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SubscribeListwise Learning to Rank with Deep Q-Networks
Learning to Rank is the problem involved with ranking a sequence of documents based on their relevance to a given query. Deep Q-Learning has been shown to be a useful method for training an agent in sequential decision making. In this paper, we show that DeepQRank, our deep q-learning to rank agent, demonstrates performance that can be considered state-of-the-art. Though less computationally efficient than a supervised learning approach such as linear regression, our agent has fewer limitations in terms of which format of data it can use for training and evaluation. We run our algorithm against Microsoft's LETOR listwise dataset and achieve an NDCG@1 (ranking accuracy in the range [0,1]) of 0.5075, narrowly beating out the leading supervised learning model, SVMRank (0.4958).
On The Transferability of Deep-Q Networks
Transfer Learning (TL) is an efficient machine learning paradigm that allows overcoming some of the hurdles that characterize the successful training of deep neural networks, ranging from long training times to the needs of large datasets. While exploiting TL is a well established and successful training practice in Supervised Learning (SL), its applicability in Deep Reinforcement Learning (DRL) is rarer. In this paper, we study the level of transferability of three different variants of Deep-Q Networks on popular DRL benchmarks as well as on a set of novel, carefully designed control tasks. Our results show that transferring neural networks in a DRL context can be particularly challenging and is a process which in most cases results in negative transfer. In the attempt of understanding why Deep-Q Networks transfer so poorly, we gain novel insights into the training dynamics that characterizes this family of algorithms.
A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks
Efficiently solving problems with large action spaces using A* search has been of importance to the artificial intelligence community for decades. This is because the computation and memory requirements of A* search grow linearly with the size of the action space. This burden becomes even more apparent when A* search uses a heuristic function learned by computationally expensive function approximators, such as deep neural networks. To address this problem, we introduce Q* search, a search algorithm that uses deep Q-networks to guide search in order to take advantage of the fact that the sum of the transition costs and heuristic values of the children of a node can be computed with a single forward pass through a deep Q-network without explicitly generating those children. This significantly reduces computation time and requires only one node to be generated per iteration. We use Q* search to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and find that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time and less than a 3-fold increase in number of nodes generated when performing Q* search. Furthermore, Q* search is up to 129 times faster and generates up to 1288 times fewer nodes than A* search. Finally, although obtaining admissible heuristic functions from deep neural networks is an ongoing area of research, we prove that Q* search is guaranteed to find a shortest path given a heuristic function that neither overestimates the cost of a shortest path nor underestimates the transition cost.
A Theoretical Analysis of Deep Q-Learning
Despite the great empirical success of deep reinforcement learning, its theoretical foundation is less well understood. In this work, we make the first attempt to theoretically understand the deep Q-network (DQN) algorithm (Mnih et al., 2015) from both algorithmic and statistical perspectives. In specific, we focus on a slight simplification of DQN that fully captures its key features. Under mild assumptions, we establish the algorithmic and statistical rates of convergence for the action-value functions of the iterative policy sequence obtained by DQN. In particular, the statistical error characterizes the bias and variance that arise from approximating the action-value function using deep neural network, while the algorithmic error converges to zero at a geometric rate. As a byproduct, our analysis provides justifications for the techniques of experience replay and target network, which are crucial to the empirical success of DQN. Furthermore, as a simple extension of DQN, we propose the Minimax-DQN algorithm for zero-sum Markov game with two players. Borrowing the analysis of DQN, we also quantify the difference between the policies obtained by Minimax-DQN and the Nash equilibrium of the Markov game in terms of both the algorithmic and statistical rates of convergence.
Defeating Proactive Jammers Using Deep Reinforcement Learning for Resource-Constrained IoT Networks
Traditional anti-jamming techniques like spread spectrum, adaptive power/rate control, and cognitive radio, have demonstrated effectiveness in mitigating jamming attacks. However, their robustness against the growing complexity of internet-of-thing (IoT) networks and diverse jamming attacks is still limited. To address these challenges, machine learning (ML)-based techniques have emerged as promising solutions. By offering adaptive and intelligent anti-jamming capabilities, ML-based approaches can effectively adapt to dynamic attack scenarios and overcome the limitations of traditional methods. In this paper, we propose a deep reinforcement learning (DRL)-based approach that utilizes state input from realistic wireless network interface cards. We train five different variants of deep Q-network (DQN) agents to mitigate the effects of jamming with the aim of identifying the most sample-efficient, lightweight, robust, and least complex agent that is tailored for power-constrained devices. The simulation results demonstrate the effectiveness of the proposed DRL-based anti-jamming approach against proactive jammers, regardless of their jamming strategy which eliminates the need for a pattern recognition or jamming strategy detection step. Our findings present a promising solution for securing IoT networks against jamming attacks and highlights substantial opportunities for continued investigation and advancement within this field.
Deep reinforcement learning for tracking a moving target in jellyfish-like swimming
We develop a deep reinforcement learning method for training a jellyfish-like swimmer to effectively track a moving target in a two-dimensional flow. This swimmer is a flexible object equipped with a muscle model based on torsional springs. We employ a deep Q-network (DQN) that takes the swimmer's geometry and dynamic parameters as inputs, and outputs actions which are the forces applied to the swimmer. In particular, we introduce an action regulation to mitigate the interference from complex fluid-structure interactions. The goal of these actions is to navigate the swimmer to a target point in the shortest possible time. In the DQN training, the data on the swimmer's motions are obtained from simulations conducted using the immersed boundary method. During tracking a moving target, there is an inherent delay between the application of forces and the corresponding response of the swimmer's body due to hydrodynamic interactions between the shedding vortices and the swimmer's own locomotion. Our tests demonstrate that the swimmer, with the DQN agent and action regulation, is able to dynamically adjust its course based on its instantaneous state. This work extends the application scope of machine learning in controlling flexible objects within fluid environments.
