Reinforcement Learning
General Intelligence Requires Rethinking Exploration
Jiang, Minqi, Rocktäschel, Tim, Grefenstette, Edward
We are at the cusp of a transition from "learning from data" to "learning what data to learn from" as a central focus of artificial intelligence (AI) research. While the first-order learning problem is not completely solved, large models under unified architectures, such as transformers, have shifted the learning bottleneck from how to effectively train our models to how to effectively acquire and use task-relevant data. This problem, which we frame as exploration, is a universal aspect of learning in open-ended domains, such as the real world. Although the study of exploration in AI is largely limited to the field of reinforcement learning, we argue that exploration is essential to all learning systems, including supervised learning. We propose the problem of generalized exploration to conceptually unify exploration-driven learning between supervised learning and reinforcement learning, allowing us to highlight key similarities across learning settings and open research challenges. Importantly, generalized exploration serves as a necessary objective for maintaining open-ended learning processes, which in continually learning to discover and solve new problems, provides a promising path to more general intelligence.
Linear Reinforcement Learning with Ball Structure Action Space
Jia, Zeyu, Jia, Randy, Madeka, Dhruv, Foster, Dean P.
We study the problem of Reinforcement Learning (RL) with linear function approximation, i.e. assuming the optimal action-value function is linear in a known $d$-dimensional feature mapping. Unfortunately, however, based on only this assumption, the worst case sample complexity has been shown to be exponential, even under a generative model. Instead of making further assumptions on the MDP or value functions, we assume that our action space is such that there always exist playable actions to explore any direction of the feature space. We formalize this assumption as a ``ball structure'' action space, and show that being able to freely explore the feature space allows for efficient RL. In particular, we propose a sample-efficient RL algorithm (BallRL) that learns an $\epsilon$-optimal policy using only $\tilde{O}\left(\frac{H^5d^3}{\epsilon^3}\right)$ number of trajectories.
(When) Are Contrastive Explanations of Reinforcement Learning Helpful?
Narayanan, Sanjana, Lage, Isaac, Doshi-Velez, Finale
Global explanations of a reinforcement learning (RL) agent's expected behavior can make it safer to deploy. However, such explanations are often difficult to understand because of the complicated nature of many RL policies. Effective human explanations are often contrastive, referencing a known contrast (policy) to reduce redundancy. At the same time, these explanations also require the additional effort of referencing that contrast when evaluating an explanation. We conduct a user study to understand whether and when contrastive explanations might be preferable to complete explanations that do not require referencing a contrast. We find that complete explanations are generally more effective when they are the same size or smaller than a contrastive explanation of the same policy, and no worse when they are larger. This suggests that contrastive explanations are not sufficient to solve the problem of effectively explaining reinforcement learning policies, and require additional careful study for use in this context.
Hierarchically Structured Task-Agnostic Continual Learning
Hihn, Heinke, Braun, Daniel A.
One notable weakness of current machine learning algorithms is the poor ability of models to solve new problems without forgetting previously acquired knowledge. The Continual Learning paradigm has emerged as a protocol to systematically investigate settings where the model sequentially observes samples generated by a series of tasks. In this work, we take a task-agnostic view of continual learning and develop a hierarchical information-theoretic optimality principle that facilitates a trade-off between learning and forgetting. We derive this principle from a Bayesian perspective and show its connections to previous approaches to continual learning. Based on this principle, we propose a neural network layer, called the Mixture-of-Variational-Experts layer, that alleviates forgetting by creating a set of information processing paths through the network which is governed by a gating policy. Equipped with a diverse and specialized set of parameters, each path can be regarded as a distinct sub-network that learns to solve tasks. To improve expert allocation, we introduce diversity objectives, which we evaluate in additional ablation studies. Importantly, our approach can operate in a task-agnostic way, i.e., it does not require task-specific knowledge, as is the case with many existing continual learning algorithms. Due to the general formulation based on generic utility functions, we can apply this optimality principle to a large variety of learning problems, including supervised learning, reinforcement learning, and generative modeling. We demonstrate the competitive performance of our method on continual reinforcement learning and variants of the MNIST, CIFAR-10, and CIFAR-100 datasets.
Towards Data-Driven Offline Simulations for Online Reinforcement Learning
Tang, Shengpu, Frujeri, Felipe Vieira, Misra, Dipendra, Lamb, Alex, Langford, John, Mineiro, Paul, Kochman, Sebastian
Modern decision-making systems, from robots to web recommendation engines, are expected to adapt: to user preferences, changing circumstances or even new tasks. Yet, it is still uncommon to deploy a dynamically learning agent (rather than a fixed policy) to a production system, as it's perceived as unsafe. Using historical data to reason about learning algorithms, similar to offline policy evaluation (OPE) applied to fixed policies, could help practitioners evaluate and ultimately deploy such adaptive agents to production. In this work, we formalize offline learner simulation (OLS) for reinforcement learning (RL) and propose a novel evaluation protocol that measures both fidelity and efficiency of the simulation. For environments with complex high-dimensional observations, we propose a semi-parametric approach that leverages recent advances in latent state discovery in order to achieve accurate and efficient offline simulations. In preliminary experiments, we show the advantage of our approach compared to fully non-parametric baselines.
