Steven Hansen

LG
h-index9
11papers
630citations
Novelty45%
AI Score26

11 Papers

6.5LGOct 28, 2021
Wasserstein Distance Maximizing Intrinsic Control

Ishan Durugkar, Steven Hansen, Stephen Spencer et al.

This paper deals with the problem of learning a skill-conditioned policy that acts meaningfully in the absence of a reward signal. Mutual information based objectives have shown some success in learning skills that reach a diverse set of states in this setting. These objectives include a KL-divergence term, which is maximized by visiting distinct states even if those states are not far apart in the MDP. This paper presents an approach that rewards the agent for learning skills that maximize the Wasserstein distance of their state visitation from the start state of the skill. It shows that such an objective leads to a policy that covers more distance in the MDP than diversity based objectives, and validates the results on a variety of Atari environments.

19.2LGJul 29, 2021
Learning more skills through optimistic exploration

DJ Strouse, Kate Baumli, David Warde-Farley et al.

Unsupervised skill learning objectives (Gregor et al., 2016, Eysenbach et al., 2018) allow agents to learn rich repertoires of behavior in the absence of extrinsic rewards. They work by simultaneously training a policy to produce distinguishable latent-conditioned trajectories, and a discriminator to evaluate distinguishability by trying to infer latents from trajectories. The hope is for the agent to explore and master the environment by encouraging each skill (latent) to reliably reach different states. However, an inherent exploration problem lingers: when a novel state is actually encountered, the discriminator will necessarily not have seen enough training data to produce accurate and confident skill classifications, leading to low intrinsic reward for the agent and effective penalization of the sort of exploration needed to actually maximize the objective. To combat this inherent pessimism towards exploration, we derive an information gain auxiliary objective that involves training an ensemble of discriminators and rewarding the policy for their disagreement. Our objective directly estimates the epistemic uncertainty that comes from the discriminator not having seen enough training examples, thus providing an intrinsic reward more tailored to the true objective compared to pseudocount-based methods (Burda et al., 2019). We call this exploration bonus discriminator disagreement intrinsic reward, or DISDAIN. We demonstrate empirically that DISDAIN improves skill learning both in a tabular grid world (Four Rooms) and the 57 games of the Atari Suite (from pixels). Thus, we encourage researchers to treat pessimism with DISDAIN.

16.8LGFeb 24, 2021
Beyond Fine-Tuning: Transferring Behavior in Reinforcement Learning

Víctor Campos, Pablo Sprechmann, Steven Hansen et al.

Designing agents that acquire knowledge autonomously and use it to solve new tasks efficiently is an important challenge in reinforcement learning. Knowledge acquired during an unsupervised pre-training phase is often transferred by fine-tuning neural network weights once rewards are exposed, as is common practice in supervised domains. Given the nature of the reinforcement learning problem, we argue that standard fine-tuning strategies alone are not enough for efficient transfer in challenging domains. We introduce Behavior Transfer (BT), a technique that leverages pre-trained policies for exploration and that is complementary to transferring neural network weights. Our experiments show that, when combined with large-scale pre-training in the absence of rewards, existing intrinsic motivation objectives can lead to the emergence of complex behaviors. These pre-trained policies can then be leveraged by BT to discover better solutions than without pre-training, and combining BT with standard fine-tuning strategies results in additional benefits. The largest gains are generally observed in domains requiring structured exploration, including settings where the behavior of the pre-trained policies is misaligned with the downstream task.

23.4AIDec 14, 2020
Relative Variational Intrinsic Control

Kate Baumli, David Warde-Farley, Steven Hansen et al.

In the absence of external rewards, agents can still learn useful behaviors by identifying and mastering a set of diverse skills within their environment. Existing skill learning methods use mutual information objectives to incentivize each skill to be diverse and distinguishable from the rest. However, if care is not taken to constrain the ways in which the skills are diverse, trivially diverse skill sets can arise. To ensure useful skill diversity, we propose a novel skill learning objective, Relative Variational Intrinsic Control (RVIC), which incentivizes learning skills that are distinguishable in how they change the agent's relationship to its environment. The resulting set of skills tiles the space of affordances available to the agent. We qualitatively analyze skill behaviors on multiple environments and show how RVIC skills are more useful than skills discovered by existing methods when used in hierarchical reinforcement learning.

17.8LGOct 29, 2019Code
Generalization of Reinforcement Learners with Working and Episodic Memory

Meire Fortunato, Melissa Tan, Ryan Faulkner et al.

Memory is an important aspect of intelligence and plays a role in many deep reinforcement learning models. However, little progress has been made in understanding when specific memory systems help more than others and how well they generalize. The field also has yet to see a prevalent consistent and rigorous approach for evaluating agent performance on holdout data. In this paper, we aim to develop a comprehensive methodology to test different kinds of memory in an agent and assess how well the agent can apply what it learns in training to a holdout set that differs from the training set along dimensions that we suggest are relevant for evaluating memory-specific generalization. To that end, we first construct a diverse set of memory tasks that allow us to evaluate test-time generalization across multiple dimensions. Second, we develop and perform multiple ablations on an agent architecture that combines multiple memory systems, observe its baseline models, and investigate its performance against the task suite.

29.0LGJun 12, 2019
Fast Task Inference with Variational Intrinsic Successor Features

Steven Hansen, Will Dabney, Andre Barreto et al.

