apprenticeship learning
Subject-driven Text-to-Image Generation via Apprenticeship Learning
Recent text-to-image generation models like DreamBooth have made remarkable progress in generating highly customized images of a target subject, by fine-tuning an ``expert model'' for a given subject from a few examples.However, this process is expensive, since a new expert model must be learned for each subject. In this paper, we present SuTI, a Subject-driven Text-to-Image generator that replaces subject-specific fine tuning with {in-context} learning.Given a few demonstrations of a new subject, SuTI can instantly generate novel renditions of the subject in different scenes, without any subject-specific optimization.SuTI is powered by {apprenticeship learning}, where a single apprentice model is learned from data generated by a massive number of subject-specific expert models. Specifically, we mine millions of image clusters from the Internet, each centered around a specific visual subject. We adopt these clusters to train a massive number of expert models, each specializing in a different subject. The apprentice model SuTI then learns to imitate the behavior of these fine-tuned experts. SuTI can generate high-quality and customized subject-specific images 20x faster than optimization-based SoTA methods. On the challenging DreamBench and DreamBench-v2, our human evaluation shows that SuTI significantly outperforms existing models like InstructPix2Pix, Textual Inversion, Imagic, Prompt2Prompt, Re-Imagen and DreamBooth.
PAC Apprenticeship Learning with Bayesian Active Inverse Reinforcement Learning
Bajgar, Ondrej, Gould, Dewi S. W., Liu, Jonathon, Abate, Alessandro, Gatsis, Konstantinos, Osborne, Michael A.
As AI systems become increasingly autonomous, reliably aligning their decision-making with human preferences is essential. Inverse reinforcement learning (IRL) offers a promising approach to infer preferences from demonstrations. These preferences can then be used to produce an apprentice policy that performs well on the demonstrated task. However, in domains like autonomous driving or robotics, where errors can have serious consequences, we need not just good average performance but reliable policies with formal guarantees -- yet obtaining sufficient human demonstrations for reliability guarantees can be costly. Active IRL addresses this challenge by strategically selecting the most informative scenarios for human demonstration. We introduce PAC-EIG, an information-theoretic acquisition function that directly targets probably-approximately-correct (PAC) guarantees for the learned policy -- providing the first such theoretical guarantee for active IRL with noisy expert demonstrations. Our method maximises information gain about the regret of the apprentice policy, efficiently identifying states requiring further demonstration. We also present Reward-EIG as an alternative when learning the reward itself is the primary objective. Focusing on finite state-action spaces, we prove convergence bounds, illustrate failure modes of prior heuristic methods, and demonstrate our method's advantages experimentally.
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Subject-driven Text-to-Image Generation via Apprenticeship Learning
Recent text-to-image generation models like DreamBooth have made remarkable progress in generating highly customized images of a target subject, by fine-tuning an expert model'' for a given subject from a few examples.However, this process is expensive, since a new expert model must be learned for each subject. In this paper, we present SuTI, a Subject-driven Text-to-Image generator that replaces subject-specific fine tuning with {in-context} learning.Given a few demonstrations of a new subject, SuTI can instantly generate novel renditions of the subject in different scenes, without any subject-specific optimization.SuTI is powered by {apprenticeship learning}, where a single apprentice model is learned from data generated by a massive number of subject-specific expert models. Specifically, we mine millions of image clusters from the Internet, each centered around a specific visual subject. We adopt these clusters to train a massive number of expert models, each specializing in a different subject. The apprentice model SuTI then learns to imitate the behavior of these fine-tuned experts. SuTI can generate high-quality and customized subject-specific images 20x faster than optimization-based SoTA methods.
Algorithms for Learning Markov Field Policies
We use a graphical model for representing policies in Markov Decision Processes. This new representation can easily incorporate domain knowledge in the form of a state similarity graph that loosely indicates which states are supposed to have similar optimal actions. A bias is then introduced into the policy search process by sampling policies from a distribution that assigns high probabilities to policies that agree with the provided state similarity graph, i.e. smoother policies.
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A Reduction from Apprenticeship Learning to Classification
We provide new theoretical results for apprenticeship learning, a variant of reinforcement learning in which the true reward function is unknown, and the goal is to perform well relative to an observed expert. We study a common approach to learning from expert demonstrations: using a classification algorithm to learn to imitate the expert's behavior. Although this straightforward learning strategy is widely-used in practice, it has been subject to very little formal analysis. We prove that, if the learned classifier has error rate \eps, the difference between the value of the apprentice's policy and the expert's policy is O(\sqrt{\eps}) . Further, we prove that this difference is only O(\eps) when the expert's policy is close to optimal.
