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.
AISep 29, 2023
Motif: Intrinsic Motivation from Artificial Intelligence FeedbackMartin Klissarov, Pierluca D'Oro, Shagun Sodhani et al.
Exploring rich environments and evaluating one's actions without prior knowledge is immensely challenging. In this paper, we propose Motif, a general method to interface such prior knowledge from a Large Language Model (LLM) with an agent. Motif is based on the idea of grounding LLMs for decision-making without requiring them to interact with the environment: it elicits preferences from an LLM over pairs of captions to construct an intrinsic reward, which is then used to train agents with reinforcement learning. We evaluate Motif's performance and behavior on the challenging, open-ended and procedurally-generated NetHack game. Surprisingly, by only learning to maximize its intrinsic reward, Motif achieves a higher game score than an algorithm directly trained to maximize the score itself. When combining Motif's intrinsic reward with the environment reward, our method significantly outperforms existing approaches and makes progress on tasks where no advancements have ever been made without demonstrations. Finally, we show that Motif mostly generates intuitive human-aligned behaviors which can be steered easily through prompt modifications, while scaling well with the LLM size and the amount of information given in the prompt.
LGOct 12, 2022
Semi-Supervised Offline Reinforcement Learning with Action-Free TrajectoriesQinqing Zheng, Mikael Henaff, Brandon Amos et al.
Natural agents can effectively learn from multiple data sources that differ in size, quality, and types of measurements. We study this heterogeneity in the context of offline reinforcement learning (RL) by introducing a new, practically motivated semi-supervised setting. Here, an agent has access to two sets of trajectories: labelled trajectories containing state, action and reward triplets at every timestep, along with unlabelled trajectories that contain only state and reward information. For this setting, we develop and study a simple meta-algorithmic pipeline that learns an inverse dynamics model on the labelled data to obtain proxy-labels for the unlabelled data, followed by the use of any offline RL algorithm on the true and proxy-labelled trajectories. Empirically, we find this simple pipeline to be highly successful -- on several D4RL benchmarks~\cite{fu2020d4rl}, certain offline RL algorithms can match the performance of variants trained on a fully labelled dataset even when we label only 10\% of trajectories which are highly suboptimal. To strengthen our understanding, we perform a large-scale controlled empirical study investigating the interplay of data-centric properties of the labelled and unlabelled datasets, with algorithmic design choices (e.g., choice of inverse dynamics, offline RL algorithm) to identify general trends and best practices for training RL agents on semi-supervised offline datasets.
AIJun 5, 2023
A Study of Global and Episodic Bonuses for Exploration in Contextual MDPsMikael Henaff, Minqi Jiang, Roberta Raileanu
Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and \textit{episodic novelty bonuses}, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.
LGOct 30, 2024Code
Online Intrinsic Rewards for Decision Making Agents from Large Language Model FeedbackQinqing Zheng, Mikael Henaff, Amy Zhang et al.
Automatically synthesizing dense rewards from natural language descriptions is a promising paradigm in reinforcement learning (RL), with applications to sparse reward problems, open-ended exploration, and hierarchical skill design. Recent works have made promising steps by exploiting the prior knowledge of large language models (LLMs). However, these approaches suffer from important limitations: they are either not scalable to problems requiring billions of environment samples, due to requiring LLM annotations for each observation, or they require a diverse offline dataset, which may not exist or be impossible to collect. In this work, we address these limitations through a combination of algorithmic and systems-level contributions. We propose ONI, a distributed architecture that simultaneously learns an RL policy and an intrinsic reward function using LLM feedback. Our approach annotates the agent's collected experience via an asynchronous LLM server, which is then distilled into an intrinsic reward model. We explore a range of algorithmic choices for reward modeling with varying complexity, including hashing, classification, and ranking models. Our approach achieves state-of-the-art performance across a range of challenging tasks from the NetHack Learning Environment, while removing the need for large offline datasets required by prior work. We make our code available at https://github.com/facebookresearch/oni.
LGJan 29
The Surprising Difficulty of Search in Model-Based Reinforcement LearningWei-Di Chang, Mikael Henaff, Brandon Amos et al.
