In this paper, we present a simple, yet effective, attention and memory mechanism that is reminiscent of Memory Networks and we demonstrate it in question-answering scenarios. Our mechanism is based on four simple premises: a) memories can be formed from word sequences by using convolutional networks; b) distance measurements can be taken at a neuronal level; c) a recursive softmax function can be used for attention; d) extensive weight sharing can help profoundly. We achieve state-of-the-art results in the bAbI tasks, outperforming both Memory Networks and the Differentiable Neural Computer, both in terms of accuracy and stability (i.e. variance) of results.
Fuelled by successes in Computer Go, Monte Carlo tree search (MCTS) has achieved widespread adoption within the games community. Its links to traditional reinforcement learning (RL) methods have been outlined in the past; however, the use of RL techniques within tree search has not been thoroughly studied yet. In this paper we re-examine in depth this close relation between the two fields; our goal is to improve the cross-awareness between the two communities. We show that a straightforward adaptation of RL semantics within tree search can lead to a wealth of new algorithms, for which the traditional MCTS is only one of the variants. We confirm that planning methods inspired by RL in conjunction with online search demonstrate encouraging results on several classic board games and in arcade video game competitions, where our algorithm recently ranked first. Our study promotes a unified view of learning, planning, and search.
This paper showcases the setting and results of the first Two-Player General Video Game AI Competition, which ran in 2016 at the IEEE World Congress on Computational Intelligence and the IEEE Conference on Computational Intelligence and Games. The challenges for the general game AI agents are expanded in this track from the single-player version, looking at direct player interaction in both competitive and cooperative environments of various types and degrees of difficulty. The focus is on the agents not only handling multiple problems, but also having to account for another intelligent entity in the game, who is expected to work toward their own goals (winning the game). This other player will possibly interact with first agent in a more engaging way than the environment or any nonplaying character may do. The top competition entries are analyzed in detail and the performance of all agents is compared across the four sets of games. The results validate the competition system in assessing generality, as well as showing Monte Carlo tree search continuing to dominate by winning the overall championship. However, this approach is closely followed by rolling horizon evolutionary algorithms, employed by the winner of the second leg of the contest.
Imbuing neural networks with memory and attention mechanisms allows for better generalisation with fewer data samples. By focusing only on the relevant parts of data, which is encoded in an internal “memory” format, the network is able to infer better and more reliable patterns. Most neuronal attention mechanisms are based on internal networks structures that impose a similarity metric (e.g., dot-product), followed by some (soft-)max operator. In this paper, we propose a novel attention method based on a function between neuron activities, which we term a “match function”, which is augmented by a recursive softmax function. We evaluate the algorithm on the bAbI question answering dataset and show that it has stronger performance when only one memory hop is used in both terms of average score and in terms the number of solved questions. Furthermore, with three memory hops, our algorithm can solve 12/20 benchmark questions using 1000 training samples per task. This is an improvement on the previous state of the art of 9/20 solved questions, which was held by end-to-end memory networks.
In this paper, we use a special architecture of recurrent neural networks (RNNs) to enhance a topological approach to mobile robot navigation using RNNs. This architecture selectively latches presumably relevant input information and ignores presumably irrelevant input information. Simple types of reactive behaviour are supplemented with random decisions to switch between them at decision points. The RNN is trained on a sequence of sensory contents and actions. This well-known approach is applicable to multi-step prediction of sensory information and the travelled distances between decision points, given a sequence of decisions at decision points. Thus, the optimal path to a specified goal can be sought. A problem of this approach is that due to inherent inability to design a perfect reactive behaviour, unwanted situations may appear, such as redundant decision points, unreliable switching among behaviours. We demonstrate that the applied type of RNN lowers the impact of faulty decision points and thus improves the prediction.
Monte Carlo algorithms are one of the three main reinforcement learning paradigms that are capable of efficiently solving control and decision problems in dynamic environments. Through sampling they shape the values of states in the search space. Based on these values they develop an exploration policy that is in turn used to guide the future direction of sampling. Studies confirm the convergence of this interleaving iterative approach to an optimal solution; however, when a learning agent lacks prior knowledge of the problem domain, the convergence rate may be extremely slow in case of an erroneous staring policy that causes far-from-optimal value estimates. In this paper we present a brief overview of Monte Carlo control algorithms in the scope of reinforcement learning and propose a method to improve the convergence by gradually forgetting early estimates. Our method keeps track of the state values with a moving average that gives a higher weight to the recent rewards and discounts the weight of the previous rewards, while assuming that the policy is improving over time. We apply it to the general on-policy Monte Carlo control algorithm and to the popular upper confidence bounds for trees algorithm in the Monte Carlo tree search framework. The evaluation on several decision problems confirms that our method regularly improves the convergence rate of both algorithms and in some cases also their final policy.
Upper confidence bounds for trees (UCT) is one of the most popular and generally effective Monte Carlo tree search (MCTS) algorithms. However, in practice it is relatively weak when not aided by additional enhancements. Improving its performance without reducing generality is a current research challenge. We introduce a new domain-independent UCT enhancement based on the theory of reinforcement learning. Our approach estimates state values in the UCT tree by employing temporal difference (TD) learning, which is known to outperform plain Monte Carlo sampling in certain domains. We present three adaptations of the TD(λ) algorithm to the UCT's tree policy and backpropagation step. Evaluations on four games (Gomoku, Hex, Connect Four, and Tic Tac Toe) reveal that our approach increases UCT's level of play comparably to the rapid action value estimation (RAVE) enhancement. Furthermore, it proves highly compatible with a modified all moves as first heuristic, where it considerably outperforms RAVE. The findings suggest that integration of TD learning into MCTS deserves further research, which may form a new class of MCTS enhancements.