Behbahani, Feryal
On the role of planning in model-based deep reinforcement learning
Hamrick, Jessica B., Friesen, Abram L., Behbahani, Feryal, Guez, Arthur, Viola, Fabio, Witherspoon, Sims, Anthony, Thomas, Buesing, Lars, Veličković, Petar, Weber, Théophane
Model-based planning is often thought to be necessary for deep, careful reasoning and generalization in artificial agents. While recent successes of model-based reinforcement learning (MBRL) with deep function approximation have strengthened this hypothesis, the resulting diversity of model-based methods has also made it difficult to track which components drive success and why. In this paper, we seek to disentangle the contributions of recent methods by focusing on three questions: (1) How does planning benefit MBRL agents? (2) Within planning, what choices drive performance? (3) To what extent does planning improve generalization? To answer these questions, we study the performance of MuZero (Schrittwieser et al., 2019), a state-of-the-art MBRL algorithm, under a number of interventions and ablations and across a wide range of environments including control tasks, Atari, and 9x9 Go. Our results suggest the following: (1) The primary benefit of planning is in driving policy learning. (2) Using shallow trees with simple Monte-Carlo rollouts is as performant as more complex methods, except in the most difficult reasoning tasks. (3) Planning alone is insufficient to drive strong generalization. These results indicate where and how to utilize planning in reinforcement learning settings, and highlight a number of open questions for future MBRL research.
Learning Compositional Neural Programs for Continuous Control
Pierrot, Thomas, Perrin, Nicolas, Behbahani, Feryal, Laterre, Alexandre, Sigaud, Olivier, Beguir, Karim, de Freitas, Nando
We propose a novel solution to challenging sparse-reward, continuous control problems that require hierarchical planning at multiple levels of abstraction. Our solution, dubbed AlphaNPI-X, involves three separate stages of learning. First, we use off-policy reinforcement learning algorithms with experience replay to learn a set of atomic goal-conditioned policies, which can be easily repurposed for many tasks. Second, we learn self-models describing the effect of the atomic policies on the environment. Third, the self-models are harnessed to learn recursive compositional programs with multiple levels of abstraction. The key insight is that the self-models enable planning by imagination, obviating the need for interaction with the world when learning higher-level compositional programs. To accomplish the third stage of learning, we extend the AlphaNPI algorithm, which applies AlphaZero to learn recursive neural programmer-interpreters. We empirically show that AlphaNPI-X can effectively learn to tackle challenging sparse manipulation tasks, such as stacking multiple blocks, where powerful model-free baselines fail.
Acme: A Research Framework for Distributed Reinforcement Learning
Hoffman, Matt, Shahriari, Bobak, Aslanides, John, Barth-Maron, Gabriel, Behbahani, Feryal, Norman, Tamara, Abdolmaleki, Abbas, Cassirer, Albin, Yang, Fan, Baumli, Kate, Henderson, Sarah, Novikov, Alex, Colmenarejo, Sergio Gómez, Cabi, Serkan, Gulcehre, Caglar, Paine, Tom Le, Cowie, Andrew, Wang, Ziyu, Piot, Bilal, de Freitas, Nando
Deep reinforcement learning has led to many recent-and groundbreaking-advancements. However, these advances have often come at the cost of both the scale and complexity of the underlying RL algorithms. Increases in complexity have in turn made it more difficult for researchers to reproduce published RL algorithms or rapidly prototype ideas. To address this, we introduce Acme, a tool to simplify the development of novel RL algorithms that is specifically designed to enable simple agent implementations that can be run at various scales of execution. Our aim is also to make the results of various RL algorithms developed in academia and industrial labs easier to reproduce and extend. To this end we are releasing baseline implementations of various algorithms, created using our framework. In this work we introduce the major design decisions behind Acme and show how these are used to construct these baselines. We also experiment with these agents at different scales of both complexity and computation-including distributed versions. Ultimately, we show that the design decisions behind Acme lead to agents that can be scaled both up and down and that, for the most part, greater levels of parallelization result in agents with equivalent performance, just faster.
Privileged Information Dropout in Reinforcement Learning
Kamienny, Pierre-Alexandre, Arulkumaran, Kai, Behbahani, Feryal, Boehmer, Wendelin, Whiteson, Shimon
Using privileged information during training can improve the sample efficiency and performance of machine learning systems. This paradigm has been applied to reinforcement learning (RL), primarily in the form of distillation or auxiliary tasks, and less commonly in the form of augmenting the inputs of agents. In this work, we investigate Privileged Information Dropout (PI-Dropout) for achieving the latter which can be applied equally to value-based and policy-based RL algorithms. Within a simple partially-observed environment, we demonstrate that PI-Dropout outperforms alternatives for leveraging privileged information, including distillation and auxiliary tasks, and can successfully utilise different types of privileged information. Finally, we analyse its effect on the learned representations.
Modular Meta-Learning with Shrinkage
Chen, Yutian, Friesen, Abram L., Behbahani, Feryal, Budden, David, Hoffman, Matthew W., Doucet, Arnaud, de Freitas, Nando
Most gradient-based approaches to meta-learning do not explicitly account for the fact that different parts of the underlying model adapt by different amounts when applied to a new task. For example, the input layers of an image classification convnet typically adapt very little, while the output layers can change significantly. This can cause parts of the model to begin to overfit while others underfit. To address this, we introduce a hierarchical Bayesian model with per-module shrinkage parameters, which we propose to learn by maximizing an approximation of the predictive likelihood using implicit differentiation. Our algorithm subsumes Reptile and outperforms variants of MAML on two synthetic few-shot meta-learning problems.
Learning from Demonstration in the Wild
Behbahani, Feryal, Shiarlis, Kyriacos, Chen, Xi, Kurin, Vitaly, Kasewa, Sudhanshu, Stirbu, Ciprian, Gomes, João, Paul, Supratik, Oliehoek, Frans A., Messias, João, Whiteson, Shimon
Abstract-- Learning from demonstration (LfD) is useful in settings where hand-coding behaviour or a reward function is impractical. It has succeeded in a wide range of problems but typically relies on artificially generated demonstrations or specially deployed sensors and has not generally been able to leverage the copious demonstrations available in the wild: those that capture behaviour that was occurring anyway using sensors that were already deployed for another purpose, e.g., traffic camera footage capturing demonstrations of natural behaviour of vehicles, cyclists, and pedestrians. We propose video to behaviour (ViBe), a new approach to learning models of road user behaviour that requires as input only unlabelled raw video data of a traffic scene collected from a single, monocular, uncalibrated camera with ordinary resolution. Our approach calibrates the camera, detects relevant objects, tracks them through time, and uses the resulting trajectories to perform LfD, yielding models of naturalistic behaviour. We apply ViBe to raw videos of a traffic intersection and show that it can learn purely from videos, without additional expert knowledge. Learning from demonstration (LfD) is a machine learning technique that can learn complex behaviours from a dataset of expert trajectories, called demonstrations. LfD is particularly useful in settings where hand-coding behaviour, or engineering a suitable reward function, is too difficult or labour intensive. While LfD has succeeded in a wide range of problems [1], [2], [3], nearly all methods rely on either artificially generated demonstrations (e.g., from laboratory subjects) or those collected by specially deployed sensors (e.g., MOCAP). These restrictions greatly limit the practical applicability of LfD, which to date has largely not been able to leverage the copious demonstrations available in the wild: those that capture behaviour that was occurring anyway using sensors that were already deployed for other purposes. For example, consider the problem of training autonomous vehicles to navigate in the presence of human road users.