LGMar 2, 2022
Evolving Curricula with Regret-Based Environment DesignJack Parker-Holder, Minqi Jiang, Michael Dennis et al. · berkeley, deepmind
It remains a significant challenge to train generally capable agents with reinforcement learning (RL). A promising avenue for improving the robustness of RL agents is through the use of curricula. One such class of methods frames environment design as a game between a student and a teacher, using regret-based objectives to produce environment instantiations (or levels) at the frontier of the student agent's capabilities. These methods benefit from their generality, with theoretical guarantees at equilibrium, yet they often struggle to find effective levels in challenging design spaces. By contrast, evolutionary approaches seek to incrementally alter environment complexity, resulting in potentially open-ended learning, but often rely on domain-specific heuristics and vast amounts of computational resources. In this paper we propose to harness the power of evolution in a principled, regret-based curriculum. Our approach, which we call Adversarially Compounding Complexity by Editing Levels (ACCEL), seeks to constantly produce levels at the frontier of an agent's capabilities, resulting in curricula that start simple but become increasingly complex. ACCEL maintains the theoretical benefits of prior regret-based methods, while providing significant empirical gains in a diverse set of environments. An interactive version of the paper is available at accelagent.github.io.
LGSep 30, 2022
Improving Policy Learning via Language Dynamics DistillationVictor Zhong, Jesse Mu, Luke Zettlemoyer et al. · stanford, uw
Recent work has shown that augmenting environments with language descriptions improves policy learning. However, for environments with complex language abstractions, learning how to ground language to observations is difficult due to sparse, delayed rewards. We propose Language Dynamics Distillation (LDD), which pretrains a model to predict environment dynamics given demonstrations with language descriptions, and then fine-tunes these language-aware pretrained representations via reinforcement learning (RL). In this way, the model is trained to both maximize expected reward and retain knowledge about how language relates to environment dynamics. On SILG, a benchmark of five tasks with language descriptions that evaluate distinct generalization challenges on unseen environments (NetHack, ALFWorld, RTFM, Messenger, and Touchdown), LDD outperforms tabula-rasa RL, VAE pretraining, and methods that learn from unlabeled demonstrations in inverse RL and reward shaping with pretrained experts. In our analyses, we show that language descriptions in demonstrations improve sample-efficiency and generalization across environments, and that dynamics modelling with expert demonstrations is more effective than with non-experts.
AIJul 13, 2022Code
GriddlyJS: A Web IDE for Reinforcement LearningChristopher Bamford, Minqi Jiang, Mikayel Samvelyan et al. · deepmind
Progress in reinforcement learning (RL) research is often driven by the design of new, challenging environments -- a costly undertaking requiring skills orthogonal to that of a typical machine learning researcher. The complexity of environment development has only increased with the rise of procedural-content generation (PCG) as the prevailing paradigm for producing varied environments capable of testing the robustness and generalization of RL agents. Moreover, existing environments often require complex build processes, making reproducing results difficult. To address these issues, we introduce GriddlyJS, a web-based Integrated Development Environment (IDE) based on the Griddly engine. GriddlyJS allows researchers to visually design and debug arbitrary, complex PCG grid-world environments using a convenient graphical interface, as well as visualize, evaluate, and record the performance of trained agent models. By connecting the RL workflow to the advanced functionality enabled by modern web standards, GriddlyJS allows publishing interactive agent-environment demos that reproduce experimental results directly to the web. To demonstrate the versatility of GriddlyJS, we use it to quickly develop a complex compositional puzzle-solving environment alongside arbitrary human-designed environment configurations and their solutions for use in automatic curriculum learning and offline RL. The GriddlyJS IDE is open source and freely available at https://griddly.ai.
LGJan 18, 2023
Human-Timescale Adaptation in an Open-Ended Task SpaceAdaptive Agent Team, Jakob Bauer, Kate Baumli et al. · oxford
Foundation models have shown impressive adaptation and scalability in supervised and self-supervised learning problems, but so far these successes have not fully translated to reinforcement learning (RL). In this work, we demonstrate that training an RL agent at scale leads to a general in-context learning algorithm that can adapt to open-ended novel embodied 3D problems as quickly as humans. In a vast space of held-out environment dynamics, our adaptive agent (AdA) displays on-the-fly hypothesis-driven exploration, efficient exploitation of acquired knowledge, and can successfully be prompted with first-person demonstrations. Adaptation emerges from three ingredients: (1) meta-reinforcement learning across a vast, smooth and diverse task distribution, (2) a policy parameterised as a large-scale attention-based memory architecture, and (3) an effective automated curriculum that prioritises tasks at the frontier of an agent's capabilities. We demonstrate characteristic scaling laws with respect to network size, memory length, and richness of the training task distribution. We believe our results lay the foundation for increasingly general and adaptive RL agents that perform well across ever-larger open-ended domains.
LGMar 22, 2022
Insights From the NeurIPS 2021 NetHack ChallengeEric Hambro, Sharada Mohanty, Dmitrii Babaev et al. · deepmind, oxford
In this report, we summarize the takeaways from the first NeurIPS 2021 NetHack Challenge. Participants were tasked with developing a program or agent that can win (i.e., 'ascend' in) the popular dungeon-crawler game of NetHack by interacting with the NetHack Learning Environment (NLE), a scalable, procedurally generated, and challenging Gym environment for reinforcement learning (RL). The challenge showcased community-driven progress in AI with many diverse approaches significantly beating the previously best results on NetHack. Furthermore, it served as a direct comparison between neural (e.g., deep RL) and symbolic AI, as well as hybrid systems, demonstrating that on NetHack symbolic bots currently outperform deep RL by a large margin. Lastly, no agent got close to winning the game, illustrating NetHack's suitability as a long-term benchmark for AI research.
LGNov 1, 2022Code
Dungeons and Data: A Large-Scale NetHack DatasetEric Hambro, Roberta Raileanu, Danielle Rothermel et al.
Recent breakthroughs in the development of agents to solve challenging sequential decision making problems such as Go, StarCraft, or DOTA, have relied on both simulated environments and large-scale datasets. However, progress on this research has been hindered by the scarcity of open-sourced datasets and the prohibitive computational cost to work with them. Here we present the NetHack Learning Dataset (NLD), a large and highly-scalable dataset of trajectories from the popular game of NetHack, which is both extremely challenging for current methods and very fast to run. NLD consists of three parts: 10 billion state transitions from 1.5 million human trajectories collected on the NAO public NetHack server from 2009 to 2020; 3 billion state-action-score transitions from 100,000 trajectories collected from the symbolic bot winner of the NetHack Challenge 2021; and, accompanying code for users to record, load and stream any collection of such trajectories in a highly compressed form. We evaluate a wide range of existing algorithms including online and offline RL, as well as learning from demonstrations, showing that significant research advances are needed to fully leverage large-scale datasets for challenging sequential decision making tasks.
