Jakob Nicolaus Foerster

LG
h-index67
22papers
438citations
Novelty51%
AI Score58

22 Papers

LGNov 16, 2023Code
JaxMARL: Multi-Agent RL Environments and Algorithms in JAX

Alexander Rutherford, Benjamin Ellis, Matteo Gallici et al. · deepmind, meta-ai

Benchmarks are crucial in the development of machine learning algorithms, with available environments significantly influencing reinforcement learning (RL) research. Traditionally, RL environments run on the CPU, which limits their scalability with typical academic compute. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, Python-based library that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is around 14 times faster than existing approaches, and up to 12500x when multiple training runs are vectorized. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a JAX-based approximate reimplementation of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl.

LGOct 4, 2023
Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design

Matthew Thomas Jackson, Minqi Jiang, Jack Parker-Holder et al. · oxford

The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.

LGJul 9, 2024
Can Learned Optimization Make Reinforcement Learning Less Difficult?

Alexander David Goldie, Chris Lu, Matthew Thomas Jackson et al.

While reinforcement learning (RL) holds great potential for decision making in the real world, it suffers from a number of unique difficulties which often need specific consideration. In particular: it is highly non-stationary; suffers from high degrees of plasticity loss; and requires exploration to prevent premature convergence to local optima and maximize return. In this paper, we consider whether learned optimization can help overcome these problems. Our method, Learned Optimization for Plasticity, Exploration and Non-stationarity (OPEN), meta-learns an update rule whose input features and output structure are informed by previously proposed solutions to these difficulties. We show that our parameterization is flexible enough to enable meta-learning in diverse learning contexts, including the ability to use stochasticity for exploration. Our experiments demonstrate that when meta-trained on single and small sets of environments, OPEN outperforms or equals traditionally used optimizers. Furthermore, OPEN shows strong generalization characteristics across a range of environments and agent architectures.

LGOct 18, 2022
Proximal Learning With Opponent-Learning Awareness

Stephen Zhao, Chris Lu, Roger Baker Grosse et al.

Learning With Opponent-Learning Awareness (LOLA) (Foerster et al. [2018a]) is a multi-agent reinforcement learning algorithm that typically learns reciprocity-based cooperation in partially competitive environments. However, LOLA often fails to learn such behaviour on more complex policy spaces parameterized by neural networks, partly because the update rule is sensitive to the policy parameterization. This problem is especially pronounced in the opponent modeling setting, where the opponent's policy is unknown and must be inferred from observations; in such settings, LOLA is ill-specified because behaviorally equivalent opponent policies can result in non-equivalent updates. To address this shortcoming, we reinterpret LOLA as approximating a proximal operator, and then derive a new algorithm, proximal LOLA (POLA), which uses the proximal formulation directly. Unlike LOLA, the POLA updates are parameterization invariant, in the sense that when the proximal objective has a unique optimum, behaviorally equivalent policies result in behaviorally equivalent updates. We then present practical approximations to the ideal POLA update, which we evaluate in several partially competitive environments with function approximation and opponent modeling. This empirically demonstrates that POLA achieves reciprocity-based cooperation more reliably than LOLA.

LGJun 2, 2023
ReLU to the Rescue: Improve Your On-Policy Actor-Critic with Positive Advantages

Andrew Jesson, Chris Lu, Gunshi Gupta et al.

This paper proposes a step toward approximate Bayesian inference in on-policy actor-critic deep reinforcement learning. It is implemented through three changes to the Asynchronous Advantage Actor-Critic (A3C) algorithm: (1) applying a ReLU function to advantage estimates, (2) spectral normalization of actor-critic weights, and (3) incorporating \emph{dropout as a Bayesian approximation}. We prove under standard assumptions that restricting policy updates to positive advantages optimizes for value by maximizing a lower bound on the value function plus an additive term. We show that the additive term is bounded proportional to the Lipschitz constant of the value function, which offers theoretical grounding for spectral normalization of critic weights. Finally, our application of dropout corresponds to approximate Bayesian inference over both the actor and critic parameters, which enables \textit{adaptive state-aware} exploration around the modes of the actor via Thompson sampling. We demonstrate significant improvements for median and interquartile mean metrics over A3C, PPO, SAC, and TD3 on the MuJoCo continuous control benchmark and improvement over PPO in the challenging ProcGen generalization benchmark.

