EDBT 2026 Demo / reviewers in the wild / expert
David Silver 0001
dblp:34/3601
· DBLP profile ↗
72ranked-venue papers
11as first author
15since 2021 · last 2025
0000-0002-5197-2892ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 72 · 11 first-author · 15 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | DataRater: Meta-Learned Dataset CurationabstractThe quality of foundation models depends heavily on their training data.
Consequently, great efforts have been put into dataset curation.
Yet most approaches rely on manual tuning of coarse-grained mixtures of large buckets of data, or filtering by hand-crafted heuristics.
An approach that is ultimately more scalable (let alone more satisfying) is to \emph{learn} which data is actually valuable for training.
This type of meta-learning could allow more sophisticated, fine-grained, and effective curation.
Our proposed \emph{DataRater} is an instance of this idea. It estimates the value of training on any particular data point. This is done by meta-learning using `meta-gradients', with the objective of improving training efficiency on held out data.
In extensive experiments across a range of model scales and datasets, we find that using our DataRater to filter data is highly effective, resulting in significantly improved compute efficiency. Dan Andrei Calian, Gregory Farquhar, Iurii Kemaev, Luisa M. Zintgraf, Matteo Hessel, Jeremy Shar, Junhyuk Oh, András György 0001, Tom Schaul, Jeffrey Dean, Hado van Hasselt, David Silver 0001 |
NeurIPS | 12 |
| 2022 | Planning in Stochastic Environments with a Learned Model
Ioannis Antonoglou, Julian Schrittwieser, Sherjil Ozair, Thomas Hubert, David Silver 0001 |
ICLR | 5 |
| 2022 | Policy improvement by planning with Gumbel
Ivo Danihelka, Arthur Guez, Julian Schrittwieser, David Silver 0001 |
ICLR | 4 |
| 2022 | Bootstrapped Meta-Learning
Sebastian Flennerhag, Yannick Schroecker, Tom Zahavy, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
ICLR | 5 |
| 2022 | Learning by Directional Gradient Descent
David Silver 0001, Anirudh Goyal, Ivo Danihelka, Matteo Hessel, Hado van Hasselt |
ICLR | 1 |
| 2022 | Deep learning, reinforcement learning, and world modelsabstractDeep learning (DL) and reinforcement learning (RL) methods seem to be a part of indispensable factors to achieve human-level or super-human AI systems. On the other hand, both DL and RL have strong connections with our brain functions and with neuroscientific findings. In this review, we summarize talks and discussions in the "Deep Learning and Reinforcement Learning" session of the symposium, International Symposium on Artificial Intelligence and Brain Science. In this session, we discussed whether we can achieve comprehensive understanding of human intelligence based on the recent advances of deep learning and reinforcement learning algorithms. Speakers contributed to provide talks about their recent studies that can be key technologies to achieve human-level intelligence. Yutaka Matsuo, Yann LeCun, Maneesh Sahani, Doina Precup, David Silver 0001, Masashi Sugiyama, Eiji Uchibe, Jun Morimoto |
Neural Networks | 5 |
| 2021 | The Value-Improvement Path: Towards Better Representations for Reinforcement LearningabstractIn value-based reinforcement learning (RL), unlike in supervised learning, the agent faces not a single, stationary, approximation problem, but a sequence of value prediction problems. Each time the policy improves, the nature of the problem changes, shifting both the distribution of states and their values. In this paper we take a novel perspective, arguing that the value prediction problems faced by an RL agent should not be addressed in isolation, but rather as a single, holistic, prediction problem. An RL algorithm generates a sequence of policies that, at least approximately, improve towards the optimal policy. We explicitly characterize the associated sequence of value functions and call it the value-improvement path. Our main idea is to approximate the value-improvement path holistically, rather than to solely track the value function of the current policy. Specifically, we discuss the impact that this holistic view of RL has on representation learning. We demonstrate that a representation that spans the past value-improvement path will also provide an accurate value approximation for future policy improvements. We use this insight to better understand existing approaches to auxiliary tasks and to propose new ones. To test our hypothesis empirically, we augmented a standard deep RL agent with an auxiliary task of learning the value-improvement path. In a study of Atari 2600 games, the augmented agent achieved approximately double the mean and median performance of the baseline agent. Will Dabney, André Barreto 0001, Mark Rowland 0001, Robert Dadashi, John Quan, Marc G. Bellemare, David Silver 0001 |
AAAI | 7 |
| 2021 | Expected Eligibility TracesabstractThe question of how to determine which states and actions are responsible for a certain outcome is known as the credit assignment problem and remains a central research question in reinforcement learning and artificial intelligence. Eligibility traces enable efficient credit assignment to the recent sequence of states and actions experienced by the agent, but not to counterfactual sequences that could also have led to the current state. In this work, we introduce expected eligibility traces. Expected traces allow, with a single update, to update states and actions that could have preceded the current state, even if they did not do so on this occasion. We discuss when expected traces provide benefits over classic (instantaneous) traces in temporal-difference learning, and show that some- times substantial improvements can be attained. We provide a way to smoothly interpolate between instantaneous and expected traces by a mechanism similar to bootstrapping, which ensures that the resulting algorithm is a strict generalisation of TD(λ). Finally, we discuss possible extensions and connections to related ideas, such as successor features. Hado van Hasselt, Sephora Madjiheurem, Matteo Hessel, David Silver 0001, André Barreto 0001, Diana Borsa |
AAAI | 4 |
| 2021 | Muesli: Combining Improvements in Policy OptimizationabstractWe propose a novel policy update that combines regularized policy optimization with model learning as an auxiliary loss. The update (henceforth Muesli) matches MuZero’s state-of-the-art performance on Atari. Notably, Muesli does so without using deep search: it acts directly with a policy network and has computation speed comparable to model-free baselines. The Atari results are complemented by extensive ablations, and by additional results on continuous control and 9x9 Go. Matteo Hessel, Ivo Danihelka, Fabio Viola, Arthur Guez, Simon Schmitt, Laurent Sifre, Theophane Weber, David Silver 0001, Hado van Hasselt |
ICML | 8 |
| 2021 | Learning and Planning in Complex Action SpacesabstractMany important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy evaluation and improvement. In this paper, we propose a general framework to reason in a principled way about policy evaluation and improvement over such sampled action subsets. This sample-based policy iteration framework can in principle be applied to any reinforcement learning algorithm based upon policy iteration. Concretely, we propose Sampled MuZero, an extension of the MuZero algorithm that is able to learn in domains with arbitrarily complex action spaces by planning over sampled actions. We demonstrate this approach on the classical board game of Go and on two continuous control benchmark domains: DeepMind Control Suite and Real-World RL Suite. Thomas Hubert, Julian Schrittwieser, Ioannis Antonoglou, Mohammadamin Barekatain, Simon Schmitt, David Silver 0001 |
ICML | 6 |
| 2021 | Self-Consistent Models and ValuesabstractLearned models of the environment provide reinforcement learning (RL) agents with flexible ways of making predictions about the environment.Models enable planning, i.e. using more computation to improve value functions or policies, without requiring additional environment interactions.In this work, we investigate a way of augmenting model-based RL, by additionally encouraging a learned model and value function to be jointly \emph{self-consistent}.This lies in contrast to classic planning methods like Dyna, which only update the value function to be consistent with the model.We propose a number of possible self-consistency updates, study them empirically in both the tabular and function approximation settings, and find that with appropriate choices self-consistency can be useful both for policy evaluation and control. Gregory Farquhar, Kate Baumli, Zita Marinho, Angelos Filos, Matteo Hessel, Hado van Hasselt, David Silver 0001 |