LGJul 11, 2022
Grounding Aleatoric Uncertainty for Unsupervised Environment DesignMinqi Jiang, Michael Dennis, Jack Parker-Holder et al. · berkeley, meta-ai
Adaptive curricula in reinforcement learning (RL) have proven effective for producing policies robust to discrepancies between the train and test environment. Recently, the Unsupervised Environment Design (UED) framework generalized RL curricula to generating sequences of entire environments, leading to new methods with robust minimax regret properties. Problematically, in partially-observable or stochastic settings, optimal policies may depend on the ground-truth distribution over aleatoric parameters of the environment in the intended deployment setting, while curriculum learning necessarily shifts the training distribution. We formalize this phenomenon as curriculum-induced covariate shift (CICS), and describe how its occurrence in aleatoric parameters can lead to suboptimal policies. Directly sampling these parameters from the ground-truth distribution avoids the issue, but thwarts curriculum learning. We propose SAMPLR, a minimax regret UED method that optimizes the ground-truth utility function, even when the underlying training data is biased due to CICS. We prove, and validate on challenging domains, that our approach preserves optimality under the ground-truth distribution, while promoting robustness across the full range of environment settings.
LGNov 21, 2023Code
minimax: Efficient Baselines for Autocurricula in JAXMinqi Jiang, Michael Dennis, Edward Grefenstette et al.
Unsupervised environment design (UED) is a form of automatic curriculum learning for training robust decision-making agents to zero-shot transfer into unseen environments. Such autocurricula have received much interest from the RL community. However, UED experiments, based on CPU rollouts and GPU model updates, have often required several weeks of training. This compute requirement is a major obstacle to rapid innovation for the field. This work introduces the minimax library for UED training on accelerated hardware. Using JAX to implement fully-tensorized environments and autocurriculum algorithms, minimax allows the entire training loop to be compiled for hardware acceleration. To provide a petri dish for rapid experimentation, minimax includes a tensorized grid-world based on MiniGrid, in addition to reusable abstractions for conducting autocurricula in procedurally-generated environments. With these components, minimax provides strong UED baselines, including new parallelized variants, which achieve over 120$\times$ speedups in wall time compared to previous implementations when training with equal batch sizes. The minimax library is available under the Apache 2.0 license at https://github.com/facebookresearch/minimax.
LGMar 6, 2023
MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement LearningMikayel Samvelyan, Akbir Khan, Michael Dennis et al. · berkeley, deepmind
Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.
LGJul 23, 2022
Hierarchical Kickstarting for Skill Transfer in Reinforcement LearningMichael Matthews, Mikayel Samvelyan, Jack Parker-Holder et al. · deepmind, oxford
Practising and honing skills forms a fundamental component of how humans learn, yet artificial agents are rarely specifically trained to perform them. Instead, they are usually trained end-to-end, with the hope being that useful skills will be implicitly learned in order to maximise discounted return of some extrinsic reward function. In this paper, we investigate how skills can be incorporated into the training of reinforcement learning (RL) agents in complex environments with large state-action spaces and sparse rewards. To this end, we created SkillHack, a benchmark of tasks and associated skills based on the game of NetHack. We evaluate a number of baselines on this benchmark, as well as our own novel skill-based method Hierarchical Kickstarting (HKS), which is shown to outperform all other evaluated methods. Our experiments show that learning with a prior knowledge of useful skills can significantly improve the performance of agents on complex problems. We ultimately argue that utilising predefined skills provides a useful inductive bias for RL problems, especially those with large state-action spaces and sparse rewards.
LGAug 21, 2023
Stabilizing Unsupervised Environment Design with a Learned AdversaryIshita Mediratta, Minqi Jiang, Jack Parker-Holder et al. · berkeley, oxford
A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.
CLSep 28, 2023
Promptbreeder: Self-Referential Self-Improvement Via Prompt EvolutionChrisantha Fernando, Dylan Banarse, Henryk Michalewski et al.
Popular prompt strategies like Chain-of-Thought Prompting can dramatically improve the reasoning abilities of Large Language Models (LLMs) in various domains. However, such hand-crafted prompt-strategies are often sub-optimal. In this paper, we present Promptbreeder, a general-purpose self-referential self-improvement mechanism that evolves and adapts prompts for a given domain. Driven by an LLM, Promptbreeder mutates a population of task-prompts, and subsequently evaluates them for fitness on a training set. Crucially, the mutation of these task-prompts is governed by mutation-prompts that the LLM generates and improves throughout evolution in a self-referential way. That is, Promptbreeder is not just improving task-prompts, but it is also improving the mutationprompts that improve these task-prompts. Promptbreeder outperforms state-of-the-art prompt strategies such as Chain-of-Thought and Plan-and-Solve Prompting on commonly used arithmetic and commonsense reasoning benchmarks. Furthermore, Promptbreeder is able to evolve intricate task-prompts for the challenging problem of hate speech classification.
LGOct 23, 2022
Learning General World Models in a Handful of Reward-Free DeploymentsYingchen Xu, Jack Parker-Holder, Aldo Pacchiano et al. · oxford
Building generally capable agents is a grand challenge for deep reinforcement learning (RL). To approach this challenge practically, we outline two key desiderata: 1) to facilitate generalization, exploration should be task agnostic; 2) to facilitate scalability, exploration policies should collect large quantities of data without costly centralized retraining. Combining these two properties, we introduce the reward-free deployment efficiency setting, a new paradigm for RL research. We then present CASCADE, a novel approach for self-supervised exploration in this new setting. CASCADE seeks to learn a world model by collecting data with a population of agents, using an information theoretic objective inspired by Bayesian Active Learning. CASCADE achieves this by specifically maximizing the diversity of trajectories sampled by the population through a novel cascading objective. We provide theoretical intuition for CASCADE which we show in a tabular setting improves upon naïve approaches that do not account for population diversity. We then demonstrate that CASCADE collects diverse task-agnostic datasets and learns agents that generalize zero-shot to novel, unseen downstream tasks on Atari, MiniGrid, Crafter and the DM Control Suite. Code and videos are available at https://ycxuyingchen.github.io/cascade/
LGNov 21, 2023
Mechanistically analyzing the effects of fine-tuning on procedurally defined tasksSamyak Jain, Robert Kirk, Ekdeep Singh Lubana et al.
Fine-tuning large pre-trained models has become the de facto strategy for developing both task-specific and general-purpose machine learning systems, including developing models that are safe to deploy. Despite its clear importance, there has been minimal work that explains how fine-tuning alters the underlying capabilities learned by a model during pretraining: does fine-tuning yield entirely novel capabilities or does it just modulate existing ones? We address this question empirically in synthetic, controlled settings where we can use mechanistic interpretability tools (e.g., network pruning and probing) to understand how the model's underlying capabilities are changing. We perform an extensive analysis of the effects of fine-tuning in these settings, and show that: (i) fine-tuning rarely alters the underlying model capabilities; (ii) a minimal transformation, which we call a 'wrapper', is typically learned on top of the underlying model capabilities, creating the illusion that they have been modified; and (iii) further fine-tuning on a task where such hidden capabilities are relevant leads to sample-efficient 'revival' of the capability, i.e., the model begins reusing these capability after only a few gradient steps. This indicates that practitioners can unintentionally remove a model's safety wrapper merely by fine-tuning it on a, e.g., superficially unrelated, downstream task. We additionally perform analysis on language models trained on the TinyStories dataset to support our claims in a more realistic setup.
