Jeffery Dick

LG
5papers
72citations
Novelty49%
AI Score25

5 Papers

LGJan 21, 2023
The configurable tree graph (CT-graph): measurable problems in partially observable and distal reward environments for lifelong reinforcement learning

Andrea Soltoggio, Eseoghene Ben-Iwhiwhu, Christos Peridis et al.

This paper introduces a set of formally defined and transparent problems for reinforcement learning algorithms with the following characteristics: (1) variable degrees of observability (non-Markov observations), (2) distal and sparse rewards, (3) variable and hierarchical reward structure, (4) multiple-task generation, (5) variable problem complexity. The environment provides 1D or 2D categorical observations, and takes actions as input. The core structure of the CT-graph is a multi-branch tree graph with arbitrary branching factor, depth, and observation sets that can be varied to increase the dimensions of the problem in a controllable and measurable way. Two main categories of states, decision states and wait states, are devised to create a hierarchy of importance among observations, typical of real-world problems. A large observation set can produce a vast set of histories that impairs memory-augmented agents. Variable reward functions allow for the easy creation of multiple tasks and the ability of an agent to efficiently adapt in dynamic scenarios where tasks with controllable degrees of similarities are presented. Challenging complexity levels can be easily achieved due to the exponential growth of the graph. The problem formulation and accompanying code provide a fast, transparent, and mathematically defined set of configurable tests to compare the performance of reinforcement learning algorithms, in particular in lifelong learning settings.

NEOct 30, 2021
Context Meta-Reinforcement Learning via Neuromodulation

Eseoghene Ben-Iwhiwhu, Jeffery Dick, Nicholas A. Ketz et al.

Meta-reinforcement learning (meta-RL) algorithms enable agents to adapt quickly to tasks from few samples in dynamic environments. Such a feat is achieved through dynamic representations in an agent's policy network (obtained via reasoning about task context, model parameter updates, or both). However, obtaining rich dynamic representations for fast adaptation beyond simple benchmark problems is challenging due to the burden placed on the policy network to accommodate different policies. This paper addresses the challenge by introducing neuromodulation as a modular component to augment a standard policy network that regulates neuronal activities in order to produce efficient dynamic representations for task adaptation. The proposed extension to the policy network is evaluated across multiple discrete and continuous control environments of increasing complexity. To prove the generality and benefits of the extension in meta-RL, the neuromodulated network was applied to two state-of-the-art meta-RL algorithms (CAVIA and PEARL). The result demonstrates that meta-RL augmented with neuromodulation produces significantly better result and richer dynamic representations in comparison to the baselines.

MLSep 29, 2021
Towards a theory of out-of-distribution learning

Jayanta Dey, Ali Geisa, Ronak Mehta et al.

Learning is a process wherein a learning agent enhances its performance through exposure of experience or data. Throughout this journey, the agent may encounter diverse learning environments. For example, data may be presented to the leaner all at once, in multiple batches, or sequentially. Furthermore, the distribution of each data sample could be either identical and independent (iid) or non-iid. Additionally, there may exist computational and space constraints for the deployment of the learning algorithms. The complexity of a learning task can vary significantly, depending on the learning setup and the constraints imposed upon it. However, it is worth noting that the current literature lacks formal definitions for many of the in-distribution and out-of-distribution learning paradigms. Establishing proper and universally agreed-upon definitions for these learning setups is essential for thoroughly exploring the evolution of ideas across different learning scenarios and deriving generalized mathematical bounds for these learners. In this paper, we aim to address this issue by proposing a chronological approach to defining different learning tasks using the provably approximately correct (PAC) learning framework. We will start with in-distribution learning and progress to recently proposed lifelong or continual learning. We employ consistent terminology and notation to demonstrate how each of these learning frameworks represents a specific instance of a broader, more generalized concept of learnability. Our hope is that this work will inspire a universally agreed-upon approach to quantifying different types of learning, fostering greater understanding and progress in the field.

NEApr 27, 2020
Evolving Inborn Knowledge For Fast Adaptation in Dynamic POMDP Problems

Eseoghene Ben-Iwhiwhu, Pawel Ladosz, Jeffery Dick et al.

Rapid online adaptation to changing tasks is an important problem in machine learning and, recently, a focus of meta-reinforcement learning. However, reinforcement learning (RL) algorithms struggle in POMDP environments because the state of the system, essential in a RL framework, is not always visible. Additionally, hand-designed meta-RL architectures may not include suitable computational structures for specific learning problems. The evolution of online learning mechanisms, on the contrary, has the ability to incorporate learning strategies into an agent that can (i) evolve memory when required and (ii) optimize adaptation speed to specific online learning problems. In this paper, we exploit the highly adaptive nature of neuromodulated neural networks to evolve a controller that uses the latent space of an autoencoder in a POMDP. The analysis of the evolved networks reveals the ability of the proposed algorithm to acquire inborn knowledge in a variety of aspects such as the detection of cues that reveal implicit rewards, and the ability to evolve location neurons that help with navigation. The integration of inborn knowledge and online plasticity enabled fast adaptation and better performance in comparison to some non-evolutionary meta-reinforcement learning algorithms. The algorithm proved also to succeed in the 3D gaming environment Malmo Minecraft.

LGSep 21, 2019
Deep Reinforcement Learning with Modulated Hebbian plus Q Network Architecture

Pawel Ladosz, Eseoghene Ben-Iwhiwhu, Jeffery Dick et al.

This paper presents a new neural architecture that combines a modulated Hebbian network (MOHN) with DQN, which we call modulated Hebbian plus Q network architecture (MOHQA). The hypothesis is that such a combination allows MOHQA to solve difficult partially observable Markov decision process (POMDP) problems which impair temporal difference (TD)-based RL algorithms such as DQN, as the TD error cannot be easily derived from observations. The key idea is to use a Hebbian network with bio-inspired neural traces in order to bridge temporal delays between actions and rewards when confounding observations and sparse rewards result in inaccurate TD errors. In MOHQA, DQN learns low level features and control, while the MOHN contributes to the high-level decisions by associating rewards with past states and actions. Thus the proposed architecture combines two modules with significantly different learning algorithms, a Hebbian associative network and a classical DQN pipeline, exploiting the advantages of both. Simulations on a set of POMDPs and on the MALMO environment show that the proposed algorithm improved DQN's results and even outperformed control tests with A2C, QRDQN+LSTM and REINFORCE algorithms on some POMDPs with confounding stimuli and sparse rewards.