AIMar 19, 2023
Cheap Talk Discovery and Utilization in Multi-Agent Reinforcement Learning

Yat Long Lo, Christian Schroeder de Witt, Samuel Sokota et al.

By enabling agents to communicate, recent cooperative multi-agent reinforcement learning (MARL) methods have demonstrated better task performance and more coordinated behavior. Most existing approaches facilitate inter-agent communication by allowing agents to send messages to each other through free communication channels, i.e., cheap talk channels. Current methods require these channels to be constantly accessible and known to the agents a priori. In this work, we lift these requirements such that the agents must discover the cheap talk channels and learn how to use them. Hence, the problem has two main parts: cheap talk discovery (CTD) and cheap talk utilization (CTU). We introduce a novel conceptual framework for both parts and develop a new algorithm based on mutual information maximization that outperforms existing algorithms in CTD/CTU settings. We also release a novel benchmark suite to stimulate future research in CTD/CTU.

97.3AIMar 27
AIRA_2: Overcoming Bottlenecks in AI Research Agents

Karen Hambardzumyan, Nicolas Baldwin, Edan Toledo et al.

Existing research has identified three structural performance bottlenecks in AI research agents: (1) synchronous single-GPU execution constrains sample throughput, limiting the benefit of search; (2) a generalization gap where validation-based selection causes performance to degrade over extended search horizons; and (3) the limited capability of fixed, single-turn LLM operators imposes a ceiling on search performance. We introduce AIRA$_2$, which addresses these bottlenecks through three architectural choices: an asynchronous multi-GPU worker pool that increases experiment throughput linearly; a Hidden Consistent Evaluation protocol that delivers a reliable evaluation signal; and ReAct agents that dynamically scope their actions and debug interactively. On MLE-bench-30, AIRA$_2$ achieves a mean Percentile Rank of 71.8% at 24 hours - surpassing the previous best of 69.9% - and steadily improves to 76.0% at 72 hours. Ablation studies reveal that each component is necessary and that the "overfitting" reported in prior work was driven by evaluation noise rather than true data memorization.

AIFeb 22
Asking the Right Questions: Improving Reasoning with Generated Stepping Stones

Hengyuan Hu, Tingchen Fu, Minqi Jiang et al.

Recent years have witnessed tremendous progress in enabling LLMs to solve complex reasoning tasks such as math and coding. As we start to apply LLMs to harder tasks that they may not be able to solve in one shot, it is worth paying attention to their ability to construct intermediate stepping stones that prepare them to better solve the tasks. Examples of stepping stones include simplifications, alternative framings, or subproblems. We study properties and benefits of stepping stones in the context of modern reasoning LLMs via ARQ (\textbf{A}king the \textbf{R}ight \textbf{Q}uestions), our simple framework which introduces a question generator to the default reasoning pipeline. We first show that good stepping stone questions exist and are transferrable, meaning that good questions can be generated, and they substantially help LLMs of various capabilities in solving the target tasks. We next frame stepping stone generation as a post-training task and show that we can fine-tune LLMs to generate more useful stepping stones by SFT and RL on synthetic data.

LGJul 5, 2024
Simplifying Deep Temporal Difference Learning

Matteo Gallici, Mattie Fellows, Benjamin Ellis et al.

Q-learning played a foundational role in the field reinforcement learning (RL). However, TD algorithms with off-policy data, such as Q-learning, or nonlinear function approximation like deep neural networks require several additional tricks to stabilise training, primarily a large replay buffer and target networks. Unfortunately, the delayed updating of frozen network parameters in the target network harms the sample efficiency and, similarly, the large replay buffer introduces memory and implementation overheads. In this paper, we investigate whether it is possible to accelerate and simplify off-policy TD training while maintaining its stability. Our key theoretical result demonstrates for the first time that regularisation techniques such as LayerNorm can yield provably convergent TD algorithms without the need for a target network or replay buffer, even with off-policy data. Empirically, we find that online, parallelised sampling enabled by vectorised environments stabilises training without the need for a large replay buffer. Motivated by these findings, we propose PQN, our simplified deep online Q-Learning algorithm. Surprisingly, this simple algorithm is competitive with more complex methods like: Rainbow in Atari, PPO-RNN in Craftax, QMix in Smax, and can be up to 50x faster than traditional DQN without sacrificing sample efficiency. In an era where PPO has become the go-to RL algorithm, PQN reestablishes off-policy Q-learning as a viable alternative.