NeurIPS | 7 |
| 2021 | Proper Value EquivalenceabstractOne of the main challenges in model-based reinforcement learning (RL) is to decide which aspects of the environment should be modeled. The value-equivalence (VE) principle proposes a simple answer to this question: a model should capture the aspects of the environment that are relevant for value-based planning. Technically, VE distinguishes models based on a set of policies and a set of functions: a model is said to be VE to the environment if the Bellman operators it induces for the policies yield the correct result when applied to the functions. As the number of policies and functions increase, the set of VE models shrinks, eventually collapsing to a single point corresponding to a perfect model. A fundamental question underlying the VE principle is thus how to select the smallest sets of policies and functions that are sufficient for planning. In this paper we take an important step towards answering this question. We start by generalizing the concept of VE to order-$k$ counterparts defined with respect to $k$ applications of the Bellman operator. This leads to a family of VE classes that increase in size as $k \rightarrow \infty$. In the limit, all functions become value functions, and we have a special instantiation of VE which we call proper VE or simply PVE. Unlike VE, the PVE class may contain multiple models even in the limit when all value functions are used. Crucially, all these models are sufficient for planning, meaning that they will yield an optimal policy despite the fact that they may ignore many aspects of the environment. We construct a loss function for learning PVE models and argue that popular algorithms such as MuZero can be understood as minimizing an upper bound for this loss. We leverage this connection to propose a modification to MuZero and show that it can lead to improved performance in practice. Christopher Grimm, André Barreto 0001, Gregory Farquhar, David Silver 0001, Satinder Singh 0001 |
NeurIPS | 4 |
| 2021 | Online and Offline Reinforcement Learning by Planning with a Learned ModelabstractLearning efficiently from small amounts of data has long been the focus of model-based reinforcement learning, both for the online case when interacting with the environment, and the offline case when learning from a fixed dataset. However, to date no single unified algorithm could demonstrate state-of-the-art results for both settings.In this work, we describe the Reanalyse algorithm, which uses model-based policy and value improvement operators to compute improved training targets for existing data points, allowing for efficient learning at data budgets varying by several orders of magnitude. We further show that Reanalyse can also be used to learn completely without environment interactions, as in the case of Offline Reinforcement Learning (Offline RL). Combining Reanalyse with the MuZero algorithm, we introduce MuZero Unplugged, a single unified algorithm for any data budget, including Offline RL. In contrast to previous work, our algorithm requires no special adaptations for the off-policy or Offline RL settings. MuZero Unplugged sets new state-of-the-art results for Atari in the standard 200 million frame online setting as well as in the RL Unplugged Offline RL benchmark. Julian Schrittwieser, Thomas Hubert, Amol Mandhane, Mohammadamin Barekatain, Ioannis Antonoglou, David Silver 0001 |
NeurIPS | 6 |
| 2021 | Discovery of Options via Meta-Learned SubgoalsabstractTemporal abstractions in the form of options have been shown to help reinforcement learning (RL) agents learn faster. However, despite prior work on this topic, the problem of discovering options through interaction with an environment remains a challenge. In this paper, we introduce a novel meta-gradient approach for discovering useful options in multi-task RL environments. Our approach is based on a manager-worker decomposition of the RL agent, in which a manager maximises rewards from the environment by learning a task-dependent policy over both a set of task-independent discovered-options and primitive actions. The option-reward and termination functions that define a subgoal for each option are parameterised as neural networks and trained via meta-gradients to maximise their usefulness. Empirical analysis on gridworld and DeepMind Lab tasks show that: (1) our approach can discover meaningful and diverse temporally-extended options in multi-task RL domains, (2) the discovered options are frequently used by the agent while learning to solve the training tasks, and (3) that the discovered options help a randomly initialised manager learn faster in completely new tasks. Vivek Veeriah, Tom Zahavy, Matteo Hessel, Zhongwen Xu, Junhyuk Oh, Iurii Kemaev, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
NeurIPS | 8 |
| 2021 | Reward is enoughabstractIn this article we hypothesise that intelligence, and its associated abilities, can be understood as subserving the maximisation of reward. Accordingly, reward is enough to drive behaviour that exhibits abilities studied in natural and artificial intelligence , including knowledge, learning, perception, social intelligence, language, generalisation and imitation. This is in contrast to the view that specialised problem formulations are needed for each ability, based on other signals or objectives. Furthermore, we suggest that agents that learn through trial and error experience to maximise reward could learn behaviour that exhibits most if not all of these abilities, and therefore that powerful reinforcement learning agents could constitute a solution to artificial general intelligence . David Silver 0001, Satinder Singh 0001, Doina Precup, Richard S. Sutton |
Artif. Intell. | 1 |
| 2020 | Behaviour Suite for Reinforcement Learning
Ian Osband, Yotam Doron, Matteo Hessel, John Aslanides, Eren Sezener, Andre Saraiva 0001, Katrina McKinney, Tor Lattimore, Csaba Szepesvári, Satinder Singh 0001, Benjamin Van Roy, Richard S. Sutton, David Silver 0001, Hado van Hasselt |
ICLR | 13 |
| 2020 | What Can Learned Intrinsic Rewards Capture?abstractThe objective of a reinforcement learning agent is to behave so as to maximise the sum of a suitable scalar function of state: the reward. These rewards are typically given and immutable. In this paper, we instead consider the proposition that the reward function itself can be a good locus of learned knowledge. To investigate this, we propose a scalable meta-gradient framework for learning useful intrinsic reward functions across multiple lifetimes of experience. Through several proof-of-concept experiments, we show that it is feasible to learn and capture knowledge about long-term exploration and exploitation into a reward function. Furthermore, we show that unlike policy transfer methods that capture “how” the agent should behave, the learned reward functions can generalise to other kinds of agents and to changes in the dynamics of the environment by capturing “what” the agent should strive to do. Junhyuk Oh, Matteo Hessel, Zhongwen Xu, Manuel Kroiss, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
ICML | 7 |
| 2020 | The Value Equivalence Principle for Model-Based Reinforcement LearningabstractLearning models of the environment from data is often viewed as an essential component to building intelligent reinforcement learning (RL) agents. The common practice is to separate the learning of the model from its use, by constructing a model of the environment’s dynamics that correctly predicts the observed state transitions. In this paper we argue that the limited representational resources of model-based RL agents are better used to build models that are directly useful for value-based planning. As our main contribution, we introduce the principle of value equivalence: two models are value equivalent with respect to a set of functions and policies if they yield the same Bellman updates. We propose a formulation of the model learning problem based on the value equivalence principle and analyze how the set of feasible solutions is impacted by the choice of policies and functions. Specifically, we show that, as we augment the set of policies and functions considered, the class of value equivalent models shrinks, until eventually collapsing to a single point corresponding to a model that perfectly describes the environment. In many problems, directly modelling state-to-state transitions may be both difficult and unnecessary. By leveraging the value-equivalence principle one may find simpler models without compromising performance, saving computation and memory. We illustrate the benefits of value-equivalent model learning with experiments comparing it against more traditional counterparts like maximum likelihood estimation. More generally, we argue that the principle of value equivalence underlies a number of recent empirical successes in RL, such as Value Iteration Networks, the Predictron, Value Prediction Networks, TreeQN, and MuZero, and provides a first theoretical underpinning of those results. Christopher Grimm, André Barreto 0001, Satinder Singh 0001, David Silver 0001 |
