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Collaborating Authors

 Popovic, Zoran


Benchmarking Distribution Shift in Tabular Data with TableShift

arXiv.org Artificial Intelligence

Robustness to distribution shift has become a growing concern for text and image models as they transition from research subjects to deployment in the real world. However, high-quality benchmarks for distribution shift in tabular machine learning tasks are still lacking despite the widespread real-world use of tabular data and differences in the models used for tabular data in comparison to text and images. As a consequence, the robustness of tabular models to distribution shift is poorly understood. To address this issue, we introduce TableShift, a distribution shift benchmark for tabular data. TableShift contains 15 binary classification tasks in total, each with an associated shift, and includes a diverse set of data sources, prediction targets, and distribution shifts. The benchmark covers domains including finance, education, public policy, healthcare, and civic participation, and is accessible using only a few lines of Python code via the TableShift API. We conduct a large-scale study comparing several state-of-the-art tabular data models alongside robust learning and domain generalization methods on the benchmark tasks. Our study demonstrates (1) a linear trend between in-distribution (ID) and out-of-distribution (OOD) accuracy; (2) domain robustness methods can reduce shift gaps but at the cost of reduced ID accuracy; (3) a strong relationship between shift gap (difference between ID and OOD performance) and shifts in the label distribution. The benchmark data, Python package, model implementations, and more information about TableShift are available at https://github.com/mlfoundations/tableshift and https://tableshift.org .


Interactive Control of Diverse Complex Characters with Neural Networks

Neural Information Processing Systems

We present a method for training recurrent neural networks to act as near-optimal feedback controllers. It is able to generate stable and realistic behaviors for a range of dynamical systems and tasks -- swimming, flying, biped and quadruped walking with different body morphologies. It does not require motion capture or task-specific features or state machines. The controller is a neural network, having a large number of feed-forward units that learn elaborate state-action mappings, and a small number of recurrent units that implement memory states beyond the physical system state. The action generated by the network is defined as velocity. Thus the network is not learning a control policy, but rather the dynamics under an implicit policy. Essential features of the method include interleaving supervised learning with trajectory optimization, injecting noise during training, training for unexpected changes in the task specification, and using the trajectory optimizer to obtain optimal feedback gains in addition to optimal actions.


Evaluating Competitive Game Balance with Restricted Play

AAAI Conferences

Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters, and run lengthy playtests to evaluate the effects of these changes. If designers could receive immediate feedback on their designs, they could explore a vast space of variations, and select only the most promising games for playtesting. Such automated design feedback has been difficult to achieve, as there is no mathematical formulation of game balance that unifies many of its forms. We argue for a formulation in which carefully restricted agents are played against standard agents. We develop this restricted-play balance framework, and evaluate its utility by building a tool capable of calculating measures of balance for a large family of games. By applying this tool to an educational card game, we demonstrate how the framework and tool allow designers to rapidly evaluate and iterate on the balance of their games.


Nonlinear Inverse Reinforcement Learning with Gaussian Processes

Neural Information Processing Systems

We present a probabilistic algorithm for nonlinear inverse reinforcement learning. The goal of inverse reinforcement learning is to learn the reward function in a Markov decision process from expert demonstrations. While most prior inverse reinforcement learning algorithms represent the reward as a linear combination of a set of features, we use Gaussian processes to learn the reward as a nonlinear function, while also determining the relevance of each feature to the expert's policy. Our probabilistic algorithm allows complex behaviors to be captured from suboptimal stochastic demonstrations, while automatically balancing the simplicity of the learned reward structure against its consistency with the observed actions.


Feature Construction for Inverse Reinforcement Learning

Neural Information Processing Systems

The goal of inverse reinforcement learning is to find a reward function for a Markov decision process, given example traces from its optimal policy. Current IRL techniques generally rely on user-supplied features that form a concise basis for the reward. We present an algorithm that instead constructs reward features from a large collection of component features, by building logical conjunctions of those component features that are relevant to the example policy. Given example traces, the algorithm returns a reward function as well as the constructed features. The reward function can be used to recover a full, deterministic, stationary policy, and the features can be used to transplant the reward function into any novel environment on which the component features are well defined.