NeurIPS 2022 Competition: Driving SMARTS
Rasouli, Amir, Goebel, Randy, Taylor, Matthew E., Kotseruba, Iuliia, Alizadeh, Soheil, Yang, Tianpei, Alban, Montgomery, Shkurti, Florian, Zhuang, Yuzheng, Scibior, Adam, Rezaee, Kasra, Garg, Animesh, Meger, David, Luo, Jun, Paull, Liam, Zhang, Weinan, Wang, Xinyu, Chen, Xi
Driving SMARTS is a regular competition designed to tackle problems caused by the distribution shift in dynamic interaction contexts that are prevalent in real-world autonomous driving (AD). The proposed competition supports methodologically diverse solutions, such as reinforcement learning (RL) and offline learning methods, trained on a combination of naturalistic AD data and open-source simulation platform SMARTS. The two-track structure allows focusing on different aspects of the distribution shift. Track 1 is open to any method and will give ML researchers with different backgrounds an opportunity to solve a real-world autonomous driving challenge. Track 2 is designed for strictly offline learning methods. Therefore, direct comparisons can be made between different methods with the aim to identify new promising research directions. The proposed setup consists of 1) realistic traffic generated using real-world data and micro simulators to ensure fidelity of the scenarios, 2) framework accommodating diverse methods for solving the problem, and 3) baseline method. As such it provides a unique opportunity for the principled investigation into various aspects of autonomous vehicle deployment.
Projection Valued Measure-based Quantum Machine Learning for Multi-Class Classification
Yun, Won Joon, Baek, Hankyul, Kim, Joongheon
In recent years, quantum machine learning (QML) has been actively used for various tasks, e.g., classification, reinforcement learning, and adversarial learning. However, these QML studies are unable to carry out complex tasks due to scalability issues on input and output which is currently the biggest hurdle in QML. Therefore, the purpose of this paper is to overcome the problem of scalability. Motivated by this challenge, we focus on projection-valued measurements (PVM) which utilize the nature of probability amplitude in quantum statistical mechanics. By leveraging PVM, the output dimension is expanded from $q$, which is the number of qubits, to $2^q$. We propose a novel QML framework that utilizes PVM for multi-class classification. Our framework is proven to outperform the state-of-the-art (SOTA) methodologies with various datasets, assuming no more than 6 qubits are used. Furthermore, our PVM-based QML shows about $42.2\%$ better performance than the SOTA framework.
ScienceWorld: Is your Agent Smarter than a 5th Grader?
Wang, Ruoyao, Jansen, Peter, Côté, Marc-Alexandre, Ammanabrolu, Prithviraj
We present ScienceWorld, a benchmark to test agents' scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum. Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts. For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material. This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner. We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities. Our experiments provide empirical evidence supporting this hypothesis -- showing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.
Learning and Retrieval from Prior Data for Skill-based Imitation Learning
Nasiriany, Soroush, Gao, Tian, Mandlekar, Ajay, Zhu, Yuke
Imitation learning offers a promising path for robots to learn general-purpose behaviors, but traditionally has exhibited limited scalability due to high data supervision requirements and brittle generalization. Inspired by recent advances in multi-task imitation learning, we investigate the use of prior data from previous tasks to facilitate learning novel tasks in a robust, data-efficient manner. To make effective use of the prior data, the robot must internalize knowledge from past experiences and contextualize this knowledge in novel tasks. To that end, we develop a skill-based imitation learning framework that extracts temporally extended sensorimotor skills from prior data and subsequently learns a policy for the target task that invokes these learned skills. We identify several key design choices that significantly improve performance on novel tasks, namely representation learning objectives to enable more predictable skill representations and a retrieval-based data augmentation mechanism to increase the scope of supervision for policy training. On a collection of simulated and real-world manipulation domains, we demonstrate that our method significantly outperforms existing imitation learning and offline reinforcement learning approaches. Videos and code are available at https://ut-austin-rpl.github.io/sailor
On Reinforcement Learning and Distribution Matching for Fine-Tuning Language Models with no Catastrophic Forgetting
Korbak, Tomasz, Elsahar, Hady, Kruszewski, Germán, Dymetman, Marc
The availability of large pre-trained models is changing the landscape of Machine Learning research and practice, moving from a training-from-scratch to a fine-tuning paradigm. While in some applications the goal is to "nudge" the pre-trained distribution towards preferred outputs, in others it is to steer it towards a different distribution over the sample space. Two main paradigms have emerged to tackle this challenge: Reward Maximization (RM) and, more recently, Distribution Matching (DM). RM applies standard Reinforcement Learning (RL) techniques, such as Policy Gradients, to gradually increase the reward signal. DM prescribes to first make explicit the target distribution that the model is fine-tuned to approximate. Here we explore the theoretical connections between the two paradigms, and show that methods such as KL-control developed for RM can also be construed as belonging to DM. We further observe that while DM differs from RM, it can suffer from similar training difficulties, such as high gradient variance. We leverage connections between the two paradigms to import the concept of baseline into DM methods. We empirically validate the benefits of adding a baseline on an array of controllable language generation tasks such as constraining topic, sentiment, and gender distributions in texts sampled from a language model. We observe superior performance in terms of constraint satisfaction, stability and sample efficiency.