NeurIPS | 4 |
| 2020 | Value-driven Hindsight ModellingabstractValue estimation is a critical component of the reinforcement learning (RL) paradigm. The question of how to effectively learn value predictors from data is one of the major problems studied by the RL community, and different approaches exploit structure in the problem domain in different ways. Model learning can make use of the rich transition structure present in sequences of observations, but this approach is usually not sensitive to the reward function. In contrast, model-free methods directly leverage the quantity of interest from the future, but receive a potentially weak scalar signal (an estimate of the return). We develop an approach for representation learning in RL that sits in between these two extremes: we propose to learn what to model in a way that can directly help value prediction. To this end, we determine which features of the future trajectory provide useful information to predict the associated return. This provides tractable prediction targets that are directly relevant for a task, and can thus accelerate learning the value function. The idea can be understood as reasoning, in hindsight, about which aspects of the future observations could help past value prediction. We show how this can help dramatically even in simple policy evaluation settings. We then test our approach at scale in challenging domains, including on 57 Atari 2600 games. Arthur Guez, Fabio Viola, Theophane Weber, Lars Buesing, Steven Kapturowski, Doina Precup, David Silver 0001, Nicolas Heess |
NeurIPS | 7 |
| 2020 | Discovering Reinforcement Learning AlgorithmsabstractReinforcement learning (RL) algorithms update an agent’s parameters according to one of several possible rules, discovered manually through years of research. Automating the discovery of update rules from data could lead to more efficient algorithms, or algorithms that are better adapted to specific environments. Although there have been prior attempts at addressing this significant scientific challenge, it remains an open question whether it is feasible to discover alternatives to fundamental concepts of RL such as value functions and temporal-difference learning. This paper introduces a new meta-learning approach that discovers an entire update rule which includes both what to predict' (e.g. value functions) andhow to learn from it' (e.g. bootstrapping) by interacting with a set of environments. The output of this method is an RL algorithm that we call Learned Policy Gradient (LPG). Empirical results show that our method discovers its own alternative to the concept of value functions. Furthermore it discovers a bootstrapping mechanism to maintain and use its predictions. Surprisingly, when trained solely on toy environments, LPG generalises effectively to complex Atari games and achieves non-trivial performance. This shows the potential to discover general RL algorithms from data. Junhyuk Oh, Matteo Hessel, Wojciech Czarnecki 0001, Zhongwen Xu, Hado van Hasselt, Satinder Singh 0001, David Silver 0001 |
NeurIPS | 7 |
| 2020 | Meta-Gradient Reinforcement Learning with an Objective Discovered OnlineabstractDeep reinforcement learning includes a broad family of algorithms that parameterise an internal representation, such as a value function or policy, by a deep neural network. Each algorithm optimises its parameters with respect to an objective, such as Q-learning or policy gradient, that defines its semantics. In this work, we propose an algorithm based on meta-gradient descent that discovers its own objective, flexibly parameterised by a deep neural network, solely from interactive experience with its environment. Over time, this allows the agent to learn how to learn increasingly effectively. Furthermore, because the objective is discovered online, it can adapt to changes over time. We demonstrate that the algorithm discovers how to address several important issues in RL, such as bootstrapping, non-stationarity, and off-policy learning. On the Atari Learning Environment, the meta-gradient algorithm adapts over time to learn with greater efficiency, eventually outperforming the median score of a strong actor-critic baseline. Zhongwen Xu, Hado van Hasselt, Matteo Hessel, Junhyuk Oh, Satinder Singh 0001, David Silver 0001 |
NeurIPS | 6 |
| 2020 | A Self-Tuning Actor-Critic AlgorithmabstractReinforcement learning algorithms are highly sensitive to the choice of hyperparameters, typically requiring significant manual effort to identify hyperparameters that perform well on a new domain. In this paper, we take a step towards addressing this issue by using metagradients to automatically adapt hyperparameters online by meta-gradient descent (Xu et al., 2018). We apply our algorithm, Self-Tuning Actor-Critic (STAC), to self-tune all the differentiable hyperparameters of an actor-critic loss function, to discover auxiliary tasks, and to improve off-policy learning using a novel leaky V-trace operator. STAC is simple to use, sample efficient and does not require a significant increase in compute. Ablative studies show that the overall performance of STAC improved as we adapt more hyperparameters. When applied to the Arcade Learning Environment (Bellemare et al. 2012), STAC improved the median human normalized score in 200M steps from 243% to 364%. When applied to the DM Control suite (Tassa et al., 2018), STAC improved the mean score in 30M steps from 217 to 389 when learning with features, from 108 to 202 when learning from pixels, and from 195 to 295 in the Real-World Reinforcement Learning Challenge (Dulac-Arnold et al., 2020). Tom Zahavy, Zhongwen Xu, Vivek Veeriah, Matteo Hessel, Junhyuk Oh, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
NeurIPS | 7 |
| 2019 | Credit Assignment Techniques in Stochastic Computation GraphsabstractStochastic computation graphs (SCGs) provide a formalism to represent structured optimization problems arising in artificial intelligence, including supervised, unsupervised, and reinforcement learning. Previous work has shown that an unbiased estimator of the gradient of the expected loss of SCGs can be derived from a single principle. However, this estimator often has high variance and requires a full model evaluation per data point, making this algorithm costly in large graphs. In this work, we address these problems by generalizing concepts from the reinforcement learning literature. We introduce the concepts of value functions, baselines and critics for arbitrary SCGs, and show how to use them to derive lower-variance gradient estimates from partial model evaluations, paving the way towards general and efficient credit assignment for gradient-based optimization. In doing so, we demonstrate how our results unify recent advances in the probabilistic inference and reinforcement learning literature. Theophane Weber, Nicolas Heess, Lars Buesing, David Silver 0001 |
AISTATS | 4 |
| 2019 | Universal Successor Features Approximators
Diana Borsa, André Barreto 0001, John Quan, Daniel J. Mankowitz, Hado van Hasselt, Rémi Munos, David Silver 0001, Tom Schaul |
ICLR (Poster) | 7 |
