Goto

Collaborating Authors

 Laterre, Alexandre


SMX: Sequential Monte Carlo Planning for Expert Iteration

arXiv.org Artificial Intelligence

Developing agents that can leverage planning abilities during their decision and learning processes is critical to the advancement of Artificial Intelligence. Recent works have demonstrated the effectiveness of combining tree-based search methods and self-play learning mechanisms. Yet, these methods typically face scaling challenges due to the sequential nature of their search. While practical engineering solutions can partly overcome this, they still demand extensive computational resources, which hinders their applicability. In this paper, we introduce SMX, a model-based planning algorithm that utilises scalable Sequential Monte Carlo methods to create an effective self-learning mechanism. Grounded in the theoretical framework of control as inference, SMX benefits from robust theoretical underpinnings. Its sampling-based search approach makes it adaptable to environments with both discrete and continuous action spaces. Furthermore, SMX allows for high parallelisation and can run on hardware accelerators to optimise computing efficiency. SMX demonstrates a statistically significant improvement in performance compared to AlphaZero, as well as demonstrating its performance as an improvement operator for a model-free policy, matching or exceeding top model-free methods across both continuous and discrete environments.


Combinatorial Optimization with Policy Adaptation using Latent Space Search

arXiv.org Artificial Intelligence

Combinatorial Optimization underpins many real-world applications and yet, designing performant algorithms to solve these complex, typically NP-hard, problems remains a significant research challenge. Reinforcement Learning (RL) provides a versatile framework for designing heuristics across a broad spectrum of problem domains. However, despite notable progress, RL has not yet supplanted industrial solvers as the go-to solution. Current approaches emphasize pre-training heuristics that construct solutions but often rely on search procedures with limited variance, such as stochastically sampling numerous solutions from a single policy or employing computationally expensive fine-tuning of the policy on individual problem instances. Building on the intuition that performant search at inference time should be anticipated during pre-training, we propose COMPASS, a novel RL approach that parameterizes a distribution of diverse and specialized policies conditioned on a continuous latent space. We evaluate COMPASS across three canonical problems - Travelling Salesman, Capacitated Vehicle Routing, and Job-Shop Scheduling - and demonstrate that our search strategy (i) outperforms state-of-the-art approaches on 11 standard benchmarking tasks and (ii) generalizes better, surpassing all other approaches on a set of 18 procedurally transformed instance distributions.


Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX

arXiv.org Artificial Intelligence

Open-source reinforcement learning (RL) environments have played a crucial role in driving progress in the development of AI algorithms. In modern RL research, there is a need for simulated environments that are performant, scalable, and modular to enable their utilization in a wider range of potential real-world applications. Therefore, we present Jumanji, a suite of diverse RL environments specifically designed to be fast, flexible, and scalable. Jumanji provides a suite of environments focusing on combinatorial problems frequently encountered in industry, as well as challenging general decision-making tasks. By leveraging the efficiency of JAX and hardware accelerators like GPUs and TPUs, Jumanji enables rapid iteration of research ideas and large-scale experimentation, ultimately empowering more capable agents. Unlike existing RL environment suites, Jumanji is highly customizable, allowing users to tailor the initial state distribution and problem complexity to their needs. Furthermore, we provide actor-critic baselines for each environment, accompanied by preliminary findings on scaling and generalization scenarios. Jumanji aims to set a new standard for speed, adaptability, and scalability of RL environments.


Reinforcement Learning for Branch-and-Bound Optimisation using Retrospective Trajectories

arXiv.org Artificial Intelligence

Combinatorial optimisation problems framed as mixed integer linear programmes (MILPs) are ubiquitous across a range of real-world applications. The canonical branch-and-bound algorithm seeks to exactly solve MILPs by constructing a search tree of increasingly constrained sub-problems. In practice, its solving time performance is dependent on heuristics, such as the choice of the next variable to constrain ('branching'). Recently, machine learning (ML) has emerged as a promising paradigm for branching. However, prior works have struggled to apply reinforcement learning (RL), citing sparse rewards, difficult exploration, and partial observability as significant challenges. Instead, leading ML methodologies resort to approximating high quality handcrafted heuristics with imitation learning (IL), which precludes the discovery of novel policies and requires expensive data labelling. In this work, we propose retro branching; a simple yet effective approach to RL for branching. By retrospectively deconstructing the search tree into multiple paths each contained within a sub-tree, we enable the agent to learn from shorter trajectories with more predictable next states. In experiments on four combinatorial tasks, our approach enables learning-to-branch without any expert guidance or pre-training. We outperform the current state-of-the-art RL branching algorithm by 3-5x and come within 20% of the best IL method's performance on MILPs with 500 constraints and 1000 variables, with ablations verifying that our retrospectively constructed trajectories are essential to achieving these results.


