Related papers: Adaptable Hindsight Experience Replay for Search-B…
Human activities are particularly complex and variable, and this makes challenging for deep learning models to reason about them. However, we note that such variability does have an underlying structure, composed of a hierarchy of patterns…
The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the…
Back-stepping experience replay (BER) is a reinforcement learning technique that can accelerate learning efficiency in reversible environments. BER trains an agent with generated back-stepping transitions of collected experiences and normal…
The potential of reinforcement learning (RL) to deliver aligned and performant agents is partially bottlenecked by the reward engineering problem. One alternative to heuristic trial-and-error is preference-based RL (PbRL), where a reward…
Monte Carlo Tree Search (MCTS) is particularly adapted to domains where the potential actions can be represented as a tree of sequential decisions. For an effective action selection, MCTS performs many simulations to build a reliable tree…
Despite the success of metaheuristic algorithms in solving complex network optimization problems, they often struggle with adaptation, especially in dynamic or high-dimensional search spaces. Traditional approaches can become stuck in local…
One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this…
End-to-end autonomous driving has emerged as a dominant paradigm, yet its highly entangled black-box models pose significant challenges in terms of interpretability and safety assurance. To improve model transparency and training…
In this paper, the efficient hinging hyperplanes (EHH) neural network is proposed based on the model of hinging hyperplanes (HH). The EHH neural network is a distributed representation, the training of which involves solving several convex…
Some of the most powerful reinforcement learning frameworks use planning for action selection. Interestingly, their planning horizon is either fixed or determined arbitrarily by the state visitation history. Here, we expand beyond the naive…
Monte Carlo Tree Search (MCTS), most famously used in game-play artificial intelligence (e.g., the game of Go), is a well-known strategy for constructing approximate solutions to sequential decision problems. Its primary innovation is the…
Multi-agent reinforcement learning (MARL) faces two critical bottlenecks distinct from single-agent RL: credit assignment in cooperative tasks and partial observability of environmental states. We propose LERO, a framework integrating Large…
In hierarchical reinforcement learning a major challenge is determining appropriate low-level policies. We propose an unsupervised learning scheme, based on asymmetric self-play from Sukhbaatar et al. (2018), that automatically learns a…
Monte Carlo Tree Search is a popular method for solving decision making problems. Faster implementations allow for more simulations within the same wall clock time, directly improving search performance. To this end, we present an…
We propose a new splitting criterion for a meta-learning approach to multiclass classifier design that adaptively merges the classes into a tree-structured hierarchy of increasingly difficult binary classification problems. The…
In continual learning, the learner faces a stream of data whose distribution changes over time. Modern neural networks are known to suffer under this setting, as they quickly forget previously acquired knowledge. To address such…
We propose PESA, a novel approach combining Particle Swarm Optimisation (PSO), Evolution Strategy (ES), and Simulated Annealing (SA) in a hybrid Algorithm, inspired from reinforcement learning. PESA hybridizes the three algorithms by…
This paper addresses the scalar regression problem through a novel solution to exactly optimize the Huber loss in a general semi-supervised setting, which combines multi-view learning and manifold regularization. We propose a principled…
Hannan consistency, or no external regret, is a~key concept for learning in games. An action selection algorithm is Hannan consistent (HC) if its performance is eventually as good as selecting the~best fixed action in hindsight. If both…
By introducing several improvements to the AlphaZero process and architecture, we greatly accelerate self-play learning in Go, achieving a 50x reduction in computation over comparable methods. Like AlphaZero and replications such as ELF…