Human-level control through deep reinforcement learning
nature.com
nature.com
If you're interested, one of the main authors (David Silver) teaches a very good and intuitive introductory class on reinforcement learning at UCL: http://www0.cs.ucl.ac.uk/staff/d.silver/web/Teaching.html
To be fair, another major contributor to Torch is a co-author of this paper (Kavukcuoglu).
This is huge. It shows that the algorithm was able to generalize across multiple problem sets within the same domain of "playing Atari 2600 games", and not simply a "lucky" choice of algorithm, network architecture, or hyperparameters that a random search for each game might choose. This is also not a violation of the No Free Lunch (NFL) Theorem [1], because the domain is limited to playing Atari 2600 games, which share many characteristics.
[1]: https://en.wikipedia.org/wiki/No_free_lunch_in_search_and_op...
Essentially: NFL says the performance (1 / number of trials are required to find a solution), when averaged over all fitness functions, will be the same for all optimisation algorithms. However, most fitness functions require more computational power than the Universe to evaluate; making even a single trial impossible to perform.
Since those problems are already impossible, it doesn't matter how many trials our optimisation algorithm would require when tackling them. We can use this unobservable bad performance to offset some observable good performance, to remain within the average dictated by NFL whilst still becoming objectively better.
In fact, one of this paper's authors (Shane Legg) has used this fact to define a general intelligence test which favours performance on simple functions http://arxiv.org/abs/0712.3329
Did it really? I think they reset it and retrained it for each game.
I'd like to know how much more is needed to make one instance of the AI that can successfully play any of the games. To play all 49 games that it could learn, does it need to be an extra level deep? Or 49 times larger? Or 2^49 times more?
Having a single instance of an algorithm learn to perform well on many different tasks is really a separate problem than what they're dealing with here.
If they have similar features (which they undoubtedly would), the size could drop a lot.
Of course, I have no training in neural nets, and so my conclusions are reached from general understanding/reasoning.
A person that's played all the other games in the list can win Montezuma's Revenge on the first try; this AI can't play Montezuma's Revenge at all.
Anyone know how hard it would be for someone who is fairly good at programming (works as a full stack developer and feels quite comfortable learning new things) and has strong math skills (undergrad degree) to break into this field? Is going back to school for a masters/phd the best way?
I have a few cool AI ideas I'm hoping to start spending more time in the coming months, and I have heard of some great online courses to check out. I was just curious as to how important institutional credentials are for this kind of thing, seeing as it much more academic than building CRUD web apps.
The core area is pretty simple stuff to be honest. Obviously DeepMind are completely next-level but you can get pretty good results with basic understanding...
A step toward open access, but they're still trying to claim copyright and control the work of others.
|Nevertheless, games demanding more temporally extended planning strategies still constitute a major challenge for all existing agents including DQN.
|Notably, the succesfsful integration of reinforcement learning with deep network architectures was critically dependent on our incorporation of a replay algorithm involving the storage and representations of recently experienced transitions.
I am not for sure what data the replay algorithm has access to, but I wonder what happens if you extend the amount of data it has. This might be the brick wall this algorithm hits of diminishing returns.
It would be interesting to hear what the authors think could help help improve how their model deals with temporally extended planning strategies.
As someone who grew up on Atari, Nintendo and Sony this is pretty cool work.
https://plus.google.com/100849856540000067209/posts/eLQf4KC9...
Edit: Ars Technica has a summary of this new paper. https://arstechnica.com/science/2015/02/ai-masters-49-atari-...
In some sense this paper even demonstrates that how simple the problem actually is.
I think more important question is that what else can be modelled as such problem.
Still the reinforcement learning part is the same, but reinforcement learning was not the main contribution of this nature paper.
> The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment.
Reinforcement (rewards/punishments) is a highly effective way to train autonomous individuals to succeed in arbitrary environments.
> To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations.
This kind of open-ended learning in a simulation is hard: Think of the number of inputs from all your senses being continually processed by the nervous system at a given time. Being able to take all those inputs, each of which changes meaning depending on context, to figure out what to do right now (while learning from the past in the process) is a hard problem, especially for a computer to solve.
> Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms.
Humans and other animals have this figured out through our own brains ("dopaminergic neurons") and the combination of our senses and various parts of our nervous systems/biology (e.g. our reflexes respond faster than our cognition due to the hierarchy of autonomic nervous system response).
> While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces.
Past reinforcement-based algorithms have worked well, but require thorough understanding of the problem being solved, or for the problem to be relatively simple and predictable.
> Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning.
By combining advances in deep neural network training with reinforcement learning in a "novel artificial agent" ("a deep Q-network"), our agent can learn sophisticated problems through only reinforcement learning.
> We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters.
Our new approach works across 49 games using the same approach for each game (where each game presumably has different rules and dynamics), and is able to perform at the same level as a professional human being.
> This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
We've created a universal learning algorithm that can take a multitude of inputs and consistently respond correctly without having to re-define the model for each game or problem.
|We've created a universal learning algorithm that can take a multitude of inputs and consistently respond correctly without having to re-define the model for each game or problem.
Further along in the article, it turns out it is actually a subset of games which don't involve long term planning strategies.
Unfortunately I can't access the paper, and the ReadCube link seems to require Flash, but I'm assuming a "Q-network" is based on Q-learning. Q-learning is essentially a lookup table of states to actions, where we guess what state we're in from our observations and look up which action to perform that will get us the most reward.
In that sense, it's clear that a Q-learning approach would struggle with long-term planning, since its memory only goes as far as 1 action. Of course there are ways to extend Q-learning, but these tend to destroy it's best feature: implementation efficiency.
One nice alternative I've seen in recent years is Gradient Temporal Difference, which allows linear functions to be learned rather than just single actions, and retains lots of the performance properties of Q-learning (O(n) in the number of functions learned, off-policy learning, etc.).
In this way, information can flow back in time as the agent learns that some observation is predictive of reward, and then learns some observation is predictive of that observation, and so on until it connects the reward with some action K time steps ago. So long-term planning is definitely possible.
This does require that some relevant information be available at each intermediate time step to connect the actions with the ultimate reward. The nice thing about these Atari games is you can usually judge value just by what's immediately on the screen, and in this paper they only use the last three frames' worth of state. In a game requiring a memory for past sensory information (e.g. where information appears on the screen then disappears), this might not do so well, but that's more a matter of working memory than long-term planning, and a different Q-learning system could contain a working memory (e.g. if it was RNN-based).
Driving a car? Making a taco? Working the checkout counter?
1. The Mario algo has direct access to the game state, and will only work for games where it has that game state access. The DeepMind algo plays directly from the screen pixels. That means DeepMind has to first learn to interpret time varying (!) visual information correctly, then deduce rules and good play strategy on top of that leaky abstraction. That's hard. It also means the algorithm can be applied to any game with a screen output, not just to an Atari.
2. The Mario algo is doing a direct search through move space. It can back up and explore a different branch of the tree and play differently to see a different outcome. When the DeepMind algo plays Atari, it can't undo a move that it just did. It has to make good choices, using intelligence, just like a human player would.
The impressive thing here is not that it plays Atari games. You're right, we have had AIs that can do this for a long time, even better than this. The impressive thing is that it's a single AI algorithm that works for many games, and that is learning directly from the screen. We have not had anything like this before.
In particular, the author of your link says he's surprised that the algorithm can sometimes get further than twice the length of his pre-recorded training sequence.