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 Markov Models


Finetuning Offline World Models in the Real World

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) is notoriously data-inefficient, which makes training on a real robot difficult. While model-based RL algorithms (world models) improve data-efficiency to some extent, they still require hours or days of interaction to learn skills. Recently, offline RL has been proposed as a framework for training RL policies on pre-existing datasets without any online interaction. However, constraining an algorithm to a fixed dataset induces a state-action distribution shift between training and inference, and limits its applicability to new tasks. In this work, we seek to get the best of both worlds: we consider the problem of pretraining a world model with offline data collected on a real robot, and then finetuning the model on online data collected by planning with the learned model. To mitigate extrapolation errors during online interaction, we propose to regularize the planner at test-time by balancing estimated returns and (epistemic) model uncertainty. We evaluate our method on a variety of visuo-motor control tasks in simulation and on a real robot, and find that our method enables few-shot finetuning to seen and unseen tasks even when offline data is limited. Videos, code, and data are available at https://yunhaifeng.com/FOWM .


Learning Bilinear Models of Actuated Koopman Generators from Partially-Observed Trajectories

arXiv.org Artificial Intelligence

Data-driven models for nonlinear dynamical systems based on approximating the underlying Koopman operator or generator have proven to be successful tools for forecasting, feature learning, state estimation, and control. It has become well known that the Koopman generators for control-affine systems also have affine dependence on the input, leading to convenient finite-dimensional bilinear approximations of the dynamics. Yet there are still two main obstacles that limit the scope of current approaches for approximating the Koopman generators of systems with actuation. First, the performance of existing methods depends heavily on the choice of basis functions over which the Koopman generator is to be approximated; and there is currently no universal way to choose them for systems that are not measure preserving. Secondly, if we do not observe the full state, then it becomes necessary to account for the dependence of the output time series on the sequence of supplied inputs when constructing observables to approximate Koopman operators. To address these issues, we write the dynamics of observables governed by the Koopman generator as a bilinear hidden Markov model, and determine the model parameters using the expectation-maximization (EM) algorithm. The E-step involves a standard Kalman filter and smoother, while the M-step resembles control-affine dynamic mode decomposition for the generator. We demonstrate the performance of this method on three examples, including recovery of a finite-dimensional Koopman-invariant subspace for an actuated system with a slow manifold; estimation of Koopman eigenfunctions for the unforced Duffing equation; and model-predictive control of a fluidic pinball system based only on noisy observations of lift and drag.


Combining Behaviors with the Successor Features Keyboard

arXiv.org Artificial Intelligence

The Option Keyboard (OK) was recently proposed as a method for transferring behavioral knowledge across tasks. OK transfers knowledge by adaptively combining subsets of known behaviors using Successor Features (SFs) and Generalized Policy Improvement (GPI). However, it relies on hand-designed state-features and task encodings which are cumbersome to design for every new environment. In this work, we propose the "Successor Features Keyboard" (SFK), which enables transfer with discovered state-features and task encodings. To enable discovery, we propose the "Categorical Successor Feature Approximator" (CSFA), a novel learning algorithm for estimating SFs while jointly discovering state-features and task encodings. With SFK and CSFA, we achieve the first demonstration of transfer with SFs in a challenging 3D environment where all the necessary representations are discovered. We first compare CSFA against other methods for approximating SFs and show that only CSFA discovers representations compatible with SF&GPI at this scale. We then compare SFK against transfer learning baselines and show that it transfers most quickly to long-horizon tasks.


Learning Agility and Adaptive Legged Locomotion via Curricular Hindsight Reinforcement Learning

arXiv.org Artificial Intelligence

Agile and adaptive maneuvers such as fall recovery, high-speed turning, and sprinting in the wild are challenging for legged systems. We propose a Curricular Hindsight Reinforcement Learning (CHRL) that learns an end-to-end tracking controller that achieves powerful agility and adaptation for the legged robot. The two key components are (I) a novel automatic curriculum strategy on task difficulty and (ii) a Hindsight Experience Replay strategy adapted to legged locomotion tasks. We demonstrated successful agile and adaptive locomotion on a real quadruped robot that performed fall recovery autonomously, coherent trotting, sustained outdoor speeds up to 3.45 m/s, and tuning speeds up to 3.2 rad/s. This system produces adaptive behaviours responding to changing situations and unexpected disturbances on natural terrains like grass and dirt.


Causal Representation Learning Made Identifiable by Grouping of Observational Variables

arXiv.org Machine Learning

A topic of great current interest is Causal Representation Learning (CRL), whose goal is to learn a causal model for hidden features in a data-driven manner. Unfortunately, CRL is severely ill-posed since it is a combination of the two notoriously ill-posed problems of representation learning and causal discovery. Yet, finding practical identifiability conditions that guarantee a unique solution is crucial for its practical applicability. Most approaches so far have been based on assumptions on the latent causal mechanisms, such as temporal causality, or existence of supervision or interventions; these can be too restrictive in actual applications. Here, we show identifiability based on novel, weak constraints, which requires no temporal structure, intervention, nor weak supervision. The approach is based assuming the observational mixing exhibits a suitable grouping of the observational variables. We also propose a novel self-supervised estimation framework consistent with the model, prove its statistical consistency, and experimentally show its superior CRL performances compared to the state-of-the-art baselines. We further demonstrate its robustness against latent confounders and causal cycles.


