Dans un nouvel article, David Rolnick et ses collègues affirment que la recherche en IA axée sur les problèmes contribuera à accroître l'efficacité à long terme de l'IA.
Ce programme est conçu pour fournir aux professionnel·le·s travaillant dans le domaine de la politique une compréhension fondamentale de la technologie de l'IA.
Nous utilisons des témoins pour analyser le trafic et l’utilisation de notre site web, afin de personnaliser votre expérience. Vous pouvez désactiver ces technologies à tout moment, mais cela peut restreindre certaines fonctionnalités du site. Consultez notre Politique de protection de la vie privée pour en savoir plus.
Paramètre des cookies
Vous pouvez activer et désactiver les types de cookies que vous souhaitez accepter. Cependant certains choix que vous ferez pourraient affecter les services proposés sur nos sites (ex : suggestions, annonces personnalisées, etc.).
Cookies essentiels
Ces cookies sont nécessaires au fonctionnement du site et ne peuvent être désactivés. (Toujours actif)
Cookies analyse
Acceptez-vous l'utilisation de cookies pour mesurer l'audience de nos sites ?
Multimedia Player
Acceptez-vous l'utilisation de cookies pour afficher et vous permettre de regarder les contenus vidéo hébergés par nos partenaires (YouTube, etc.) ?
Auxiliary tasks improve the representations learned by deep reinforcement learning agents. Analytically, their effect is reasonably well-und… (voir plus)erstood; in practice, how-ever, their primary use remains in support of a main learning objective, rather than as a method for learning representations. This is perhaps surprising given that many auxiliary tasks are defined procedurally, and hence can be treated as an essentially infinite source of information about the environment. Based on this observation, we study the effectiveness of auxiliary tasks for learning rich representations, focusing on the setting where the number of tasks and the size of the agent’s network are simultaneously increased. For this purpose, we derive a new family of auxiliary tasks based on the successor measure. These tasks are easy to implement and have appealing theoretical properties. Combined with a suitable off-policy learning rule, the result is a representation learning algorithm that can be understood as extending Mahadevan & Maggioni (2007)’s proto-value functions to deep reinforcement learning – accordingly, we call the resulting object proto-value networks. Through a series of experiments on the Arcade Learning Environment, we demonstrate that proto-value networks produce rich features that may be used to obtain performance comparable to established algorithms, using only linear approximation and a small number (~4M) of interactions with the environment’s reward function.
We introduce a value-based RL agent, which we call BBF, that achieves super-human performance in the Atari 100K benchmark. BBF relies on sca… (voir plus)ling the neural networks used for value estimation, as well as a number of other design choices that enable this scaling in a sample-efficient manner. We conduct extensive analyses of these design choices and provide insights for future work. We end with a discussion about updating the goalposts for sample-efficient RL research on the ALE. We make our code and data publicly available at https://github.com/google-research/google-research/tree/master/bigger_better_faster.
In this work we identify the dormant neuron phenomenon in deep reinforcement learning, where an agent's network suffers from an increasing n… (voir plus)umber of inactive neurons, thereby affecting network expressivity. We demonstrate the presence of this phenomenon across a variety of algorithms and environments, and highlight its effect on learning. To address this issue, we propose a simple and effective method (ReDo) that Recycles Dormant neurons throughout training. Our experiments demonstrate that ReDo maintains the expressive power of networks by reducing the number of dormant neurons and results in improved performance.
Reinforcement learning methods trained on few environments rarely learn policies that generalize to unseen environments. To improve generali… (voir plus)zation, we incorporate the inherent sequential structure in reinforcement learning into the representation learning process. This approach is orthogonal to recent approaches, which rarely exploit this structure explicitly. Specifically, we introduce a theoretically motivated policy similarity metric (PSM) for measuring behavioral similarity between states. PSM assigns high similarity to states for which the optimal policies in those states as well as in future states are similar. We also present a contrastive representation learning procedure to embed any state similarity metric, which we instantiate with PSM to obtain policy similarity embeddings (PSEs). We demonstrate that PSEs improve generalization on diverse benchmarks, including LQR with spurious correlations, a jumping task from pixels, and Distracting DM Control Suite.
Deep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. M… (voir plus)ost published results on deep RL benchmarks compare point estimates of aggregate performance such as mean and median scores across tasks, ignoring the statistical uncertainty implied by the use of a finite number of training runs. Beginning with the Arcade Learning Environment (ALE), the shift towards computationally-demanding benchmarks has led to the practice of evaluating only a small number of runs per task, exacerbating the statistical uncertainty in point estimates. In this paper, we argue that reliable evaluation in the few run deep RL regime cannot ignore the uncertainty in results without running the risk of slowing down progress in the field. We illustrate this point using a case study on the Atari 100k benchmark, where we find substantial discrepancies between conclusions drawn from point estimates alone versus a more thorough statistical analysis. With the aim of increasing the field's confidence in reported results with a handful of runs, we advocate for reporting interval estimates of aggregate performance and propose performance profiles to account for the variability in results, as well as present more robust and efficient aggregate metrics, such as interquartile mean scores, to achieve small uncertainty in results. Using such statistical tools, we scrutinize performance evaluations of existing algorithms on other widely used RL benchmarks including the ALE, Procgen, and the DeepMind Control Suite, again revealing discrepancies in prior comparisons. Our findings call for a change in how we evaluate performance in deep RL, for which we present a more rigorous evaluation methodology, accompanied with an open-source library rliable, to prevent unreliable results from stagnating the field. This work received an outstanding paper award at NeurIPS 2021.
Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understa… (voir plus)nding. We therefore present a systematic and extensive analysis of experience replay in Q-learning methods, focusing on two fundamental properties: the replay capacity and the ratio of learning updates to experience collected (replay ratio). Our additive and ablative studies upend conventional wisdom around experience replay -- greater capacity is found to substantially increase the performance of certain algorithms, while leaving others unaffected. Counterintuitively we show that theoretically ungrounded, uncorrected n-step returns are uniquely beneficial while other techniques confer limited benefit for sifting through larger memory. Separately, by directly controlling the replay ratio we contextualize previous observations in the literature and empirically measure its importance across a variety of deep RL algorithms. Finally, we conclude by testing a set of hypotheses on the nature of these performance benefits.
2020-11-21
Proceedings of the 37th International Conference on Machine Learning (publié)