CLOct 26, 2022
The Goldilocks of Pragmatic Understanding: Fine-Tuning Strategy Matters for Implicature Resolution by LLMsLaura Ruis, Akbir Khan, Stella Biderman et al.
Despite widespread use of LLMs as conversational agents, evaluations of performance fail to capture a crucial aspect of communication: interpreting language in context -- incorporating its pragmatics. Humans interpret language using beliefs and prior knowledge about the world. For example, we intuitively understand the response "I wore gloves" to the question "Did you leave fingerprints?" as meaning "No". To investigate whether LLMs have the ability to make this type of inference, known as an implicature, we design a simple task and evaluate four categories of widely used state-of-the-art models. We find that, despite only evaluating on utterances that require a binary inference (yes or no), models in three of these categories perform close to random. However, LLMs instruction-tuned at the example-level perform significantly better. These results suggest that certain fine-tuning strategies are far better at inducing pragmatic understanding in models. We present our findings as the starting point for further research into evaluating how LLMs interpret language in context and to drive the development of more pragmatic and useful models of human discourse.
LGNov 3, 2023
Mix-ME: Quality-Diversity for Multi-Agent LearningGarðar Ingvarsson, Mikayel Samvelyan, Bryan Lim et al. · deepmind
In many real-world systems, such as adaptive robotics, achieving a single, optimised solution may be insufficient. Instead, a diverse set of high-performing solutions is often required to adapt to varying contexts and requirements. This is the realm of Quality-Diversity (QD), which aims to discover a collection of high-performing solutions, each with their own unique characteristics. QD methods have recently seen success in many domains, including robotics, where they have been used to discover damage-adaptive locomotion controllers. However, most existing work has focused on single-agent settings, despite many tasks of interest being multi-agent. To this end, we introduce Mix-ME, a novel multi-agent variant of the popular MAP-Elites algorithm that forms new solutions using a crossover-like operator by mixing together agents from different teams. We evaluate the proposed methods on a variety of partially observable continuous control tasks. Our evaluation shows that these multi-agent variants obtained by Mix-ME not only compete with single-agent baselines but also often outperform them in multi-agent settings under partial observability.
LGAug 22, 2022
Efficient Planning in a Compact Latent Action SpaceZhengyao Jiang, Tianjun Zhang, Michael Janner et al.
Planning-based reinforcement learning has shown strong performance in tasks in discrete and low-dimensional continuous action spaces. However, planning usually brings significant computational overhead for decision-making, and scaling such methods to high-dimensional action spaces remains challenging. To advance efficient planning for high-dimensional continuous control, we propose Trajectory Autoencoding Planner (TAP), which learns low-dimensional latent action codes with a state-conditional VQ-VAE. The decoder of the VQ-VAE thus serves as a novel dynamics model that takes latent actions and current state as input and reconstructs long-horizon trajectories. During inference time, given a starting state, TAP searches over discrete latent actions to find trajectories that have both high probability under the training distribution and high predicted cumulative reward. Empirical evaluation in the offline RL setting demonstrates low decision latency which is indifferent to the growing raw action dimensionality. For Adroit robotic hand manipulation tasks with high-dimensional continuous action space, TAP surpasses existing model-based methods by a large margin and also beats strong model-free actor-critic baselines.
LGOct 11, 2022
Exploration via Elliptical Episodic BonusesMikael Henaff, Roberta Raileanu, Minqi Jiang et al.
In recent years, a number of reinforcement learning (RL) methods have been proposed to explore complex environments which differ across episodes. In this work, we show that the effectiveness of these methods critically relies on a count-based episodic term in their exploration bonus. As a result, despite their success in relatively simple, noise-free settings, these methods fall short in more realistic scenarios where the state space is vast and prone to noise. To address this limitation, we introduce Exploration via Elliptical Episodic Bonuses (E3B), a new method which extends count-based episodic bonuses to continuous state spaces and encourages an agent to explore states that are diverse under a learned embedding within each episode. The embedding is learned using an inverse dynamics model in order to capture controllable aspects of the environment. Our method sets a new state-of-the-art across 16 challenging tasks from the MiniHack suite, without requiring task-specific inductive biases. E3B also matches existing methods on sparse reward, pixel-based VizDoom environments, and outperforms existing methods in reward-free exploration on Habitat, demonstrating that it can scale to high-dimensional pixel-based observations and realistic environments.
AINov 15, 2022
General Intelligence Requires Rethinking ExplorationMinqi Jiang, Tim Rocktäschel, Edward Grefenstette
We are at the cusp of a transition from "learning from data" to "learning what data to learn from" as a central focus of artificial intelligence (AI) research. While the first-order learning problem is not completely solved, large models under unified architectures, such as transformers, have shifted the learning bottleneck from how to effectively train our models to how to effectively acquire and use task-relevant data. This problem, which we frame as exploration, is a universal aspect of learning in open-ended domains, such as the real world. Although the study of exploration in AI is largely limited to the field of reinforcement learning, we argue that exploration is essential to all learning systems, including supervised learning. We propose the problem of generalized exploration to conceptually unify exploration-driven learning between supervised learning and reinforcement learning, allowing us to highlight key similarities across learning settings and open research challenges. Importantly, generalized exploration serves as a necessary objective for maintaining open-ended learning processes, which in continually learning to discover and solve new problems, provides a promising path to more general intelligence.
LGMay 31, 2022
Graph Backup: Data Efficient Backup Exploiting Markovian TransitionsZhengyao Jiang, Tianjun Zhang, Robert Kirk et al.
The successes of deep Reinforcement Learning (RL) are limited to settings where we have a large stream of online experiences, but applying RL in the data-efficient setting with limited access to online interactions is still challenging. A key to data-efficient RL is good value estimation, but current methods in this space fail to fully utilise the structure of the trajectory data gathered from the environment. In this paper, we treat the transition data of the MDP as a graph, and define a novel backup operator, Graph Backup, which exploits this graph structure for better value estimation. Compared to multi-step backup methods such as $n$-step $Q$-Learning and TD($λ$), Graph Backup can perform counterfactual credit assignment and gives stable value estimates for a state regardless of which trajectory the state is sampled from. Our method, when combined with popular value-based methods, provides improved performance over one-step and multi-step methods on a suite of data-efficient RL benchmarks including MiniGrid, Minatar and Atari100K. We further analyse the reasons for this performance boost through a novel visualisation of the transition graphs of Atari games.
