo continuous control locomotion tasks with sparse rewards.
2021-07-01
Proceedings of the 38th International Conference on Machine Learning (publié)