| 2019 | An Investigation of Model-Free PlanningabstractThe field of reinforcement learning (RL) is facing increasingly challenging domains with combinatorial complexity. For an RL agent to address these challenges, it is essential that it can plan effectively. Prior work has typically utilized an explicit model of the environment, combined with a specific planning algorithm (such as tree search). More recently, a new family of methods have been proposed that learn how to plan, by providing the structure for planning via an inductive bias in the function approximator (such as a tree structured neural network), trained end-to-end by a model-free RL algorithm. In this paper, we go even further, and demonstrate empirically that an entirely model-free approach, without special structure beyond standard neural network components such as convolutional networks and LSTMs, can learn to exhibit many of the characteristics typically associated with a model-based planner. We measure our agent’s effectiveness at planning in terms of its ability to generalize across a combinatorial and irreversible state space, its data efficiency, and its ability to utilize additional thinking time. We find that our agent has many of the characteristics that one might expect to find in a planning algorithm. Furthermore, it exceeds the state-of-the-art in challenging combinatorial domains such as Sokoban and outperforms other model-free approaches that utilize strong inductive biases toward planning. Arthur Guez, Mehdi Mirza, Karol Gregor, Rishabh Kabra, Sébastien Racanière, Theophane Weber, David Raposo, Adam Santoro, Laurent Orseau, Tom Eccles, Greg Wayne, David Silver 0001, Timothy P. Lillicrap |
ICML | 12 |
| 2019 | The Option Keyboard: Combining Skills in Reinforcement LearningabstractThe ability to combine known skills to create new ones may be crucial in the solution of complex reinforcement learning problems that unfold over extended periods. We argue that a robust way of combining skills is to define and manipulate them in the space of pseudo-rewards (or "cumulants"). Based on this premise, we propose a framework for combining skills using the formalism of options. We show that every deterministic option can be unambiguously represented as a cumulant defined in an extended domain. Building on this insight and on previous results on transfer learning, we show how to approximate options whose cumulants are linear combinations of the cumulants of known options. This means that, once we have learned options associated with a set of cumulants, we can instantaneously synthesise options induced by any linear combination of them, without any learning involved. We describe how this framework provides a hierarchical interface to the environment whose abstract actions correspond to combinations of basic skills. We demonstrate the practical benefits of our approach in a resource management problem and a navigation task involving a quadrupedal simulated robot. André Barreto 0001, Diana Borsa, Shaobo Hou, Gheorghe Comanici, Eser Aygün, Philippe Hamel, Daniel Toyama, Jonathan J. Hunt, Shibl Mourad, David Silver 0001, Doina Precup |
NeurIPS | 10 |
| 2019 | Discovery of Useful Questions as Auxiliary TasksabstractArguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent. Vivek Veeriah, Matteo Hessel, Zhongwen Xu, Janarthanan Rajendran, Richard L. Lewis, Junhyuk Oh, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
NeurIPS | 8 |
| 2018 | Rainbow: Combining Improvements in Deep Reinforcement LearningabstractThe deep reinforcement learning community has made several independent improvements to the DQN algorithm. However, it is unclear which of these extensions are complementary and can be fruitfully combined. This paper examines six extensions to the DQN algorithm and empirically studies their combination. Our experiments show that the combination provides state-of-the-art performance on the Atari 2600 benchmark, both in terms of data efficiency and final performance. We also provide results from a detailed ablation study that shows the contribution of each component to overall performance. Matteo Hessel, Joseph Modayil, Hado van Hasselt, Tom Schaul, Georg Ostrovski, Will Dabney, Daniel Horgan, Bilal Piot, Mohammad Gheshlaghi Azar, David Silver 0001 |
AAAI | 10 |
| 2018 | Distributed Prioritized Experience Replay
Daniel Horgan, John Quan, David Budden, Gabriel Barth-Maron, Matteo Hessel, Hado van Hasselt, David Silver 0001 |
ICLR (Poster) | 7 |
| 2018 | Transfer in Deep Reinforcement Learning Using Successor Features and Generalised Policy ImprovementabstractThe ability to transfer skills across tasks has the potential to scale up reinforcement learning (RL) agents to environments currently out of reach. Recently, a framework based on two ideas, successor features (SFs) and generalised policy improvement (GPI), has been introduced as a principled way of transferring skills. In this paper we extend the SF&GPI framework in two ways. One of the basic assumptions underlying the original formulation of SF&GPI is that rewards for all tasks of interest can be computed as linear combinations of a fixed set of features. We relax this constraint and show that the theoretical guarantees supporting the framework can be extended to any set of tasks that only differ in the reward function. Our second contribution is to show that one can use the reward functions themselves as features for future tasks, without any loss of expressiveness, thus removing the need to specify a set of features beforehand. This makes it possible to combine SF&GPI with deep learning in a more stable way. We empirically verify this claim on a complex 3D environment where observations are images from a first-person perspective. We show that the transfer promoted by SF&GPI leads to very good policies on unseen tasks almost instantaneously. We also describe how to learn policies specialised to the new tasks in a way that allows them to be added to the agent’s set of skills, and thus be reused in the future. André Barreto 0001, Diana Borsa, John Quan, Tom Schaul, David Silver 0001, Matteo Hessel, Daniel J. Mankowitz, Augustin Zídek, Rémi Munos |
ICML | 5 |
| 2018 | Implicit Quantile Networks for Distributional Reinforcement LearningabstractIn this work, we build on recent advances in distributional reinforcement learning to give a generally applicable, flexible, and state-of-the-art distributional variant of DQN. We achieve this by using quantile regression to approximate the full quantile function for the state-action return distribution. By reparameterizing a distribution over the sample space, this yields an implicitly defined return distribution and gives rise to a large class of risk-sensitive policies. We demonstrate improved performance on the 57 Atari 2600 games in the ALE, and use our algorithm’s implicitly defined distributions to study the effects of risk-sensitive policies in Atari games. Will Dabney, Georg Ostrovski, David Silver 0001, Rémi Munos |
ICML | 3 |
| 2018 | Learning to Search with MCTSnetsabstractPlanning problems are among the most important and well-studied problems in artificial intelligence. They are most typically solved by tree search algorithms that simulate ahead into the future, evaluate future states, and back-up those evaluations to the root of a search tree. Among these algorithms, Monte-Carlo tree search (MCTS) is one of the most general, powerful and widely used. A typical implementation of MCTS uses cleverly designed rules, optimised to the particular characteristics of the domain. These rules control where the simulation traverses, what to evaluate in the states that are reached, and how to back-up those evaluations. In this paper we instead learn where, what and how to search. Our architecture, which we call an MCTSnet, incorporates simulation-based search inside a neural network, by expanding, evaluating and backing-up a vector embedding. The parameters of the network are trained end-to-end using gradient-based optimisation. When applied to small searches in the well-known planning problem Sokoban, the learned search algorithm significantly outperformed MCTS baselines. Arthur Guez, Theophane Weber, Ioannis Antonoglou, Karen Simonyan, Oriol Vinyals, Daan Wierstra, Rémi Munos, David Silver 0001 |
ICML | 8 |
| 2018 | Meta-Gradient Reinforcement LearningabstractThe goal of reinforcement learning algorithms is to estimate and/or optimise the value function. However, unlike supervised learning, no teacher or oracle is available to provide the true value function. Instead, the majority of reinforcement learning algorithms estimate and/or optimise a proxy for the value function. This proxy is typically based on a sampled and bootstrapped approximation to the true value function, known as a return. The particular choice of return is one of the chief components determining the nature of the algorithm: the rate at which future rewards are discounted; when and how values should be bootstrapped; or even the nature of the rewards themselves. It is well-known that these decisions are crucial to the overall success of RL algorithms. We discuss a gradient-based meta-learning algorithm that is able to adapt the nature of the return, online, whilst interacting and learning from the environment. When applied to 57 games on the Atari 2600 environment over 200 million frames, our algorithm achieved a new state-of-the-art performance. Zhongwen Xu, Hado van Hasselt, David Silver 0001 |
