Raphaël Marinier

LG
h-index13
8papers
2,903citations
Novelty44%
AI Score31

8 Papers

54.5SDSep 7, 2022
AudioLM: a Language Modeling Approach to Audio Generation

Zalán Borsos, Raphaël Marinier, Damien Vincent et al.

We introduce AudioLM, a framework for high-quality audio generation with long-term consistency. AudioLM maps the input audio to a sequence of discrete tokens and casts audio generation as a language modeling task in this representation space. We show how existing audio tokenizers provide different trade-offs between reconstruction quality and long-term structure, and we propose a hybrid tokenization scheme to achieve both objectives. Namely, we leverage the discretized activations of a masked language model pre-trained on audio to capture long-term structure and the discrete codes produced by a neural audio codec to achieve high-quality synthesis. By training on large corpora of raw audio waveforms, AudioLM learns to generate natural and coherent continuations given short prompts. When trained on speech, and without any transcript or annotation, AudioLM generates syntactically and semantically plausible speech continuations while also maintaining speaker identity and prosody for unseen speakers. Furthermore, we demonstrate how our approach extends beyond speech by generating coherent piano music continuations, despite being trained without any symbolic representation of music.

23.9LGOct 15, 2019Code
SEED RL: Scalable and Efficient Deep-RL with Accelerated Central Inference

Lasse Espeholt, Raphaël Marinier, Piotr Stanczyk et al.

We present a modern scalable reinforcement learning agent called SEED (Scalable, Efficient Deep-RL). By effectively utilizing modern accelerators, we show that it is not only possible to train on millions of frames per second but also to lower the cost of experiments compared to current methods. We achieve this with a simple architecture that features centralized inference and an optimized communication layer. SEED adopts two state of the art distributed algorithms, IMPALA/V-trace (policy gradients) and R2D2 (Q-learning), and is evaluated on Atari-57, DeepMind Lab and Google Research Football. We improve the state of the art on Football and are able to reach state of the art on Atari-57 three times faster in wall-time. For the scenarios we consider, a 40% to 80% cost reduction for running experiments is achieved. The implementation along with experiments is open-sourced so results can be reproduced and novel ideas tried out.

17.2LGNov 4, 2021Code
RLDS: an Ecosystem to Generate, Share and Use Datasets in Reinforcement Learning

Sabela Ramos, Sertan Girgin, Léonard Hussenot et al.

We introduce RLDS (Reinforcement Learning Datasets), an ecosystem for recording, replaying, manipulating, annotating and sharing data in the context of Sequential Decision Making (SDM) including Reinforcement Learning (RL), Learning from Demonstrations, Offline RL or Imitation Learning. RLDS enables not only reproducibility of existing research and easy generation of new datasets, but also accelerates novel research. By providing a standard and lossless format of datasets it enables to quickly test new algorithms on a wider range of tasks. The RLDS ecosystem makes it easy to share datasets without any loss of information and to be agnostic to the underlying original format when applying various data processing pipelines to large collections of datasets. Besides, RLDS provides tools for collecting data generated by either synthetic agents or humans, as well as for inspecting and manipulating the collected data. Ultimately, integration with TFDS facilitates the sharing of RL datasets with the research community.

13.1LGMay 25, 2021
Hyperparameter Selection for Imitation Learning

Leonard Hussenot, Marcin Andrychowicz, Damien Vincent et al.

We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10'000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.

32.9LGJun 10, 2020
What Matters In On-Policy Reinforcement Learning? A Large-Scale Empirical Study

Marcin Andrychowicz, Anton Raichuk, Piotr Stańczyk et al.

In recent years, on-policy reinforcement learning (RL) has been successfully applied to many different continuous control tasks. While RL algorithms are often conceptually simple, their state-of-the-art implementations take numerous low- and high-level design decisions that strongly affect the performance of the resulting agents. Those choices are usually not extensively discussed in the literature, leading to discrepancy between published descriptions of algorithms and their implementations. This makes it hard to attribute progress in RL and slows down overall progress [Engstrom'20]. As a step towards filling that gap, we implement >50 such ``choices'' in a unified on-policy RL framework, allowing us to investigate their impact in a large-scale empirical study. We train over 250'000 agents in five continuous control environments of different complexity and provide insights and practical recommendations for on-policy training of RL agents.

13.4LGJul 18, 2019
Self-Attentional Credit Assignment for Transfer in Reinforcement Learning

Johan Ferret, Raphaël Marinier, Matthieu Geist et al.

The ability to transfer knowledge to novel environments and tasks is a sensible desiderata for general learning agents. Despite the apparent promises, transfer in RL is still an open and little exploited research area. In this paper, we take a brand-new perspective about transfer: we suggest that the ability to assign credit unveils structural invariants in the tasks that can be transferred to make RL more sample-efficient. Our main contribution is SECRET, a novel approach to transfer learning for RL that uses a backward-view credit assignment mechanism based on a self-attentive architecture. Two aspects are key to its generality: it learns to assign credit as a separate offline supervised process and exclusively modifies the reward function. Consequently, it can be supplemented by transfer methods that do not modify the reward function and it can be plugged on top of any RL algorithm.

46.6CVDec 3, 2018
Towards Accurate Generative Models of Video: A New Metric & Challenges

Thomas Unterthiner, Sjoerd van Steenkiste, Karol Kurach et al.

Recent advances in deep generative models have lead to remarkable progress in synthesizing high quality images. Following their successful application in image processing and representation learning, an important next step is to consider videos. Learning generative models of video is a much harder task, requiring a model to capture the temporal dynamics of a scene, in addition to the visual presentation of objects. While recent attempts at formulating generative models of video have had some success, current progress is hampered by (1) the lack of qualitative metrics that consider visual quality, temporal coherence, and diversity of samples, and (2) the wide gap between purely synthetic video data sets and challenging real-world data sets in terms of complexity. To this extent we propose Fréchet Video Distance (FVD), a new metric for generative models of video, and StarCraft 2 Videos (SCV), a benchmark of game play from custom starcraft 2 scenarios that challenge the current capabilities of generative models of video. We contribute a large-scale human study, which confirms that FVD correlates well with qualitative human judgment of generated videos, and provide initial benchmark results on SCV.

29.8LGOct 4, 2018Code
Episodic Curiosity through Reachability

Nikolay Savinov, Anton Raichuk, Raphaël Marinier et al.

Rewards are sparse in the real world and most of today's reinforcement learning algorithms struggle with such sparsity. One solution to this problem is to allow the agent to create rewards for itself - thus making rewards dense and more suitable for learning. In particular, inspired by curious behaviour in animals, observing something novel could be rewarded with a bonus. Such bonus is summed up with the real task reward - making it possible for RL algorithms to learn from the combined reward. We propose a new curiosity method which uses episodic memory to form the novelty bonus. To determine the bonus, the current observation is compared with the observations in memory. Crucially, the comparison is done based on how many environment steps it takes to reach the current observation from those in memory - which incorporates rich information about environment dynamics. This allows us to overcome the known "couch-potato" issues of prior work - when the agent finds a way to instantly gratify itself by exploiting actions which lead to hardly predictable consequences. We test our approach in visually rich 3D environments in ViZDoom, DMLab and MuJoCo. In navigational tasks from ViZDoom and DMLab, our agent outperforms the state-of-the-art curiosity method ICM. In MuJoCo, an ant equipped with our curiosity module learns locomotion out of the first-person-view curiosity only.