This paper investigates search in model-based reinforcement learning (RL). Conventional wisdom holds that long-term predictions and compounding errors are the primary obstacles for model-based RL. We challenge this view, showing that search is not a plug-and-play replacement for a learned policy. Surprisingly, we find that search can harm performance even when the model is highly accurate. Instead, we show that mitigating distribution shift matters more than improving model or value function accuracy. Building on this insight, we identify key techniques for enabling effective search, achieving state-of-the-art performance across multiple popular benchmark domains.
CVJan 23, 2025
Fast3R: Towards 3D Reconstruction of 1000+ Images in One Forward PassJianing Yang, Alexander Sax, Kevin J. Liang et al.
Multi-view 3D reconstruction remains a core challenge in computer vision, particularly in applications requiring accurate and scalable representations across diverse perspectives. Current leading methods such as DUSt3R employ a fundamentally pairwise approach, processing images in pairs and necessitating costly global alignment procedures to reconstruct from multiple views. In this work, we propose Fast 3D Reconstruction (Fast3R), a novel multi-view generalization to DUSt3R that achieves efficient and scalable 3D reconstruction by processing many views in parallel. Fast3R's Transformer-based architecture forwards N images in a single forward pass, bypassing the need for iterative alignment. Through extensive experiments on camera pose estimation and 3D reconstruction, Fast3R demonstrates state-of-the-art performance, with significant improvements in inference speed and reduced error accumulation. These results establish Fast3R as a robust alternative for multi-view applications, offering enhanced scalability without compromising reconstruction accuracy.
LGAug 30, 2025Code
Scalable Option Learning in High-Throughput EnvironmentsMikael Henaff, Scott Fujimoto, Michael Matthews et al.
Hierarchical reinforcement learning (RL) has the potential to enable effective decision-making over long timescales. Existing approaches, while promising, have yet to realize the benefits of large-scale training. In this work, we identify and solve several key challenges in scaling online hierarchical RL to high-throughput environments. We propose Scalable Option Learning (SOL), a highly scalable hierarchical RL algorithm which achieves a ~35x higher throughput compared to existing hierarchical methods. To demonstrate SOL's performance and scalability, we train hierarchical agents using 30 billion frames of experience on the complex game of NetHack, significantly surpassing flat agents and demonstrating positive scaling trends. We also validate SOL on MiniHack and Mujoco environments, showcasing its general applicability. Our code is open sourced at: github.com/facebookresearch/sol.
LGDec 6, 2023
Generalization to New Sequential Decision Making Tasks with In-Context LearningSharath Chandra Raparthy, Eric Hambro, Robert Kirk et al.
Training autonomous agents that can learn new tasks from only a handful of demonstrations is a long-standing problem in machine learning. Recently, transformers have been shown to learn new language or vision tasks without any weight updates from only a few examples, also referred to as in-context learning. However, the sequential decision making setting poses additional challenges having a lower tolerance for errors since the environment's stochasticity or the agent's actions can lead to unseen, and sometimes unrecoverable, states. In this paper, we use an illustrative example to show that naively applying transformers to sequential decision making problems does not enable in-context learning of new tasks. We then demonstrate how training on sequences of trajectories with certain distributional properties leads to in-context learning of new sequential decision making tasks. We investigate different design choices and find that larger model and dataset sizes, as well as more task diversity, environment stochasticity, and trajectory burstiness, all result in better in-context learning of new out-of-distribution tasks. By training on large diverse offline datasets, our model is able to learn new MiniHack and Procgen tasks without any weight updates from just a handful of demonstrations.
