Shixiang Gu

LG
h-index34
54papers
30,810citations
Novelty56%
AI Score53

54 Papers

70.3LGOct 20, 2022
Scaling Instruction-Finetuned Language Models

Hyung Won Chung, Le Hou, Shayne Longpre et al. · cmu, deepmind

Finetuning language models on a collection of datasets phrased as instructions has been shown to improve model performance and generalization to unseen tasks. In this paper we explore instruction finetuning with a particular focus on (1) scaling the number of tasks, (2) scaling the model size, and (3) finetuning on chain-of-thought data. We find that instruction finetuning with the above aspects dramatically improves performance on a variety of model classes (PaLM, T5, U-PaLM), prompting setups (zero-shot, few-shot, CoT), and evaluation benchmarks (MMLU, BBH, TyDiQA, MGSM, open-ended generation). For instance, Flan-PaLM 540B instruction-finetuned on 1.8K tasks outperforms PALM 540B by a large margin (+9.4% on average). Flan-PaLM 540B achieves state-of-the-art performance on several benchmarks, such as 75.2% on five-shot MMLU. We also publicly release Flan-T5 checkpoints, which achieve strong few-shot performance even compared to much larger models, such as PaLM 62B. Overall, instruction finetuning is a general method for improving the performance and usability of pretrained language models.

53.6CLMay 24, 2022Code
Large Language Models are Zero-Shot Reasoners

Takeshi Kojima, Shixiang Shane Gu, Machel Reid et al. · deepmind

Pretrained large language models (LLMs) are widely used in many sub-fields of natural language processing (NLP) and generally known as excellent few-shot learners with task-specific exemplars. Notably, chain of thought (CoT) prompting, a recent technique for eliciting complex multi-step reasoning through step-by-step answer examples, achieved the state-of-the-art performances in arithmetics and symbolic reasoning, difficult system-2 tasks that do not follow the standard scaling laws for LLMs. While these successes are often attributed to LLMs' ability for few-shot learning, we show that LLMs are decent zero-shot reasoners by simply adding "Let's think step by step" before each answer. Experimental results demonstrate that our Zero-shot-CoT, using the same single prompt template, significantly outperforms zero-shot LLM performances on diverse benchmark reasoning tasks including arithmetics (MultiArith, GSM8K, AQUA-RAT, SVAMP), symbolic reasoning (Last Letter, Coin Flip), and other logical reasoning tasks (Date Understanding, Tracking Shuffled Objects), without any hand-crafted few-shot examples, e.g. increasing the accuracy on MultiArith from 17.7% to 78.7% and GSM8K from 10.4% to 40.7% with large InstructGPT model (text-davinci-002), as well as similar magnitudes of improvements with another off-the-shelf large model, 540B parameter PaLM. The versatility of this single prompt across very diverse reasoning tasks hints at untapped and understudied fundamental zero-shot capabilities of LLMs, suggesting high-level, multi-task broad cognitive capabilities may be extracted by simple prompting. We hope our work not only serves as the minimal strongest zero-shot baseline for the challenging reasoning benchmarks, but also highlights the importance of carefully exploring and analyzing the enormous zero-shot knowledge hidden inside LLMs before crafting finetuning datasets or few-shot exemplars.

12.6CLOct 11, 2022
Mind's Eye: Grounded Language Model Reasoning through Simulation

Ruibo Liu, Jason Wei, Shixiang Shane Gu et al. · deepmind

Successful and effective communication between humans and AI relies on a shared experience of the world. By training solely on written text, current language models (LMs) miss the grounded experience of humans in the real-world -- their failure to relate language to the physical world causes knowledge to be misrepresented and obvious mistakes in their reasoning. We present Mind's Eye, a paradigm to ground language model reasoning in the physical world. Given a physical reasoning question, we use a computational physics engine (DeepMind's MuJoCo) to simulate the possible outcomes, and then use the simulation results as part of the input, which enables language models to perform reasoning. Experiments on 39 tasks in a physics alignment benchmark demonstrate that Mind's Eye can improve reasoning ability by a large margin (27.9% zero-shot, and 46.0% few-shot absolute accuracy improvement on average). Smaller language models armed with Mind's Eye can obtain similar performance to models that are 100x larger. Finally, we confirm the robustness of Mind's Eye through ablation studies.

