Goto

Collaborating Authors

 environment


Learning Recourse on Instance Environment to Enhance Prediction Accuracy

Neural Information Processing Systems

Machine Learning models are often susceptible to poor performance on instances sampled from bad environments. For example, an image classifier could provide low accuracy on images captured under low lighting conditions. In high stake ML applications, such as AI-driven medical diagnostics, a better option could be to provide recourse in the form of alternative environment settings in which to recapture the instance for more reliable diagnostics. In this paper, we propose a model called {\em RecourseNet} that learns to apply recourse on the space of environments so that the recoursed instances are amenable to better predictions by the classifier. Learning to output optimal recourse is challenging because we do not assume access to the underlying physical process that generates the recoursed instances. Also, the optimal setting could be instance-dependent --- for example the best camera angle for object recognition could be a function of the object's shape. We propose a novel three-level training method that (a) Learns a classifier that is optimized for high performance under recourse, (b) Learns a recourse predictor when the training data may contain only limited instances under good environment settings, and (c) Triggers recourse selectively only when recourse is likely to improve classifier confidence.


Continual Learning In Environments With Polynomial Mixing Times

Neural Information Processing Systems

The mixing time of the Markov chain induced by a policy limits performance in real-world continual learning scenarios. Yet, the effect of mixing times on learning in continual reinforcement learning (RL) remains underexplored. In this paper, we characterize problems that are of long-term interest to the development of continual RL, which we call scalable MDPs, through the lens of mixing times. In particular, we theoretically establish that scalable MDPs have mixing times that scale polynomially with the size of the problem. We go on to demonstrate that polynomial mixing times present significant difficulties for existing approaches that suffer from myopic bias and stale bootstrapped estimates. To validate the proposed theory, we study the empirical scaling behavior of mixing times with respect to the number of tasks and task switching frequency for pretrained high performing policies on seven Atari games. Our analysis demonstrates both that polynomial mixing times do emerge in practice and how their existence may lead to unstable learning behavior like catastrophic forgetting in continual learning settings.


Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning

Neural Information Processing Systems

This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on the Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available.


LEADS: Learning Dynamical Systems that Generalize Across Environments

Neural Information Processing Systems

When modeling dynamical systems from real-world data samples, the distribution of data often changes according to the environment in which they are captured, and the dynamics of the system itself vary from one environment to another. Generalizing across environments thus challenges the conventional frameworks. The classical settings suggest either considering data as i.i.d and learning a single model to cover all situations or learning environment-specific models. Both are sub-optimal: the former disregards the discrepancies between environments leading to biased solutions, while the latter does not exploit their potential commonalities and is prone to scarcity problems. We propose LEADS, a novel framework that leverages the commonalities and discrepancies among known environments to improve model generalization.


AVLEN: Audio-Visual-Language Embodied Navigation in 3D Environments

Neural Information Processing Systems

Recent years have seen embodied visual navigation advance in two distinct directions: (i) in equipping the AI agent to follow natural language instructions, and (ii) in making the navigable world multimodal, e.g., audio-visual navigation. However, the real world is not only multimodal, but also often complex, and thus in spite of these advances, agents still need to understand the uncertainty in their actions and seek instructions to navigate.


Learning Affordance Landscapes for Interaction Exploration in 3D Environments

Neural Information Processing Systems

Embodied agents operating in human spaces must be able to master how their environment works: what objects can the agent use, and how can it use them? We introduce a reinforcement learning approach for exploration for interaction, whereby an embodied agent autonomously discovers the affordance landscape of a new unmapped 3D environment (such as an unfamiliar kitchen). Given an egocentric RGB-D camera and a high-level action space, the agent is rewarded for maximizing successful interactions while simultaneously training an image-based affordance segmentation model. The former yields a policy for acting efficiently in new environments to prepare for downstream interaction tasks, while the latter yields a convolutional neural network that maps image regions to the likelihood they permit each action, densifying the rewards for exploration. We demonstrate our idea with AI2-iTHOR. The results show agents can learn how to use new home environments intelligently and that it prepares them to rapidly address various downstream tasks like find a knife and put it in the drawer.


Belief Projection-Based Reinforcement Learning for Environments with Delayed Feedback

Neural Information Processing Systems

We present a novel actor-critic algorithm for an environment with delayed feedback, which addresses the state-space explosion problem of conventional approaches. Conventional approaches use an augmented state constructed from the last observed state and actions executed since visiting the last observed state. Using the augmented state space, the correct Markov decision process for delayed environments can be constructed; however, this causes the state space to explode as the number of delayed timesteps increases, leading to slow convergence. Our proposed algorithm, called Belief-Projection-Based Q-learning (BPQL), addresses the state-space explosion problem by evaluating the values of the critic for which the input state size is equal to the original state-space size rather than that of the augmented one. We compare BPQL to traditional approaches in continuous control tasks and demonstrate that it significantly outperforms other algorithms in terms of asymptotic performance and sample efficiency. We also show that BPQL solves long-delayed environments, which conventional approaches are unable to do.


How Taylor Swift is helping botany gain celebrity status

New Scientist

Feedback is delighted to learn that researchers have discovered what Taylor Swift is accidentally doing to rescue the science of plants from mid-ness. We never miss a beat, so Feedback, prompted by assistant news editor and Swiftie Alexandra Thompson, has been taking a close look at a major paper in the Annals of Botany, published in August. It is called "Dance with plants: Taylor Swift's music videos as advance organizers for meaningful learning in botany" . The thesis is that high school students exhibit "a general low interest in plants", leading to "plant blindness". Teachers struggling to convey the magic of botany are repeating material and are getting sick of it.


Exploiting the Replay Memory Before Exploring the Environment: Enhancing Reinforcement Learning Through Empirical MDP Iteration

Neural Information Processing Systems

Reinforcement learning (RL) algorithms are typically based on optimizing a Markov Decision Process (MDP) using the optimal Bellman equation. Recent studies have revealed that focusing the optimization of Bellman equations solely on in-sample actions tends to result in more stable optimization, especially in the presence of function approximation. Upon on these findings, in this paper, we propose an Empirical MDP Iteration (EMIT) framework. For each of these empirical MDPs, it learns an estimated Q-function denoted as \widehat{Q} . The key strength is that by restricting the Bellman update to in-sample bootstrapping, each empirical MDP converges to a unique optimal \widehat{Q} function.


WorldCoder, a Model-Based LLM Agent: Building World Models by Writing Code and Interacting with the Environment

Neural Information Processing Systems

We give a model-based agent that builds a Python program representing its knowledge of the world based on its interactions with the environment. The world model tries to explain its interactions, while also being optimistic about what reward it can achieve. We define this optimism as a logical constraint between a program and a planner. We study our agent on gridworlds, and on task planning, finding our approach is more sample-efficient compared to deep RL, more compute-efficient compared to ReAct-style agents, and that it can transfer its knowledge across environments by editing its code.