AdsorbRL: Deep Multi-Objective Reinforcement Learning for Inverse Catalysts Design
A central challenge of the clean energy transition is the development of catalysts for low-emissions technologies. Recent advances in Machine Learning for quantum chemistry drastically accelerate the computation of catalytic activity descriptors such as adsorption energies. Here we introduce AdsorbRL, a Deep Reinforcement Learning agent aiming to identify potential catalysts given a multi-objective binding energy target, trained using offline learning on the Open Catalyst 2020 and Materials Project data sets. We experiment with Deep Q-Network agents to traverse the space of all ~160,000 possible unary, binary and ternary compounds of 55 chemical elements, with very sparse rewards based on adsorption energy known for only between 2,000 and 3,000 catalysts per adsorbate. To constrain the actions space, we introduce Random Edge Traversal and train a single-objective DQN agent on the known states subgraph, which we find strengthens target binding energy by an average of 4.1 eV. We extend this approach to multi-objective, goal-conditioned learning, and train a DQN agent to identify materials with the highest (respectively lowest) adsorption energies for multiple simultaneous target adsorbates. We experiment with Objective Sub-Sampling, a novel training scheme aimed at encouraging exploration in the multi-objective setup, and demonstrate simultaneous adsorption energy improvement across all target adsorbates, by an average of 0.8 eV. Overall, our results suggest strong potential for Deep Reinforcement Learning applied to the inverse catalysts design problem.
A Deep Reinforcement Learning-Based TCP Congestion Control Algorithm: Design, Simulation, and Evaluation
This paper presents a novel TCP congestion control algorithm based on Deep Reinforcement Learning. The proposed approach utilizes Deep Q-Networks to optimize the congestion window (cWnd) by observing key network parameters and taking real-time actions. The algorithm is trained and evaluated within the NS-3 network simulator using the OpenGym interface. The results demonstrate significant improvements over traditional TCP New Reno in terms of latency and throughput, with better adaptability to changing network conditions. This study emphasizes the potential of reinforcement learning techniques for solving complex congestion control problems in modern networks.
Optimizing Nitrogen Management with Deep Reinforcement Learning and Crop Simulations
Nitrogen (N) management is critical to sustain soil fertility and crop production while minimizing the negative environmental impact, but is challenging to optimize. This paper proposes an intelligent N management system using deep reinforcement learning (RL) and crop simulations with Decision Support System for Agrotechnology Transfer (DSSAT). We first formulate the N management problem as an RL problem. We then train management policies with deep Q-network and soft actor-critic algorithms, and the Gym-DSSAT interface that allows for daily interactions between the simulated crop environment and RL agents. According to the experiments on the maize crop in both Iowa and Florida in the US, our RL-trained policies outperform previous empirical methods by achieving higher or similar yield while using less fertilizers
KANQAS: Kolmogorov-Arnold Network for Quantum Architecture Search
Quantum architecture Search (QAS) is a promising direction for optimization and automated design of quantum circuits towards quantum advantage. Recent techniques in QAS emphasize Multi-Layer Perceptron (MLP)-based deep Q-networks. However, their interpretability remains challenging due to the large number of learnable parameters and the complexities involved in selecting appropriate activation functions. In this work, to overcome these challenges, we utilize the Kolmogorov-Arnold Network (KAN) in the QAS algorithm, analyzing their efficiency in the task of quantum state preparation and quantum chemistry. In quantum state preparation, our results show that in a noiseless scenario, the probability of success is 2 to 5 times higher than MLPs. In noisy environments, KAN outperforms MLPs in fidelity when approximating these states, showcasing its robustness against noise. In tackling quantum chemistry problems, we enhance the recently proposed QAS algorithm by integrating curriculum reinforcement learning with a KAN structure. This facilitates a more efficient design of parameterized quantum circuits by reducing the number of required 2-qubit gates and circuit depth. Further investigation reveals that KAN requires a significantly smaller number of learnable parameters compared to MLPs; however, the average time of executing each episode for KAN is higher.
Deep Reinforcement Learning of Volume-guided Progressive View Inpainting for 3D Point Scene Completion from a Single Depth Image
We present a deep reinforcement learning method of progressive view inpainting for 3D point scene completion under volume guidance, achieving high-quality scene reconstruction from only a single depth image with severe occlusion. Our approach is end-to-end, consisting of three modules: 3D scene volume reconstruction, 2D depth map inpainting, and multi-view selection for completion. Given a single depth image, our method first goes through the 3D volume branch to obtain a volumetric scene reconstruction as a guide to the next view inpainting step, which attempts to make up the missing information; the third step involves projecting the volume under the same view of the input, concatenating them to complete the current view depth, and integrating all depth into the point cloud. Since the occluded areas are unavailable, we resort to a deep Q-Network to glance around and pick the next best view for large hole completion progressively until a scene is adequately reconstructed while guaranteeing validity. All steps are learned jointly to achieve robust and consistent results. We perform qualitative and quantitative evaluations with extensive experiments on the SUNCG data, obtaining better results than the state of the art.