29.4LGJun 4, 2023Code
For SALE: State-Action Representation Learning for Deep Reinforcement Learning

Scott Fujimoto, Wei-Di Chang, Edward J. Smith et al. · mila

In the field of reinforcement learning (RL), representation learning is a proven tool for complex image-based tasks, but is often overlooked for environments with low-level states, such as physical control problems. This paper introduces SALE, a novel approach for learning embeddings that model the nuanced interaction between state and action, enabling effective representation learning from low-level states. We extensively study the design space of these embeddings and highlight important design considerations. We integrate SALE and an adaptation of checkpoints for RL into TD3 to form the TD7 algorithm, which significantly outperforms existing continuous control algorithms. On OpenAI gym benchmark tasks, TD7 has an average performance gain of 276.7% and 50.7% over TD3 at 300k and 5M time steps, respectively, and works in both the online and offline settings.

49.1LGFeb 23, 2023
Aligning Text-to-Image Models using Human Feedback

Kimin Lee, Hao Liu, Moonkyung Ryu et al.

Deep generative models have shown impressive results in text-to-image synthesis. However, current text-to-image models often generate images that are inadequately aligned with text prompts. We propose a fine-tuning method for aligning such models using human feedback, comprising three stages. First, we collect human feedback assessing model output alignment from a set of diverse text prompts. We then use the human-labeled image-text dataset to train a reward function that predicts human feedback. Lastly, the text-to-image model is fine-tuned by maximizing reward-weighted likelihood to improve image-text alignment. Our method generates objects with specified colors, counts and backgrounds more accurately than the pre-trained model. We also analyze several design choices and find that careful investigations on such design choices are important in balancing the alignment-fidelity tradeoffs. Our results demonstrate the potential for learning from human feedback to significantly improve text-to-image models.

34.2CLOct 20, 2022
Large Language Models Can Self-Improve

Jiaxin Huang, Shixiang Shane Gu, Le Hou et al.

Large Language Models (LLMs) have achieved excellent performances in various tasks. However, fine-tuning an LLM requires extensive supervision. Human, on the other hand, may improve their reasoning abilities by self-thinking without external inputs. In this work, we demonstrate that an LLM is also capable of self-improving with only unlabeled datasets. We use a pre-trained LLM to generate "high-confidence" rationale-augmented answers for unlabeled questions using Chain-of-Thought prompting and self-consistency, and fine-tune the LLM using those self-generated solutions as target outputs. We show that our approach improves the general reasoning ability of a 540B-parameter LLM (74.4%->82.1% on GSM8K, 78.2%->83.0% on DROP, 90.0%->94.4% on OpenBookQA, and 63.4%->67.9% on ANLI-A3) and achieves state-of-the-art-level performance, without any ground truth label. We conduct ablation studies and show that fine-tuning on reasoning is critical for self-improvement.

18.7CVJun 6, 2023
DreamSparse: Escaping from Plato's Cave with 2D Frozen Diffusion Model Given Sparse Views

Paul Yoo, Jiaxian Guo, Yutaka Matsuo et al. · uw

Synthesizing novel view images from a few views is a challenging but practical problem. Existing methods often struggle with producing high-quality results or necessitate per-object optimization in such few-view settings due to the insufficient information provided. In this work, we explore leveraging the strong 2D priors in pre-trained diffusion models for synthesizing novel view images. 2D diffusion models, nevertheless, lack 3D awareness, leading to distorted image synthesis and compromising the identity. To address these problems, we propose DreamSparse, a framework that enables the frozen pre-trained diffusion model to generate geometry and identity-consistent novel view image. Specifically, DreamSparse incorporates a geometry module designed to capture 3D features from sparse views as a 3D prior. Subsequently, a spatial guidance model is introduced to convert these 3D feature maps into spatial information for the generative process. This information is then used to guide the pre-trained diffusion model, enabling it to generate geometrically consistent images without tuning it. Leveraging the strong image priors in the pre-trained diffusion models, DreamSparse is capable of synthesizing high-quality novel views for both object and scene-level images and generalising to open-set images. Experimental results demonstrate that our framework can effectively synthesize novel view images from sparse views and outperforms baselines in both trained and open-set category images. More results can be found on our project page: https://sites.google.com/view/dreamsparse-webpage.

