Imperfect information games (IIG) are games in which each player only partially observes the current game state. We study how to learn $\epsilon$-optimal strategies in a zero-sum IIG through self-play with trajectory feedback. We give a problem-independent lower bound $\mathcal{O}(H(A_{\mathcal{X}}+B_{\mathcal{Y}})/\epsilon^2)$ on the required number of realizations to learn these strategies with high probability, where $H$ is the length of the game, $A_{\mathcal{X}}$ and $B_{\mathcal{Y}}$ are the total number of actions for the two players. We also propose two Follow the Regularize leader (FTRL) algorithms for this setting: Balanced-FTRL which matches this lower bound, but requires the knowledge of the information set structure beforehand to define the regularization; and Adaptive-FTRL which needs $\mathcal{O}(H^2(A_{\mathcal{X}}+B_{\mathcal{Y}})/\epsilon^2)$ plays without this requirement by progressively adapting the regularization to the observations.
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We study the learning dynamics of self-predictive learning for reinforcement learning, a family of algorithms that learn representations by minimizing the prediction error of their own future latent representations. Despite its recent empirical success, such algorithms have an apparent defect: trivial representations (such as constants) minimize the prediction error, yet it is obviously undesirable to converge to such solutions. Our central insight is that careful designs of the optimization dynamics are critical to learning meaningful representations. We identify that a faster paced optimization of the predictor and semi-gradient updates on the representation, are crucial to preventing the representation collapse. Then in an idealized setup, we show self-predictive learning dynamics carries out spectral decomposition on the state transition matrix, effectively capturing information of the transition dynamics. Building on the theoretical insights, we propose bidirectional self-predictive learning, a novel self-predictive algorithm that learns two representations simultaneously. We examine the robustness of our theoretical insights with a number of small-scale experiments and showcase the promise of the novel representation learning algorithm with large-scale experiments.
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我们研究了分销RL的多步非政策学习方法。尽管基于价值的RL和分布RL之间的相似性明显相似,但我们的研究揭示了多步环境中两种情况之间的有趣和根本差异。我们确定了依赖路径依赖性分布TD误差的新颖概念,这对于原则上的多步分布RL是必不可少的。基于价值的情况的区别对诸如后视算法等概念的重要含义具有重要意义。我们的工作提供了多步非政策分布RL算法的第一个理论保证,包括适用于多步分配RL现有方法的结果。此外,我们得出了一种新颖的算法,即分位数回归 - 逆转录,该算法导致了深度RL QR QR-DQN-RETRACE,显示出对Atari-57基准上QR-DQN的经验改进。总的来说,我们阐明了多步分布RL中如何在理论和实践中解决多个独特的挑战。
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我们介绍了一种改进政策改进的方法,该方法在基于价值的强化学习(RL)的贪婪方法与基于模型的RL的典型计划方法之间进行了插值。新方法建立在几何视野模型(GHM,也称为伽马模型)的概念上,该模型对给定策略的折现状态验证分布进行了建模。我们表明,我们可以通过仔细的基本策略GHM的仔细组成,而无需任何其他学习,可以评估任何非马尔科夫策略,以固定的概率在一组基本马尔可夫策略之间切换。然后,我们可以将广义政策改进(GPI)应用于此类非马尔科夫政策的收集,以获得新的马尔可夫政策,通常将其表现优于其先驱。我们对这种方法提供了彻底的理论分析,开发了转移和标准RL的应用,并在经验上证明了其对标准GPI的有效性,对充满挑战的深度RL连续控制任务。我们还提供了GHM培训方法的分析,证明了关于先前提出的方法的新型收敛结果,并显示了如何在深度RL设置中稳定训练这些模型。
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我们提出BYOL-QUENPLORE,这是一种在视觉复杂环境中进行好奇心驱动的探索的概念上简单但一般的方法。Byol-explore通过优化潜在空间中的单个预测损失而没有其他辅助目标,从而学习了世界代表,世界动态和探索政策。我们表明,BYOL探索在DM-HARD-8中有效,DM-HARD-8是一种具有挑战性的部分可观察的连续操作硬探索基准,具有视觉富含3-D环境。在这个基准上,我们完全通过使用Byol-explore的内在奖励来纯粹通过增强外部奖励来解决大多数任务,而先前的工作只能通过人类的示威来脱颖而出。作为Byol-explore的一般性的进一步证据,我们表明它在Atari的十个最难的探索游戏中实现了超人的性能,同时设计比其他竞争力代理人要简单得多。