Deep Reinforcement Learning: An Overview
We give an overview of recent exciting achievements of deep reinforcement learning (RL). We discuss six core elements, six important mechanisms, and twelve applications. We start with background of machine learning, deep learning and reinforcement learning. Next we discuss core RL elements, including value function, in particular, Deep Q-Network (DQN), policy, reward, model, planning, and exploration. After that, we discuss important mechanisms for RL, including attention and memory, unsupervised learning, transfer learning, multi-agent RL, hierarchical RL, and learning to learn. Then we discuss various applications of RL, including games, in particular, AlphaGo, robotics, natural language processing, including dialogue systems, machine translation, and text generation, computer vision, neural architecture design, business management, finance, healthcare, Industry 4.0, smart grid, intelligent transportation systems, and computer systems. We mention topics not reviewed yet, and list a collection of RL resources. After presenting a brief summary, we close with discussions. Please see Deep Reinforcement Learning, arXiv:1810.06339, for a significant update.
3DCNN-DQN-RNN: A Deep Reinforcement Learning Framework for Semantic Parsing of Large-scale 3D Point Clouds
Semantic parsing of large-scale 3D point clouds is an important research topic in computer vision and remote sensing fields. Most existing approaches utilize hand-crafted features for each modality independently and combine them in a heuristic manner. They often fail to consider the consistency and complementary information among features adequately, which makes them difficult to capture high-level semantic structures. The features learned by most of the current deep learning methods can obtain high-quality image classification results. However, these methods are hard to be applied to recognize 3D point clouds due to unorganized distribution and various point density of data. In this paper, we propose a 3DCNN-DQN-RNN method which fuses the 3D convolutional neural network (CNN), Deep Q-Network (DQN) and Residual recurrent neural network (RNN) for an efficient semantic parsing of large-scale 3D point clouds. In our method, an eye window under control of the 3D CNN and DQN can localize and segment the points of the object class efficiently. The 3D CNN and Residual RNN further extract robust and discriminative features of the points in the eye window, and thus greatly enhance the parsing accuracy of large-scale point clouds. Our method provides an automatic process that maps the raw data to the classification results. It also integrates object localization, segmentation and classification into one framework. Experimental results demonstrate that the proposed method outperforms the state-of-the-art point cloud classification methods.
Traffic Light Control with Reinforcement Learning
Traffic light control is important for reducing congestion in urban mobility systems. This paper proposes a real-time traffic light control method using deep Q learning. Our approach incorporates a reward function considering queue lengths, delays, travel time, and throughput. The model dynamically decides phase changes based on current traffic conditions. The training of the deep Q network involves an offline stage from pre-generated data with fixed schedules and an online stage using real-time traffic data. A deep Q network structure with a "phase gate" component is used to simplify the model's learning task under different phases. A "memory palace" mechanism is used to address sample imbalance during the training process. We validate our approach using both synthetic and real-world traffic flow data on a road intersecting in Hangzhou, China. Results demonstrate significant performance improvements of the proposed method in reducing vehicle waiting time (57.1% to 100%), queue lengths (40.9% to 100%), and total travel time (16.8% to 68.0%) compared to traditional fixed signal plans.
Improving Information Extraction by Acquiring External Evidence with Reinforcement Learning
Most successful information extraction systems operate with access to a large collection of documents. In this work, we explore the task of acquiring and incorporating external evidence to improve extraction accuracy in domains where the amount of training data is scarce. This process entails issuing search queries, extraction from new sources and reconciliation of extracted values, which are repeated until sufficient evidence is collected. We approach the problem using a reinforcement learning framework where our model learns to select optimal actions based on contextual information. We employ a deep Q-network, trained to optimize a reward function that reflects extraction accuracy while penalizing extra effort. Our experiments on two databases -- of shooting incidents, and food adulteration cases -- demonstrate that our system significantly outperforms traditional extractors and a competitive meta-classifier baseline.
RLEEGNet: Integrating Brain-Computer Interfaces with Adaptive AI for Intuitive Responsiveness and High-Accuracy Motor Imagery Classification
Current approaches to prosthetic control are limited by their reliance on traditional methods, which lack real-time adaptability and intuitive responsiveness. These limitations are particularly pronounced in assistive technologies designed for individuals with diverse cognitive states and motor intentions. In this paper, we introduce a framework that leverages Reinforcement Learning (RL) with Deep Q-Networks (DQN) for classification tasks. Additionally, we present a preprocessing technique using the Common Spatial Pattern (CSP) for multiclass motor imagery (MI) classification in a One-Versus-The-Rest (OVR) manner. The subsequent 'csp space' transformation retains the temporal dimension of EEG signals, crucial for extracting discriminative features. The integration of DQN with a 1D-CNN-LSTM architecture optimizes the decision-making process in real-time, thereby enhancing the system's adaptability to the user's evolving needs and intentions. We elaborate on the data processing methods for two EEG motor imagery datasets. Our innovative model, RLEEGNet, incorporates a 1D-CNN-LSTM architecture as the Online Q-Network within the DQN, facilitating continuous adaptation and optimization of control strategies through feedback. This mechanism allows the system to learn optimal actions through trial and error, progressively improving its performance. RLEEGNet demonstrates high accuracy in classifying MI-EEG signals, achieving as high as 100% accuracy in MI tasks across both the GigaScience (3-class) and BCI-IV-2a (4-class) datasets. These results highlight the potential of combining DQN with a 1D-CNN-LSTM architecture to significantly enhance the adaptability and responsiveness of BCI systems.