It has been established that diverse behaviors spanning the controllable subspace of an Markov decision process can be trained by rewarding a policy for being distinguishable from other policies \citep{gregor2016variational, eysenbach2018diversity, warde2018unsupervised}. However, one limitation of this formulation is generalizing behaviors beyond the finite set being explicitly learned, as is needed for use on subsequent tasks. Successor features \citep{dayan93improving, barreto2017successor} provide an appealing solution to this generalization problem, but require defining the reward function as linear in some grounded feature space. In this paper, we show that these two techniques can be combined, and that each method solves the other's primary limitation. To do so we introduce Variational Intrinsic Successor FeatuRes (VISR), a novel algorithm which learns controllable features that can be leveraged to provide enhanced generalization and fast task inference through the successor feature framework. We empirically validate VISR on the full Atari suite, in a novel setup wherein the rewards are only exposed briefly after a long unsupervised phase. Achieving human-level performance on 14 games and beating all baselines, we believe VISR represents a step towards agents that rapidly learn from limited feedback.

28.9LGNov 28, 2018
Unsupervised Control Through Non-Parametric Discriminative Rewards

David Warde-Farley, Tom Van de Wiele, Tejas Kulkarni et al.

Learning to control an environment without hand-crafted rewards or expert data remains challenging and is at the frontier of reinforcement learning research. We present an unsupervised learning algorithm to train agents to achieve perceptually-specified goals using only a stream of observations and actions. Our agent simultaneously learns a goal-conditioned policy and a goal achievement reward function that measures how similar a state is to the goal state. This dual optimization leads to a co-operative game, giving rise to a learned reward function that reflects similarity in controllable aspects of the environment instead of distance in the space of observations. We demonstrate the efficacy of our agent to learn, in an unsupervised manner, to reach a diverse set of goals on three domains -- Atari, the DeepMind Control Suite and DeepMind Lab.

11.4LGOct 18, 2018
Fast deep reinforcement learning using online adjustments from the past

Steven Hansen, Pablo Sprechmann, Alexander Pritzel et al.

We propose Ephemeral Value Adjusments (EVA): a means of allowing deep reinforcement learning agents to rapidly adapt to experience in their replay buffer. EVA shifts the value predicted by a neural network with an estimate of the value function found by planning over experience tuples from the replay buffer near the current state. EVA combines a number of recent ideas around combining episodic memory-like structures into reinforcement learning agents: slot-based storage, content-based retrieval, and memory-based planning. We show that EVAis performant on a demonstration task and Atari games.

2.6MLMay 9, 2017
Deep Episodic Value Iteration for Model-based Meta-Reinforcement Learning

Steven Stenberg Hansen

We present a new deep meta reinforcement learner, which we call Deep Episodic Value Iteration (DEVI). DEVI uses a deep neural network to learn a similarity metric for a non-parametric model-based reinforcement learning algorithm. Our model is trained end-to-end via back-propagation. Despite being trained using the model-free Q-learning objective, we show that DEVI's model-based internal structure provides `one-shot' transfer to changes in reward and transition structure, even for tasks with very high-dimensional state spaces.

1.7AIJan 14, 2017
Minimally Naturalistic Artificial Intelligence

Steven Stenberg Hansen

The rapid advancement of machine learning techniques has re-energized research into general artificial intelligence. While the idea of domain-agnostic meta-learning is appealing, this emerging field must come to terms with its relationship to human cognition and the statistics and structure of the tasks humans perform. The position of this article is that only by aligning our agents' abilities and environments with those of humans do we stand a chance at developing general artificial intelligence (GAI). A broad reading of the famous 'No Free Lunch' theorem is that there is no universally optimal inductive bias or, equivalently, bias-free learning is impossible. This follows from the fact that there are an infinite number of ways to extrapolate data, any of which might be the one used by the data generating environment; an inductive bias prefers some of these extrapolations to others, which lowers performance in environments using these adversarial extrapolations. We may posit that the optimal GAI is the one that maximally exploits the statistics of its environment to create its inductive bias; accepting the fact that this agent is guaranteed to be extremely sub-optimal for some alternative environments. This trade-off appears benign when thinking about the environment as being the physical universe, as performance on any fictive universe is obviously irrelevant. But, we should expect a sharper inductive bias if we further constrain our environment. Indeed, we implicitly do so by defining GAI in terms of accomplishing that humans consider useful. One common version of this is need the for 'common-sense reasoning', which implicitly appeals to the statistics of physical universe as perceived by humans.

4.4AIJan 14, 2017
Long Timescale Credit Assignment in NeuralNetworks with External Memory

Steven Stenberg Hansen

Credit assignment in traditional recurrent neural networks usually involves back-propagating through a long chain of tied weight matrices. The length of this chain scales linearly with the number of time-steps as the same network is run at each time-step. This creates many problems, such as vanishing gradients, that have been well studied. In contrast, a NNEM's architecture recurrent activity doesn't involve a long chain of activity (though some architectures such as the NTM do utilize a traditional recurrent architecture as a controller). Rather, the externally stored embedding vectors are used at each time-step, but no messages are passed from previous time-steps. This means that vanishing gradients aren't a problem, as all of the necessary gradient paths are short. However, these paths are extremely numerous (one per embedding vector in memory) and reused for a very long time (until it leaves the memory). Thus, the forward-pass information of each memory must be stored for the entire duration of the memory. This is problematic as this additional storage far surpasses that of the actual memories, to the extent that large memories on infeasible to back-propagate through in high dimensional settings. One way to get around the need to hold onto forward-pass information is to recalculate the forward-pass whenever gradient information is available. However, if the observations are too large to store in the domain of interest, direct reinstatement of a forward pass cannot occur. Instead, we rely on a learned autoencoder to reinstate the observation, and then use the embedding network to recalculate the forward-pass. Since the recalculated embedding vector is unlikely to perfectly match the one stored in memory, we try out 2 approximations to utilize error gradient w.r.t. the vector in memory.