A Game-Theoretic Approach to Apprenticeship Learning
We study the problem of an apprentice learning to behave in an environment with an unknown reward function by observing the behavior of an expert. We follow on the work of Abbeel and Ng [1] who considered a framework in which the true reward function is assumed to be a linear combination of a set of known and observable features. We give a new algorithm that, like theirs, is guaranteed to learn a policy that is nearly as good as the expert's, given enough examples. However, unlike their algorithm, we show that ours may produce a policy that is substantially better than the expert's. Moreover, our algorithm is computationally faster, is easier to implement, and can be applied even in the absence of an expert.
Safety-Aware Multi-Agent Apprenticeship Learning
As the rapid development of Artifical Intelligence in the current technology field, Reinforcement Learning has been proven as a powerful technique that allows autonomous agents to learn optimal behaviors (called policies) in unknown and complex environments through models of rewards and penalization. However, in order to make this technique (Reinforcement Learning) work correctly and get the precise reward function, which returns the feedback to the learning agent about when the agent behaves correctly or not, the reward function needs to be thoroughly specified. As a result, in real-world complex environments, such as autonomous driving, specifying a correct reward function could be one of the hard tasks to tackle for the Reinforcement Learning model designers. To this end, Apprenticeship Learning techniques, in which the agent can infer a reward function from expert behaviors, are of high interest due to the fact that they could result in highly specified reward function efficiently. However, for critical tasks such as autonomous driving, we need to critically consider about the safety-related issues, so as to we need to build techniques to automatically check and ensure that the inferred rewards functions and policies resulted from the Reinforcement Learning model fulfill the needed safety requirements of the critical tasks that we have mentioned previously. In order to have a well-designed Reinforcement Learning model, which is able to generate the highly-specified reward function satisfying the safety-related considerations, the technique called "Safety-Aware Apprenticeship Learning" was built in 2018[23], which would be introduced in detail in the later sections. Although the technique "Safety-Aware Apprenticeship Learning" has been built, it only considers Single-Agent scenario. In the other word, the current "Safety-Aware Apprenticeship Learning" technique can only be applied to one agent running in an isolated environment, a fact which limits the potential implementation of this technique.
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Online Apprenticeship Learning
Shani, Lior, Zahavy, Tom, Mannor, Shie
In Apprenticeship Learning (AL), we are given a Markov Decision Process (MDP) without access to the cost function. Instead, we observe trajectories sampled by an expert that acts according to some policy. The goal is to find a policy that matches the expert's performance on some predefined set of cost functions. We introduce an online variant of AL (Online Apprenticeship Learning; OAL), where the agent is expected to perform comparably to the expert while interacting with the environment. We show that the OAL problem can be effectively solved by combining two mirror descent based no-regret algorithms: one for policy optimization and another for learning the worst case cost. To this end, we derive a convergent algorithm with $O(\sqrt{K})$ regret, where $K$ is the number of interactions with the MDP, and an additional linear error term that depends on the amount of expert trajectories available. Importantly, our algorithm avoids the need to solve an MDP at each iteration, making it more practical compared to prior AL methods. Finally, we implement a deep variant of our algorithm which shares some similarities to GAIL \cite{ho2016generative}, but where the discriminator is replaced with the costs learned by the OAL problem. Our simulations demonstrate our theoretically grounded approach outperforms the baselines.
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A Reduction from Apprenticeship Learning to Classification
Syed, Umar, Schapire, Robert E.
We provide new theoretical results for apprenticeship learning, a variant of reinforcement learning in which the true reward function is unknown, and the goal is to perform well relative to an observed expert. We study a common approach to learning from expert demonstrations: using a classification algorithm to learn to imitate the expert's behavior. Although this straightforward learning strategy is widely-used in practice, it has been subject to very little formal analysis. We prove that, if the learned classifier has error rate $\eps$, the difference between the value of the apprentice's policy and the expert's policy is $O(\sqrt{\eps})$. Further, we prove that this difference is only $O(\eps)$ when the expert's policy is close to optimal.
Exploring Apprenticeship Learning for Player Modelling in Interactive Narratives
Rivera-Villicana, Jessica, Zambetta, Fabio, Harland, James, Berry, Marsha
In this paper we present an early Apprenticeship Learning approach to mimic the behaviour of different players in a short adaption of the interactive fiction Anchorhead. Our motivation is the need to understand and simulate player behaviour to create systems to aid the design and person-alisation of Interactive Narratives (INs). INs are partially observable for the players and their goals are dynamic as a result. We used Receding Horizon IRL (RHIRL) to learn players' goals in the form of reward functions, and derive policies to imitate their behaviour. Our preliminary results suggest that RHIRL is able to learn action sequences to complete a game, and provided insights towards generating behaviour more similar to specific players.
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