LGMay 29
Emergence of Exploration in Policy Gradient Reinforcement Learning via RetryingSoichiro Nishimori, Paavo Parmas, Sotetsu Koyamada et al.
In reinforcement learning (RL), agents benefit from exploration only because they repeatedly encounter similar states: trying different actions can improve performance or reduce uncertainty; without such retries, a greedy policy is optimal. We formalize this intuition with ReMax, an objective that evaluates a policy by the expected maximum return over $M$ samples, where $M$ is a positive integer, while accounting for return uncertainty. Optimizing this objective induces stochastic exploration as an emergent property, without explicit bonus terms. For efficient policy optimization, we derive a new policy-gradient formulation for ReMax and introduce ReMax PPO (RePPO), a PPO variant that optimizes ReMax while generalizing the discrete retry count $M$ to a continuous parameter $m > 0$, enabling fine-grained control of exploration. Empirically, RePPO promotes exploration, without any explicit exploration bonuses, on the MinAtar and Craftax benchmarks.
AIMar 29, 2023Code
Pgx: Hardware-Accelerated Parallel Game Simulators for Reinforcement LearningSotetsu Koyamada, Shinri Okano, Soichiro Nishimori et al.
We propose Pgx, a suite of board game reinforcement learning (RL) environments written in JAX and optimized for GPU/TPU accelerators. By leveraging JAX's auto-vectorization and parallelization over accelerators, Pgx can efficiently scale to thousands of simultaneous simulations over accelerators. In our experiments on a DGX-A100 workstation, we discovered that Pgx can simulate RL environments 10-100x faster than existing implementations available in Python. Pgx includes RL environments commonly used as benchmarks in RL research, such as backgammon, chess, shogi, and Go. Additionally, Pgx offers miniature game sets and baseline models to facilitate rapid research cycles. We demonstrate the efficient training of the Gumbel AlphaZero algorithm with Pgx environments. Overall, Pgx provides high-performance environment simulators for researchers to accelerate their RL experiments. Pgx is available at http://github.com/sotetsuk/pgx.
AIMay 20
Mahjax: A GPU-Accelerated Mahjong Simulator for Reinforcement Learning in JAXSoichiro Nishimori, Shinri Okano, Keigo Habara et al.
Riichi Mahjong is a multi-player, imperfect-information game characterized by stochasticity and high-dimensional state spaces. These attributes present a unique combination of challenges that mirror complex real-world decision-making problems in reinforcement learning. While prior research has heavily relied on supervised learning from human play logs to pre-train the policy, algorithms capable of learning \textit{tabula rasa} (from scratch) offer greater potential for general applicability, as evidenced by the AlphaZero lineage. To facilitate such research, we introduce \textbf{Mahjax}, a fully vectorized Riichi Mahjong environment implemented in JAX to enable large-scale rollout parallelization on Graphics Processing Units (GPUs). We also provide a high-quality visualization tool to streamline debugging and interaction with trained agents. Experimental results demonstrate that Mahjax achieves throughputs of up to \textbf{2 million} and \textbf{1 million steps per second} on eight NVIDIA A100 GPUs under the no-red and red rules, respectively. Furthermore, we validate the environment's utility for reinforcement learning by showing that agents can be trained effectively to improve their rank against baseline policies.
AIJun 14, 2024Code
A Simple, Solid, and Reproducible Baseline for Bridge Bidding AIHaruka Kita, Sotetsu Koyamada, Yotaro Yamaguchi et al.
Contract bridge, a cooperative game characterized by imperfect information and multi-agent dynamics, poses significant challenges and serves as a critical benchmark in artificial intelligence (AI) research. Success in this domain requires agents to effectively cooperate with their partners. This study demonstrates that an appropriate combination of existing methods can perform surprisingly well in bridge bidding against WBridge5, a leading benchmark in the bridge bidding system and a multiple-time World Computer-Bridge Championship winner. Our approach is notably simple, yet it outperforms the current state-of-the-art methodologies in this field. Furthermore, we have made our code and models publicly available as open-source software. This initiative provides a strong starting foundation for future bridge AI research, facilitating the development and verification of new strategies and advancements in the field.