NeurIPS | 3 |
| 2018 | Introduction to the special issue on deep reinforcement learning: An editorial
Ron Sun, David Silver 0001, Gerald Tesauro, Guang-Bin Huang |
Neural Networks | 2 |
| 2017 | Reinforcement Learning with Unsupervised Auxiliary Tasks
Max Jaderberg, Volodymyr Mnih, Wojciech Czarnecki 0001, Tom Schaul, Joel Z. Leibo, David Silver 0001, Koray Kavukcuoglu |
ICLR | 6 |
| 2017 | Decoupled Neural Interfaces using Synthetic GradientsabstractTraining directed neural networks typically requires forward-propagating data through a computation graph, followed by backpropagating error signal, to produce weight updates. All layers, or more generally, modules, of the network are therefore locked, in the sense that they must wait for the remainder of the network to execute forwards and propagate error backwards before they can be updated. In this work we break this constraint by decoupling modules by introducing a model of the future computation of the network graph. These models predict what the result of the modelled subgraph will produce using only local information. In particular we focus on modelling error gradients: by using the modelled synthetic gradient in place of true backpropagated error gradients we decouple subgraphs, and can update them independently and asynchronously i.e. we realise decoupled neural interfaces. We show results for feed-forward models, where every layer is trained asynchronously, recurrent neural networks (RNNs) where predicting one’s future gradient extends the time over which the RNN can effectively model, and also a hierarchical RNN system with ticking at different timescales. Finally, we demonstrate that in addition to predicting gradients, the same framework can be used to predict inputs, resulting in models which are decoupled in both the forward and backwards pass – amounting to independent networks which co-learn such that they can be composed into a single functioning corporation. Max Jaderberg, Wojciech Czarnecki 0001, Simon Osindero, Oriol Vinyals, Alex Graves, David Silver 0001, Koray Kavukcuoglu |
ICML | 6 |
| 2017 | The Predictron: End-To-End Learning and PlanningabstractOne of the key challenges of artificial intelligence is to learn models that are effective in the context of planning. In this document we introduce the predictron architecture. The predictron consists of a fully abstract model, represented by a Markov reward process, that can be rolled forward multiple “imagined” planning steps. Each forward pass of the predictron accumulates internal rewards and values over multiple planning depths. The predictron is trained end-to-end so as to make these accumulated values accurately approximate the true value function. We applied the predictron to procedurally generated random mazes and a simulator for the game of pool. The predictron yielded significantly more accurate predictions than conventional deep neural network architectures. David Silver 0001, Hado van Hasselt, Matteo Hessel, Tom Schaul, Arthur Guez, Tim Harley, Gabriel Dulac-Arnold, David P. Reichert, Neil C. Rabinowitz, André Barreto 0001, Thomas Degris |
ICML | 1 |
| 2017 | FeUdal Networks for Hierarchical Reinforcement LearningabstractWe introduce FeUdal Networks (FuNs): a novel architecture for hierarchical reinforcement learning. Our approach is inspired by the feudal reinforcement learning proposal of Dayan and Hinton, and gains power and efficacy by decoupling end-to-end learning across multiple levels – allowing it to utilise different resolutions of time. Our framework employs a Manager module and a Worker module. The Manager operates at a slower time scale and sets abstract goals which are conveyed to and enacted by the Worker. The Worker generates primitive actions at every tick of the environment. The decoupled structure of FuN conveys several benefits – in addition to facilitating very long timescale credit assignment it also encourages the emergence of sub-policies associated with different goals set by the Manager. These properties allow FuN to dramatically outperform a strong baseline agent on tasks that involve long-term credit assignment or memorisation. Alexander Vezhnevets, Simon Osindero, Tom Schaul, Nicolas Heess, Max Jaderberg, David Silver 0001, Koray Kavukcuoglu |
ICML | 6 |
| 2017 | Successor Features for Transfer in Reinforcement LearningabstractTransfer in reinforcement learning refers to the notion that generalization should occur not only within a task but also across tasks. We propose a transfer framework for the scenario where the reward function changes between tasks but the environment's dynamics remain the same. Our approach rests on two key ideas: "successor features", a value function representation that decouples the dynamics of the environment from the rewards, and "generalized policy improvement", a generalization of dynamic programming's policy improvement operation that considers a set of policies rather than a single one. Put together, the two ideas lead to an approach that integrates seamlessly within the reinforcement learning framework and allows the free exchange of information across tasks. The proposed method also provides performance guarantees for the transferred policy even before any learning has taken place. We derive two theorems that set our approach in firm theoretical ground and present experiments that show that it successfully promotes transfer in practice, significantly outperforming alternative methods in a sequence of navigation tasks and in the control of a simulated robotic arm. André Barreto 0001, Will Dabney, Rémi Munos, Jonathan J. Hunt, Tom Schaul, David Silver 0001, Hado van Hasselt |
NIPS | 6 |
| 2017 | A Unified Game-Theoretic Approach to Multiagent Reinforcement LearningabstractThere has been a resurgence of interest in multiagent reinforcement learning (MARL), due partly to the recent success of deep neural networks. The simplest form of MARL is independent reinforcement learning (InRL), where each agent treats all of its experience as part of its (non stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe a meta-algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game theoretic analysis to compute meta-strategies for policy selection. The meta-algorithm generalizes previous algorithms such as InRL, iterated best response, double oracle, and fictitious play. Then, we propose a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in three partially observable settings: gridworld coordination problems, emergent language games, and poker. Marc Lanctot, Vinícius Flores Zambaldi, Audrunas Gruslys, Angeliki Lazaridou, Karl Tuyls, Julien Pérolat, David Silver 0001, Thore Graepel |
NIPS | 7 |
| 2017 | Imagination-Augmented Agents for Deep Reinforcement LearningabstractWe introduce Imagination-Augmented Agents (I2As), a novel architecture for deep reinforcement learning combining model-free and model-based aspects. In contrast to most existing model-based reinforcement learning and planning methods, which prescribe how a model should be used to arrive at a policy, I2As learn to interpret predictions from a trained environment model to construct implicit plans in arbitrary ways, by using the predictions as additional context in deep policy networks. I2As show improved data efficiency, performance, and robustness to model misspecification compared to several strong baselines. Sébastien Racanière, Theophane Weber, David P. Reichert, Lars Buesing, Arthur Guez, Danilo Jimenez Rezende, Adrià Puigdomènech Badia, Oriol Vinyals, Nicolas Heess, Yujia Li 0001, Razvan Pascanu, Peter W. Battaglia, Demis Hassabis, David Silver 0001, Daan Wierstra |
NIPS | 14 |
