Jakob N. Foerster

LG
h-index29
28papers
3,900citations
Novelty58%
AI Score61

28 Papers

LGDec 14, 2022
SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning

Benjamin Ellis, Jonathan Cook, Skander Moalla et al. · deepmind

The availability of challenging benchmarks has played a key role in the recent progress of machine learning. In cooperative multi-agent reinforcement learning, the StarCraft Multi-Agent Challenge (SMAC) has become a popular testbed for centralised training with decentralised execution. However, after years of sustained improvement on SMAC, algorithms now achieve near-perfect performance. In this work, we conduct new analysis demonstrating that SMAC lacks the stochasticity and partial observability to require complex *closed-loop* policies. In particular, we show that an *open-loop* policy conditioned only on the timestep can achieve non-trivial win rates for many SMAC scenarios. To address this limitation, we introduce SMACv2, a new version of the benchmark where scenarios are procedurally generated and require agents to generalise to previously unseen settings (from the same distribution) during evaluation. We also introduce the extended partial observability challenge (EPO), which augments SMACv2 to ensure meaningful partial observability. We show that these changes ensure the benchmark requires the use of *closed-loop* policies. We evaluate state-of-the-art algorithms on SMACv2 and show that it presents significant challenges not present in the original benchmark. Our analysis illustrates that SMACv2 addresses the discovered deficiencies of SMAC and can help benchmark the next generation of MARL methods. Videos of training are available at https://sites.google.com/view/smacv2.

LGMar 7, 2022
Influencing Long-Term Behavior in Multiagent Reinforcement Learning

Dong-Ki Kim, Matthew Riemer, Miao Liu et al. · mit

The main challenge of multiagent reinforcement learning is the difficulty of learning useful policies in the presence of other simultaneously learning agents whose changing behaviors jointly affect the environment's transition and reward dynamics. An effective approach that has recently emerged for addressing this non-stationarity is for each agent to anticipate the learning of other agents and influence the evolution of future policies towards desirable behavior for its own benefit. Unfortunately, previous approaches for achieving this suffer from myopic evaluation, considering only a finite number of policy updates. As such, these methods can only influence transient future policies rather than achieving the promise of scalable equilibrium selection approaches that influence the behavior at convergence. In this paper, we propose a principled framework for considering the limiting policies of other agents as time approaches infinity. Specifically, we develop a new optimization objective that maximizes each agent's average reward by directly accounting for the impact of its behavior on the limiting set of policies that other agents will converge to. Our paper characterizes desirable solution concepts within this problem setting and provides practical approaches for optimizing over possible outcomes. As a result of our farsighted objective, we demonstrate better long-term performance than state-of-the-art baselines across a suite of diverse multiagent benchmark domains.

LGMar 18Code
Procedural Generation of Algorithm Discovery Tasks in Machine Learning

Alexander D. Goldie, Zilin Wang, Adrian Hayler et al.

Automating the development of machine learning algorithms has the potential to unlock new breakthroughs. However, our ability to improve and evaluate algorithm discovery systems has thus far been limited by existing task suites. They suffer from many issues, such as: poor evaluation methodologies; data contamination; and containing saturated or very similar problems. Here, we introduce DiscoGen, a procedural generator of algorithm discovery tasks for machine learning, such as developing optimisers for reinforcement learning or loss functions for image classification. Motivated by the success of procedural generation in reinforcement learning, DiscoGen spans millions of tasks of varying difficulty and complexity from a range of machine learning fields. These tasks are specified by a small number of configuration parameters and can be used to optimise algorithm discovery agents (ADAs). We present DiscoBench, a benchmark consisting of a fixed, small subset of DiscoGen tasks for principled evaluation of ADAs. Finally, we propose a number of ambitious, impactful research directions enabled by DiscoGen, in addition to experiments demonstrating its use for prompt optimisation of an ADA. DiscoGen is released open-source at https://github.com/AlexGoldie/discogen.