CVApr 19, 2025
Locate 3D: Real-World Object Localization via Self-Supervised Learning in 3DSergio Arnaud, Paul McVay, Ada Martin et al. · mit
We present LOCATE 3D, a model for localizing objects in 3D scenes from referring expressions like "the small coffee table between the sofa and the lamp." LOCATE 3D sets a new state-of-the-art on standard referential grounding benchmarks and showcases robust generalization capabilities. Notably, LOCATE 3D operates directly on sensor observation streams (posed RGB-D frames), enabling real-world deployment on robots and AR devices. Key to our approach is 3D-JEPA, a novel self-supervised learning (SSL) algorithm applicable to sensor point clouds. It takes as input a 3D pointcloud featurized using 2D foundation models (CLIP, DINO). Subsequently, masked prediction in latent space is employed as a pretext task to aid the self-supervised learning of contextualized pointcloud features. Once trained, the 3D-JEPA encoder is finetuned alongside a language-conditioned decoder to jointly predict 3D masks and bounding boxes. Additionally, we introduce LOCATE 3D DATASET, a new dataset for 3D referential grounding, spanning multiple capture setups with over 130K annotations. This enables a systematic study of generalization capabilities as well as a stronger model.
59.1AIApr 27
Hierarchical Behaviour SpacesMichael Tryfan Matthews, Anssi Kanervisto, Jakob Foerster et al.
Recent work in hierarchical reinforcement learning has shown success in scaling to billions of timesteps when learning over a set of predefined option reward functions. We show that, instead of using a single reward function per option, the reward functions can be effectively used to induce a space of behaviours, by letting the controller specify linear combinations over reward functions, allowing a more expressive set of policies to be represented. We call this method Hierarchical Behaviour Spaces (HBS). We evaluate HBS on the NetHack Learning Environment, demonstrating strong performance. We conduct a series of experiments and determine that, perhaps going against conventional wisdom, the benefits of hierarchy in our method come from increased exploration rather than long term reasoning.
AIDec 11, 2024
MaestroMotif: Skill Design from Artificial Intelligence FeedbackMartin Klissarov, Mikael Henaff, Roberta Raileanu et al.
Describing skills in natural language has the potential to provide an accessible way to inject human knowledge about decision-making into an AI system. We present MaestroMotif, a method for AI-assisted skill design, which yields high-performing and adaptable agents. MaestroMotif leverages the capabilities of Large Language Models (LLMs) to effectively create and reuse skills. It first uses an LLM's feedback to automatically design rewards corresponding to each skill, starting from their natural language description. Then, it employs an LLM's code generation abilities, together with reinforcement learning, for training the skills and combining them to implement complex behaviors specified in language. We evaluate MaestroMotif using a suite of complex tasks in the NetHack Learning Environment (NLE), demonstrating that it surpasses existing approaches in both performance and usability.
LGJul 16, 2020
PC-PG: Policy Cover Directed Exploration for Provable Policy Gradient LearningAlekh Agarwal, Mikael Henaff, Sham Kakade et al.
Direct policy gradient methods for reinforcement learning are a successful approach for a variety of reasons: they are model free, they directly optimize the performance metric of interest, and they allow for richly parameterized policies. Their primary drawback is that, by being local in nature, they fail to adequately explore the environment. In contrast, while model-based approaches and Q-learning directly handle exploration through the use of optimism, their ability to handle model misspecification and function approximation is far less evident. This work introduces the the Policy Cover-Policy Gradient (PC-PG) algorithm, which provably balances the exploration vs. exploitation tradeoff using an ensemble of learned policies (the policy cover). PC-PG enjoys polynomial sample complexity and run time for both tabular MDPs and, more generally, linear MDPs in an infinite dimensional RKHS. Furthermore, PC-PG also has strong guarantees under model misspecification that go beyond the standard worst case $\ell_{\infty}$ assumptions; this includes approximation guarantees for state aggregation under an average case error assumption, along with guarantees under a more general assumption where the approximation error under distribution shift is controlled. We complement the theory with empirical evaluation across a variety of domains in both reward-free and reward-driven settings.
LGNov 13, 2019
Kinematic State Abstraction and Provably Efficient Rich-Observation Reinforcement LearningDipendra Misra, Mikael Henaff, Akshay Krishnamurthy et al.