10.3ROApr 10, 2023
Learning a Universal Human Prior for Dexterous Manipulation from Human Preference

Zihan Ding, Yuanpei Chen, Allen Z. Ren et al. · baidu

Generating human-like behavior on robots is a great challenge especially in dexterous manipulation tasks with robotic hands. Scripting policies from scratch is intractable due to the high-dimensional control space, and training policies with reinforcement learning (RL) and manual reward engineering can also be hard and lead to unnatural motions. Leveraging the recent progress on RL from Human Feedback, we propose a framework that learns a universal human prior using direct human preference feedback over videos, for efficiently tuning the RL policies on 20 dual-hand robot manipulation tasks in simulation, without a single human demonstration. A task-agnostic reward model is trained through iteratively generating diverse polices and collecting human preference over the trajectories; it is then applied for regularizing the behavior of polices in the fine-tuning stage. Our method empirically demonstrates more human-like behaviors on robot hands in diverse tasks including even unseen tasks, indicating its generalization capability.

29.6LGMay 27, 2022Code
Why So Pessimistic? Estimating Uncertainties for Offline RL through Ensembles, and Why Their Independence Matters

Seyed Kamyar Seyed Ghasemipour, Shixiang Shane Gu, Ofir Nachum

Motivated by the success of ensembles for uncertainty estimation in supervised learning, we take a renewed look at how ensembles of $Q$-functions can be leveraged as the primary source of pessimism for offline reinforcement learning (RL). We begin by identifying a critical flaw in a popular algorithmic choice used by many ensemble-based RL algorithms, namely the use of shared pessimistic target values when computing each ensemble member's Bellman error. Through theoretical analyses and construction of examples in toy MDPs, we demonstrate that shared pessimistic targets can paradoxically lead to value estimates that are effectively optimistic. Given this result, we propose MSG, a practical offline RL algorithm that trains an ensemble of $Q$-functions with independently computed targets based on completely separate networks, and optimizes a policy with respect to the lower confidence bound of predicted action values. Our experiments on the popular D4RL and RL Unplugged offline RL benchmarks demonstrate that on challenging domains such as antmazes, MSG with deep ensembles surpasses highly well-tuned state-of-the-art methods by a wide margin. Additionally, through ablations on benchmarks domains, we verify the critical significance of using independently trained $Q$-functions, and study the role of ensemble size. Finally, as using separate networks per ensemble member can become computationally costly with larger neural network architectures, we investigate whether efficient ensemble approximations developed for supervised learning can be similarly effective, and demonstrate that they do not match the performance and robustness of MSG with separate networks, highlighting the need for new efforts into efficient uncertainty estimation directed at RL.

19.3LGSep 10, 2024
Geometric-Averaged Preference Optimization for Soft Preference Labels

Hiroki Furuta, Kuang-Huei Lee, Shixiang Shane Gu et al.

Many algorithms for aligning LLMs with human preferences assume that human preferences are binary and deterministic. However, human preferences can vary across individuals, and therefore should be represented distributionally. In this work, we introduce the distributional soft preference labels and improve Direct Preference Optimization (DPO) with a weighted geometric average of the LLM output likelihood in the loss function. This approach adjusts the scale of learning loss based on the soft labels such that the loss would approach zero when the responses are closer to equally preferred. This simple modification can be easily applied to any DPO-based methods and mitigate over-optimization and objective mismatch, which prior works suffer from. Our experiments simulate the soft preference labels with AI feedback from LLMs and demonstrate that geometric averaging consistently improves performance on standard benchmarks for alignment research. In particular, we observe more preferable responses than binary labels and significant improvements where modestly-confident labels are in the majority.

13.6LGNov 25, 2022Code
A System for Morphology-Task Generalization via Unified Representation and Behavior Distillation

Hiroki Furuta, Yusuke Iwasawa, Yutaka Matsuo et al.

The rise of generalist large-scale models in natural language and vision has made us expect that a massive data-driven approach could achieve broader generalization in other domains such as continuous control. In this work, we explore a method for learning a single policy that manipulates various forms of agents to solve various tasks by distilling a large amount of proficient behavioral data. In order to align input-output (IO) interface among multiple tasks and diverse agent morphologies while preserving essential 3D geometric relations, we introduce morphology-task graph, which treats observations, actions and goals/task in a unified graph representation. We also develop MxT-Bench for fast large-scale behavior generation, which supports procedural generation of diverse morphology-task combinations with a minimal blueprint and hardware-accelerated simulator. Through efficient representation and architecture selection on MxT-Bench, we find out that a morphology-task graph representation coupled with Transformer architecture improves the multi-task performances compared to other baselines including recent discrete tokenization, and provides better prior knowledge for zero-shot transfer or sample efficiency in downstream multi-task imitation learning. Our work suggests large diverse offline datasets, unified IO representation, and policy representation and architecture selection through supervised learning form a promising approach for studying and advancing morphology-task generalization.

