IVJun 16, 2023
Stretched sinograms for limited-angle tomographic reconstruction with neural networksKyle Luther, Sebastian Seung
We present a direct method for limited angle tomographic reconstruction using convolutional networks. The key to our method is to first stretch every tilt view in the direction perpendicular to the tilt axis by the secant of the tilt angle. These stretched views are then fed into a 2-D U-Net which directly outputs the 3-D reconstruction. We train our networks by minimizing the mean squared error between the network's generated reconstruction and a ground truth 3-D volume. To demonstrate and evaluate our method, we synthesize tilt views from a 3-D image of fly brain tissue acquired with Focused Ion Beam Scanning Electron Microscopy. We compare our method to using a U-Net to directly reconstruct the unstretched tilt views and show that this simple stretching procedure leads to significantly better reconstructions. We also compare to using a network to clean up reconstructions generated by backprojection and filtered backprojection, and find that this simple stretching procedure also gives lower mean squared error on previously unseen images.
LGJun 19, 2019
Reward Prediction Error as an Exploration Objective in Deep RLRiley Simmons-Edler, Ben Eisner, Daniel Yang et al.
A major challenge in reinforcement learning is exploration, when local dithering methods such as epsilon-greedy sampling are insufficient to solve a given task. Many recent methods have proposed to intrinsically motivate an agent to seek novel states, driving the agent to discover improved reward. However, while state-novelty exploration methods are suitable for tasks where novel observations correlate well with improved reward, they may not explore more efficiently than epsilon-greedy approaches in environments where the two are not well-correlated. In this paper, we distinguish between exploration tasks in which seeking novel states aids in finding new reward, and those where it does not, such as goal-conditioned tasks and escaping local reward maxima. We propose a new exploration objective, maximizing the reward prediction error (RPE) of a value function trained to predict extrinsic reward. We then propose a deep reinforcement learning method, QXplore, which exploits the temporal difference error of a Q-function to solve hard exploration tasks in high-dimensional MDPs. We demonstrate the exploration behavior of QXplore on several OpenAI Gym MuJoCo tasks and Atari games and observe that QXplore is comparable to or better than a baseline state-novelty method in all cases, outperforming the baseline on tasks where state novelty is not well-correlated with improved reward.
AIMar 25, 2019
Q-Learning for Continuous Actions with Cross-Entropy Guided PoliciesRiley Simmons-Edler, Ben Eisner, Eric Mitchell et al.
Off-Policy reinforcement learning (RL) is an important class of methods for many problem domains, such as robotics, where the cost of collecting data is high and on-policy methods are consequently intractable. Standard methods for applying Q-learning to continuous-valued action domains involve iteratively sampling the Q-function to find a good action (e.g. via hill-climbing), or by learning a policy network at the same time as the Q-function (e.g. DDPG). Both approaches make tradeoffs between stability, speed, and accuracy. We propose a novel approach, called Cross-Entropy Guided Policies, or CGP, that draws inspiration from both classes of techniques. CGP aims to combine the stability and performance of iterative sampling policies with the low computational cost of a policy network. Our approach trains the Q-function using iterative sampling with the Cross-Entropy Method (CEM), while training a policy network to imitate CEM's sampling behavior. We demonstrate that our method is more stable to train than state of the art policy network methods, while preserving equivalent inference time compute costs, and achieving competitive total reward on standard benchmarks.
AIJun 8, 2018
Program Synthesis Through Reinforcement Learning Guided Tree SearchRiley Simmons-Edler, Anders Miltner, Sebastian Seung
Program Synthesis is the task of generating a program from a provided specification. Traditionally, this has been treated as a search problem by the programming languages (PL) community and more recently as a supervised learning problem by the machine learning community. Here, we propose a third approach, representing the task of synthesizing a given program as a Markov decision process solvable via reinforcement learning(RL). From observations about the states of partial programs, we attempt to find a program that is optimal over a provided reward metric on pairs of programs and states. We instantiate this approach on a subset of the RISC-V assembly language operating on floating point numbers, and as an optimization inspired by search-based techniques from the PL community, we combine RL with a priority search tree. We evaluate this instantiation and demonstrate the effectiveness of our combined method compared to a variety of baselines, including a pure RL ablation and a state of the art Markov chain Monte Carlo search method on this task.