Contrastive Meta-Learning for Partially Observable Few-Shot LearningAdam Jelley, Amos Storkey, Antreas Antoniou et al.
Many contrastive and meta-learning approaches learn representations by identifying common features in multiple views. However, the formalism for these approaches generally assumes features to be shared across views to be captured coherently. We consider the problem of learning a unified representation from partial observations, where useful features may be present in only some of the views. We approach this through a probabilistic formalism enabling views to map to representations with different levels of uncertainty in different components; these views can then be integrated with one another through marginalisation over that uncertainty. Our approach, Partial Observation Experts Modelling (POEM), then enables us to meta-learn consistent representations from partial observations. We evaluate our approach on an adaptation of a comprehensive few-shot learning benchmark, Meta-Dataset, and demonstrate the benefits of POEM over other meta-learning methods at representation learning from partial observations. We further demonstrate the utility of POEM by meta-learning to represent an environment from partial views observed by an agent exploring the environment.
31.8CVJul 6
Multiplayer Interactive World Models with Representation AutoencodersAnthony Hu, Václav Volhejn, Adrien Ramanana Rahary et al.
We introduce the first multiplayer world model for highly dynamic environments governed by complex physical interactions. Whereas single-player world models treat the other agents as part of the environment, ours conditions on the action streams of multiple agents, learning to attribute changes in the scene to the correct player and to stay coherent under arbitrary combinations of their actions. We study this problem in the game of Rocket League, where players compete and cooperate under fast, tightly coupled dynamics. Trained on 10,000 hours of gameplay collected with publicly available bots, our 5-billion-parameter latent diffusion model generates four-player matches in real time, producing 20 frames per second on a single Nvidia B200 GPU. Although trained only on short clips, its rollouts stay stable far beyond the training horizon: distributional quality holds steady out to five minutes, the longest horizon we measure, and in practice we observe rollouts continuing for hours with no sign of collapse. We systematically investigate the central design choices: the video codec, the generative objective, and the multiplayer conditioning scheme. In addition, we characterize how behavior changes with model and data scale, including the capabilities that emerge and the failure modes that persist. We further develop targeted evaluations that probe the model's physical understanding rather than visual appearance alone. To support continued research on multiplayer world models, we release our dataset, our full training and inference codebase, and a live demo.
Diffusion for World Modeling: Visual Details Matter in AtariEloi Alonso, Adam Jelley, Vincent Micheli et al.
World models constitute a promising approach for training reinforcement learning agents in a safe and sample-efficient manner. Recent world models predominantly operate on sequences of discrete latent variables to model environment dynamics. However, this compression into a compact discrete representation may ignore visual details that are important for reinforcement learning. Concurrently, diffusion models have become a dominant approach for image generation, challenging well-established methods modeling discrete latents. Motivated by this paradigm shift, we introduce DIAMOND (DIffusion As a Model Of eNvironment Dreams), a reinforcement learning agent trained in a diffusion world model. We analyze the key design choices that are required to make diffusion suitable for world modeling, and demonstrate how improved visual details can lead to improved agent performance. DIAMOND achieves a mean human normalized score of 1.46 on the competitive Atari 100k benchmark; a new best for agents trained entirely within a world model. We further demonstrate that DIAMOND's diffusion world model can stand alone as an interactive neural game engine by training on static Counter-Strike: Global Offensive gameplay. To foster future research on diffusion for world modeling, we release our code, agents, videos and playable world models at https://diamond-wm.github.io.
Efficient Offline Reinforcement Learning: First Imitate, then ImproveAdam Jelley, Trevor McInroe, Sam Devlin et al.
Supervised imitation-based approaches are often favored over off-policy reinforcement learning approaches for learning policies offline, since their straightforward optimization objective makes them computationally efficient and stable to train. However, their performance is fundamentally limited by the behavior policy that collected the dataset. Off-policy reinforcement learning provides a promising approach for improving on the behavior policy, but training is often computationally inefficient and unstable due to temporal-difference bootstrapping. In this paper, we propose a best-of-both approach by pre-training with supervised learning before improving performance with off-policy reinforcement learning. Specifically, we demonstrate improved efficiency by pre-training an actor with behavior cloning and a critic with a supervised Monte-Carlo value error. We find that we are able to substantially improve the training time of popular off-policy algorithms on standard benchmarks, and also achieve greater stability. Code is available at: https://github.com/AdamJelley/EfficientOfflineRL
24.7ROApr 22, 2024
LLM-Personalize: Aligning LLM Planners with Human Preferences via Reinforced Self-Training for Housekeeping RobotsDongge Han, Trevor McInroe, Adam Jelley et al.
