Beukman, Michael
Kinetix: Investigating the Training of General Agents through Open-Ended Physics-Based Control Tasks
Matthews, Michael, Beukman, Michael, Lu, Chris, Foerster, Jakob
While large models trained with self-supervised learning on offline datasets have shown remarkable capabilities in text and image domains, achieving the same generalisation for agents that act in sequential decision problems remains an open challenge. In this work, we take a step towards this goal by procedurally generating tens of millions of 2D physics-based tasks and using these to train a general reinforcement learning (RL) agent for physical control. To this end, we introduce Kinetix: an open-ended space of physics-based RL environments that can represent tasks ranging from robotic locomotion and grasping to video games and classic RL environments, all within a unified framework. Kinetix makes use of our novel hardware-accelerated physics engine Jax2D that allows us to cheaply simulate billions of environment steps during training. Our trained agent exhibits strong physical reasoning capabilities, being able to zero-shot solve unseen human-designed environments. Furthermore, fine-tuning this general agent on tasks of interest shows significantly stronger performance than training an RL agent *tabula rasa*. This includes solving some environments that standard RL training completely fails at. We believe this demonstrates the feasibility of large scale, mixed-quality pre-training for online RL and we hope that Kinetix will serve as a useful framework to investigate this further.
Refining Minimax Regret for Unsupervised Environment Design
Beukman, Michael, Coward, Samuel, Matthews, Michael, Fellows, Mattie, Jiang, Minqi, Dennis, Michael, Foerster, Jakob
In unsupervised environment design, reinforcement learning agents are trained on environment configurations (levels) generated by an adversary that maximises some objective. Regret is a commonly used objective that theoretically results in a minimax regret (MMR) policy with desirable robustness guarantees; in particular, the agent's maximum regret is bounded. However, once the agent reaches this regret bound on all levels, the adversary will only sample levels where regret cannot be further reduced. Although there are possible performance improvements to be made outside of these regret-maximising levels, learning stagnates. In this work, we introduce Bayesian level-perfect MMR (BLP), a refinement of the minimax regret objective that overcomes this limitation. We formally show that solving for this objective results in a subset of MMR policies, and that BLP policies act consistently with a Perfect Bayesian policy over all levels. We further introduce an algorithm, ReMiDi, that results in a BLP policy at convergence. We empirically demonstrate that training on levels from a minimax regret adversary causes learning to prematurely stagnate, but that ReMiDi continues learning.
Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning
Matthews, Michael, Beukman, Michael, Ellis, Benjamin, Samvelyan, Mikayel, Jackson, Matthew, Coward, Samuel, Foerster, Jakob
Benchmarks play a crucial role in the development and analysis of reinforcement learning (RL) algorithms. We identify that existing benchmarks used for research into open-ended learning fall into one of two categories. Either they are too slow for meaningful research to be performed without enormous computational resources, like Crafter, NetHack and Minecraft, or they are not complex enough to pose a significant challenge, like Minigrid and Procgen. To remedy this, we first present Craftax-Classic: a ground-up rewrite of Crafter in JAX that runs up to 250x faster than the Python-native original. A run of PPO using 1 billion environment interactions finishes in under an hour using only a single GPU and averages 90% of the optimal reward. To provide a more compelling challenge we present the main Craftax benchmark, a significant extension of the Crafter mechanics with elements inspired from NetHack. Solving Craftax requires deep exploration, long term planning and memory, as well as continual adaptation to novel situations as more of the world is discovered. We show that existing methods including global and episodic exploration, as well as unsupervised environment design fail to make material progress on the benchmark. We believe that Craftax can for the first time allow researchers to experiment in a complex, open-ended environment with limited computational resources.
JaxUED: A simple and useable UED library in Jax
Coward, Samuel, Beukman, Michael, Foerster, Jakob
We present JaxUED, an open-source library providing minimal dependency implementations of modern Unsupervised Environment Design (UED) algorithms in Jax. JaxUED leverages hardware acceleration to obtain on the order of 100x speedups compared to prior, CPU-based implementations. Inspired by CleanRL, we provide fast, clear, understandable, and easily modifiable implementations, with the aim of accelerating research into UED. This paper describes our library and contains baseline results. Code can be found at https://github.com/DramaCow/jaxued.
The Impact of Data Corruption on Named Entity Recognition for Low-resourced Languages
Fokam, Manuel, Beukman, Michael
Data availability and quality are major challenges in natural language processing for low-resourced languages. In particular, there is significantly less data available than for higher-resourced languages. This data is also often of low quality, rife with errors, invalid text or incorrect annotations. Many prior works focus on dealing with these problems, either by generating synthetic data, or filtering out low-quality parts of datasets. We instead investigate these factors more deeply, by systematically measuring the effect of data quantity and quality on the performance of pre-trained language models in a low-resourced setting. Our results show that having fewer completely-labelled sentences is significantly better than having more sentences with missing labels; and that models can perform remarkably well with only 10% of the training data. Importantly, these results are consistent across ten low-resource languages, English, and four pre-trained models.