LGJan 5
DéjàQ: Open-Ended Evolution of Diverse, Learnable and Verifiable ProblemsWillem Röpke, Samuel Coward, Andrei Lupu et al.
Recent advances in reasoning models have yielded impressive results in mathematics and coding. However, most approaches rely on static datasets, which have been suggested to encourage memorisation and limit generalisation. We introduce DéjàQ, a framework that departs from this paradigm by jointly evolving a diverse set of synthetic mathematical problems alongside model training. This evolutionary process adapts to the model's ability throughout training, optimising problems for learnability. We propose two LLM-driven mutation strategies in which the model itself mutates the training data, either by altering contextual details or by directly modifying problem structure. We find that the model can generate novel and meaningful problems, and that these LLM-driven mutations improve RL training. We analyse key aspects of DéjàQ, including the validity of generated problems and computational overhead. Our results underscore the potential of dynamically evolving training data to enhance mathematical reasoning and indicate broader applicability, which we will support by open-sourcing our code.
AINov 20, 2024Code
BALROG: Benchmarking Agentic LLM and VLM Reasoning On GamesDavide Paglieri, Bartłomiej Cupiał, Samuel Coward et al. · oxford
Large Language Models (LLMs) and Vision Language Models (VLMs) possess extensive knowledge and exhibit promising reasoning abilities, however, they still struggle to perform well in complex, dynamic environments. Real-world tasks require handling intricate interactions, advanced spatial reasoning, long-term planning, and continuous exploration of new strategies-areas in which we lack effective methodologies for comprehensively evaluating these capabilities. To address this gap, we introduce BALROG, a novel benchmark designed to assess the agentic capabilities of LLMs and VLMs through a diverse set of challenging games. Our benchmark incorporates a range of existing reinforcement learning environments with varying levels of difficulty, including tasks that are solvable by non-expert humans in seconds to extremely challenging ones that may take years to master (e.g., the NetHack Learning Environment). We devise fine-grained metrics to measure performance and conduct an extensive evaluation of several popular open-source and closed-source LLMs and VLMs. Our findings indicate that while current models achieve partial success in the easier games, they struggle significantly with more challenging tasks. Notably, we observe severe deficiencies in vision-based decision-making, as several models perform worse when visual representations of the environments are provided. We release BALROG as an open and user-friendly benchmark to facilitate future research and development in the agentic community. Code and Leaderboard at balrogai.com.
LGFeb 23, 2024
Genie: Generative Interactive EnvironmentsJake Bruce, Michael Dennis, Ashley Edwards et al. · oxford
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.
AIFeb 9, 2024
Debating with More Persuasive LLMs Leads to More Truthful AnswersAkbir Khan, John Hughes, Dan Valentine et al.
Common methods for aligning large language models (LLMs) with desired behaviour heavily rely on human-labelled data. However, as models grow increasingly sophisticated, they will surpass human expertise, and the role of human evaluation will evolve into non-experts overseeing experts. In anticipation of this, we ask: can weaker models assess the correctness of stronger models? We investigate this question in an analogous setting, where stronger models (experts) possess the necessary information to answer questions and weaker models (non-experts) lack this information. The method we evaluate is debate, where two LLM experts each argue for a different answer, and a non-expert selects the answer. We find that debate consistently helps both non-expert models and humans answer questions, achieving 76% and 88% accuracy respectively (naive baselines obtain 48% and 60%). Furthermore, optimising expert debaters for persuasiveness in an unsupervised manner improves non-expert ability to identify the truth in debates. Our results provide encouraging empirical evidence for the viability of aligning models with debate in the absence of ground truth.
CLFeb 26, 2024
Rainbow Teaming: Open-Ended Generation of Diverse Adversarial PromptsMikayel Samvelyan, Sharath Chandra Raparthy, Andrei Lupu et al. · deepmind, meta-ai
As large language models (LLMs) become increasingly prevalent across many real-world applications, understanding and enhancing their robustness to adversarial attacks is of paramount importance. Existing methods for identifying adversarial prompts tend to focus on specific domains, lack diversity, or require extensive human annotations. To address these limitations, we present Rainbow Teaming, a novel black-box approach for producing a diverse collection of adversarial prompts. Rainbow Teaming casts adversarial prompt generation as a quality-diversity problem and uses open-ended search to generate prompts that are both effective and diverse. Focusing on the safety domain, we use Rainbow Teaming to target various state-of-the-art LLMs, including the Llama 2 and Llama 3 models. Our approach reveals hundreds of effective adversarial prompts, with an attack success rate exceeding 90% across all tested models. Furthermore, we demonstrate that prompts generated by Rainbow Teaming are highly transferable and that fine-tuning models with synthetic data generated by our method significantly enhances their safety without sacrificing general performance or helpfulness. We additionally explore the versatility of Rainbow Teaming by applying it to question answering and cybersecurity, showcasing its potential to drive robust open-ended self-improvement in a wide range of applications.
AIJun 5, 2025Code
LLM-First Search: Self-Guided Exploration of the Solution SpaceNathan Herr, Tim Rocktäschel, Roberta Raileanu
Large Language Models (LLMs) have demonstrated remarkable improvements in reasoning and planning through increased test-time compute, often by framing problem-solving as a search process. While methods like Monte Carlo Tree Search (MCTS) have proven effective in some domains, their reliance on fixed exploration hyperparameters limits their adaptability across tasks of varying difficulty, rendering them impractical or expensive in certain settings. In this paper, we propose \textbf{LLM-First Search (LFS)}, a novel \textit{LLM Self-Guided Search} method that removes the need for pre-defined search strategies by empowering the LLM to autonomously control the search process via self-guided exploration. Rather than relying on external heuristics or hardcoded policies, the LLM evaluates whether to pursue the current search path or explore alternative branches based on its internal scoring mechanisms. This enables more flexible and context-sensitive reasoning without requiring manual tuning or task-specific adaptation. We evaluate LFS on Countdown and Sudoku against three classic widely-used search algorithms, Tree-of-Thoughts' Breadth First Search (ToT-BFS), Best First Search (BestFS), and MCTS, each of which have been used to achieve SotA results on a range of challenging reasoning tasks. We found that LFS (1) performs better on more challenging tasks without additional tuning, (2) is more computationally efficient compared to the other methods, especially when powered by a stronger model, (3) scales better with stronger models, due to its LLM-First design, and (4) scales better with increased compute budget. Our code is publicly available at \href{https://github.com/NathanHerr/LLM-First-Search}{LLM-First-Search}.
CLSep 4, 2020Code
KILT: a Benchmark for Knowledge Intensive Language TasksFabio Petroni, Aleksandra Piktus, Angela Fan et al.
