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From Pixels to UI Actions: Learning to Follow Instructions via Graphical User Interfaces Peter Shaw

Neural Information Processing Systems

Much of the previous work towards digital agents for graphical user interfaces (GUIs) has relied on text-based representations (derived from HTML or other structured data sources), which are not always readily available.


7 Checklist

Neural Information Processing Systems

For all authors... (a) Do the main claims made in the abstract and introduction accurately reflect the paper's contributions and scope? If you ran experiments... (a) Did you include the code, data, and instructions needed to reproduce the main experimental results (either in the supplemental material or as a URL)? [Y es] We release the code and the models If you used crowdsourcing or conducted research with human subjects... (a) Did you include the full text of instructions given to participants and screenshots, if applicable? [Y es] We included the instructions given to participants in appendix F. In this appendix, we describe the neural network architecture used for our agents.Figure 2: Transformer encoder (left) used in both policy proposal network (center) and value network (right). Our model architecture is shown in Figure 2. It is essentially identical to the architecture in [11], except that it replaces the specialized graph-convolution-based encoder with a much simpler transformer encoder, removes all dropout layers, and uses separate policy and value networks. Aside from the encoder, the other aspects of the architecture are the same, notably the LSTM policy decoder, which decodes orders through sequential attention over each successive location in the encoder output to produce an action. The input to our new encoder is also identical to that of [11], consisting of the same representation of the current board state, previous board state, and a recent order embedding. Rather than processing various parts of this input in two parallel trunks before combining them into a shared encoder trunk, we take the simpler approach of concatenating all features together at the start, resulting in 146 feature channels across each of 81 board locations (75 region + 6 coasts). We pass this through a linear layer, add pointwise a learnable per-position per-channel bias, and then pass this to a standard transformer encoder architecture.



06d5ae105ea1bea4d800bc96491876e9-AuthorFeedback.pdf

Neural Information Processing Systems

We thank all the reviewers for the constructive comments. We address the major concerns below. Reproducibility: 1) learning to draft details; 2) feature details; 3) discussions on the computing resources used. The search tree is updated based on four steps of MCTS. The learning rate is set to 0.001 with Adam.


Mitigating Partial Observability in Sequential Decision Processes via the Lambda Discrepancy

Neural Information Processing Systems

Reinforcement learning algorithms typically rely on the assumption that the environment dynamics and value function can be expressed in terms of a Markovian state representation. However, when state information is only partially observable, how can an agent learn such a state representation, and how can it detect when it has found one? We introduce a metric that can accomplish both objectives, without requiring access to---or knowledge of---an underlying, unobservable state space. Our metric, the λ-discrepancy, is the difference between two distinct temporal difference (TD) value estimates, each computed using TD(λ) with a different value of λ. Since TD(λ=0) makes an implicit Markov assumption and TD(λ=1) does not, a discrepancy between these estimates is a potential indicator of a non-Markovian state representation. Indeed, we prove that the λ-discrepancy is exactly zero for all Markov decision processes and almost always non-zero for a broad class of partially observable environments. We also demonstrate empirically that, once detected, minimizing the λ-discrepancy can help with learning a memory function to mitigate the corresponding partial observability. We then train a reinforcement learning agent that simultaneously constructs two recurrent value networks with different λ parameters and minimizes the difference between them as an auxiliary loss. The approach scales to challenging partially observable domains, where the resulting agent frequently performs significantly better (and never performs worse) than a baseline recurrent agent with only a single value network.


Left Heavy Tails and the Effectiveness of the Policy and Value Networks in DNN-based best-first search for Sokoban Planning

Neural Information Processing Systems

Despite the success of practical solvers in various NP-complete domains such as SAT and CSP as well as using deep reinforcement learning to tackle two-player games such as Go, certain classes of PSPACE-hard planning problems have remained out of reach. Even carefully designed domain-specialized solvers can fail quickly due to the exponential search space on hard instances. Recent works that combine traditional search methods, such as best-first search and Monte Carlo tree search, with Deep Neural Networks' (DNN) heuristics have shown promising progress and can solve a significant number of hard planning instances beyond specialized solvers. To better understand why these approaches work, we studied the interplay of the policy and value networks of DNN-based best-first search on Sokoban and show the surprising effectiveness of the policy network, further enhanced by the value network, as a guiding heuristic for the search. To further understand the phenomena, we studied the cost distribution of the search algorithms and found that Sokoban instances can have heavy-tailed runtime distributions, with tails both on the left and right-hand sides. In particular, for the first time, we show the existence of \textit{left heavy tails} and propose an abstract tree model that can empirically explain the appearance of these tails. The experiments show the critical role of the policy network as a powerful heuristic guiding the search, which can lead to left heavy tails with polynomial scaling by avoiding exploring exponentially sized subtrees. Our results also demonstrate the importance of random restarts, as are widely used in traditional combinatorial solvers, for DNN-based search methods to avoid left and right heavy tails.


Rethinking Value Function Learning for Generalization in Reinforcement Learning

Neural Information Processing Systems

Our work focuses on training RL agents on multiple visually diverse environments to improve observational generalization performance. In prior methods, policy and value networks are separately optimized using a disjoint network architecture to avoid interference and obtain a more accurate value function. We identify that a value network in the multi-environment setting is more challenging to optimize and prone to memorizing the training data than in the conventional single-environment setting. In addition, we find that appropriate regularization on the value network is necessary to improve both training and test performance. To this end, we propose Delayed-Critic Policy Gradient (DCPG), a policy gradient algorithm that implicitly penalizes value estimates by optimizing the value network less frequently with more training data than the policy network. This can be implemented using a single unified network architecture. Furthermore, we introduce a simple self-supervised task that learns the forward and inverse dynamics of environments using a single discriminator, which can be jointly optimized with the value network. Our proposed algorithms significantly improve observational generalization performance and sample efficiency on the Procgen Benchmark.


Decoding with Value Networks for Neural Machine Translation

Neural Information Processing Systems

Neural Machine Translation (NMT) has become a popular technology in recent years, and beam search is its de facto decoding method due to the shrunk search space and reduced computational complexity. However, since it only searches for local optima at each time step through one-step forward looking, it usually cannot output the best target sentence. Inspired by the success and methodology of AlphaGo, in this paper we propose using a prediction network to improve beam search, which takes the source sentence $x$, the currently available decoding output $y_1,\cdots, y_{t-1}$ and a candidate word $w$ at step $t$ as inputs and predicts the long-term value (e.g., BLEU score) of the partial target sentence if it is completed by the NMT model. Following the practice in reinforcement learning, we call this prediction network \emph{value network}. Specifically, we propose a recurrent structure for the value network, and train its parameters from bilingual data. During the test time, when choosing a word $w$ for decoding, we consider both its conditional probability given by the NMT model and its long-term value predicted by the value network. Experiments show that such an approach can significantly improve the translation accuracy on several translation tasks.