Large language models (LLMs) have shown significant potential for robotics applications, particularly task planning, by harnessing their language comprehension and text generation capabilities. However, in applications such as household robotics, a critical gap remains in the personalization of these models to individual user preferences. We introduce LLM-Personalize, a novel framework with an optimization pipeline designed to personalize LLM planners for household robotics. Our LLM-Personalize framework features an LLM planner that performs iterative planning in multi-room, partially-observable household scenarios, making use of a scene graph constructed with local observations. The generated plan consists of a sequence of high-level actions which are subsequently executed by a controller. Central to our approach is the optimization pipeline, which combines imitation learning and iterative self-training to personalize the LLM planner. In particular, the imitation learning phase performs initial LLM alignment from demonstrations, and bootstraps the model to facilitate effective iterative self-training, which further explores and aligns the model to user preferences. We evaluate LLM-Personalize on Housekeep, a challenging simulated real-world 3D benchmark for household rearrangements, and show that LLM-Personalize achieves more than a 30 percent increase in success rate over existing LLM planners, showcasing significantly improved alignment with human preferences. Project page: https://gdg94.github.io/projectllmpersonalize/.
20.5LGJan 27, 2025
Objects matter: object-centric world models improve reinforcement learning in visually complex environmentsWeipu Zhang, Adam Jelley, Trevor McInroe et al.
Deep reinforcement learning has achieved remarkable success in learning control policies from pixels across a wide range of tasks, yet its application remains hindered by low sample efficiency, requiring significantly more environment interactions than humans to reach comparable performance. Model-based reinforcement learning (MBRL) offers a solution by leveraging learnt world models to generate simulated experience, thereby improving sample efficiency. However, in visually complex environments, small or dynamic elements can be critical for decision-making. Yet, traditional MBRL methods in pixel-based environments typically rely on auto-encoding with an $L_2$ loss, which is dominated by large areas and often fails to capture decision-relevant details. To address these limitations, we propose an object-centric MBRL pipeline, which integrates recent advances in computer vision to allow agents to focus on key decision-related elements. Our approach consists of four main steps: (1) annotating key objects related to rewards and goals with segmentation masks, (2) extracting object features using a pre-trained, frozen foundation vision model, (3) incorporating these object features with the raw observations to predict environmental dynamics, and (4) training the policy using imagined trajectories generated by this object-centric world model. Building on the efficient MBRL algorithm STORM, we call this pipeline OC-STORM. We demonstrate OC-STORM's practical value in overcoming the limitations of conventional MBRL approaches on both Atari games and the visually complex game Hollow Knight.
6.4LGJun 6, 2024
Aligning Agents like Large Language ModelsAdam Jelley, Yuhan Cao, Dave Bignell et al.
Training agents to act competently in complex 3D environments from high-dimensional visual information is challenging. Reinforcement learning is conventionally used to train such agents, but requires a carefully designed reward function, and is difficult to scale to obtain robust agents that generalize to new tasks. In contrast, Large Language Models (LLMs) demonstrate impressively general capabilities resulting from large-scale pre-training and post-training alignment, but struggle to act in complex environments. This position paper draws explicit analogies between decision-making agents and LLMs, and argues that agents should be trained like LLMs to achieve more general, robust, and aligned behaviors. We provide a proof-of-concept to demonstrate how the procedure for training LLMs can be used to train an agent in a 3D video game environment from pixels. We investigate the importance of each stage of the LLM training pipeline, while providing guidance and insights for successfully applying this approach to agents. Our paper provides an alternative perspective to contemporary LLM Agents on how recent progress in LLMs can be leveraged for decision-making agents, and we hope will illuminate a path towards developing more generally capable agents for video games and beyond. Project summary and videos: https://adamjelley.github.io/aligning-agents-like-llms .