Challenging problems such as open-domain question answering, fact checking, slot filling and entity linking require access to large, external knowledge sources. While some models do well on individual tasks, developing general models is difficult as each task might require computationally expensive indexing of custom knowledge sources, in addition to dedicated infrastructure. To catalyze research on models that condition on specific information in large textual resources, we present a benchmark for knowledge-intensive language tasks (KILT). All tasks in KILT are grounded in the same snapshot of Wikipedia, reducing engineering turnaround through the re-use of components, as well as accelerating research into task-agnostic memory architectures. We test both task-specific and general baselines, evaluating downstream performance in addition to the ability of the models to provide provenance. We find that a shared dense vector index coupled with a seq2seq model is a strong baseline, outperforming more tailor-made approaches for fact checking, open-domain question answering and dialogue, and yielding competitive results on entity linking and slot filling, by generating disambiguated text. KILT data and code are available at https://github.com/facebookresearch/KILT.
AIJul 13, 2020Code
Learning Reasoning Strategies in End-to-End Differentiable ProvingPasquale Minervini, Sebastian Riedel, Pontus Stenetorp et al.
Attempts to render deep learning models interpretable, data-efficient, and robust have seen some success through hybridisation with rule-based systems, for example, in Neural Theorem Provers (NTPs). These neuro-symbolic models can induce interpretable rules and learn representations from data via back-propagation, while providing logical explanations for their predictions. However, they are restricted by their computational complexity, as they need to consider all possible proof paths for explaining a goal, thus rendering them unfit for large-scale applications. We present Conditional Theorem Provers (CTPs), an extension to NTPs that learns an optimal rule selection strategy via gradient-based optimisation. We show that CTPs are scalable and yield state-of-the-art results on the CLUTRR dataset, which tests systematic generalisation of neural models by learning to reason over smaller graphs and evaluating on larger ones. Finally, CTPs show better link prediction results on standard benchmarks in comparison with other neural-symbolic models, while being explainable. All source code and datasets are available online, at https://github.com/uclnlp/ctp.
LGJun 24, 2020Code
The NetHack Learning EnvironmentHeinrich Küttler, Nantas Nardelli, Alexander H. Miller et al.
Progress in Reinforcement Learning (RL) algorithms goes hand-in-hand with the development of challenging environments that test the limits of current methods. While existing RL environments are either sufficiently complex or based on fast simulation, they are rarely both. Here, we present the NetHack Learning Environment (NLE), a scalable, procedurally generated, stochastic, rich, and challenging environment for RL research based on the popular single-player terminal-based roguelike game, NetHack. We argue that NetHack is sufficiently complex to drive long-term research on problems such as exploration, planning, skill acquisition, and language-conditioned RL, while dramatically reducing the computational resources required to gather a large amount of experience. We compare NLE and its task suite to existing alternatives, and discuss why it is an ideal medium for testing the robustness and systematic generalization of RL agents. We demonstrate empirical success for early stages of the game using a distributed Deep RL baseline and Random Network Distillation exploration, alongside qualitative analysis of various agents trained in the environment. NLE is open source at https://github.com/facebookresearch/nle.
LGDec 17, 2019Code
Differentiable Reasoning on Large Knowledge Bases and Natural LanguagePasquale Minervini, Matko Bošnjak, Tim Rocktäschel et al.
Reasoning with knowledge expressed in natural language and Knowledge Bases (KBs) is a major challenge for Artificial Intelligence, with applications in machine reading, dialogue, and question answering. General neural architectures that jointly learn representations and transformations of text are very data-inefficient, and it is hard to analyse their reasoning process. These issues are addressed by end-to-end differentiable reasoning systems such as Neural Theorem Provers (NTPs), although they can only be used with small-scale symbolic KBs. In this paper we first propose Greedy NTPs (GNTPs), an extension to NTPs addressing their complexity and scalability limitations, thus making them applicable to real-world datasets. This result is achieved by dynamically constructing the computation graph of NTPs and including only the most promising proof paths during inference, thus obtaining orders of magnitude more efficient models. Then, we propose a novel approach for jointly reasoning over KBs and textual mentions, by embedding logic facts and natural language sentences in a shared embedding space. We show that GNTPs perform on par with NTPs at a fraction of their cost while achieving competitive link prediction results on large datasets, providing explanations for predictions, and inducing interpretable models. Source code, datasets, and supplementary material are available online at https://github.com/uclnlp/gntp.
LGOct 9, 2019Code
MVFST-RL: An Asynchronous RL Framework for Congestion Control with Delayed ActionsViswanath Sivakumar, Olivier Delalleau, Tim Rocktäschel et al.
Effective network congestion control strategies are key to keeping the Internet (or any large computer network) operational. Network congestion control has been dominated by hand-crafted heuristics for decades. Recently, ReinforcementLearning (RL) has emerged as an alternative to automatically optimize such control strategies. Research so far has primarily considered RL interfaces which block the sender while an agent considers its next action. This is largely an artifact of building on top of frameworks designed for RL in games (e.g. OpenAI Gym). However, this does not translate to real-world networking environments, where a network sender waiting on a policy without sending data leads to under-utilization of bandwidth. We instead propose to formulate congestion control with an asynchronous RL agent that handles delayed actions. We present MVFST-RL, a scalable framework for congestion control in the QUIC transport protocol that leverages state-of-the-art in asynchronous RL training with off-policy correction. We analyze modeling improvements to mitigate the deviation from Markovian dynamics, and evaluate our method on emulated networks from the Pantheon benchmark platform. The source code is publicly available at https://github.com/facebookresearch/mvfst-rl.
LGOct 8, 2019Code
TorchBeast: A PyTorch Platform for Distributed RLHeinrich Küttler, Nantas Nardelli, Thibaut Lavril et al.
TorchBeast is a platform for reinforcement learning (RL) research in PyTorch. It implements a version of the popular IMPALA algorithm for fast, asynchronous, parallel training of RL agents. Additionally, TorchBeast has simplicity as an explicit design goal: We provide both a pure-Python implementation ("MonoBeast") as well as a multi-machine high-performance version ("PolyBeast"). In the latter, parts of the implementation are written in C++, but all parts pertaining to machine learning are kept in simple Python using PyTorch, with the environments provided using the OpenAI Gym interface. This enables researchers to conduct scalable RL research using TorchBeast without any programming knowledge beyond Python and PyTorch. In this paper, we describe the TorchBeast design principles and implementation and demonstrate that it performs on-par with IMPALA on Atari. TorchBeast is released as an open-source package under the Apache 2.0 license and is available at \url{https://github.com/facebookresearch/torchbeast}.
CLSep 3, 2019Code
Language Models as Knowledge Bases?Fabio Petroni, Tim Rocktäschel, Patrick Lewis et al.