We present an algorithm, HOMER, for exploration and reinforcement learning in rich observation environments that are summarizable by an unknown latent state space. The algorithm interleaves representation learning to identify a new notion of kinematic state abstraction with strategic exploration to reach new states using the learned abstraction. The algorithm provably explores the environment with sample complexity scaling polynomially in the number of latent states and the time horizon, and, crucially, with no dependence on the size of the observation space, which could be infinitely large. This exploration guarantee further enables sample-efficient global policy optimization for any reward function. On the computational side, we show that the algorithm can be implemented efficiently whenever certain supervised learning problems are tractable. Empirically, we evaluate HOMER on a challenging exploration problem, where we show that the algorithm is exponentially more sample efficient than standard reinforcement learning baselines.
LGNov 1, 2019
Explicit Explore-Exploit Algorithms in Continuous State SpacesMikael Henaff
We present a new model-based algorithm for reinforcement learning (RL) which consists of explicit exploration and exploitation phases, and is applicable in large or infinite state spaces. The algorithm maintains a set of dynamics models consistent with current experience and explores by finding policies which induce high disagreement between their state predictions. It then exploits using the refined set of models or experience gathered during exploration. We show that under realizability and optimal planning assumptions, our algorithm provably finds a near-optimal policy with a number of samples that is polynomial in a structural complexity measure which we show to be low in several natural settings. We then give a practical approximation using neural networks and demonstrate its performance and sample efficiency in practice.
LGJan 8, 2019
Model-Predictive Policy Learning with Uncertainty Regularization for Driving in Dense TrafficMikael Henaff, Alfredo Canziani, Yann LeCun
Learning a policy using only observational data is challenging because the distribution of states it induces at execution time may differ from the distribution observed during training. We propose to train a policy by unrolling a learned model of the environment dynamics over multiple time steps while explicitly penalizing two costs: the original cost the policy seeks to optimize, and an uncertainty cost which represents its divergence from the states it is trained on. We measure this second cost by using the uncertainty of the dynamics model about its own predictions, using recent ideas from uncertainty estimation for deep networks. We evaluate our approach using a large-scale observational dataset of driving behavior recorded from traffic cameras, and show that we are able to learn effective driving policies from purely observational data, with no environment interaction.
AINov 14, 2017
Prediction Under Uncertainty with Error-Encoding NetworksMikael Henaff, Junbo Zhao, Yann LeCun
In this work we introduce a new framework for performing temporal predictions in the presence of uncertainty. It is based on a simple idea of disentangling components of the future state which are predictable from those which are inherently unpredictable, and encoding the unpredictable components into a low-dimensional latent variable which is fed into a forward model. Our method uses a supervised training objective which is fast and easy to train. We evaluate it in the context of video prediction on multiple datasets and show that it is able to consistently generate diverse predictions without the need for alternating minimization over a latent space or adversarial training.
AIMay 19, 2017
Model-Based Planning with Discrete and Continuous ActionsMikael Henaff, William F. Whitney, Yann LeCun
Action planning using learned and differentiable forward models of the world is a general approach which has a number of desirable properties, including improved sample complexity over model-free RL methods, reuse of learned models across different tasks, and the ability to perform efficient gradient-based optimization in continuous action spaces. However, this approach does not apply straightforwardly when the action space is discrete. In this work, we show that it is in fact possible to effectively perform planning via backprop in discrete action spaces, using a simple paramaterization of the actions vectors on the simplex combined with input noise when training the forward model. Our experiments show that this approach can match or outperform model-free RL and discrete planning methods on gridworld navigation tasks in terms of performance and/or planning time while using limited environment interactions, and can additionally be used to perform model-based control in a challenging new task where the action space combines discrete and continuous actions. We furthermore propose a policy distillation approach which yields a fast policy network which can be used at inference time, removing the need for an iterative planning procedure.
CLDec 12, 2016
Tracking the World State with Recurrent Entity NetworksMikael Henaff, Jason Weston, Arthur Szlam et al.
