de Freitas, Nando
Genie: Generative Interactive Environments
Bruce, Jake, Dennis, Michael, Edwards, Ashley, Parker-Holder, Jack, Shi, Yuge, Hughes, Edward, Lai, Matthew, Mavalankar, Aditi, Steigerwald, Richie, Apps, Chris, Aytar, Yusuf, Bechtle, Sarah, Behbahani, Feryal, Chan, Stephanie, Heess, Nicolas, Gonzalez, Lucy, Osindero, Simon, Ozair, Sherjil, Reed, Scott, Zhang, Jingwei, Zolna, Konrad, Clune, Jeff, de Freitas, Nando, Singh, Satinder, Rocktäschel, Tim
We introduce Genie, the first generative interactive environment trained in an unsupervised manner from unlabelled Internet videos. The model can be prompted to generate an endless variety of action-controllable virtual worlds described through text, synthetic images, photographs, and even sketches. At 11B parameters, Genie can be considered a foundation world model. It is comprised of a spatiotemporal video tokenizer, an autoregressive dynamics model, and a simple and scalable latent action model. Genie enables users to act in the generated environments on a frame-by-frame basis despite training without any ground-truth action labels or other domain-specific requirements typically found in the world model literature. Further the resulting learned latent action space facilitates training agents to imitate behaviors from unseen videos, opening the path for training generalist agents of the future.
Reinforced Self-Training (ReST) for Language Modeling
Gulcehre, Caglar, Paine, Tom Le, Srinivasan, Srivatsan, Konyushkova, Ksenia, Weerts, Lotte, Sharma, Abhishek, Siddhant, Aditya, Ahern, Alex, Wang, Miaosen, Gu, Chenjie, Macherey, Wolfgang, Doucet, Arnaud, Firat, Orhan, de Freitas, Nando
Reinforcement learning from human feedback (RLHF) can improve the quality of large language model's (LLM) outputs by aligning them with human preferences. We propose a simple algorithm for aligning LLMs with human preferences inspired by growing batch reinforcement learning (RL), which we call Reinforced Self-Training (ReST). Given an initial LLM policy, ReST produces a dataset by generating samples from the policy, which are then used to improve the LLM policy using offline RL algorithms. ReST is more efficient than typical online RLHF methods because the training dataset is produced offline, which allows data reuse. While ReST is a general approach applicable to all generative learning settings, we focus on its application to machine translation. Our results show that ReST can substantially improve translation quality, as measured by automated metrics and human evaluation on machine translation benchmarks in a compute and sample-efficient manner.
AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning
Mathieu, Michaël, Ozair, Sherjil, Srinivasan, Srivatsan, Gulcehre, Caglar, Zhang, Shangtong, Jiang, Ray, Paine, Tom Le, Powell, Richard, Żołna, Konrad, Schrittwieser, Julian, Choi, David, Georgiev, Petko, Toyama, Daniel, Huang, Aja, Ring, Roman, Babuschkin, Igor, Ewalds, Timo, Bordbar, Mahyar, Henderson, Sarah, Colmenarejo, Sergio Gómez, Oord, Aäron van den, Czarnecki, Wojciech Marian, de Freitas, Nando, Vinyals, Oriol
StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.
Knowledge Transfer from Teachers to Learners in Growing-Batch Reinforcement Learning
Emedom-Nnamdi, Patrick, Friesen, Abram L., Shahriari, Bobak, de Freitas, Nando, Hoffman, Matt W.
Standard approaches to sequential decision-making exploit an agent's ability to continually interact with its environment and improve its control policy. However, due to safety, ethical, and practicality constraints, this type of trial-and-error experimentation is often infeasible in many real-world domains such as healthcare and robotics. Instead, control policies in these domains are typically trained offline from previously logged data or in a growing-batch manner. In this setting a fixed policy is deployed to the environment and used to gather an entire batch of new data before being aggregated with past batches and used to update the policy. This improvement cycle can then be repeated multiple times. While a limited number of such cycles is feasible in real-world domains, the quality and diversity of the resulting data are much lower than in the standard continually-interacting approach. However, data collection in these domains is often performed in conjunction with human experts, who are able to label or annotate the collected data. In this paper, we first explore the trade-offs present in this growing-batch setting, and then investigate how information provided by a teacher (i.e., demonstrations, expert actions, and gradient information) can be leveraged at training time to mitigate the sample complexity and coverage requirements for actor-critic methods. We validate our contributions on tasks from the DeepMind Control Suite.