AIJul 13, 2022
Self-Explaining Deviations for Coordination

Hengyuan Hu, Samuel Sokota, David Wu et al. · meta-ai, oxford

Fully cooperative, partially observable multi-agent problems are ubiquitous in the real world. In this paper, we focus on a specific subclass of coordination problems in which humans are able to discover self-explaining deviations (SEDs). SEDs are actions that deviate from the common understanding of what reasonable behavior would be in normal circumstances. They are taken with the intention of causing another agent or other agents to realize, using theory of mind, that the circumstance must be abnormal. We first motivate SED with a real world example and formalize its definition. Next, we introduce a novel algorithm, improvement maximizing self-explaining deviations (IMPROVISED), to perform SEDs. Lastly, we evaluate IMPROVISED both in an illustrative toy setting and the popular benchmark setting Hanabi, where it is the first method to produce so called finesse plays, which are regarded as one of the more iconic examples of human theory of mind.

GTOct 28, 2022
Game-Theoretical Perspectives on Active Equilibria: A Preferred Solution Concept over Nash Equilibria

Dong-Ki Kim, Matthew Riemer, Miao Liu et al.

Multiagent learning settings are inherently more difficult than single-agent learning because each agent interacts with other simultaneously learning agents in a shared environment. An effective approach in multiagent reinforcement learning is to consider the learning process of agents and influence their future policies toward desirable behaviors from each agent's perspective. Importantly, if each agent maximizes its long-term rewards by accounting for the impact of its behavior on the set of convergence policies, the resulting multiagent system reaches an active equilibrium. While this new solution concept is general such that standard solution concepts, such as a Nash equilibrium, are special cases of active equilibria, it is unclear when an active equilibrium is a preferred equilibrium over other solution concepts. In this paper, we analyze active equilibria from a game-theoretic perspective by closely studying examples where Nash equilibria are known. By directly comparing active equilibria to Nash equilibria in these examples, we find that active equilibria find more effective solutions than Nash equilibria, concluding that an active equilibrium is the desired solution for multiagent learning settings.

PEJun 6, 2025Code
ADIOS: Antibody Development via Opponent Shaping

Sebastian Towers, Aleksandra Kalisz, Philippe A. Robert et al.

Anti-viral therapies are typically designed to target only the current strains of a virus, a myopic response. However, therapy-induced selective pressures drive the emergence of new viral strains, against which the original myopic therapies are no longer effective. This evolutionary response presents an opportunity: our therapies could both defend against and actively influence viral evolution. This motivates our method ADIOS: Antibody Development vIa Opponent Shaping. ADIOS is a meta-learning framework where the process of antibody therapy design, the outer loop, accounts for the virus's adaptive response, the inner loop. With ADIOS, antibodies are not only robust against potential future variants, they also influence, i.e., shape, which future variants emerge. In line with the opponent shaping literature, we refer to our optimised antibodies as shapers. To demonstrate the value of ADIOS, we build a viral evolution simulator using the Absolut! framework, in which shapers successfully target both current and future viral variants, outperforming myopic antibodies. Furthermore, we show that shapers modify the distribution over viral evolutionary trajectories to result in weaker variants. We believe that our ADIOS paradigm will facilitate the discovery of long-lived vaccines and antibody therapies while also generalising to other domains. Specifically, domains such as antimicrobial resistance, cancer treatment, and others with evolutionarily adaptive opponents. Our code is available at https://github.com/olakalisz/adios.

PESep 16, 2024Code
ADIOS: Antibody Development via Opponent Shaping

Sebastian Towers, Aleksandra Kalisz, Philippe A. Robert et al.

Anti-viral therapies are typically designed to target only the current strains of a virus, a myopic response. However, therapy-induced selective pressures drive the emergence of new viral strains, against which the original myopic therapies are no longer effective. This evolutionary response presents an opportunity: our therapies could both defend against and actively influence viral evolution. This motivates our method ADIOS: Antibody Development vIa Opponent Shaping. ADIOS is a meta-learning framework where the process of antibody therapy design, the outer loop, accounts for the virus's adaptive response, the inner loop. With ADIOS, antibodies are not only robust against potential future variants, they also influence, i.e., shape, which future variants emerge. In line with the opponent shaping literature, we refer to our optimised antibodies as shapers. To demonstrate the value of ADIOS, we build a viral evolution simulator using the Absolut! framework, in which shapers successfully target both current and future viral variants, outperforming myopic antibodies. Furthermore, we show that shapers modify the distribution over viral evolutionary trajectories to result in weaker variants. We believe that our ADIOS paradigm will facilitate the discovery of long-lived vaccines and antibody therapies while also generalising to other domains. Specifically, domains such as antimicrobial resistance, cancer treatment, and others with evolutionarily adaptive opponents. Our code is available at https://github.com/olakalisz/adios.