AINov 20, 2024Code
BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games

Davide 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.

LGApr 15, 2025Code
A Clean Slate for Offline Reinforcement Learning

Matthew Thomas Jackson, Uljad Berdica, Jarek Liesen et al.

Progress in offline reinforcement learning (RL) has been impeded by ambiguous problem definitions and entangled algorithmic designs, resulting in inconsistent implementations, insufficient ablations, and unfair evaluations. Although offline RL explicitly avoids environment interaction, prior methods frequently employ extensive, undocumented online evaluation for hyperparameter tuning, complicating method comparisons. Moreover, existing reference implementations differ significantly in boilerplate code, obscuring their core algorithmic contributions. We address these challenges by first introducing a rigorous taxonomy and a transparent evaluation protocol that explicitly quantifies online tuning budgets. To resolve opaque algorithmic design, we provide clean, minimalistic, single-file implementations of various model-free and model-based offline RL methods, significantly enhancing clarity and achieving substantial speed-ups. Leveraging these streamlined implementations, we propose Unifloral, a unified algorithm that encapsulates diverse prior approaches within a single, comprehensive hyperparameter space, enabling algorithm development in a shared hyperparameter space. Using Unifloral with our rigorous evaluation protocol, we develop two novel algorithms - TD3-AWR (model-free) and MoBRAC (model-based) - which substantially outperform established baselines. Our implementation is publicly available at https://github.com/EmptyJackson/unifloral.

LGNov 7, 2025
Multi-Agent Craftax: Benchmarking Open-Ended Multi-Agent Reinforcement Learning at the Hyperscale

Bassel Al Omari, Michael Matthews, Alexander Rutherford et al.

Progress in multi-agent reinforcement learning (MARL) requires challenging benchmarks that assess the limits of current methods. However, existing benchmarks often target narrow short-horizon challenges that do not adequately stress the long-term dependencies and generalization capabilities inherent in many multi-agent systems. To address this, we first present \textit{Craftax-MA}: an extension of the popular open-ended RL environment, Craftax, that supports multiple agents and evaluates a wide range of general abilities within a single environment. Written in JAX, \textit{Craftax-MA} is exceptionally fast with a training run using 250 million environment interactions completing in under an hour. To provide a more compelling challenge for MARL, we also present \textit{Craftax-Coop}, an extension introducing heterogeneous agents, trading and more mechanics that require complex cooperation among agents for success. We provide analysis demonstrating that existing algorithms struggle with key challenges in this benchmark, including long-horizon credit assignment, exploration and cooperation, and argue for its potential to drive long-term research in MARL.

AIJun 26, 2025Code
Ad-Hoc Human-AI Coordination Challenge

Tin Dizdarević, Ravi Hammond, Tobias Gessler et al. · meta-ai, oxford

Achieving seamless coordination between AI agents and humans is crucial for real-world applications, yet it remains a significant open challenge. Hanabi is a cooperative card game featuring imperfect information, constrained communication, theory of mind requirements, and coordinated action -- making it an ideal testbed for human-AI coordination. However, its use for human-AI interaction has been limited by the challenges of human evaluation. In this work, we introduce the Ad-Hoc Human-AI Coordination Challenge (AH2AC2) to overcome the constraints of costly and difficult-to-reproduce human evaluations. We develop \textit{human proxy agents} on a large-scale human dataset that serve as robust, cheap, and reproducible human-like evaluation partners in AH2AC2. To encourage the development of data-efficient methods, we open-source a dataset of 3,079 games, deliberately limiting the amount of available human gameplay data. We present baseline results for both two- and three- player Hanabi scenarios. To ensure fair evaluation, we host the proxy agents through a controlled evaluation system rather than releasing them publicly. The code is available at \href{https://github.com/FLAIROx/ah2ac2}{https://github.com/FLAIROx/ah2ac2}.

LGFeb 8, 2024
Discovering Temporally-Aware Reinforcement Learning Algorithms

Matthew Thomas Jackson, Chris Lu, Louis Kirsch et al.