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模型 - 不可知的元增强学习需要估算价值函数的黑森斯矩阵。这是从实施角度挑战,反复区分政策梯度估计可能导致偏见的Hessian估计。在这项工作中,我们提供了一个统一的框架,用于估算价值函数的高阶导数,基于禁止策略评估。我们的框架将许多现有方法解释为特殊情况,并阐明了Hessian估计的偏差和方差权衡。该框架还打开了一个新的估计系列的大门,这可以通过自动差异化库轻松实现,并在实践中导致性能提升。
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自我监督的学习提供了一个有希望的途径,消除了在图形上的代表学习中的昂贵标签信息的需求。然而,为了实现最先进的性能,方法通常需要大量的负例,并依赖于复杂的增强。这可能是昂贵的,特别是对于大图。为了解决这些挑战,我们介绍了引导的图形潜伏(BGRL) - 通过预测输入的替代增强来学习图表表示学习方法。 BGRL仅使用简单的增强,并减轻了对否定例子对比的需求,因此通过设计可扩展。 BGRL胜过或匹配现有的几种建立的基准,同时降低了内存成本的2-10倍。此外,我们表明,BGR1可以缩放到半监督方案中的数亿个节点的极大的图表 - 实现最先进的性能并改善监督基线,其中表示仅通过标签信息而塑造。特别是,我们的解决方案以BGRL为中心,将kdd杯2021的开放图基准的大规模挑战组成了一个获奖条目,在比所有先前可用的基准更大的级别的图形订单上,从而展示了我们方法的可扩展性和有效性。
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强化学习中的信用作业是衡量行动对未来奖励的影响的问题。特别是,这需要从运气中分离技能,即解除外部因素和随后的行动对奖励行动的影响。为实现这一目标,我们将来自因果关系的反事件的概念调整为无模型RL设置。关键思想是通过学习从轨迹中提取相关信息来应对未来事件的价值函数。我们制定了一系列政策梯度算法,这些算法使用这些未来条件的价值函数作为基准或批评,并表明它们是可怕的差异。为避免对未来信息的调理潜在偏见,我们将后视信息限制为不包含有关代理程序行为的信息。我们展示了我们对许多说明性和具有挑战性问题的算法的功效和有效性。
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We introduce Bootstrap Your Own Latent (BYOL), a new approach to self-supervised image representation learning. BYOL relies on two neural networks, referred to as online and target networks, that interact and learn from each other. From an augmented view of an image, we train the online network to predict the target network representation of the same image under a different augmented view. At the same time, we update the target network with a slow-moving average of the online network. While state-of-the art methods rely on negative pairs, BYOL achieves a new state of the art without them. BYOL reaches 74.3% top-1 classification accuracy on ImageNet using a linear evaluation with a ResNet-50 architecture and 79.6% with a larger ResNet. We show that BYOL performs on par or better than the current state of the art on both transfer and semi-supervised benchmarks. Our implementation and pretrained models are given on GitHub. 3 * Equal contribution; the order of first authors was randomly selected.
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In reinforcement learning an agent interacts with the environment by taking actions and observing the next state and reward. When sampled probabilistically, these state transitions, rewards, and actions can all induce randomness in the observed long-term return. Traditionally, reinforcement learning algorithms average over this randomness to estimate the value function. In this paper, we build on recent work advocating a distributional approach to reinforcement learning in which the distribution over returns is modeled explicitly instead of only estimating the mean. That is, we examine methods of learning the value distribution instead of the value function. We give results that close a number of gaps between the theoretical and algorithmic results given by Bellemare, . First, we extend existing results to the approximate distribution setting. Second, we present a novel distributional reinforcement learning algorithm consistent with our theoretical formulation. Finally, we evaluate this new algorithm on the Atari 2600 games, observing that it significantly outperforms many of the recent improvements on DQN, including the related distributional algorithm C51.
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