LGOct 11, 2022
Learning to Optimize Quasi-Newton Methods

Isaac Liao, Rumen R. Dangovski, Jakob N. Foerster et al.

Fast gradient-based optimization algorithms have become increasingly essential for the computationally efficient training of machine learning models. One technique is to multiply the gradient by a preconditioner matrix to produce a step, but it is unclear what the best preconditioner matrix is. This paper introduces a novel machine learning optimizer called LODO, which tries to online meta-learn the best preconditioner during optimization. Specifically, our optimizer merges Learning to Optimize (L2O) techniques with quasi-Newton methods to learn preconditioners parameterized as neural networks; they are more flexible than preconditioners in other quasi-Newton methods. Unlike other L2O methods, LODO does not require any meta-training on a training task distribution, and instead learns to optimize on the fly while optimizing on the test task, adapting to the local characteristics of the loss landscape while traversing it. Theoretically, we show that our optimizer approximates the inverse Hessian in noisy loss landscapes and is capable of representing a wide range of inverse Hessians. We experimentally verify that our algorithm can optimize in noisy settings, and show that simpler alternatives for representing the inverse Hessians worsen performance. Lastly, we use our optimizer to train a semi-realistic deep neural network with 95k parameters at speeds comparable to those of standard neural network optimizers.

AIJul 14, 2022
K-level Reasoning for Zero-Shot Coordination in Hanabi

Brandon Cui, Hengyuan Hu, Luis Pineda et al.

The standard problem setting in cooperative multi-agent settings is self-play (SP), where the goal is to train a team of agents that works well together. However, optimal SP policies commonly contain arbitrary conventions ("handshakes") and are not compatible with other, independently trained agents or humans. This latter desiderata was recently formalized by Hu et al. 2020 as the zero-shot coordination (ZSC) setting and partially addressed with their Other-Play (OP) algorithm, which showed improved ZSC and human-AI performance in the card game Hanabi. OP assumes access to the symmetries of the environment and prevents agents from breaking these in a mutually incompatible way during training. However, as the authors point out, discovering symmetries for a given environment is a computationally hard problem. Instead, we show that through a simple adaption of k-level reasoning (KLR) Costa Gomes et al. 2006, synchronously training all levels, we can obtain competitive ZSC and ad-hoc teamplay performance in Hanabi, including when paired with a human-like proxy bot. We also introduce a new method, synchronous-k-level reasoning with a best response (SyKLRBR), which further improves performance on our synchronous KLR by co-training a best response.

AIJul 20, 2022
Illusory Attacks: Information-Theoretic Detectability Matters in Adversarial Attacks

Tim Franzmeyer, Stephen McAleer, João F. Henriques et al.

Autonomous agents deployed in the real world need to be robust against adversarial attacks on sensory inputs. Robustifying agent policies requires anticipating the strongest attacks possible. We demonstrate that existing observation-space attacks on reinforcement learning agents have a common weakness: while effective, their lack of information-theoretic detectability constraints makes them detectable using automated means or human inspection. Detectability is undesirable to adversaries as it may trigger security escalations. We introduce ε-illusory, a novel form of adversarial attack on sequential decision-makers that is both effective and of ε-bounded statistical detectability. We propose a novel dual ascent algorithm to learn such attacks end-to-end. Compared to existing attacks, we empirically find ε-illusory to be significantly harder to detect with automated methods, and a small study with human participants (IRB approval under reference R84123/RE001) suggests they are similarly harder to detect for humans. Our findings suggest the need for better anomaly detectors, as well as effective hardware- and system-level defenses. The project website can be found at https://tinyurl.com/illusory-attacks.