Recent advancements in meta-learning have enabled the automatic discovery of novel reinforcement learning algorithms parameterized by surrogate objective functions. To improve upon manually designed algorithms, the parameterization of this learned objective function must be expressive enough to represent novel principles of learning (instead of merely recovering already established ones) while still generalizing to a wide range of settings outside of its meta-training distribution. However, existing methods focus on discovering objective functions that, like many widely used objective functions in reinforcement learning, do not take into account the total number of steps allowed for training, or "training horizon". In contrast, humans use a plethora of different learning objectives across the course of acquiring a new ability. For instance, students may alter their studying techniques based on the proximity to exam deadlines and their self-assessed capabilities. This paper contends that ignoring the optimization time horizon significantly restricts the expressive potential of discovered learning algorithms. We propose a simple augmentation to two existing objective discovery approaches that allows the discovered algorithm to dynamically update its objective function throughout the agent's training procedure, resulting in expressive schedules and increased generalization across different training horizons. In the process, we find that commonly used meta-gradient approaches fail to discover such adaptive objective functions while evolution strategies discover highly dynamic learning rules. We demonstrate the effectiveness of our approach on a wide range of tasks and analyze the resulting learned algorithms, which we find effectively balance exploration and exploitation by modifying the structure of their learning rules throughout the agent's lifetime.

AIJul 3, 2025
AI Research Agents for Machine Learning: Search, Exploration, and Generalization in MLE-bench

Edan Toledo, Karen Hambardzumyan, Martin Josifoski et al. · meta-ai, oxford

AI research agents are demonstrating great potential to accelerate scientific progress by automating the design, implementation, and training of machine learning models. We focus on methods for improving agents' performance on MLE-bench, a challenging benchmark where agents compete in Kaggle competitions to solve real-world machine learning problems. We formalize AI research agents as search policies that navigate a space of candidate solutions, iteratively modifying them using operators. By designing and systematically varying different operator sets and search policies (Greedy, MCTS, Evolutionary), we show that their interplay is critical for achieving high performance. Our best pairing of search strategy and operator set achieves a state-of-the-art result on MLE-bench lite, increasing the success rate of achieving a Kaggle medal from 39.6% to 47.7%. Our investigation underscores the importance of jointly considering the search strategy, operator design, and evaluation methodology in advancing automated machine learning.

AIMar 22, 2025
OvercookedV2: Rethinking Overcooked for Zero-Shot Coordination

Tobias Gessler, Tin Dizdarevic, Ani Calinescu et al. · meta-ai, oxford

AI agents hold the potential to transform everyday life by helping humans achieve their goals. To do this successfully, agents need to be able to coordinate with novel partners without prior interaction, a setting known as zero-shot coordination (ZSC). Overcooked has become one of the most popular benchmarks for evaluating coordination capabilities of AI agents and learning algorithms. In this work, we investigate the origins of ZSC challenges in Overcooked. We introduce a state augmentation mechanism which mixes states that might be encountered when paired with unknown partners into the training distribution, reducing the out-of-distribution challenge associated with ZSC. We show that independently trained agents under this algorithm coordinate successfully in Overcooked. Our results suggest that ZSC failure can largely be attributed to poor state coverage under self-play rather than more sophisticated coordination challenges. The Overcooked environment is therefore not suitable as a ZSC benchmark. To address these shortcomings, we introduce OvercookedV2, a new version of the benchmark, which includes asymmetric information and stochasticity, facilitating the creation of interesting ZSC scenarios. To validate OvercookedV2, we conduct experiments demonstrating that mere exhaustive state coverage is insufficient to coordinate well. Finally, we use OvercookedV2 to build a new range of coordination challenges, including ones that require test time protocol formation, and we demonstrate the need for new coordination algorithms that can adapt online. We hope that OvercookedV2 will help benchmark the next generation of ZSC algorithms and advance collaboration between AI agents and humans.

LGJul 23, 2025
How Should We Meta-Learn Reinforcement Learning Algorithms?

Alexander David Goldie, Zilin Wang, Jaron Cohen et al.

The process of meta-learning algorithms from data, instead of relying on manual design, is growing in popularity as a paradigm for improving the performance of machine learning systems. Meta-learning shows particular promise for reinforcement learning (RL), where algorithms are often adapted from supervised or unsupervised learning despite their suboptimality for RL. However, until now there has been a severe lack of comparison between different meta-learning algorithms, such as using evolution to optimise over black-box functions or LLMs to propose code. In this paper, we carry out this empirical comparison of the different approaches when applied to a range of meta-learned algorithms which target different parts of the RL pipeline. In addition to meta-train and meta-test performance, we also investigate factors including the interpretability, sample cost and train time for each meta-learning algorithm. Based on these findings, we propose several guidelines for meta-learning new RL algorithms which will help ensure that future learned algorithms are as performant as possible.