We introduce a new model, the Recurrent Entity Network (EntNet). It is equipped with a dynamic long-term memory which allows it to maintain and update a representation of the state of the world as it receives new data. For language understanding tasks, it can reason on-the-fly as it reads text, not just when it is required to answer a question or respond as is the case for a Memory Network (Sukhbaatar et al., 2015). Like a Neural Turing Machine or Differentiable Neural Computer (Graves et al., 2014; 2016) it maintains a fixed size memory and can learn to perform location and content-based read and write operations. However, unlike those models it has a simple parallel architecture in which several memory locations can be updated simultaneously. The EntNet sets a new state-of-the-art on the bAbI tasks, and is the first method to solve all the tasks in the 10k training examples setting. We also demonstrate that it can solve a reasoning task which requires a large number of supporting facts, which other methods are not able to solve, and can generalize past its training horizon. It can also be practically used on large scale datasets such as Children's Book Test, where it obtains competitive performance, reading the story in a single pass.
NEFeb 22, 2016
Recurrent Orthogonal Networks and Long-Memory TasksMikael Henaff, Arthur Szlam, Yann LeCun
Although RNNs have been shown to be powerful tools for processing sequential data, finding architectures or optimization strategies that allow them to model very long term dependencies is still an active area of research. In this work, we carefully analyze two synthetic datasets originally outlined in (Hochreiter and Schmidhuber, 1997) which are used to evaluate the ability of RNNs to store information over many time steps. We explicitly construct RNN solutions to these problems, and using these constructions, illuminate both the problems themselves and the way in which RNNs store different types of information in their hidden states. These constructions furthermore explain the success of recent methods that specify unitary initializations or constraints on the transition matrices.
LGJun 16, 2015
Deep Convolutional Networks on Graph-Structured DataMikael Henaff, Joan Bruna, Yann LeCun
Deep Learning's recent successes have mostly relied on Convolutional Networks, which exploit fundamental statistical properties of images, sounds and video data: the local stationarity and multi-scale compositional structure, that allows expressing long range interactions in terms of shorter, localized interactions. However, there exist other important examples, such as text documents or bioinformatic data, that may lack some or all of these strong statistical regularities. In this paper we consider the general question of how to construct deep architectures with small learning complexity on general non-Euclidean domains, which are typically unknown and need to be estimated from the data. In particular, we develop an extension of Spectral Networks which incorporates a Graph Estimation procedure, that we test on large-scale classification problems, matching or improving over Dropout Networks with far less parameters to estimate.
LGNov 30, 2014
The Loss Surfaces of Multilayer NetworksAnna Choromanska, Mikael Henaff, Michael Mathieu et al.
We study the connection between the highly non-convex loss function of a simple model of the fully-connected feed-forward neural network and the Hamiltonian of the spherical spin-glass model under the assumptions of: i) variable independence, ii) redundancy in network parametrization, and iii) uniformity. These assumptions enable us to explain the complexity of the fully decoupled neural network through the prism of the results from random matrix theory. We show that for large-size decoupled networks the lowest critical values of the random loss function form a layered structure and they are located in a well-defined band lower-bounded by the global minimum. The number of local minima outside that band diminishes exponentially with the size of the network. We empirically verify that the mathematical model exhibits similar behavior as the computer simulations, despite the presence of high dependencies in real networks. We conjecture that both simulated annealing and SGD converge to the band of low critical points, and that all critical points found there are local minima of high quality measured by the test error. This emphasizes a major difference between large- and small-size networks where for the latter poor quality local minima have non-zero probability of being recovered. Finally, we prove that recovering the global minimum becomes harder as the network size increases and that it is in practice irrelevant as global minimum often leads to overfitting.
CVDec 20, 2013
Fast Training of Convolutional Networks through FFTsMichael Mathieu, Mikael Henaff, Yann LeCun
Convolutional networks are one of the most widely employed architectures in computer vision and machine learning. In order to leverage their ability to learn complex functions, large amounts of data are required for training. Training a large convolutional network to produce state-of-the-art results can take weeks, even when using modern GPUs. Producing labels using a trained network can also be costly when dealing with web-scale datasets. In this work, we present a simple algorithm which accelerates training and inference by a significant factor, and can yield improvements of over an order of magnitude compared to existing state-of-the-art implementations. This is done by computing convolutions as pointwise products in the Fourier domain while reusing the same transformed feature map many times. The algorithm is implemented on a GPU architecture and addresses a number of related challenges.