Segregation Dynamics with Reinforcement Learning and Agent Based Modeling
Societies are complex. Properties of social systems can be explained by the interplay and weaving of individual actions. Incentives are key to understand people's choices and decisions. For instance, individual preferences of where to live may lead to the emergence of social segregation. In this paper, we combine Reinforcement Learning (RL) with Agent Based Models (ABM) in order to address the self-organizing dynamics of social segregation and explore the space of possibilities that emerge from considering different types of incentives. Our model promotes the creation of interdependencies and interactions among multiple agents of two different kinds that want to segregate from each other. For this purpose, agents use Deep Q-Networks to make decisions based on the rules of the Schelling Segregation model and the Predator-Prey model. Despite the segregation incentive, our experiments show that spatial integration can be achieved by establishing interdependencies among agents of different kinds. They also reveal that segregated areas are more probable to host older people than diverse areas, which attract younger ones. Through this work, we show that the combination of RL and ABMs can create an artificial environment for policy makers to observe potential and existing behaviors associated to incentives.
Cold-RL: Learning Cache Eviction with Offline Reinforcement Learning for NGINX
Web proxies such as NGINX commonly rely on least-recently-used (LRU) eviction, which is size agnostic and can thrash under periodic bursts and mixed object sizes. We introduce Cold-RL, a learned eviction policy for NGINX that replaces LRU's forced-expire path with a dueling Deep Q-Network served by an ONNX sidecar within a strict microsecond budget. On each eviction, Cold-RL samples the K least-recently-used objects, extracts six lightweight features (age, size, hit count, inter-arrival time, remaining TTL, and last origin RTT), and requests a bitmask of victims; a hard timeout of 500 microseconds triggers immediate fallback to native LRU. Policies are trained offline by replaying NGINX access logs through a cache simulator with a simple reward: a retained object earns one point if it is hit again before TTL expiry. We compare against LRU, LFU, size-based, adaptive LRU, and a hybrid baseline on two adversarial workloads. With a 25 MB cache, Cold-RL raises hit ratio from 0.1436 to 0.3538, a 146 percent improvement over the best classical baseline; at 100 MB, from 0.7530 to 0.8675, a 15 percent gain; and at 400 MB it matches classical methods (about 0.918). Inference adds less than 2 percent CPU overhead and keeps 95th percentile eviction latency within budget. To our knowledge, this is the first reinforcement learning eviction policy integrated into NGINX with strict SLOs.
A Dataset Perspective on Offline Reinforcement Learning
The application of Reinforcement Learning (RL) in real world environments can be expensive or risky due to sub-optimal policies during training. In Offline RL, this problem is avoided since interactions with an environment are prohibited. Policies are learned from a given dataset, which solely determines their performance. Despite this fact, how dataset characteristics influence Offline RL algorithms is still hardly investigated. The dataset characteristics are determined by the behavioral policy that samples this dataset. Therefore, we define characteristics of behavioral policies as exploratory for yielding high expected information in their interaction with the Markov Decision Process (MDP) and as exploitative for having high expected return. We implement two corresponding empirical measures for the datasets sampled by the behavioral policy in deterministic MDPs. The first empirical measure SACo is defined by the normalized unique state-action pairs and captures exploration. The second empirical measure TQ is defined by the normalized average trajectory return and captures exploitation. Empirical evaluations show the effectiveness of TQ and SACo. In large-scale experiments using our proposed measures, we show that the unconstrained off-policy Deep Q-Network family requires datasets with high SACo to find a good policy. Furthermore, experiments show that policy constraint algorithms perform well on datasets with high TQ and SACo. Finally, the experiments show, that purely dataset-constrained Behavioral Cloning performs competitively to the best Offline RL algorithms for datasets with high TQ.
Integrating Saliency Ranking and Reinforcement Learning for Enhanced Object Detection
With the ever-growing variety of object detection approaches, this study explores a series of experiments that combine reinforcement learning (RL)-based visual attention methods with saliency ranking techniques to investigate transparent and sustainable solutions. By integrating saliency ranking for initial bounding box prediction and subsequently applying RL techniques to refine these predictions through a finite set of actions over multiple time steps, this study aims to enhance RL object detection accuracy. Presented as a series of experiments, this research investigates the use of various image feature extraction methods and explores diverse Deep Q-Network (DQN) architectural variations for deep reinforcement learning-based localisation agent training. Additionally, we focus on optimising the detection pipeline at every step by prioritising lightweight and faster models, while also incorporating the capability to classify detected objects, a feature absent in previous RL approaches. We show that by evaluating the performance of these trained agents using the Pascal VOC 2007 dataset, faster and more optimised models were developed. Notably, the best mean Average Precision (mAP) achieved in this study was 51.4, surpassing benchmarks set by RL-based single object detectors in the literature.
RAMario: Experimental Approach to Reptile Algorithm -- Reinforcement Learning for Mario
This research paper presents an experimental approach to using the Reptile algorithm for reinforcement learning to train a neural network to play Super Mario Bros. We implement the Reptile algorithm using the Super Mario Bros Gym library and TensorFlow in Python, creating a neural network model with a single convolutional layer, a flatten layer, and a dense layer. We define the optimizer and use the Reptile class to create an instance of the Reptile meta-learning algorithm. We train the model using multiple tasks and episodes, choosing actions using the current weights of the neural network model, taking those actions in the environment, and updating the model weights using the Reptile algorithm. We evaluate the performance of the algorithm by printing the total reward for each episode. In addition, we compare the performance of the Reptile algorithm approach to two other popular reinforcement learning algorithms, Proximal Policy Optimization (PPO) and Deep Q-Network (DQN), applied to the same Super Mario Bros task. Our results demonstrate that the Reptile algorithm provides a promising approach to few-shot learning in video game AI, with comparable or even better performance than the other two algorithms, particularly in terms of moves vs distance that agent performs for 1M episodes of training. The results shows that best total distance for world 1-2 in the game environment were ~1732 (PPO), ~1840 (DQN) and ~2300 (RAMario). Full code is available at https://github.com/s4nyam/RAMario.