AIJun 11, 2025Code
Intent Factored Generation: Unleashing the Diversity in Your Language Model

Eltayeb Ahmed, Uljad Berdica, Martha Elliott et al.

Obtaining multiple meaningfully diverse, high quality samples from Large Language Models for a fixed prompt remains an open challenge. Current methods for increasing diversity often only operate at the token-level, paraphrasing the same response. This is problematic because it leads to poor exploration on reasoning problems and to unengaging, repetitive conversational agents. To address this we propose Intent Factored Generation (IFG), factorising the sampling process into two stages. First, we sample a semantically dense intent, e.g., a summary or keywords. Second, we sample the final response conditioning on both the original prompt and the intent from the first stage. This allows us to use a higher temperature during the intent step to promote conceptual diversity, and a lower temperature during the final generation to ensure the outputs are coherent and self-consistent. Additionally, we find that prompting the model to explicitly state its intent for each step of the chain-of-thought before generating the step is beneficial for reasoning tasks. We demonstrate our method's effectiveness across a diverse set of tasks. We show this method improves both pass@k and Reinforcement Learning from Verifier Feedback on maths and code tasks. For instruction-tuning, we combine IFG with Direct Preference Optimisation to increase conversational diversity without sacrificing reward. Finally, we achieve higher diversity while maintaining the quality of generations on a general language modelling task, using a new dataset of reader comments and news articles that we collect and open-source. In summary, we present a simple method of increasing the sample diversity of LLMs while maintaining performance. This method can be implemented by changing the prompt and varying the temperature during generation, making it easy to integrate into many algorithms for gains across various applications.

CLJun 2, 2025Code
StochasTok: Improving Fine-Grained Subword Understanding in LLMs

Anya Sims, Thom Foster, Klara Kaleb et al.

Subword-level understanding is integral to numerous tasks, including understanding multi-digit numbers, spelling mistakes, abbreviations, rhyming, and wordplay. Despite this, current large language models (LLMs) still often struggle with seemingly simple subword-level tasks like How many 'r's in 'strawberry'?. A key factor behind these failures is tokenization which obscures the fine-grained structure of words. Current alternatives, such as character-level and dropout tokenization methods, significantly increase computational costs and provide inconsistent improvements. In this paper we revisit tokenization and introduce StochasTok, a simple, efficient stochastic tokenization scheme that randomly splits tokens during training, allowing LLMs to 'see' their internal structure. Our experiments show that pretraining with StochasTok substantially improves LLMs' downstream performance across multiple subword-level language games, including character counting, substring identification, and math tasks. Furthermore, StochasTok's simplicity allows seamless integration at any stage of the training pipeline; and we demonstrate that post-training with StochasTok can instill improved subword understanding into existing pretrained models, thus avoiding costly pretraining from scratch. These dramatic improvements achieved with a minimal change suggest StochasTok holds exciting potential when applied to larger, more capable models. Code open-sourced at: https://github.com/anyasims/stochastok.

CLJun 4, 2025Code
High Accuracy, Less Talk (HALT): Reliable LLMs through Capability-Aligned Finetuning

Tim Franzmeyer, Archie Sravankumar, Lijuan Liu et al.

Large Language Models (LLMs) currently respond to every prompt. However, they can produce incorrect answers when they lack knowledge or capability -- a problem known as hallucination. We instead propose post-training an LLM to generate content only when confident in its correctness and to otherwise (partially) abstain. Specifically, our method, HALT, produces capability-aligned post-training data that encodes what the model can and cannot reliably generate. We generate this data by splitting responses of the pretrained LLM into factual fragments (atomic statements or reasoning steps), and use ground truth information to identify incorrect fragments. We achieve capability-aligned finetuning responses by either removing incorrect fragments or replacing them with "Unsure from Here" -- according to a tunable threshold that allows practitioners to trade off response completeness and mean correctness of the response's fragments. We finetune four open-source models for biography writing, mathematics, coding, and medicine with HALT for three different trade-off thresholds. HALT effectively trades off response completeness for correctness, increasing the mean correctness of response fragments by 15% on average, while resulting in a 4% improvement in the F1 score (mean of completeness and correctness of the response) compared to the relevant baselines. By tuning HALT for highest correctness, we train a single reliable Llama3-70B model with correctness increased from 51% to 87% across all four domains while maintaining 53% of the response completeness achieved with standard finetuning.