Vision-Language Models as Success Detectors
Du, Yuqing, Konyushkova, Ksenia, Denil, Misha, Raju, Akhil, Landon, Jessica, Hill, Felix, de Freitas, Nando, Cabi, Serkan
Detecting successful behaviour is crucial for training intelligent agents. As such, generalisable reward models are a prerequisite for agents that can learn to generalise their behaviour. In this work we focus on developing robust success detectors that leverage large, pretrained vision-language models (Flamingo, Alayrac et al. (2022)) and human reward annotations. Concretely, we treat success detection as a visual question answering (VQA) problem, denoted SuccessVQA. We study success detection across three vastly different domains: (i) interactive language-conditioned agents in a simulated household, (ii) real world robotic manipulation, and (iii) "in-the-wild" human egocentric videos. We investigate the generalisation properties of a Flamingo-based success detection model across unseen language and visual changes in the first two domains, and find that the proposed method is able to outperform bespoke reward models in out-of-distribution test scenarios with either variation. In the last domain of "in-the-wild" human videos, we show that success detection on unseen real videos presents an even more challenging generalisation task warranting future work. We hope our initial results encourage further work in real world success detection and reward modelling.
Towards Learning Universal Hyperparameter Optimizers with Transformers
Chen, Yutian, Song, Xingyou, Lee, Chansoo, Wang, Zi, Zhang, Qiuyi, Dohan, David, Kawakami, Kazuya, Kochanski, Greg, Doucet, Arnaud, Ranzato, Marc'aurelio, Perel, Sagi, de Freitas, Nando
Meta-learning hyperparameter optimization (HPO) algorithms from prior experiments is a promising approach to improve optimization efficiency over objective functions from a similar distribution. However, existing methods are restricted to learning from experiments sharing the same set of hyperparameters. In this paper, we introduce the OptFormer, the first text-based Transformer HPO framework that provides a universal end-to-end interface for jointly learning policy and function prediction when trained on vast tuning data from the wild, such as Google's Vizier database, one of the world's largest HPO datasets. Our extensive experiments demonstrate that the OptFormer can simultaneously imitate at least 7 different HPO algorithms, which can be further improved via its function uncertainty estimates. Compared to a Gaussian Process, the OptFormer also learns a robust prior distribution for hyperparameter response functions, and can thereby provide more accurate and better calibrated predictions. This work paves the path to future extensions for training a Transformer-based model as a general HPO optimizer.
Competition-Level Code Generation with AlphaCode
Li, Yujia, Choi, David, Chung, Junyoung, Kushman, Nate, Schrittwieser, Julian, Leblond, Rémi, Eccles, Tom, Keeling, James, Gimeno, Felix, Lago, Agustin Dal, Hubert, Thomas, Choy, Peter, d'Autume, Cyprien de Masson, Babuschkin, Igor, Chen, Xinyun, Huang, Po-Sen, Welbl, Johannes, Gowal, Sven, Cherepanov, Alexey, Molloy, James, Mankowitz, Daniel J., Robson, Esme Sutherland, Kohli, Pushmeet, de Freitas, Nando, Kavukcuoglu, Koray, Vinyals, Oriol
Programming is a powerful and ubiquitous problem-solving tool. Developing systems that can assist programmers or even generate programs independently could make programming more productive and accessible, yet so far incorporating innovations in AI has proven challenging. Recent large-scale language models have demonstrated an impressive ability to generate code, and are now able to complete simple programming tasks. However, these models still perform poorly when evaluated on more complex, unseen problems that require problem-solving skills beyond simply translating instructions into code. For example, competitive programming problems which require an understanding of algorithms and complex natural language remain extremely challenging. To address this gap, we introduce AlphaCode, a system for code generation that can create novel solutions to these problems that require deeper reasoning. In simulated evaluations on recent programming competitions on the Codeforces platform, AlphaCode achieved on average a ranking of top 54.3% in competitions with more than 5,000 participants. We found that three key components were critical to achieve good and reliable performance: (1) an extensive and clean competitive programming dataset for training and evaluation, (2) large and efficient-to-sample transformer-based architectures, and (3) large-scale model sampling to explore the search space, followed by filtering based on program behavior to a small set of submissions.