| 2017 | Natural Value Approximators: Learning when to Trust Past EstimatesabstractNeural networks have a smooth initial inductive bias, such that small changes in input do not lead to large changes in output. However, in reinforcement learning domains with sparse rewards, value functions have non-smooth structure with a characteristic asymmetric discontinuity whenever rewards arrive. We propose a mechanism that learns an interpolation between a direct value estimate and a projected value estimate computed from the encountered reward and the previous estimate. This reduces the need to learn about discontinuities, and thus improves the value function approximation. Furthermore, as the interpolation is learned and state-dependent, our method can deal with heterogeneous observability. We demonstrate that this one change leads to significant improvements on multiple Atari games, when applied to the state-of-the-art A3C algorithm. Zhongwen Xu, Joseph Modayil, Hado van Hasselt, André Barreto 0001, David Silver 0001, Tom Schaul |
NIPS | 5 |
| 2016 | Deep Reinforcement Learning with Double Q-LearningabstractThe 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. Hado van Hasselt, Arthur Guez, David Silver 0001 |
AAAI | 3 |
| 2016 | Asynchronous Methods for Deep Reinforcement LearningabstractWe propose a conceptually simple and lightweight framework for deep reinforcement learning that uses asynchronous gradient descent for optimization of deep neural network controllers. We present asynchronous variants of four standard reinforcement learning algorithms and show that parallel actor-learners have a stabilizing effect on training allowing all four methods to successfully train neural network controllers. The best performing method, an asynchronous variant of actor-critic, surpasses the current state-of-the-art on the Atari domain while training for half the time on a single multi-core CPU instead of a GPU. Furthermore, we show that asynchronous actor-critic succeeds on a wide variety of continuous motor control problems as well as on a new task of navigating random 3D mazes using a visual input. Volodymyr Mnih, Adrià Puigdomènech Badia, Mehdi Mirza, Alex Graves, Timothy P. Lillicrap, Tim Harley, David Silver 0001, Koray Kavukcuoglu |
ICML | 7 |
| 2016 | Learning values across many orders of magnitudeabstractMost learning algorithms are not invariant to the scale of the signal that is being approximated. We propose to adaptively normalize the targets used in the learning updates. This is important in value-based reinforcement learning, where the magnitude of appropriate value approximations can change over time when we update the policy of behavior. Our main motivation is prior work on learning to play Atari games, where the rewards were clipped to a predetermined range. This clipping facilitates learning across many different games with a single learning algorithm, but a clipped reward function can result in qualitatively different behavior. Using adaptive normalization we can remove this domain-specific heuristic without diminishing overall performance. Hado van Hasselt, Arthur Guez, Matteo Hessel, Volodymyr Mnih, David Silver 0001 |
NIPS | 5 |
| 2015 | Fictitious Self-Play in Extensive-Form GamesabstractFictitious play is a popular game-theoretic model of learning in games. However, it has received little attention in practical applications to large problems. This paper introduces two variants of fictitious play that are implemented in behavioural strategies of an extensive-form game. The first variant is a full-width process that is realization equivalent to its normal-form counterpart and therefore inherits its convergence guarantees. However, its computational requirements are linear in time and space rather than exponential. The second variant, Fictitious Self-Play, is a machine learning framework that implements fictitious play in a sample-based fashion. Experiments in imperfect-information poker games compare our approaches and demonstrate their convergence to approximate Nash equilibria. Johannes Heinrich, Marc Lanctot, David Silver 0001 |
ICML | 3 |
| 2015 | Universal Value Function ApproximatorsabstractValue functions are a core component of reinforcement learning. The main idea is to to construct a single function approximator V(s; theta) that estimates the long-term reward from any state s, using parameters θ. In this paper we introduce universal value function approximators (UVFAs) V(s,g;theta) that generalise not just over states s but also over goals g. We develop an efficient technique for supervised learning of UVFAs, by factoring observed values into separate embedding vectors for state and goal, and then learning a mapping from s and g to these factored embedding vectors. We show how this technique may be incorporated into a reinforcement learning algorithm that updates the UVFA solely from observed rewards. Finally, we demonstrate that a UVFA can successfully generalise to previously unseen goals. Tom Schaul, Daniel Horgan, Karol Gregor, David Silver 0001 |
ICML | 4 |
| 2015 | Smooth UCT Search in Computer Poker
Johannes Heinrich, David Silver 0001 |
IJCAI | 2 |
| 2015 | Learning Continuous Control Policies by Stochastic Value GradientsabstractWe present a unified framework for learning continuous control policies usingbackpropagation. It supports stochastic control by treating stochasticity in theBellman equation as a deterministic function of exogenous noise. The productis a spectrum of general policy gradient algorithms that range from model-freemethods with value functions to model-based methods without value functions.We use learned models but only require observations from the environment insteadof observations from model-predicted trajectories, minimizing the impactof compounded model errors. We apply these algorithms first to a toy stochasticcontrol problem and then to several physics-based control problems in simulation.One of these variants, SVG(1), shows the effectiveness of learning models, valuefunctions, and policies simultaneously in continuous domains. Nicolas Heess, Greg Wayne, David Silver 0001, Timothy P. Lillicrap, Tom Erez, Yuval Tassa |
NIPS | 3 |
| 2014 | Deterministic Policy Gradient AlgorithmsabstractIn this paper we consider deterministic policy gradient algorithms for reinforcement learning with continuous actions. The deterministic policy gradient has a particularly appealing form: it is the expected gradient of the action-value function. This simple form means that the deterministic policy gradient can be estimated much more efficiently than the usual stochastic policy gradient. To ensure adequate exploration, we introduce an off-policy actor-critic algorithm that learns a deterministic target policy from an exploratory behaviour policy. Deterministic policy gradient algorithms outperformed their stochastic counterparts in several benchmark problems, particularly in high-dimensional action spaces. David Silver 0001, Guy Lever, Nicolas Heess, Thomas Degris, Daan Wierstra, Martin A. Riedmiller |
ICML | 1 |
| 2014 | Bayes-Adaptive Simulation-based Search with Value Function Approximation
Arthur Guez, Nicolas Heess, David Silver 0001, Peter Dayan |
NIPS | 3 |
| 2013 | Concurrent Reinforcement Learning from Customer InteractionsabstractIn this paper, we explore applications in which a company interacts concurrently with many customers. The company has an objective function, such as maximising revenue, customer satisfaction, or customer loyalty, which depends primarily on the sequence of interactions between company and customer. A key aspect of this setting is that interactions with different customers occur in parallel. As a result, it is imperative to learn online from partial interaction sequences, so that information acquired from one customer is efficiently assimilated and applied in subsequent interactions with other customers. We present the first framework for concurrent reinforcement learning, using a variant of temporal-difference learning to learn efficiently from partial interaction sequences. We evaluate our algorithms in two large-scale test-beds for online and email interaction respectively, generated from a database of 300,000 customer records. David Silver 0001, Leonard Newnham, David Barker, Suzanne Weller, Jason McFall |
ICML (3) | 1 |
| 2013 | Scalable and Efficient Bayes-Adaptive Reinforcement Learning Based on Monte-Carlo Tree SearchabstractBayesian planning is a formally elegant approach to learning optimal behaviour under model uncertainty, trading off exploration and exploitation in an ideal way. Unfortunately, planning optimally in the face of uncertainty is notoriously taxing, since the search space is enormous. In this paper we introduce a tractable, sample-based method for approximate Bayes-optimal planning which exploits Monte-Carlo tree search. Our approach avoids expensive applications of Bayes rule within the search tree by sampling models from current beliefs, and furthermore performs this sampling in a lazy manner. This enables it to outperform previous Bayesian model-based reinforcement learning algorithms by a significant margin on several well-known benchmark problems. As we show, our approach can even work in problems with an infinite state space that lie qualitatively out of reach of almost all previous work in Bayesian exploration. Arthur Guez, David Silver 0001, Peter Dayan |