Debiasing Meta-Gradient Reinforcement Learning by Learning the Outer Value Function

arXiv.org Artificial Intelligence

Meta-gradient Reinforcement Learning (RL) allows agents to self-tune their hyper-parameters in an online fashion during training. In this paper, we identify a bias in the meta-gradient of current meta-gradient RL approaches. This bias comes from using the critic that is trained using the meta-learned discount factor for the advantage estimation in the outer objective which requires a different discount factor. Because the meta-learned discount factor is typically lower than the one used in the outer objective, the resulting bias can cause the meta-gradient to favor myopic policies. We propose a simple solution to this issue: we eliminate this bias by using an alternative, \emph{outer} value function in the estimation of the outer loss. To obtain this outer value function we add a second head to the critic network and train it alongside the classic critic, using the outer loss discount factor. On an illustrative toy problem, we show that the bias can cause catastrophic failure of current meta-gradient RL approaches, and show that our proposed solution fixes it. We then apply our method to a more complex environment and demonstrate that fixing the meta-gradient bias can significantly improve performance.


One Step at a Time: Pros and Cons of Multi-Step Meta-Gradient Reinforcement Learning

arXiv.org Artificial Intelligence

Self-tuning algorithms that adapt the learning process online encourage more effective and robust learning. Among all the methods available, meta-gradients have emerged as a promising approach. They leverage the differentiability of the learning rule with respect to some hyper-parameters to adapt them in an online fashion. Although meta-gradients can be accumulated over multiple learning steps to avoid myopic updates, this is rarely used in practice. In this work, we demonstrate that whilst multi-step meta-gradients do provide a better learning signal in expectation, this comes at the cost of a significant increase in variance, hindering performance. In the light of this analysis, we introduce a novel method mixing multiple inner steps that enjoys a more accurate and robust meta-gradient signal, essentially trading off bias and variance in meta-gradient estimation. When applied to the Snake game, the mixing meta-gradient algorithm can cut the variance by a factor of 3 while achieving similar or higher performance.


Learning Compositional Neural Programs for Continuous Control

arXiv.org Artificial Intelligence

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.


Learning Compositional Neural Programs with Recursive Tree Search and Planning

arXiv.org Artificial Intelligence

We propose a novel reinforcement learning algorithm, AlphaNPI, that incorporates the strengths of Neural Programmer-Interpreters (NPI) and AlphaZero. NPI contributes structural biases in the form of modularity, hierarchy and recursion, which are helpful to reduce sample complexity, improve generalization and increase interpretability. AlphaZero contributes powerful neural network guided search algorithms, which we augment with recursion. AlphaNPI only assumes a hierarchical program specification with sparse rewards: 1 when the program execution satisfies the specification, and 0 otherwise. Using this specification, AlphaNPI is able to train NPI models effectively with RL for the first time, completely eliminating the need for strong supervision in the form of execution traces. The experiments show that AlphaNPI can sort as well as previous strongly supervised NPI variants. The AlphaNPI agent is also trained on a Tower of Hanoi puzzle with two disks and is shown to generalize to puzzles with an arbitrary number of disks.


Ranked Reward: Enabling Self-Play Reinforcement Learning for Combinatorial Optimization

arXiv.org Machine Learning

Adversarial self-play in two-player games has delivered impressive results when used with reinforcement learning algorithms that combine deep neural networks and tree search. Algorithms like AlphaZero and Expert Iteration learn tabula-rasa, producing highly informative training data on the fly. However, the self-play training strategy is not directly applicable to single-player games. Recently, several practically important combinatorial optimization problems, such as the traveling salesman problem and the bin packing problem, have been reformulated as reinforcement learning problems, increasing the importance of enabling the benefits of self-play beyond two-player games. We present the Ranked Reward (R2) algorithm which accomplishes this by ranking the rewards obtained by a single agent over multiple games to create a relative performance metric. Results from applying the R2 algorithm to instances of a two-dimensional bin packing problem show that it outperforms generic Monte Carlo tree search, heuristic algorithms and reinforcement learning algorithms not using ranked rewards.