Reinforcement Learning for Monetary Policy Under Macroeconomic Uncertainty: Analyzing Tabular and Function Approximation Methods
We study how a central bank should dynamically set short-term nominal interest rates to stabilize inflation and unemployment when macroeconomic relationships are uncertain and time-varying. We model monetary policy as a sequential decision-making problem where the central bank observes macroeconomic conditions quarterly and chooses interest rate adjustments. Using publically accessible historical Federal Reserve Economic Data (FRED), we construct a linear-Gaussian transition model and implement a discrete-action Markov Decision Process with a quadratic loss reward function. We chose to compare nine different reinforcement learning style approaches against Taylor Rule and naive baselines, including tabular Q-learning variants, SARSA, Actor-Critic, Deep Q-Networks, Bayesian Q-learning with uncertainty quantification, and POMDP formulations with partial observability. Surprisingly, standard tabular Q-learning achieved the best performance (-615.13 +- 309.58 mean return), outperforming both enhanced RL methods and traditional policy rules. Our results suggest that while sophisticated RL techniques show promise for monetary policy applications, simpler approaches may be more robust in this domain, highlighting important challenges in applying modern RL to macroeconomic policy.
AI Agents for the Dhumbal Card Game: A Comparative Study
This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We formalize Dhumbal's mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), and reinforcement learning approaches including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation involves within-category tournaments followed by a cross-category championship. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Statistical significance is assessed using Welch's t-test with Bonferroni correction, effect sizes via Cohen's d, and 95% confidence intervals (CI). Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.3%, 95% CI: [86.3, 90.3]), outperforming ISMCTS (9.0%) and PPO (1.5%) through effective exploitation of Jhyap declarations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games.
Graph Neural Network based Agent in Google Research Football
Deep neural networks (DNN) can approximate value functions or policies for reinforcement learning, which makes the reinforcement learning algorithms more powerful. However, some DNNs, such as convolutional neural networks (CNN), cannot extract enough information or take too long to obtain enough features from the inputs under specific circumstances of reinforcement learning. For example, the input data of Google Research Football, a reinforcement learning environment which trains agents to play football, is the small map of players' locations. The information is contained not only in the coordinates of players, but also in the relationships between different players. CNNs can neither extract enough information nor take too long to train. To address this issue, this paper proposes a deep q-learning network (DQN) with a graph neural network (GNN) as its model. The GNN transforms the input data into a graph which better represents the football players' locations so that it extracts more information of the interactions between different players. With two GNNs to approximate its local and target value functions, this DQN allows players to learn from their experience by using value functions to see the prospective value of each intended action. The proposed model demonstrated the power of GNN in the football game by outperforming other DRL models with significantly fewer steps.
Deep-Q Learning with Hybrid Quantum Neural Network on Solving Maze Problems
Quantum computing holds great potential for advancing the limitations of machine learning algorithms to handle higher dimensions of data and reduce overall training parameters in deep learning (DL) models. This study uses a trainable variational quantum circuit (VQC) on a gate-based quantum computing model to investigate the potential for quantum benefit in a model-free reinforcement learning problem. Through a comprehensive investigation and evaluation of the current model and capabilities of quantum computers, we designed and trained a novel hybrid quantum neural network based on the latest Qiskit and PyTorch framework. We compared its performance with a full-classical CNN with and without an incorporated VQC. Our research provides insights into the potential of deep quantum learning to solve a maze problem and, potentially, other reinforcement learning problems. We conclude that reinforcement learning problems can be practical with reasonable training epochs. Moreover, a comparative study of full-classical and hybrid quantum neural networks is discussed to understand these two approaches' performance, advantages, and disadvantages to deep-Q learning problems, especially on larger-scale maze problems larger than 4x4.
Iterated $Q$-Network: Beyond One-Step Bellman Updates in Deep Reinforcement Learning
The vast majority of Reinforcement Learning methods is largely impacted by the computation effort and data requirements needed to obtain effective estimates of action-value functions, which in turn determine the quality of the overall performance and the sample-efficiency of the learning procedure. Typically, action-value functions are estimated through an iterative scheme that alternates the application of an empirical approximation of the Bellman operator and a subsequent projection step onto a considered function space. It has been observed that this scheme can be potentially generalized to carry out multiple iterations of the Bellman operator at once, benefiting the underlying learning algorithm. However, till now, it has been challenging to effectively implement this idea, especially in high-dimensional problems. In this paper, we introduce iterated Q-Network (i-QN), a novel principled approach that enables multiple consecutive Bellman updates by learning a tailored sequence of action-value functions where each serves as the target for the next. We show that i-QN is theoretically grounded and that it can be seamlessly used in value-based and actor-critic methods. We empirically demonstrate the advantages of i-QN in Atari 2600 games and MuJoCo continuous control problems.