Recent progress in pretraining language models on large textual corpora led to a surge of improvements for downstream NLP tasks. Whilst learning linguistic knowledge, these models may also be storing relational knowledge present in the training data, and may be able to answer queries structured as "fill-in-the-blank" cloze statements. Language models have many advantages over structured knowledge bases: they require no schema engineering, allow practitioners to query about an open class of relations, are easy to extend to more data, and require no human supervision to train. We present an in-depth analysis of the relational knowledge already present (without fine-tuning) in a wide range of state-of-the-art pretrained language models. We find that (i) without fine-tuning, BERT contains relational knowledge competitive with traditional NLP methods that have some access to oracle knowledge, (ii) BERT also does remarkably well on open-domain question answering against a supervised baseline, and (iii) certain types of factual knowledge are learned much more readily than others by standard language model pretraining approaches. The surprisingly strong ability of these models to recall factual knowledge without any fine-tuning demonstrates their potential as unsupervised open-domain QA systems. The code to reproduce our analysis is available at https://github.com/facebookresearch/LAMA.
LGFeb 14, 2018Code
DiCE: The Infinitely Differentiable Monte-Carlo EstimatorJakob Foerster, Gregory Farquhar, Maruan Al-Shedivat et al.
The score function estimator is widely used for estimating gradients of stochastic objectives in stochastic computation graphs (SCG), eg, in reinforcement learning and meta-learning. While deriving the first-order gradient estimators by differentiating a surrogate loss (SL) objective is computationally and conceptually simple, using the same approach for higher-order derivatives is more challenging. Firstly, analytically deriving and implementing such estimators is laborious and not compliant with automatic differentiation. Secondly, repeatedly applying SL to construct new objectives for each order derivative involves increasingly cumbersome graph manipulations. Lastly, to match the first-order gradient under differentiation, SL treats part of the cost as a fixed sample, which we show leads to missing and wrong terms for estimators of higher-order derivatives. To address all these shortcomings in a unified way, we introduce DiCE, which provides a single objective that can be differentiated repeatedly, generating correct estimators of derivatives of any order in SCGs. Unlike SL, DiCE relies on automatic differentiation for performing the requisite graph manipulations. We verify the correctness of DiCE both through a proof and numerical evaluation of the DiCE derivative estimates. We also use DiCE to propose and evaluate a novel approach for multi-agent learning. Our code is available at https://www.github.com/alshedivat/lola.
LGDec 14, 2023
Vision-Language Models as a Source of RewardsKate Baumli, Satinder Baveja, Feryal Behbahani et al. · oxford
Building generalist agents that can accomplish many goals in rich open-ended environments is one of the research frontiers for reinforcement learning. A key limiting factor for building generalist agents with RL has been the need for a large number of reward functions for achieving different goals. We investigate the feasibility of using off-the-shelf vision-language models, or VLMs, as sources of rewards for reinforcement learning agents. We show how rewards for visual achievement of a variety of language goals can be derived from the CLIP family of models, and used to train RL agents that can achieve a variety of language goals. We showcase this approach in two distinct visual domains and present a scaling trend showing how larger VLMs lead to more accurate rewards for visual goal achievement, which in turn produces more capable RL agents.
CLNov 19, 2024
Procedural Knowledge in Pretraining Drives Reasoning in Large Language ModelsLaura Ruis, Maximilian Mozes, Juhan Bae et al. · utoronto
The capabilities and limitations of Large Language Models have been sketched out in great detail in recent years, providing an intriguing yet conflicting picture. On the one hand, LLMs demonstrate a general ability to solve problems. On the other hand, they show surprising reasoning gaps when compared to humans, casting doubt on the robustness of their generalisation strategies. The sheer volume of data used in the design of LLMs has precluded us from applying the method traditionally used to measure generalisation: train-test set separation. To overcome this, we study what kind of generalisation strategies LLMs employ when performing reasoning tasks by investigating the pretraining data they rely on. For two models of different sizes (7B and 35B) and 2.5B of their pretraining tokens, we identify what documents influence the model outputs for three simple mathematical reasoning tasks and contrast this to the data that are influential for answering factual questions. We find that, while the models rely on mostly distinct sets of data for each factual question, a document often has a similar influence across different reasoning questions within the same task, indicating the presence of procedural knowledge. We further find that the answers to factual questions often show up in the most influential data. However, for reasoning questions the answers usually do not show up as highly influential, nor do the answers to the intermediate reasoning steps. When we characterise the top ranked documents for the reasoning questions qualitatively, we confirm that the influential documents often contain procedural knowledge, like demonstrating how to obtain a solution using formulae or code. Our findings indicate that the approach to reasoning the models use is unlike retrieval, and more like a generalisable strategy that synthesises procedural knowledge from documents doing a similar form of reasoning.
AIFeb 19, 2025
Investigating Non-Transitivity in LLM-as-a-JudgeYi Xu, Laura Ruis, Tim Rocktäschel et al.
Automatic evaluation methods based on large language models (LLMs) are emerging as the standard tool for assessing the instruction-following abilities of LLM-based agents. The most common method in this paradigm, pairwise comparisons with a baseline model, critically depends on the assumption of transitive preferences. However, the validity of this assumption remains largely unexplored. In this study, we investigate the presence of non-transitivity within the AlpacaEval framework and analyze its effects on model rankings. We find that LLM judges exhibit non-transitive preferences, leading to rankings that are sensitive to the choice of the baseline model. To mitigate this issue, we show that round-robin tournaments combined with Bradley-Terry models of preference can produce more reliable rankings. Notably, our method increases both the Spearman correlation and the Kendall correlation with Chatbot Arena (95.0% -> 96.4% and 82.1% -> 86.3% respectively). To address the computational cost of round-robin tournaments, we propose Swiss-Wise Iterative Matchmaking (Swim) tournaments, using a dynamic matching strategy to capture the benefits of round-robin tournaments while maintaining computational efficiency.
AIDec 19, 2023
Scaling Opponent Shaping to High Dimensional GamesAkbir Khan, Timon Willi, Newton Kwan et al.
In multi-agent settings with mixed incentives, methods developed for zero-sum games have been shown to lead to detrimental outcomes. To address this issue, opponent shaping (OS) methods explicitly learn to influence the learning dynamics of co-players and empirically lead to improved individual and collective outcomes. However, OS methods have only been evaluated in low-dimensional environments due to the challenges associated with estimating higher-order derivatives or scaling model-free meta-learning. Alternative methods that scale to more complex settings either converge to undesirable solutions or rely on unrealistic assumptions about the environment or co-players. In this paper, we successfully scale an OS-based approach to general-sum games with temporally-extended actions and long-time horizons for the first time. After analysing the representations of the meta-state and history used by previous algorithms, we propose a simplified version called Shaper. We show empirically that Shaper leads to improved individual and collective outcomes in a range of challenging settings from literature. We further formalize a technique previously implicit in the literature, and analyse its contribution to opponent shaping. We show empirically that this technique is helpful for the functioning of prior methods in certain environments. Lastly, we show that previous environments, such as the CoinGame, are inadequate for analysing temporally-extended general-sum interactions.
LGDec 5, 2023
H-GAP: Humanoid Control with a Generalist PlannerZhengyao Jiang, Yingchen Xu, Nolan Wagener et al.