AIApr 19, 2023
End-to-End Policy Gradient Method for POMDPs and Explainable AgentsSoichiro Nishimori, Sotetsu Koyamada, Shin Ishii
Real-world decision-making problems are often partially observable, and many can be formulated as a Partially Observable Markov Decision Process (POMDP). When we apply reinforcement learning (RL) algorithms to the POMDP, reasonable estimation of the hidden states can help solve the problems. Furthermore, explainable decision-making is preferable, considering their application to real-world tasks such as autonomous driving cars. We proposed an RL algorithm that estimates the hidden states by end-to-end training, and visualize the estimation as a state-transition graph. Experimental results demonstrated that the proposed algorithm can solve simple POMDP problems and that the visualization makes the agent's behavior interpretable to humans.
MLJun 1, 2024
A Batch Sequential Halving Algorithm without Performance DegradationSotetsu Koyamada, Soichiro Nishimori, Shin Ishii
In this paper, we investigate the problem of pure exploration in the context of multi-armed bandits, with a specific focus on scenarios where arms are pulled in fixed-size batches. Batching has been shown to enhance computational efficiency, but it can potentially lead to a degradation compared to the original sequential algorithm's performance due to delayed feedback and reduced adaptability. We introduce a simple batch version of the Sequential Halving (SH) algorithm (Karnin et al., 2013) and provide theoretical evidence that batching does not degrade the performance of the original algorithm under practical conditions. Furthermore, we empirically validate our claim through experiments, demonstrating the robust nature of the SH algorithm in fixed-size batch settings.
AIMar 30, 2020
Suphx: Mastering Mahjong with Deep Reinforcement LearningJunjie Li, Sotetsu Koyamada, Qiwei Ye et al.
Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments (e.g., perfect-information games such as Go, chess, shogi or two-player imperfect-information games such as heads-up Texas hold'em) to more complex ones (e.g., multi-player imperfect-information games such as multi-player Texas hold'em and StartCraft II). Mahjong is a popular multi-player imperfect-information game worldwide but very challenging for AI research due to its complex playing/scoring rules and rich hidden information. We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques including global reward prediction, oracle guiding, and run-time policy adaptation. Suphx has demonstrated stronger performance than most top human players in terms of stable rank and is rated above 99.99% of all the officially ranked human players in the Tenhou platform. This is the first time that a computer program outperforms most top human players in Mahjong.
MLJun 30, 2017
Neural Sequence Model Training via $α$-divergence MinimizationSotetsu Koyamada, Yuta Kikuchi, Atsunori Kanemura et al.
We propose a new neural sequence model training method in which the objective function is defined by $α$-divergence. We demonstrate that the objective function generalizes the maximum-likelihood (ML)-based and reinforcement learning (RL)-based objective functions as special cases (i.e., ML corresponds to $α\to 0$ and RL to $α\to1$). We also show that the gradient of the objective function can be considered a mixture of ML- and RL-based objective gradients. The experimental results of a machine translation task show that minimizing the objective function with $α> 0$ outperforms $α\to 0$, which corresponds to ML-based methods.
MLJan 31, 2015
Deep learning of fMRI big data: a novel approach to subject-transfer decodingSotetsu Koyamada, Yumi Shikauchi, Ken Nakae et al.
As a technology to read brain states from measurable brain activities, brain decoding are widely applied in industries and medical sciences. In spite of high demands in these applications for a universal decoder that can be applied to all individuals simultaneously, large variation in brain activities across individuals has limited the scope of many studies to the development of individual-specific decoders. In this study, we used deep neural network (DNN), a nonlinear hierarchical model, to construct a subject-transfer decoder. Our decoder is the first successful DNN-based subject-transfer decoder. When applied to a large-scale functional magnetic resonance imaging (fMRI) database, our DNN-based decoder achieved higher decoding accuracy than other baseline methods, including support vector machine (SVM). In order to analyze the knowledge acquired by this decoder, we applied principal sensitivity analysis (PSA) to the decoder and visualized the discriminative features that are common to all subjects in the dataset. Our PSA successfully visualized the subject-independent features contributing to the subject-transferability of the trained decoder.
MLDec 21, 2014
Principal Sensitivity AnalysisSotetsu Koyamada, Masanori Koyama, Ken Nakae et al.
We present a novel algorithm (Principal Sensitivity Analysis; PSA) to analyze the knowledge of the classifier obtained from supervised machine learning techniques. In particular, we define principal sensitivity map (PSM) as the direction on the input space to which the trained classifier is most sensitive, and use analogously defined k-th PSM to define a basis for the input space. We train neural networks with artificial data and real data, and apply the algorithm to the obtained supervised classifiers. We then visualize the PSMs to demonstrate the PSA's ability to decompose the knowledge acquired by the trained classifiers.