Amortized Variational Inference: A Systematic Review

arXiv.org Machine Learning

The core principle of Variational Inference (VI) is to convert the statistical inference problem of computing complex posterior probability densities into a tractable optimization problem. This property enables VI to be faster than several sampling-based techniques. However, the traditional VI algorithm is not scalable to large data sets and is unable to readily infer out-of-bounds data points without re-running the optimization process. Recent developments in the field, like stochastic-, black box-, and amortized-VI, have helped address these issues. Generative modeling tasks nowadays widely make use of amortized VI for its efficiency and scalability, as it utilizes a parameterized function to learn the approximate posterior density parameters. In this paper, we review the mathematical foundations of various VI techniques to form the basis for understanding amortized VI. Additionally, we provide an overview of the recent trends that address several issues of amortized VI, such as the amortization gap, generalization issues, inconsistent representation learning, and posterior collapse. Finally, we analyze alternate divergence measures that improve VI optimization.


Active teacher selection for reinforcement learning from human feedback

arXiv.org Artificial Intelligence

Specifying objective functions for machine learning systems is challenging, and misspecified objectives can be hacked [1, 2] or incentivise degenerate behavior [3, 4, 5]. Techniques such as reinforcement learning from human feedback (RLHF) enable ML systems to instead learn appropriate objectives from human feedback [6, 7, 8]. These techniques are widely used to finetune large language models [9, 10, 11, 12] and to train reinforcement learning agents to perform complex maneuvers in continuous control environments [6, 7]. However, while RLHF is relied upon to ensure that these systems are safe, helpful, and harmless [13], it still faces many limitations and unsolved challenges [14]. In particular, RLHF systems typically rely on the assumption that all feedback comes from a single human teacher, despite gathering feedback from a range of teachers with varying levels of rationality and expertise. For example, Stiennon et al. [8], Bai et al. [13] and Ouyang et al. [15] assume that all feedback comes from a single teacher, but find that annotators and researchers actually disagree 23% to 37% of the time. Reward learning has been shown to be highly sensitive to incorrect assumptions about the process that generates feedback [16, 17, 18, 19], so this single-teacher assumption exposes these systems to dangerous failures [20]. Ideally, RLHF systems should consider the differences between each teacher to improve their safety and reliability. To leverage multiple teachers in RLHF, we introduce a novel problem called a Hidden Utility Bandit (HUB), illustrated in Figure 1.


One-hot Generalized Linear Model for Switching Brain State Discovery

arXiv.org Artificial Intelligence

Exposing meaningful and interpretable neural interactions is critical to understanding neural circuits. Inferred neural interactions from neural signals primarily reflect functional interactions. In a long experiment, subject animals may experience different stages defined by the experiment, stimuli, or behavioral states, and hence functional interactions can change over time. To model dynamically changing functional interactions, prior work employs state-switching generalized linear models with hidden Markov models (i.e., HMM-GLMs). However, we argue they lack biological plausibility, as functional interactions are shaped and confined by the underlying anatomical connectome. Here, we propose a novel prior-informed state-switching GLM. We introduce both a Gaussian prior and a one-hot prior over the GLM in each state. The priors are learnable. We will show that the learned prior should capture the state-constant interaction, shedding light on the underlying anatomical connectome and revealing more likely physical neuron interactions. The state-dependent interaction modeled by each GLM offers traceability to capture functional variations across multiple brain states. Our methods effectively recover true interaction structures in simulated data, achieve the highest predictive likelihood with real neural datasets, and render interaction structures and hidden states more interpretable when applied to real neural data.


A Doubly Robust Approach to Sparse Reinforcement Learning

arXiv.org Machine Learning

We propose a new regret minimization algorithm for episodic sparse linear Markov decision process (SMDP) where the state-transition distribution is a linear function of observed features. The only previously known algorithm for SMDP requires the knowledge of the sparsity parameter and oracle access to an unknown policy. We overcome these limitations by combining the doubly robust method that allows one to use feature vectors of \emph{all} actions with a novel analysis technique that enables the algorithm to use data from all periods in all episodes. The regret of the proposed algorithm is $\tilde{O}(\sigma^{-1}_{\min} s_{\star} H \sqrt{N})$, where $\sigma_{\min}$ denotes the restrictive the minimum eigenvalue of the average Gram matrix of feature vectors, $s_\star$ is the sparsity parameter, $H$ is the length of an episode, and $N$ is the number of rounds. We provide a lower regret bound that matches the upper bound up to logarithmic factors on a newly identified subclass of SMDPs. Our numerical experiments support our theoretical results and demonstrate the superior performance of our algorithm.


Generative Flow Networks as Entropy-Regularized RL

arXiv.org Machine Learning

The recently proposed generative flow networks (GFlowNets) are a method of training a policy to sample compositional discrete objects with probabilities proportional to a given reward via a sequence of actions. GFlowNets exploit the sequential nature of the problem, drawing parallels with reinforcement learning (RL). Our work extends the connection between RL and GFlowNets to a general case. We demonstrate how the task of learning a generative flow network can be efficiently redefined as an entropy-regularized RL problem with a specific reward and regularizer structure. Furthermore, we illustrate the practical efficiency of this reformulation by applying standard soft RL algorithms to GFlowNet training across several probabilistic modeling tasks. Contrary to previously reported results, we show that entropic RL approaches can be competitive against established GFlowNet training methods. This perspective opens a direct path for integrating reinforcement learning principles into the realm of generative flow networks.