Humanoid control is an important research challenge offering avenues for integration into human-centric infrastructures and enabling physics-driven humanoid animations. The daunting challenges in this field stem from the difficulty of optimizing in high-dimensional action spaces and the instability introduced by the bipedal morphology of humanoids. However, the extensive collection of human motion-captured data and the derived datasets of humanoid trajectories, such as MoCapAct, paves the way to tackle these challenges. In this context, we present Humanoid Generalist Autoencoding Planner (H-GAP), a state-action trajectory generative model trained on humanoid trajectories derived from human motion-captured data, capable of adeptly handling downstream control tasks with Model Predictive Control (MPC). For 56 degrees of freedom humanoid, we empirically demonstrate that H-GAP learns to represent and generate a wide range of motor behaviours. Further, without any learning from online interactions, it can also flexibly transfer these behaviors to solve novel downstream control tasks via planning. Notably, H-GAP excels established MPC baselines that have access to the ground truth dynamics model, and is superior or comparable to offline RL methods trained for individual tasks. Finally, we do a series of empirical studies on the scaling properties of H-GAP, showing the potential for performance gains via additional data but not computing. Code and videos are available at https://ycxuyingchen.github.io/hgap/.
LGMar 11, 2025
Preference-Based Alignment of Discrete Diffusion ModelsUmberto Borso, Davide Paglieri, Jude Wells et al.
Diffusion models have achieved state-of-the-art performance across multiple domains, with recent advancements extending their applicability to discrete data. However, aligning discrete diffusion models with task-specific preferences remains challenging, particularly in scenarios where explicit reward functions are unavailable. In this work, we introduce Discrete Diffusion DPO (D2-DPO), the first adaptation of Direct Preference Optimization (DPO) to discrete diffusion models formulated as continuous-time Markov chains. Our approach derives a novel loss function that directly fine-tunes the generative process using preference data while preserving fidelity to a reference distribution. We validate D2-DPO on a structured binary sequence generation task, demonstrating that the method effectively aligns model outputs with preferences while maintaining structural validity. Our results highlight that D2-DPO enables controlled fine-tuning without requiring explicit reward models, making it a practical alternative to reinforcement learning-based approaches. Future research will explore extending D2-DPO to more complex generative tasks, including language modeling and protein sequence generation, as well as investigating alternative noise schedules, such as uniform noising, to enhance flexibility across different applications.
LGDec 19, 2023
Leading the Pack: N-player Opponent ShapingAlexandra Souly, Timon Willi, Akbir Khan et al.
Reinforcement learning solutions have great success in the 2-player general sum setting. In this setting, the paradigm of Opponent Shaping (OS), in which agents account for the learning of their co-players, has led to agents which are able to avoid collectively bad outcomes, whilst also maximizing their reward. These methods have currently been limited to 2-player game. However, the real world involves interactions with many more agents, with interactions on both local and global scales. In this paper, we extend Opponent Shaping (OS) methods to environments involving multiple co-players and multiple shaping agents. We evaluate on over 4 different environments, varying the number of players from 3 to 5, and demonstrate that model-based OS methods converge to equilibrium with better global welfare than naive learning. However, we find that when playing with a large number of co-players, OS methods' relative performance reduces, suggesting that in the limit OS methods may not perform well. Finally, we explore scenarios where more than one OS method is present, noticing that within games requiring a majority of cooperating agents, OS methods converge to outcomes with poor global welfare.
AISep 11, 2025
Imagined AutocurriculaAhmet H. Güzel, Matthew Thomas Jackson, Jarek Luca Liesen et al. · oxford
Training agents to act in embodied environments typically requires vast training data or access to accurate simulation, neither of which exists for many cases in the real world. Instead, world models are emerging as an alternative leveraging offline, passively collected data, they make it possible to generate diverse worlds for training agents in simulation. In this work, we harness world models to generate imagined environments to train robust agents capable of generalizing to novel task variations. One of the challenges in doing this is ensuring the agent trains on useful generated data. We thus propose a novel approach, IMAC (Imagined Autocurricula), leveraging Unsupervised Environment Design (UED), which induces an automatic curriculum over generated worlds. In a series of challenging, procedurally generated environments, we show it is possible to achieve strong transfer performance on held-out environments, having trained only inside a world model learned from a narrower dataset. We believe this opens the path to utilizing larger-scale, foundation world models for generally capable agents.
AISep 3, 2025
Learning When to Plan: Efficiently Allocating Test-Time Compute for LLM AgentsDavide Paglieri, Bartłomiej Cupiał, Jonathan Cook et al. · oxford
Training large language models (LLMs) to reason via reinforcement learning (RL) significantly improves their problem-solving capabilities. In agentic settings, existing methods like ReAct prompt LLMs to explicitly plan before every action; however, we demonstrate that always planning is computationally expensive and degrades performance on long-horizon tasks, while never planning further limits performance. To address this, we introduce a conceptual framework formalizing dynamic planning for LLM agents, enabling them to flexibly decide when to allocate test-time compute for planning. We propose a simple two-stage training pipeline: (1) supervised fine-tuning on diverse synthetic data to prime models for dynamic planning, and (2) RL to refine this capability in long-horizon environments. Experiments on the Crafter environment show that dynamic planning agents trained with this approach are more sample-efficient and consistently achieve more complex objectives. Additionally, we demonstrate that these agents can be effectively steered by human-written plans, surpassing their independent capabilities. To our knowledge, this work is the first to explore training LLM agents for dynamic test-time compute allocation in sequential decision-making tasks, paving the way for more efficient, adaptive, and controllable agentic systems.
LGJan 24, 2024
Multi-Agent Diagnostics for Robustness via Illuminated DiversityMikayel Samvelyan, Davide Paglieri, Minqi Jiang et al.
In the rapidly advancing field of multi-agent systems, ensuring robustness in unfamiliar and adversarial settings is crucial. Notwithstanding their outstanding performance in familiar environments, these systems often falter in new situations due to overfitting during the training phase. This is especially pronounced in settings where both cooperative and competitive behaviours are present, encapsulating a dual nature of overfitting and generalisation challenges. To address this issue, we present Multi-Agent Diagnostics for Robustness via Illuminated Diversity (MADRID), a novel approach for generating diverse adversarial scenarios that expose strategic vulnerabilities in pre-trained multi-agent policies. Leveraging the concepts from open-ended learning, MADRID navigates the vast space of adversarial settings, employing a target policy's regret to gauge the vulnerabilities of these settings. We evaluate the effectiveness of MADRID on the 11vs11 version of Google Research Football, one of the most complex environments for multi-agent reinforcement learning. Specifically, we employ MADRID for generating a diverse array of adversarial settings for TiZero, the state-of-the-art approach which "masters" the game through 45 days of training on a large-scale distributed infrastructure. We expose key shortcomings in TiZero's tactical decision-making, underlining the crucial importance of rigorous evaluation in multi-agent systems.
