Abstract:Applying Reinforcement learning (RL) following maximum likelihood estimation (MLE) pre-training is a versatile method for enhancing neural machine translation (NMT) performance. However, recent work has argued that the gains produced by RL for NMT are mostly due to promoting tokens that have already received a fairly high probability in pre-training. We hypothesize that the large action space is a main obstacle to RL's effectiveness in MT, and conduct two sets of experiments that lend support to our hypothesis. First, we find that reducing the size of the vocabulary improves RL's effectiveness. Second, we find that effectively reducing the dimension of the action space without changing the vocabulary also yields notable improvement as evaluated by BLEU, semantic similarity, and human evaluation. Indeed, by initializing the network's final fully connected layer (that maps the network's internal dimension to the vocabulary dimension), with a layer that generalizes over similar actions, we obtain a substantial improvement in RL performance: 1.5 BLEU points on average.
Abstract:Reinforcement learning (RL) is frequently used to increase performance in text generation tasks, including machine translation (MT), notably through the use of Minimum Risk Training (MRT) and Generative Adversarial Networks (GAN). However, little is known about what and how these methods learn in the context of MT. We prove that one of the most common RL methods for MT does not optimize the expected reward, as well as show that other methods take an infeasibly long time to converge. In fact, our results suggest that RL practices in MT are likely to improve performance only where the pre-trained parameters are already close to yielding the correct translation. Our findings further suggest that observed gains may be due to effects unrelated to the training signal, but rather from changes in the shape of the distribution curve.
Abstract:Exploration is a fundamental aspect of Reinforcement Learning, typically implemented using stochastic action-selection. Exploration, however, can be more efficient if directed toward gaining new world knowledge. Visit-counters have been proven useful both in practice and in theory for directed exploration. However, a major limitation of counters is their locality. While there are a few model-based solutions to this shortcoming, a model-free approach is still missing. We propose $E$-values, a generalization of counters that can be used to evaluate the propagating exploratory value over state-action trajectories. We compare our approach to commonly used RL techniques, and show that using $E$-values improves learning and performance over traditional counters. We also show how our method can be implemented with function approximation to efficiently learn continuous MDPs. We demonstrate this by showing that our approach surpasses state of the art performance in the Freeway Atari 2600 game.