LGNov 10, 2024
Meta-Learning Objectives for Preference Optimization

Carlo Alfano, Silvia Sapora, Jakob Nicolaus Foerster et al.

Evaluating preference optimization (PO) algorithms on LLM alignment is a challenging task that presents prohibitive costs, noise, and several variables like model size and hyper-parameters. In this work, we show that it is possible to gain insights on the efficacy of PO algorithm on simpler benchmarks. We design a diagnostic suite of MuJoCo tasks and datasets, which we use to systematically evaluate PO algorithms, establishing a more controlled and cheaper benchmark. We then propose a novel family of PO algorithms based on mirror descent, which we call Mirror Preference Optimization (MPO). Through evolutionary strategies, we search this class to discover algorithms specialized to specific properties of preference datasets, such as mixed-quality or noisy data. We demonstrate that our discovered PO algorithms outperform all known algorithms in the targeted MuJoCo settings. Finally, based on the insights gained from our MuJoCo experiments, we design a PO algorithm that significantly outperform existing baselines in an LLM alignment task.

AISep 11, 2025
Imagined Autocurricula

Ahmet 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 Agents

Davide 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.

LGNov 20, 2025
Evolution Strategies at the Hyperscale

Bidipta Sarkar, Mattie Fellows, Juan Agustin Duque et al.

We introduce Evolution Guided General Optimization via Low-rank Learning (EGGROLL), an evolution strategies (ES) algorithm designed to scale backprop-free optimization to large population sizes for modern large neural network architectures with billions of parameters. ES is a set of powerful blackbox optimisation methods that can handle non-differentiable or noisy objectives with excellent scaling potential through parallelisation. Na{ï}ve ES becomes prohibitively expensive at scale due to the computational and memory costs associated with generating matrix perturbations $E\in\mathbb{R}^{m\times n}$ and the batched matrix multiplications needed to compute per-member forward passes. EGGROLL overcomes these bottlenecks by generating random matrices $A\in \mathbb{R}^{m\times r},\ B\in \mathbb{R}^{n\times r}$ with $r\ll \min(m,n)$ to form a low-rank matrix perturbation $A B^\top$ that are used in place of the full-rank perturbation $E$. As the overall update is an average across a population of $N$ workers, this still results in a high-rank update but with significant memory and computation savings, reducing the auxiliary storage from $mn$ to $r(m+n)$ per layer and the cost of a forward pass from $\mathcal{O}(mn)$ to $\mathcal{O}(r(m+n))$ when compared to full-rank ES. A theoretical analysis reveals our low-rank update converges to the full-rank update at a fast $\mathcal{O}\left(\frac{1}{r}\right)$ rate. Our experiments show that (1) EGGROLL does not compromise the performance of ES in tabula-rasa RL settings, despite being faster, (2) it is competitive with GRPO as a technique for improving LLM reasoning, and (3) EGGROLL enables stable pre-training of nonlinear recurrent language models that operate purely in integer datatypes.

NEJun 15, 2024
EvIL: Evolution Strategies for Generalisable Imitation Learning

Silvia Sapora, Gokul Swamy, Chris Lu et al.

Often times in imitation learning (IL), the environment we collect expert demonstrations in and the environment we want to deploy our learned policy in aren't exactly the same (e.g. demonstrations collected in simulation but deployment in the real world). Compared to policy-centric approaches to IL like behavioural cloning, reward-centric approaches like inverse reinforcement learning (IRL) often better replicate expert behaviour in new environments. This transfer is usually performed by optimising the recovered reward under the dynamics of the target environment. However, (a) we find that modern deep IL algorithms frequently recover rewards which induce policies far weaker than the expert, even in the same environment the demonstrations were collected in. Furthermore, (b) these rewards are often quite poorly shaped, necessitating extensive environment interaction to optimise effectively. We provide simple and scalable fixes to both of these concerns. For (a), we find that reward model ensembles combined with a slightly different training objective significantly improves re-training and transfer performance. For (b), we propose a novel evolution-strategies based method EvIL to optimise for a reward-shaping term that speeds up re-training in the target environment, closing a gap left open by the classical theory of IRL. On a suite of continuous control tasks, we are able to re-train policies in target (and source) environments more interaction-efficiently than prior work.