LGMay 28, 2025Code
SOReL and TOReL: Two Methods for Fully Offline Reinforcement Learning

Mattie Fellows, Clarisse Wibault, Uljad Berdica et al.

Sample efficiency remains a major obstacle for real world adoption of reinforcement learning (RL): success has been limited to settings where simulators provide access to essentially unlimited environment interactions, which in reality are typically costly or dangerous to obtain. Offline RL in principle offers a solution by exploiting offline data to learn a near-optimal policy before deployment. In practice, however, current offline RL methods rely on extensive online interactions for hyperparameter tuning, and have no reliable bound on their initial online performance. To address these two issues, we introduce two algorithms. Firstly, SOReL: an algorithm for safe offline reinforcement learning. Using only offline data, our Bayesian approach infers a posterior over environment dynamics to obtain a reliable estimate of the online performance via the posterior predictive uncertainty. Crucially, all hyperparameters are also tuned fully offline. Secondly, we introduce TOReL: a tuning for offline reinforcement learning algorithm that extends our information rate based offline hyperparameter tuning methods to general offline RL approaches. Our empirical evaluation confirms SOReL's ability to accurately estimate regret in the Bayesian setting whilst TOReL's offline hyperparameter tuning achieves competitive performance with the best online hyperparameter tuning methods using only offline data. Thus, SOReL and TOReL make a significant step towards safe and reliable offline RL, unlocking the potential for RL in the real world. Our implementations are publicly available: https://github.com/CWibault/sorel\_torel.

LGFeb 1, 2019Code
The Hanabi Challenge: A New Frontier for AI Research

Nolan Bard, Jakob N. Foerster, Sarath Chandar et al.

From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.

AISep 13, 2017Code
Learning with Opponent-Learning Awareness

Jakob N. Foerster, Richard Y. Chen, Maruan Al-Shedivat et al.

Multi-agent settings are quickly gathering importance in machine learning. This includes a plethora of recent work on deep multi-agent reinforcement learning, but also can be extended to hierarchical RL, generative adversarial networks and decentralised optimisation. In all these settings the presence of multiple learning agents renders the training problem non-stationary and often leads to unstable training or undesired final results. We present Learning with Opponent-Learning Awareness (LOLA), a method in which each agent shapes the anticipated learning of the other agents in the environment. The LOLA learning rule includes a term that accounts for the impact of one agent's policy on the anticipated parameter update of the other agents. Results show that the encounter of two LOLA agents leads to the emergence of tit-for-tat and therefore cooperation in the iterated prisoners' dilemma, while independent learning does not. In this domain, LOLA also receives higher payouts compared to a naive learner, and is robust against exploitation by higher order gradient-based methods. Applied to repeated matching pennies, LOLA agents converge to the Nash equilibrium. In a round robin tournament we show that LOLA agents successfully shape the learning of a range of multi-agent learning algorithms from literature, resulting in the highest average returns on the IPD. We also show that the LOLA update rule can be efficiently calculated using an extension of the policy gradient estimator, making the method suitable for model-free RL. The method thus scales to large parameter and input spaces and nonlinear function approximators. We apply LOLA to a grid world task with an embedded social dilemma using recurrent policies and opponent modelling. By explicitly considering the learning of the other agent, LOLA agents learn to cooperate out of self-interest. The code is at github.com/alshedivat/lola.

LGMay 27, 2025
An Optimisation Framework for Unsupervised Environment Design

Nathan Monette, Alistair Letcher, Michael Beukman et al.