Shaking the foundations: delusions in sequence models for interaction and control
Ortega, Pedro A., Kunesch, Markus, Delétang, Grégoire, Genewein, Tim, Grau-Moya, Jordi, Veness, Joel, Buchli, Jonas, Degrave, Jonas, Piot, Bilal, Perolat, Julien, Everitt, Tom, Tallec, Corentin, Parisotto, Emilio, Erez, Tom, Chen, Yutian, Reed, Scott, Hutter, Marcus, de Freitas, Nando, Legg, Shane
The recent phenomenal success of language models has reinvigorated machine learning research, and large sequence models such as transformers are being applied to a variety of domains. One important problem class that has remained relatively elusive however is purposeful adaptive behavior. Currently there is a common perception that sequence models "lack the understanding of the cause and effect of their actions" leading them to draw incorrect inferences due to auto-suggestive delusions. In this report we explain where this mismatch originates, and show that it can be resolved by treating actions as causal interventions. Finally, we show that in supervised learning, one can teach a system to condition or intervene on data by training with factual and counterfactual error signals respectively.
Active Offline Policy Selection
Konyushkova, Ksenia, Chen, Yutian, Paine, Thomas, Gulcehre, Caglar, Paduraru, Cosmin, Mankowitz, Daniel J, Denil, Misha, de Freitas, Nando
This paper addresses the problem of policy selection in domains with abundant logged data, but with a very restricted interaction budget. Solving this problem would enable safe evaluation and deployment of offline reinforcement learning policies in industry, robotics, and healthcare domain among others. Several off-policy evaluation (OPE) techniques have been proposed to assess the value of policies using only logged data. However, there is still a big gap between the evaluation by OPE and the full online evaluation in the real environment. To reduce this gap, we introduce a novel \emph{active offline policy selection} problem formulation, which combined logged data and limited online interactions to identify the best policy. We rely on the advances in OPE to warm start the evaluation. We build upon Bayesian optimization to iteratively decide which policies to evaluate in order to utilize the limited environment interactions wisely. Many candidate policies could be proposed, thus, we focus on making our approach scalable and introduce a kernel function to model similarity between policies. We use several benchmark environments to show that the proposed approach improves upon state-of-the-art OPE estimates and fully online policy evaluation with limited budget. Additionally, we show that each component of the proposed method is important, it works well with various number and quality of OPE estimates and even with a large number of candidate policies.
On Instrumental Variable Regression for Deep Offline Policy Evaluation
Chen, Yutian, Xu, Liyuan, Gulcehre, Caglar, Paine, Tom Le, Gretton, Arthur, de Freitas, Nando, Doucet, Arnaud
We show that the popular reinforcement learning (RL) strategy of estimating the state-action value (Q-function) by minimizing the mean squared Bellman error leads to a regression problem with confounding, the inputs and output noise being correlated. Hence, direct minimization of the Bellman error can result in significantly biased Q-function estimates. We explain why fixing the target Q-network in Deep Q-Networks and Fitted Q Evaluation provides a way of overcoming this confounding, thus shedding new light on this popular but not well understood trick in the deep RL literature. An alternative approach to address confounding is to leverage techniques developed in the causality literature, notably instrumental variables (IV). We bring together here the literature on IV and RL by investigating whether IV approaches can lead to improved Q-function estimates. This paper analyzes and compares a wide range of recent IV methods in the context of offline policy evaluation (OPE), where the goal is to estimate the value of a policy using logged data only. By applying different IV techniques to OPE, we are not only able to recover previously proposed OPE methods such as model-based techniques but also to obtain competitive new techniques. We find empirically that state-of-the-art OPE methods are closely matched in performance by some IV methods such as AGMM, which were not developed for OPE. We open-source all our code and datasets at https://github.com/liyuan9988/IVOPEwithACME.