Analytically Tractable Bayesian Deep Q-Learning
Reinforcement learning (RL) has gained increasing interest since the demonstration it was able to reach human performance on video game benchmarks using deep Q-learning (DQN). The current consensus for training neural networks on such complex environments is to rely on gradient-based optimization. Although alternative Bayesian deep learning methods exist, most of them still rely on gradient-based optimization, and they typically do not scale on benchmarks such as the Atari game environment. Moreover none of these approaches allow performing the analytical inference for the weights and biases defining the neural network. In this paper, we present how we can adapt the temporal difference Q-learning framework to make it compatible with the tractable approximate Gaussian inference (TAGI), which allows learning the parameters of a neural network using a closed-form analytical method. Throughout the experiments with on- and off-policy reinforcement learning approaches, we demonstrate that TAGI can reach a performance comparable to backpropagation-trained networks while using fewer hyperparameters, and without relying on gradient-based optimization.
Eau De $Q$-Network: Adaptive Distillation of Neural Networks in Deep Reinforcement Learning
Recent works have successfully demonstrated that sparse deep reinforcement learning agents can be competitive against their dense counterparts. This opens up opportunities for reinforcement learning applications in fields where inference time and memory requirements are cost-sensitive or limited by hardware. Until now, dense-to-sparse methods have relied on hand-designed sparsity schedules that are not synchronized with the agent's learning pace. Crucially, the final sparsity level is chosen as a hyperparameter, which requires careful tuning as setting it too high might lead to poor performances. In this work, we address these shortcomings by crafting a dense-to-sparse algorithm that we name Eau De Q-Network (EauDeQN). To increase sparsity at the agent's learning pace, we consider multiple online networks with different sparsity levels, where each online network is trained from a shared target network. At each target update, the online network with the smallest loss is chosen as the next target network, while the other networks are replaced by a pruned version of the chosen network. We evaluate the proposed approach on the Atari 2600 benchmark and the MuJoCo physics simulator, showing that EauDeQN reaches high sparsity levels while keeping performances high.
Look where you look! Saliency-guided Q-networks for generalization in visual Reinforcement Learning
Deep reinforcement learning policies, despite their outstanding efficiency in simulated visual control tasks, have shown disappointing ability to generalize across disturbances in the input training images. Changes in image statistics or distracting background elements are pitfalls that prevent generalization and real-world applicability of such control policies. We elaborate on the intuition that a good visual policy should be able to identify which pixels are important for its decision, and preserve this identification of important sources of information across images. This implies that training of a policy with small generalization gap should focus on such important pixels and ignore the others. This leads to the introduction of saliency-guided Q-networks (SGQN), a generic method for visual reinforcement learning, that is compatible with any value function learning method. SGQN vastly improves the generalization capability of Soft Actor-Critic agents and outperforms existing stateof-the-art methods on the Deepmind Control Generalization benchmark, setting a new reference in terms of training efficiency, generalization gap, and policy interpretability.
Accelerating Policy Gradient by Estimating Value Function from Prior Computation in Deep Reinforcement Learning
This paper investigates the use of prior computation to estimate the value function to improve sample efficiency in on-policy policy gradient methods in reinforcement learning. Our approach is to estimate the value function from prior computations, such as from the Q-network learned in DQN or the value function trained for different but related environments. In particular, we learn a new value function for the target task while combining it with a value estimate from the prior computation. Finally, the resulting value function is used as a baseline in the policy gradient method. This use of a baseline has the theoretical property of reducing variance in gradient computation and thus improving sample efficiency. The experiments show the successful use of prior value estimates in various settings and improved sample efficiency in several tasks.
Reinforcement Learning for Optimal Execution when Liquidity is Time-Varying
Optimal execution is an important problem faced by any trader. Most solutions are based on the assumption of constant market impact, while liquidity is known to be dynamic. Moreover, models with time-varying liquidity typically assume that it is observable, despite the fact that, in reality, it is latent and hard to measure in real time. In this paper we show that the use of Double Deep Q-learning, a form of Reinforcement Learning based on neural networks, is able to learn optimal trading policies when liquidity is time-varying. Specifically, we consider an Almgren-Chriss framework with temporary and permanent impact parameters following several deterministic and stochastic dynamics. Using extensive numerical experiments, we show that the trained algorithm learns the optimal policy when the analytical solution is available, and overcomes benchmarks and approximated solutions when the solution is not available.
Playing Atari with Deep Reinforcement Learning
We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.
Multimodal Breast Lesion Classification Using Cross-Attention Deep Networks
Accurate breast lesion risk estimation can significantly reduce unnecessary biopsies and help doctors decide optimal treatment plans. Most existing computer-aided systems rely solely on mammogram features to classify breast lesions. While this approach is convenient, it does not fully exploit useful information in clinical reports to achieve the optimal performance. Would clinical features significantly improve breast lesion classification compared to using mammograms alone? How to handle missing clinical information caused by variation in medical practice? What is the best way to combine mammograms and clinical features? There is a compelling need for a systematic study to address these fundamental questions. This paper investigates several multimodal deep networks based on feature concatenation, cross-attention, and co-attention to combine mammograms and categorical clinical variables. We show that the proposed architectures significantly increase the lesion classification performance (average area under ROC curves from 0.89 to 0.94). We also evaluate the model when clinical variables are missing.
Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learning
Deep artificial neural networks (DNNs) are typically trained via gradient-based learning algorithms, namely backpropagation. Evolution strategies (ES) can rival backprop-based algorithms such as Q-learning and policy gradients on challenging deep reinforcement learning (RL) problems. However, ES can be considered a gradient-based algorithm because it performs stochastic gradient descent via an operation similar to a finite-difference approximation of the gradient. That raises the question of whether non-gradient-based evolutionary algorithms can work at DNN scales. Here we demonstrate they can: we evolve the weights of a DNN with a simple, gradient-free, population-based genetic algorithm (GA) and it performs well on hard deep RL problems, including Atari and humanoid locomotion. The Deep GA successfully evolves networks with over four million free parameters, the largest neural networks ever evolved with a traditional evolutionary algorithm. These results (1) expand our sense of the scale at which GAs can operate, (2) suggest intriguingly that in some cases following the gradient is not the best choice for optimizing performance, and (3) make immediately available the multitude of neuroevolution techniques that improve performance. We demonstrate the latter by showing that combining DNNs with novelty search, which encourages exploration on tasks with deceptive or sparse reward functions, can solve a high-dimensional problem on which reward-maximizing algorithms (e.g.\ DQN, A3C, ES, and the GA) fail. Additionally, the Deep GA is faster than ES, A3C, and DQN (it can train Atari in {raise.17ex\scriptstyle\sim}4 hours on one desktop or {raise.17ex\scriptstyle\sim}1 hour distributed on 720 cores), and enables a state-of-the-art, up to 10,000-fold compact encoding technique.
Deep Reinforcement Learning with Double Q-learning
The popular Q-learning algorithm is known to overestimate action values under certain conditions. It was not previously known whether, in practice, such overestimations are common, whether they harm performance, and whether they can generally be prevented. In this paper, we answer all these questions affirmatively. In particular, we first show that the recent DQN algorithm, which combines Q-learning with a deep neural network, suffers from substantial overestimations in some games in the Atari 2600 domain. We then show that the idea behind the Double Q-learning algorithm, which was introduced in a tabular setting, can be generalized to work with large-scale function approximation. We propose a specific adaptation to the DQN algorithm and show that the resulting algorithm not only reduces the observed overestimations, as hypothesized, but that this also leads to much better performance on several games.
Simplifying Graph Convolutional Networks
Graph Convolutional Networks (GCNs) and their variants have experienced significant attention and have become the de facto methods for learning graph representations. GCNs derive inspiration primarily from recent deep learning approaches, and as a result, may inherit unnecessary complexity and redundant computation. In this paper, we reduce this excess complexity through successively removing nonlinearities and collapsing weight matrices between consecutive layers. We theoretically analyze the resulting linear model and show that it corresponds to a fixed low-pass filter followed by a linear classifier. Notably, our experimental evaluation demonstrates that these simplifications do not negatively impact accuracy in many downstream applications. Moreover, the resulting model scales to larger datasets, is naturally interpretable, and yields up to two orders of magnitude speedup over FastGCN.
Deep Learning, Machine Learning, Advancing Big Data Analytics and Management
Advancements in artificial intelligence, machine learning, and deep learning have catalyzed the transformation of big data analytics and management into pivotal domains for research and application. This work explores the theoretical foundations, methodological advancements, and practical implementations of these technologies, emphasizing their role in uncovering actionable insights from massive, high-dimensional datasets. The study presents a systematic overview of data preprocessing techniques, including data cleaning, normalization, integration, and dimensionality reduction, to prepare raw data for analysis. Core analytics methodologies such as classification, clustering, regression, and anomaly detection are examined, with a focus on algorithmic innovation and scalability. Furthermore, the text delves into state-of-the-art frameworks for data mining and predictive modeling, highlighting the role of neural networks, support vector machines, and ensemble methods in tackling complex analytical challenges. Special emphasis is placed on the convergence of big data with distributed computing paradigms, including cloud and edge computing, to address challenges in storage, computation, and real-time analytics. The integration of ethical considerations, including data privacy and compliance with global standards, ensures a holistic perspective on data management. Practical applications across healthcare, finance, marketing, and policy-making illustrate the real-world impact of these technologies. Through comprehensive case studies and Python-based implementations, this work equips researchers, practitioners, and data enthusiasts with the tools to navigate the complexities of modern data analytics. It bridges the gap between theory and practice, fostering the development of innovative solutions for managing and leveraging data in the era of artificial intelligence.
Learning Synergies between Pushing and Grasping with Self-supervised Deep Reinforcement Learning
Skilled robotic manipulation benefits from complex synergies between non-prehensile (e.g. pushing) and prehensile (e.g. grasping) actions: pushing can help rearrange cluttered objects to make space for arms and fingers; likewise, grasping can help displace objects to make pushing movements more precise and collision-free. In this work, we demonstrate that it is possible to discover and learn these synergies from scratch through model-free deep reinforcement learning. Our method involves training two fully convolutional networks that map from visual observations to actions: one infers the utility of pushes for a dense pixel-wise sampling of end effector orientations and locations, while the other does the same for grasping. Both networks are trained jointly in a Q-learning framework and are entirely self-supervised by trial and error, where rewards are provided from successful grasps. In this way, our policy learns pushing motions that enable future grasps, while learning grasps that can leverage past pushes. During picking experiments in both simulation and real-world scenarios, we find that our system quickly learns complex behaviors amid challenging cases of clutter, and achieves better grasping success rates and picking efficiencies than baseline alternatives after only a few hours of training. We further demonstrate that our method is capable of generalizing to novel objects. Qualitative results (videos), code, pre-trained models, and simulation environments are available at http://vpg.cs.princeton.edu
Q-Diffusion: Quantizing Diffusion Models
Diffusion models have achieved great success in image synthesis through iterative noise estimation using deep neural networks. However, the slow inference, high memory consumption, and computation intensity of the noise estimation model hinder the efficient adoption of diffusion models. Although post-training quantization (PTQ) is considered a go-to compression method for other tasks, it does not work out-of-the-box on diffusion models. We propose a novel PTQ method specifically tailored towards the unique multi-timestep pipeline and model architecture of the diffusion models, which compresses the noise estimation network to accelerate the generation process. We identify the key difficulty of diffusion model quantization as the changing output distributions of noise estimation networks over multiple time steps and the bimodal activation distribution of the shortcut layers within the noise estimation network. We tackle these challenges with timestep-aware calibration and split shortcut quantization in this work. Experimental results show that our proposed method is able to quantize full-precision unconditional diffusion models into 4-bit while maintaining comparable performance (small FID change of at most 2.34 compared to >100 for traditional PTQ) in a training-free manner. Our approach can also be applied to text-guided image generation, where we can run stable diffusion in 4-bit weights with high generation quality for the first time.