J. Artif. Intell. Res. | 2 |
| 2012 | Compositional Planning Using Optimal Option Models
David Silver 0001, Kamil Ciosek |
ICML | 1 |
| 2012 | Efficient Bayes-Adaptive Reinforcement Learning using Sample-Based SearchabstractBayesian model-based reinforcement learning is a formally elegant approach to learning optimal behaviour under model uncertainty, trading off exploration and exploitation in an ideal way. Unfortunately, finding the resulting Bayes-optimal policies is notoriously taxing, since the search space becomes enormous. In this paper we introduce a tractable, sample-based method for approximate Bayes-optimal planning which exploits Monte-Carlo tree search. Our approach outperformed prior Bayesian model-based RL algorithms by a significant margin on several well-known benchmark problems -- because it avoids expensive applications of Bayes rule within the search tree by lazily sampling models from the current beliefs. We illustrate the advantages of our approach by showing it working in an infinite state space domain which is qualitatively out of reach of almost all previous work in Bayesian exploration. Arthur Guez, David Silver 0001, Peter Dayan |
NIPS | 2 |
| 2012 | Learning to Win by Reading Manuals in a Monte-Carlo FrameworkabstractDomain knowledge is crucial for effective performance in autonomous control systems. Typically, human effort is required to encode this knowledge into a control algorithm. In this paper, we present an approach to language grounding which automatically interprets text in the context of a complex control application, such as a game, and uses domain knowledge extracted from the text to improve control performance. Both text analysis and control strategies are learned jointly using only a feedback signal inherent to the application. To effectively leverage textual information, our method automatically extracts the text segment most relevant to the current game state, and labels it with a task-centric predicate structure. This labeled text is then used to bias an action selection policy for the game, guiding it towards promising regions of the action space. We encode our model for text analysis and game playing in a multi-layer neural network, representing linguistic decisions via latent variables in the hidden layers, and game action quality via the output layer. Operating within the Monte-Carlo Search framework, we estimate model parameters using feedback from simulated games. We apply our approach to the complex strategy game Civilization II using the official game manual as the text guide. Our results show that a linguistically-informed game-playing agent significantly outperforms its language-unaware counterpart, yielding a 34% absolute improvement and winning over 65% of games when playing against the built-in AI of Civilization. S. R. K. Branavan, David Silver 0001, Regina Barzilay |
J. Artif. Intell. Res. | 2 |
| 2012 | Temporal-difference search in computer Go
David Silver 0001, Richard S. Sutton, Martin Müller 0003 |
Mach. Learn. | 1 |
| 2011 | Learning to Win by Reading Manuals in a Monte-Carlo Framework
S. R. K. Branavan, David Silver 0001, Regina Barzilay |
ACL | 2 |
| 2011 | Non-Linear Monte-Carlo Search in Civilization IIabstractThis paper presents a new Monte-Carlo search algorithm for very large sequential decision-making problems. We apply non-linear regression within Monte-Carlo search, online, to estimate a stateaction value function from the outcomes of random roll-outs. This value function generalizes between related states and actions, and can therefore provide more accurate evaluations after fewer rollouts. A further significant advantage of this approach is its ability to automatically extract and leverage domain knowledge from external sources such as game manuals. We apply our algorithm to the game of Civilization II, a challenging multiagent strategy game with an enormous state space and around 1021joint actions. We approximate the value function by a neural network, augmented by linguistic knowledge that is extracted automatically from the official game manual. We show that this non-linear value function is significantly more efficient than a linear value function, which is itself more efficient than Monte-Carlo tree search. Our non-linear Monte-Carlo search wins over 78% of games against the built-in AI of Civilization II. S. R. K. Branavan, David Silver 0001, Regina Barzilay |
IJCAI | 2 |
| 2011 | Monte-Carlo tree search and rapid action value estimation in computer Go
Sylvain Gelly, David Silver 0001 |
Artif. Intell. | 2 |
| 2011 | A Monte-Carlo AIXI ApproximationabstractThis paper introduces a principled approach for the design of a scalable general reinforcement learning agent. Our approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a new Monte-Carlo Tree Search algorithm along with an agent-specific extension to the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a variety of stochastic and partially observable domains. We conclude by proposing a number of directions for future research. Joel Veness, Kee Siong Ng, Marcus Hutter, William T. B. Uther, David Silver 0001 |
J. Artif. Intell. Res. | 5 |
| 2010 | Reinforcement Learning via AIXI ApproximationabstractThis paper introduces a principled approach for the design of a scalable general reinforcement learning agent. This approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a Monte Carlo Tree Search algorithm along with an agent-specific extension of the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a number of stochastic, unknown, and partially observable domains. Joel Veness, Kee Siong Ng, Marcus Hutter, David Silver 0001 |
AAAI | 4 |
| 2010 | Monte-Carlo Planning in Large POMDPsabstractThis paper introduces a Monte-Carlo algorithm for online planning in large POMDPs. The algorithm combines a Monte-Carlo update of the agent's belief state with a Monte-Carlo tree search from the current belief state. The new algorithm, POMCP, has two important properties. First, Monte-Carlo sampling is used to break the curse of dimensionality both during belief state updates and during planning. Second, only a black box simulator of the POMDP is required, rather than explicit probability distributions. These properties enable POMCP to plan effectively in significantly larger POMDPs than has previously been possible. We demonstrate its effectiveness in three large POMDPs. We scale up a well-known benchmark problem, Rocksample, by several orders of magnitude. We also introduce two challenging new POMDPs: 10x10 Battleship and Partially Observable PacMan, with approximately 10^18 and 10^56 states respectively. Our Monte-Carlo planning algorithm achieved a high level of performance with no prior knowledge, and was also able to exploit simple domain knowledge to achieve better results with less search. POMCP is the first general purpose planner to achieve high performance in such large and unfactored POMDPs. David Silver 0001, Joel Veness |
NIPS | 1 |
| 2009 | Monte-Carlo simulation balancingabstractIn this paper we introduce the first algorithms for efficiently learning a simulation policy for Monte-Carlo search. Our main idea is to optimise the balance of a simulation policy, so that an accurate spread of simulation outcomes is maintained, rather than optimising the direct strength of the simulation policy. We develop two algorithms for balancing a simulation policy by gradient descent. The first algorithm optimises the balance of complete simulations, using a policy gradient algorithm; whereas the second algorithm optimises the balance over every two steps of simulation. We compare our algorithms to reinforcement learning and supervised learning algorithms for maximising the strength of the simulation policy. We test each algorithm in the domain of 5 x 5 and 6 x 6 Computer Go, using a softmax policy that is parameterised by weights for a hundred simple patterns. When used in a simple Monte-Carlo search, the policies learnt by simulation balancing achieved significantly better performance, with half the mean squared error of a uniform random policy, and similar overall performance to a sophisticated Go engine. David Silver 0001, Gerald Tesauro |
