Reinforcement learning (RL) algorithms involve the deep nesting of highly irregular computation patterns, each of which typically exhibits opportunities for distributed computation.
In 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.
SOTA for Atari Games on Atari 2600 Pitfall!
In value-based reinforcement learning methods such as deep Q-learning, function approximation errors are known to lead to overestimated value estimates and suboptimal policies.
End-to-end models for goal-orientated dialogue are challenging to train, because linguistic and strategic aspects are entangled in latent state vectors.
In this paper, we show that the requirement of absolute continuity is necessary: we describe a simple yet prototypical counterexample showing that in the more realistic case of distributions that are not absolutely continuous, unregularized GAN training is not always convergent.
In this work we aim to solve a large collection of tasks using a single reinforcement learning agent with a single set of parameters.
#2 best model for Atari Games on Atari 2600 Pong
We identify obfuscated gradients, a kind of gradient masking, as a phenomenon that leads to a false sense of security in defenses against adversarial examples.
We apply basic statistical reasoning to signal reconstruction by machine learning -- learning to map corrupted observations to clean signals -- with a simple and powerful conclusion: it is possible to learn to restore images by only looking at corrupted examples, at performance at and sometimes exceeding training using clean data, without explicit image priors or likelihood models of the corruption.