For reinforcement learning agents to be deployed in high-risk settings, they must achieve a high level of robustness to unfamiliar scenarios. One method for improving robustness is unsupervised environment design (UED), a suite of methods aiming to maximise an agent's generalisability across configurations of an environment. In this work, we study UED from an optimisation perspective, providing stronger theoretical guarantees for practical settings than prior work. Whereas previous methods relied on guarantees if they reach convergence, our framework employs a nonconvex-strongly-concave objective for which we provide a provably convergent algorithm in the zero-sum setting. We empirically verify the efficacy of our method, outperforming prior methods in a number of environments with varying difficulties.

LGNov 1, 2024
Beyond the Boundaries of Proximal Policy Optimization

Charlie B. Tan, Edan Toledo, Benjamin Ellis et al.

Proximal policy optimization (PPO) is a widely-used algorithm for on-policy reinforcement learning. This work offers an alternative perspective of PPO, in which it is decomposed into the inner-loop estimation of update vectors, and the outer-loop application of updates using gradient ascent with unity learning rate. Using this insight we propose outer proximal policy optimization (outer-PPO); a framework wherein these update vectors are applied using an arbitrary gradient-based optimizer. The decoupling of update estimation and update application enabled by outer-PPO highlights several implicit design choices in PPO that we challenge through empirical investigation. In particular we consider non-unity learning rates and momentum applied to the outer loop, and a momentum-bias applied to the inner estimation loop. Methods are evaluated against an aggressively tuned PPO baseline on Brax, Jumanji and MinAtar environments; non-unity learning rates and momentum both achieve statistically significant improvement on Brax and Jumanji, given the same hyperparameter tuning budget.

LGJun 18, 2024
Discovering Minimal Reinforcement Learning Environments

Jarek Liesen, Chris Lu, Andrei Lupu et al.

Reinforcement learning (RL) agents are commonly trained and evaluated in the same environment. In contrast, humans often train in a specialized environment before being evaluated, such as studying a book before taking an exam. The potential of such specialized training environments is still vastly underexplored, despite their capacity to dramatically speed up training. The framework of synthetic environments takes a first step in this direction by meta-learning neural network-based Markov decision processes (MDPs). The initial approach was limited to toy problems and produced environments that did not transfer to unseen RL algorithms. We extend this approach in three ways: Firstly, we modify the meta-learning algorithm to discover environments invariant towards hyperparameter configurations and learning algorithms. Secondly, by leveraging hardware parallelism and introducing a curriculum on an agent's evaluation episode horizon, we can achieve competitive results on several challenging continuous control problems. Thirdly, we surprisingly find that contextual bandits enable training RL agents that transfer well to their evaluation environment, even if it is a complex MDP. Hence, we set up our experiments to train synthetic contextual bandits, which perform on par with synthetic MDPs, yield additional insights into the evaluation environment, and can speed up downstream applications.

LGJun 5, 2024
HelloFresh: LLM Evaluations on Streams of Real-World Human Editorial Actions across X Community Notes and Wikipedia edits

Tim Franzmeyer, Aleksandar Shtedritski, Samuel Albanie et al.

Benchmarks have been essential for driving progress in machine learning. A better understanding of LLM capabilities on real world tasks is vital for safe development. Designing adequate LLM benchmarks is challenging: Data from real-world tasks is hard to collect, public availability of static evaluation data results in test data contamination and benchmark overfitting, and periodically generating new evaluation data is tedious and may result in temporally inconsistent results. We introduce HelloFresh, based on continuous streams of real-world data generated by intrinsically motivated human labelers. It covers recent events from X (formerly Twitter) community notes and edits of Wikipedia pages, mitigating the risk of test data contamination and benchmark overfitting. Any X user can propose an X note to add additional context to a misleading post (formerly tweet); if the community classifies it as helpful, it is shown with the post. Similarly, Wikipedia relies on community-based consensus, allowing users to edit articles or revert edits made by other users. Verifying whether an X note is helpful or whether a Wikipedia edit should be accepted are hard tasks that require grounding by querying the web. We backtest state-of-the-art LLMs supplemented with simple web search access and find that HelloFresh yields a temporally consistent ranking. To enable continuous evaluation on HelloFresh, we host a public leaderboard and periodically updated evaluation data at https://tinyurl.com/hello-fresh-LLM.