Dynamics Generalisation in Reinforcement Learning via Adaptive Context-Aware Policies
Beukman, Michael, Jarvis, Devon, Klein, Richard, James, Steven, Rosman, Benjamin
While reinforcement learning has achieved remarkable successes in several domains, its real-world application is limited due to many methods failing to generalise to unfamiliar conditions. In this work, we consider the problem of generalising to new transition dynamics, corresponding to cases in which the environment's response to the agent's actions differs. For example, the gravitational force exerted on a robot depends on its mass and changes the robot's mobility. Consequently, in such cases, it is necessary to condition an agent's actions on extrinsic state information and pertinent contextual information reflecting how the environment responds. While the need for context-sensitive policies has been established, the manner in which context is incorporated architecturally has received less attention. Thus, in this work, we present an investigation into how context information should be incorporated into behaviour learning to improve generalisation. To this end, we introduce a neural network architecture, the Decision Adapter, which generates the weights of an adapter module and conditions the behaviour of an agent on the context information. We show that the Decision Adapter is a useful generalisation of a previously proposed architecture and empirically demonstrate that it results in superior generalisation performance compared to previous approaches in several environments. Beyond this, the Decision Adapter is more robust to irrelevant distractor variables than several alternative methods.
Augmentative Topology Agents For Open-Ended Learning
Nasir, Muhammad Umair, Beukman, Michael, James, Steven, Cleghorn, Christopher Wesley
In this work, we tackle the problem of open-ended learning by introducing a method that simultaneously evolves agents and increasingly challenging environments. Unlike previous open-ended approaches that optimize agents using a fixed neural network topology, we hypothesize that generalization can be improved by allowing agents' controllers to become more complex as they encounter more difficult environments. Our method, Augmentative Topology EPOET (ATEP), extends the Enhanced Paired Open-Ended Trailblazer (EPOET) algorithm by allowing agents to evolve their own neural network structures over time, adding complexity and capacity as necessary. Empirical results demonstrate that ATEP results in general agents capable of solving more environments than a fixed-topology baseline. We also investigate mechanisms for transferring agents between environments and find that a species-based approach further improves the performance and generalization of agents.
Analysing Cross-Lingual Transfer in Low-Resourced African Named Entity Recognition
Beukman, Michael, Fokam, Manuel
Transfer learning has led to large gains in performance for nearly all NLP tasks while making downstream models easier and faster to train. This has also been extended to low-resourced languages, with some success. We investigate the properties of cross-lingual transfer learning between ten low-resourced languages, from the perspective of a named entity recognition task. We specifically investigate how much adaptive fine-tuning and the choice of transfer language affect zero-shot transfer performance. We find that models that perform well on a single language often do so at the expense of generalising to others, while models with the best generalisation to other languages suffer in individual language performance. Furthermore, the amount of data overlap between the source and target datasets is a better predictor of transfer performance than either the geographical or genetic distance between the languages.
Hierarchically Composing Level Generators for the Creation of Complex Structures
Beukman, Michael, Fokam, Manuel, Kruger, Marcel, Axelrod, Guy, Nasir, Muhammad, Ingram, Branden, Rosman, Benjamin, James, Steven
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method that recursively composes simple low-level generators to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.
MasakhaNER 2.0: Africa-centric Transfer Learning for Named Entity Recognition
Adelani, David Ifeoluwa, Neubig, Graham, Ruder, Sebastian, Rijhwani, Shruti, Beukman, Michael, Palen-Michel, Chester, Lignos, Constantine, Alabi, Jesujoba O., Muhammad, Shamsuddeen H., Nabende, Peter, Dione, Cheikh M. Bamba, Bukula, Andiswa, Mabuya, Rooweither, Dossou, Bonaventure F. P., Sibanda, Blessing, Buzaaba, Happy, Mukiibi, Jonathan, Kalipe, Godson, Mbaye, Derguene, Taylor, Amelia, Kabore, Fatoumata, Emezue, Chris Chinenye, Aremu, Anuoluwapo, Ogayo, Perez, Gitau, Catherine, Munkoh-Buabeng, Edwin, Koagne, Victoire M., Tapo, Allahsera Auguste, Macucwa, Tebogo, Marivate, Vukosi, Mboning, Elvis, Gwadabe, Tajuddeen, Adewumi, Tosin, Ahia, Orevaoghene, Nakatumba-Nabende, Joyce, Mokono, Neo L., Ezeani, Ignatius, Chukwuneke, Chiamaka, Adeyemi, Mofetoluwa, Hacheme, Gilles Q., Abdulmumin, Idris, Ogundepo, Odunayo, Yousuf, Oreen, Ngoli, Tatiana Moteu, Klakow, Dietrich
African languages are spoken by over a billion people, but are underrepresented in NLP research and development. The challenges impeding progress include the limited availability of annotated datasets, as well as a lack of understanding of the settings where current methods are effective. In this paper, we make progress towards solutions for these challenges, focusing on the task of named entity recognition (NER). We create the largest human-annotated NER dataset for 20 African languages, and we study the behavior of state-of-the-art cross-lingual transfer methods in an Africa-centric setting, demonstrating that the choice of source language significantly affects performance. We show that choosing the best transfer language improves zero-shot F1 scores by an average of 14 points across 20 languages compared to using English. Our results highlight the need for benchmark datasets and models that cover typologically-diverse African languages.