ICML | 1 |
| 2009 | Fast gradient-descent methods for temporal-difference learning with linear function approximationabstractSutton, Szepesvári and Maei (2009) recently introduced the first temporal-difference learning algorithm compatible with both linear function approximation and off-policy training, and whose complexity scales only linearly in the size of the function approximator. Although their gradient temporal difference (GTD) algorithm converges reliably, it can be very slow compared to conventional linear TD (on on-policy problems where TD is convergent), calling into question its practical utility. In this paper we introduce two new related algorithms with better convergence rates. The first algorithm, GTD2, is derived and proved convergent just as GTD was, but uses a different objective function and converges significantly faster (but still not as fast as conventional TD). The second new algorithm, linear TD with gradient correction, or TDC, uses the same update rule as conventional TD except for an additional term which is initially zero. In our experiments on small test problems and in a Computer Go application with a million features, the learning rate of this algorithm was comparable to that of conventional TD. This algorithm appears to extend linear TD to off-policy learning with no penalty in performance while only doubling computational requirements. Richard S. Sutton, Hamid Reza Maei, Doina Precup, Shalabh Bhatnagar, David Silver 0001, Csaba Szepesvári, Eric Wiewiora |
ICML | 5 |
| 2009 | Convergent Temporal-Difference Learning with Arbitrary Smooth Function ApproximationabstractWe introduce the first temporal-difference learning algorithms that converge with smooth value function approximators, such as neural networks. Conventional temporal-difference (TD) methods, such as TD($\lambda$), Q-learning and Sarsa have been used successfully with function approximation in many applications. However, it is well known that off-policy sampling, as well as nonlinear function approximation, can cause these algorithms to become unstable (i.e., the parameters of the approximator may diverge). Sutton et al (2009a,b) solved the problem of off-policy learning with linear TD algorithms by introducing a new objective function, related to the Bellman-error, and algorithms that perform stochastic gradient-descent on this function. In this paper, we generalize their work to nonlinear function approximation. We present a Bellman error objective function and two gradient-descent TD algorithms that optimize it. We prove the asymptotic almost-sure convergence of both algorithms for any finite Markov decision process and any smooth value function approximator, under usual stochastic approximation conditions. The computational complexity per iteration scales linearly with the number of parameters of the approximator. The algorithms are incremental and are guaranteed to converge to locally optimal solutions. Hamid Reza Maei, Csaba Szepesvári, Shalabh Bhatnagar, Doina Precup, David Silver 0001, Richard S. Sutton |
NIPS | 5 |
| 2009 | Bootstrapping from Game Tree SearchabstractIn this paper we introduce a new algorithm for updating the parameters of a heuristic evaluation function, by updating the heuristic towards the values computed by an alpha-beta search. Our algorithm differs from previous approaches to learning from search, such as Samuels checkers player and the TD-Leaf algorithm, in two key ways. First, we update all nodes in the search tree, rather than a single node. Second, we use the outcome of a deep search, instead of the outcome of a subsequent search, as the training signal for the evaluation function. We implemented our algorithm in a chess program Meep, using a linear heuristic function. After initialising its weight vector to small random values, Meep was able to learn high quality weights from self-play alone. When tested online against human opponents, Meep played at a master level, the best performance of any chess program with a heuristic learned entirely from self-play. Joel Veness, David Silver 0001, William T. B. Uther, Alan Blair 0001 |
NIPS | 2 |
| 2008 | Achieving Master Level Play in 9 x 9 Computer Go
Sylvain Gelly, David Silver 0001 |
AAAI | 2 |
| 2008 | Sample-based learning and search with permanent and transient memoriesabstractWe present a reinforcement learning architecture, Dyna-2, that encompasses both sample-based learning and sample-based search, and that generalises across states during both learning and search. We apply Dyna-2 to high performance Computer Go. In this domain the most successful planning methods are based on sample-based search algorithms, such as UCT, in which states are treated individually, and the most successful learning methods are based on temporal-difference learning algorithms, such as Sarsa, in which linear function approximation is used. In both cases, an estimate of the value function is formed, but in the first case it is transient, computed and then discarded after each move, whereas in the second case it is more permanent, slowly accumulating over many moves and games. The idea of Dyna-2 is for the transient planning memory and the permanent learning memory to remain separate, but for both to be based on linear function approximation and both to be updated by Sarsa. To apply Dyna-2 to 9x9 Computer Go, we use a million binary features in the function approximator, based on templates matching small fragments of the board. Using only the transient memory, Dyna-2 performed at least as well as UCT. Using both memories combined, it significantly outperformed UCT. Our program based on Dyna-2 achieved a higher rating on the Computer Go Online Server than any handcrafted or traditional search based program. David Silver 0001, Richard S. Sutton, Martin Müller 0003 |
ICML | 1 |
| 2007 | Combining online and offline knowledge in UCTabstractThe UCT algorithm learns a value function online using sample-based search. The TD(λ) algorithm can learn a value function offline for the on-policy distribution. We consider three approaches for combining offline and online value functions in the UCT algorithm. First, the offline value function is used as a default policy during Monte-Carlo simulation. Second, the UCT value function is combined with a rapid online estimate of action values. Third, the offline value function is used as prior knowledge in the UCT search tree. We evaluate these algorithms in 9 x 9 Go against GnuGo 3.7.10. The first algorithm performs better than UCT with a random simulation policy, but surprisingly, worse than UCT with a weaker, handcrafted simulation policy. The second algorithm outperforms UCT altogether. The third algorithm outperforms UCT with handcrafted prior knowledge. We combine these algorithms in MoGo, the world's strongest 9 x 9 Go program. Each technique significantly improves MoGo's playing strength. Sylvain Gelly, David Silver 0001 |
ICML | 2 |
| 2007 | On the role of tracking in stationary environmentsabstractIt is often thought that learning algorithms that track the best solution, as opposed to converging to it, are important only on nonstationary problems. We present three results suggesting that this is not so. First we illustrate in a simple concrete example, the Black and White problem, that tracking can perform better than any converging algorithm on a stationary problem. Second, we show the same point on a larger, more realistic problem, an application of temporal difference learning to computer Go. Our third result suggests that tracking in stationary problems could be important for metalearning research (e.g., learning to learn, feature selection, transfer). We apply a metalearning algorithm for step-size adaptation, IDBD (Sutton, 1992a), to the Black and White problem, showing that meta-learning has a dramatic long-term effect on performance whereas, on an analogous converging problem, meta-learning has only a small second-order effect. This small result suggests a way of eventually overcoming a major obstacle to meta-learning research: the lack of an independent methodology for task selection. Richard S. Sutton, Anna Koop, David Silver 0001 |
ICML | 3 |
| 2007 | Reinforcement Learning of Local Shape in the Game of Go
David Silver 0001, Richard S. Sutton, Martin Müller 0003 |
IJCAI | 1 |