LGFeb 11, 2020
Reinforcement Learning Enhanced Quantum-inspired Algorithm for Combinatorial Optimization

Dmitrii Beloborodov, A. E. Ulanov, Jakob N. Foerster et al.

Quantum hardware and quantum-inspired algorithms are becoming increasingly popular for combinatorial optimization. However, these algorithms may require careful hyperparameter tuning for each problem instance. We use a reinforcement learning agent in conjunction with a quantum-inspired algorithm to solve the Ising energy minimization problem, which is equivalent to the Maximum Cut problem. The agent controls the algorithm by tuning one of its parameters with the goal of improving recently seen solutions. We propose a new Rescaled Ranked Reward (R3) method that enables stable single-player version of self-play training that helps the agent to escape local optima. The training on any problem instance can be accelerated by applying transfer learning from an agent trained on randomly generated problems. Our approach allows sampling high-quality solutions to the Ising problem with high probability and outperforms both baseline heuristics and a black-box hyperparameter optimization approach.

LGOct 23, 2019
Robust Visual Domain Randomization for Reinforcement Learning

Reda Bahi Slaoui, William R. Clements, Jakob N. Foerster et al.

Producing agents that can generalize to a wide range of visually different environments is a significant challenge in reinforcement learning. One method for overcoming this issue is visual domain randomization, whereby at the start of each training episode some visual aspects of the environment are randomized so that the agent is exposed to many possible variations. However, domain randomization is highly inefficient and may lead to policies with high variance across domains. Instead, we propose a regularization method whereby the agent is only trained on one variation of the environment, and its learned state representations are regularized during training to be invariant across domains. We conduct experiments that demonstrate that our technique leads to more efficient and robust learning than standard domain randomization, while achieving equal generalization scores.

LGSep 9, 2019
Exploratory Combinatorial Optimization with Reinforcement Learning

Thomas D. Barrett, William R. Clements, Jakob N. Foerster et al.

Many real-world problems can be reduced to combinatorial optimization on a graph, where the subset or ordering of vertices that maximize some objective function must be found. With such tasks often NP-hard and analytically intractable, reinforcement learning (RL) has shown promise as a framework with which efficient heuristic methods to tackle these problems can be learned. Previous works construct the solution subset incrementally, adding one element at a time, however, the irreversible nature of this approach prevents the agent from revising its earlier decisions, which may be necessary given the complexity of the optimization task. We instead propose that the agent should seek to continuously improve the solution by learning to explore at test time. Our approach of exploratory combinatorial optimization (ECO-DQN) is, in principle, applicable to any combinatorial problem that can be defined on a graph. Experimentally, we show our method to produce state-of-the-art RL performance on the Maximum Cut problem. Moreover, because ECO-DQN can start from any arbitrary configuration, it can be combined with other search methods to further improve performance, which we demonstrate using a simple random search.

MANov 4, 2018
Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning

Jakob N. Foerster, Francis Song, Edward Hughes et al.

When observing the actions of others, humans make inferences about why they acted as they did, and what this implies about the world; humans also use the fact that their actions will be interpreted in this manner, allowing them to act informatively and thereby communicate efficiently with others. Although learning algorithms have recently achieved superhuman performance in a number of two-player, zero-sum games, scalable multi-agent reinforcement learning algorithms that can discover effective strategies and conventions in complex, partially observable settings have proven elusive. We present the Bayesian action decoder (BAD), a new multi-agent learning method that uses an approximate Bayesian update to obtain a public belief that conditions on the actions taken by all agents in the environment. BAD introduces a new Markov decision process, the public belief MDP, in which the action space consists of all deterministic partial policies, and exploits the fact that an agent acting only on this public belief state can still learn to use its private information if the action space is augmented to be over all partial policies mapping private information into environment actions. The Bayesian update is closely related to the theory of mind reasoning that humans carry out when observing others' actions. We first validate BAD on a proof-of-principle two-step matrix game, where it outperforms policy gradient methods; we then evaluate BAD on the challenging, cooperative partial-information card game Hanabi, where, in the two-player setting, it surpasses all previously published learning and hand-coded approaches, establishing a new state of the art.