LGFeb 17, 2022
Improving Intrinsic Exploration with Language AbstractionsJesse Mu, Victor Zhong, Roberta Raileanu et al.
Reinforcement learning (RL) agents are particularly hard to train when rewards are sparse. One common solution is to use intrinsic rewards to encourage agents to explore their environment. However, recent intrinsic exploration methods often use state-based novelty measures which reward low-level exploration and may not scale to domains requiring more abstract skills. Instead, we explore natural language as a general medium for highlighting relevant abstractions in an environment. Unlike previous work, we evaluate whether language can improve over existing exploration methods by directly extending (and comparing to) competitive intrinsic exploration baselines: AMIGo (Campero et al., 2021) and NovelD (Zhang et al., 2021). These language-based variants outperform their non-linguistic forms by 47-85% across 13 challenging tasks from the MiniGrid and MiniHack environment suites.
LGJan 31, 2022
Generalization in Cooperative Multi-Agent SystemsAnuj Mahajan, Mikayel Samvelyan, Tarun Gupta et al.
Collective intelligence is a fundamental trait shared by several species of living organisms. It has allowed them to thrive in the diverse environmental conditions that exist on our planet. From simple organisations in an ant colony to complex systems in human groups, collective intelligence is vital for solving complex survival tasks. As is commonly observed, such natural systems are flexible to changes in their structure. Specifically, they exhibit a high degree of generalization when the abilities or the total number of agents changes within a system. We term this phenomenon as Combinatorial Generalization (CG). CG is a highly desirable trait for autonomous systems as it can increase their utility and deployability across a wide range of applications. While recent works addressing specific aspects of CG have shown impressive results on complex domains, they provide no performance guarantees when generalizing towards novel situations. In this work, we shed light on the theoretical underpinnings of CG for cooperative multi-agent systems (MAS). Specifically, we study generalization bounds under a linear dependence of the underlying dynamics on the agent capabilities, which can be seen as a generalization of Successor Features to MAS. We then extend the results first for Lipschitz and then arbitrary dependence of rewards on team capabilities. Finally, empirical analysis on various domains using the framework of multi-agent reinforcement learning highlights important desiderata for multi-agent algorithms towards ensuring CG.
LGNov 18, 2021
A Survey of Zero-shot Generalisation in Deep Reinforcement LearningRobert Kirk, Amy Zhang, Edward Grefenstette et al.
The study of zero-shot generalisation (ZSG) in deep Reinforcement Learning (RL) aims to produce RL algorithms whose policies generalise well to novel unseen situations at deployment time, avoiding overfitting to their training environments. Tackling this is vital if we are to deploy reinforcement learning algorithms in real world scenarios, where the environment will be diverse, dynamic and unpredictable. This survey is an overview of this nascent field. We rely on a unifying formalism and terminology for discussing different ZSG problems, building upon previous works. We go on to categorise existing benchmarks for ZSG, as well as current methods for tackling these problems. Finally, we provide a critical discussion of the current state of the field, including recommendations for future work. Among other conclusions, we argue that taking a purely procedural content generation approach to benchmark design is not conducive to progress in ZSG, we suggest fast online adaptation and tackling RL-specific problems as some areas for future work on methods for ZSG, and we recommend building benchmarks in underexplored problem settings such as offline RL ZSG and reward-function variation.
LGOct 6, 2021
Replay-Guided Adversarial Environment DesignMinqi Jiang, Michael Dennis, Jack Parker-Holder et al.
Deep reinforcement learning (RL) agents may successfully generalize to new settings if trained on an appropriately diverse set of environment and task configurations. Unsupervised Environment Design (UED) is a promising self-supervised RL paradigm, wherein the free parameters of an underspecified environment are automatically adapted during training to the agent's capabilities, leading to the emergence of diverse training environments. Here, we cast Prioritized Level Replay (PLR), an empirically successful but theoretically unmotivated method that selectively samples randomly-generated training levels, as UED. We argue that by curating completely random levels, PLR, too, can generate novel and complex levels for effective training. This insight reveals a natural class of UED methods we call Dual Curriculum Design (DCD). Crucially, DCD includes both PLR and a popular UED algorithm, PAIRED, as special cases and inherits similar theoretical guarantees. This connection allows us to develop novel theory for PLR, providing a version with a robustness guarantee at Nash equilibria. Furthermore, our theory suggests a highly counterintuitive improvement to PLR: by stopping the agent from updating its policy on uncurated levels (training on less data), we can improve the convergence to Nash equilibria. Indeed, our experiments confirm that our new method, PLR$^{\perp}$, obtains better results on a suite of out-of-distribution, zero-shot transfer tasks, in addition to demonstrating that PLR$^{\perp}$ improves the performance of PAIRED, from which it inherited its theoretical framework.
LGSep 27, 2021
MiniHack the Planet: A Sandbox for Open-Ended Reinforcement Learning ResearchMikayel Samvelyan, Robert Kirk, Vitaly Kurin et al.
Progress in deep reinforcement learning (RL) is heavily driven by the availability of challenging benchmarks used for training agents. However, benchmarks that are widely adopted by the community are not explicitly designed for evaluating specific capabilities of RL methods. While there exist environments for assessing particular open problems in RL (such as exploration, transfer learning, unsupervised environment design, or even language-assisted RL), it is generally difficult to extend these to richer, more complex environments once research goes beyond proof-of-concept results. We present MiniHack, a powerful sandbox framework for easily designing novel RL environments. MiniHack is a one-stop shop for RL experiments with environments ranging from small rooms to complex, procedurally generated worlds. By leveraging the full set of entities and environment dynamics from NetHack, one of the richest grid-based video games, MiniHack allows designing custom RL testbeds that are fast and convenient to use. With this sandbox framework, novel environments can be designed easily, either using a human-readable description language or a simple Python interface. In addition to a variety of RL tasks and baselines, MiniHack can wrap existing RL benchmarks and provide ways to seamlessly add additional complexity.
LGJul 26, 2021
Don't Sweep your Learning Rate under the Rug: A Closer Look at Cross-modal Transfer of Pretrained TransformersDanielle Rothermel, Margaret Li, Tim Rocktäschel et al.
Self-supervised pre-training of large-scale transformer models on text corpora followed by finetuning has achieved state-of-the-art on a number of natural language processing tasks. Recently, Lu et al. (2021, arXiv:2103.05247) claimed that frozen pretrained transformers (FPTs) match or outperform training from scratch as well as unfrozen (fine-tuned) pretrained transformers in a set of transfer tasks to other modalities. In our work, we find that this result is, in fact, an artifact of not tuning the learning rates. After carefully redesigning the empirical setup, we find that when tuning learning rates properly, pretrained transformers do outperform or match training from scratch in all of our tasks, but only as long as the entire model is finetuned. Thus, while transfer from pretrained language models to other modalities does indeed provide gains and hints at exciting possibilities for future work, properly tuning hyperparameters is important for arriving at robust findings.