StaQ it! Growing neural networks for Policy Mirror Descent
In Reinforcement Learning (RL), regularization has emerged as a popular tool both in theory and practice, typically based either on an entropy bonus or a Kullback-Leibler divergence that constrains successive policies. In practice, these approaches have been shown to improve exploration, robustness and stability, giving rise to popular Deep RL algorithms such as SAC and TRPO. Policy Mirror Descent (PMD) is a theoretical framework that solves this general regularized policy optimization problem, however the closed-form solution involves the sum of all past Q-functions, which is intractable in practice. We propose and analyze PMD-like algorithms that only keep the last M Q-functions in memory, and show that for finite and large enough M, a convergent algorithm can be derived, introducing no error in the policy update, unlike prior deep RL PMD implementations. StaQ, the resulting algorithm, enjoys strong theoretical guarantees and is competitive with deep RL baselines, while exhibiting less performance oscillation, paving the way for fully stable deep RL algorithms and providing a testbed for experimentation with Policy Mirror Descent.
Neural Ordinary Differential Equations
We introduce a new family of deep neural network models. Instead of specifying a discrete sequence of hidden layers, we parameterize the derivative of the hidden state using a neural network. The output of the network is computed using a black-box differential equation solver. These continuous-depth models have constant memory cost, adapt their evaluation strategy to each input, and can explicitly trade numerical precision for speed. We demonstrate these properties in continuous-depth residual networks and continuous-time latent variable models. We also construct continuous normalizing flows, a generative model that can train by maximum likelihood, without partitioning or ordering the data dimensions. For training, we show how to scalably backpropagate through any ODE solver, without access to its internal operations. This allows end-to-end training of ODEs within larger models.
Artificial intelligence contribution to translation industry: looking back and forward
This study provides a comprehensive analysis of artificial intelligence (AI) contribution to translation industry (ACTI) research, synthesizing it over forty-one years from 1980-2024. 13220 articles were retrieved from three sources, namely WoS, Scopus, and Lens. We provided two types of analysis, viz., scientometric and thematic, focusing on cluster, subject categories, keywords, burstness, centrality and research centers as for the former. For the latter, we thematically review 18 articles, selected purposefully from the articles involved, centering on purpose, approach, findings, and contribution to ACTI future directions. The findings reveal that in the past AI contribution to translation industry was not rigorous, resulting in rule-based machine translation and statistical machine translation whose output was not satisfactory. However, the more AI develops, the more machine translation develops, incorporating Neural Networking Algorithms and (Deep) Language Learning Models like ChatGPT whose translation output has developed considerably. However, much rigorous research is still needed to overcome several problems encountering translation industry, specifically concerning low-source languages, multi-dialectical and free word order languages, and cultural and religious registers.
Learning to Navigate the Web
Learning in environments with large state and action spaces, and sparse rewards, can hinder a Reinforcement Learning (RL) agent's learning through trial-and-error. For instance, following natural language instructions on the Web (such as booking a flight ticket) leads to RL settings where input vocabulary and number of actionable elements on a page can grow very large. Even though recent approaches improve the success rate on relatively simple environments with the help of human demonstrations to guide the exploration, they still fail in environments where the set of possible instructions can reach millions. We approach the aforementioned problems from a different perspective and propose guided RL approaches that can generate unbounded amount of experience for an agent to learn from. Instead of learning from a complicated instruction with a large vocabulary, we decompose it into multiple sub-instructions and schedule a curriculum in which an agent is tasked with a gradually increasing subset of these relatively easier sub-instructions. In addition, when the expert demonstrations are not available, we propose a novel meta-learning framework that generates new instruction following tasks and trains the agent more effectively. We train DQN, deep reinforcement learning agent, with Q-value function approximated with a novel QWeb neural network architecture on these smaller, synthetic instructions. We evaluate the ability of our agent to generalize to new instructions on World of Bits benchmark, on forms with up to 100 elements, supporting 14 million possible instructions. The QWeb agent outperforms the baseline without using any human demonstration achieving 100% success rate on several difficult environments.
A Comparative Analysis of Portfolio Optimization Using Mean-Variance, Hierarchical Risk Parity, and Reinforcement Learning Approaches on the Indian Stock Market
This paper presents a comparative analysis of the performances of three portfolio optimization approaches. Three approaches of portfolio optimization that are considered in this work are the mean-variance portfolio (MVP), hierarchical risk parity (HRP) portfolio, and reinforcement learning-based portfolio. The portfolios are trained and tested over several stock data and their performances are compared on their annual returns, annual risks, and Sharpe ratios. In the reinforcement learning-based portfolio design approach, the deep Q learning technique has been utilized. Due to the large number of possible states, the construction of the Q-table is done using a deep neural network. The historical prices of the 50 premier stocks from the Indian stock market, known as the NIFTY50 stocks, and several stocks from 10 important sectors of the Indian stock market are used to create the environment for training the agent.