MAOct 27, 2018
Multi-Agent Common Knowledge Reinforcement Learning

Christian A. Schroeder de Witt, Jakob N. Foerster, Gregory Farquhar et al.

Cooperative multi-agent reinforcement learning often requires decentralised policies, which severely limit the agents' ability to coordinate their behaviour. In this paper, we show that common knowledge between agents allows for complex decentralised coordination. Common knowledge arises naturally in a large number of decentralised cooperative multi-agent tasks, for example, when agents can reconstruct parts of each others' observations. Since agents an independently agree on their common knowledge, they can execute complex coordinated policies that condition on this knowledge in a fully decentralised fashion. We propose multi-agent common knowledge reinforcement learning (MACKRL), a novel stochastic actor-critic algorithm that learns a hierarchical policy tree. Higher levels in the hierarchy coordinate groups of agents by conditioning on their common knowledge, or delegate to lower levels with smaller subgroups but potentially richer common knowledge. The entire policy tree can be executed in a fully decentralised fashion. As the lowest policy tree level consists of independent policies for each agent, MACKRL reduces to independently learnt decentralised policies as a special case. We demonstrate that our method can exploit common knowledge for superior performance on complex decentralised coordination tasks, including a stochastic matrix game and challenging problems in StarCraft II unit micromanagement.

AINov 28, 2016
Input Switched Affine Networks: An RNN Architecture Designed for Interpretability

Jakob N. Foerster, Justin Gilmer, Jan Chorowski et al.

There exist many problem domains where the interpretability of neural network models is essential for deployment. Here we introduce a recurrent architecture composed of input-switched affine transformations - in other words an RNN without any explicit nonlinearities, but with input-dependent recurrent weights. This simple form allows the RNN to be analyzed via straightforward linear methods: we can exactly characterize the linear contribution of each input to the model predictions; we can use a change-of-basis to disentangle input, output, and computational hidden unit subspaces; we can fully reverse-engineer the architecture's solution to a simple task. Despite this ease of interpretation, the input switched affine network achieves reasonable performance on a text modeling tasks, and allows greater computational efficiency than networks with standard nonlinearities.

AIMay 21, 2016
Learning to Communicate with Deep Multi-Agent Reinforcement Learning

Jakob N. Foerster, Yannis M. Assael, Nando de Freitas et al.

We consider the problem of multiple agents sensing and acting in environments with the goal of maximising their shared utility. In these environments, agents must learn communication protocols in order to share information that is needed to solve the tasks. By embracing deep neural networks, we are able to demonstrate end-to-end learning of protocols in complex environments inspired by communication riddles and multi-agent computer vision problems with partial observability. We propose two approaches for learning in these domains: Reinforced Inter-Agent Learning (RIAL) and Differentiable Inter-Agent Learning (DIAL). The former uses deep Q-learning, while the latter exploits the fact that, during learning, agents can backpropagate error derivatives through (noisy) communication channels. Hence, this approach uses centralised learning but decentralised execution. Our experiments introduce new environments for studying the learning of communication protocols and present a set of engineering innovations that are essential for success in these domains.

AIFeb 8, 2016
Learning to Communicate to Solve Riddles with Deep Distributed Recurrent Q-Networks

Jakob N. Foerster, Yannis M. Assael, Nando de Freitas et al.

We propose deep distributed recurrent Q-networks (DDRQN), which enable teams of agents to learn to solve communication-based coordination tasks. In these tasks, the agents are not given any pre-designed communication protocol. Therefore, in order to successfully communicate, they must first automatically develop and agree upon their own communication protocol. We present empirical results on two multi-agent learning problems based on well-known riddles, demonstrating that DDRQN can successfully solve such tasks and discover elegant communication protocols to do so. To our knowledge, this is the first time deep reinforcement learning has succeeded in learning communication protocols. In addition, we present ablation experiments that confirm that each of the main components of the DDRQN architecture are critical to its success.