24.6AIMay 10
Towards Conversational Medical AI with Eyes, Ears and a Voice

Meet Shah, Jason Gusdorf, Anil Palepu et al.

The practice of medicine relies not only upon skillful dialogue but also on the nuanced exchange and interpretation of rich auditory and visual cues between doctors and patients. Building on the low-latency voice and video processing capabilities of Gemini, we introduce AI co-clinician, a first-of-its-kind conversational AI system utilizing continuous streams of audio-visual data from live patient conversations to inform real-time clinical decisions. Its dual-agent architecture balances deep clinical reasoning with the low latency required for natural dialogue. To assess this system, we implemented a video-based interface emulating telemedicine consultations. We crafted 20 standardized outpatient scenarios requiring proactive real-time auditory and visual reasoning and designed "TelePACES" evaluation criteria alongside case-specific rubrics. In a randomized, interface-blinded, crossover simulation study (n = 120 encounters) with 10 internal medicine residents as patient actors, we compared AI co-clinician with primary care physicians (PCPs), GPT-Realtime, and a baseline agent. AI co-clinician approached PCPs in key TelePACES dimensions, including management plans and differential diagnosis, while significantly outperforming GPT-Realtime across all general criteria. While our agent demonstrated parity with PCPs in case-specific triage measures, physicians maintained superior overall performance in case-specific assessments. Although AI co-clinician marks a significant advance in real-time telemedical AI, gaps remain in physical examination and disease-specific reasoning. Our work shows that text-only approaches fail to capture the true challenges of medical consultation and suggests that high-stakes real-time diagnostic AI is most safely advanced in collaborative, triadic models where AI can be a supportive co-clinician for doctors and patients.

8.1ROJul 20, 2022
World Robot Challenge 2020 -- Partner Robot: A Data-Driven Approach for Room Tidying with Mobile Manipulator

Tatsuya Matsushima, Yuki Noguchi, Jumpei Arima et al.

Tidying up a household environment using a mobile manipulator poses various challenges in robotics, such as adaptation to large real-world environmental variations, and safe and robust deployment in the presence of humans.The Partner Robot Challenge in World Robot Challenge (WRC) 2020, a global competition held in September 2021, benchmarked tidying tasks in the real home environments, and importantly, tested for full system performances.For this challenge, we developed an entire household service robot system, which leverages a data-driven approach to adapt to numerous edge cases that occur during the execution, instead of classical manual pre-programmed solutions. In this paper, we describe the core ingredients of the proposed robot system, including visual recognition, object manipulation, and motion planning. Our robot system won the second prize, verifying the effectiveness and potential of data-driven robot systems for mobile manipulation in home environments.

6.3ROMar 27, 2023
Bi-Manual Block Assembly via Sim-to-Real Reinforcement Learning

Satoshi Kataoka, Youngseog Chung, Seyed Kamyar Seyed Ghasemipour et al.

Most successes in robotic manipulation have been restricted to single-arm gripper robots, whose low dexterity limits the range of solvable tasks to pick-and-place, inser-tion, and object rearrangement. More complex tasks such as assembly require dual and multi-arm platforms, but entail a suite of unique challenges such as bi-arm coordination and collision avoidance, robust grasping, and long-horizon planning. In this work we investigate the feasibility of training deep reinforcement learning (RL) policies in simulation and transferring them to the real world (Sim2Real) as a generic methodology for obtaining performant controllers for real-world bi-manual robotic manipulation tasks. As a testbed for bi-manual manipulation, we develop the U-Shape Magnetic BlockAssembly Task, wherein two robots with parallel grippers must connect 3 magnetic blocks to form a U-shape. Without manually-designed controller nor human demonstrations, we demonstrate that with careful Sim2Real considerations, our policies trained with RL in simulation enable two xArm6 robots to solve the U-shape assembly task with a success rate of above90% in simulation, and 50% on real hardware without any additional real-world fine-tuning. Through careful ablations,we highlight how each component of the system is critical for such simple and successful policy learning and transfer,including task specification, learning algorithm, direct joint-space control, behavior constraints, perception and actuation noises, action delays and action interpolation. Our results present a significant step forward for bi-arm capability on real hardware, and we hope our system can inspire future research on deep RL and Sim2Real transfer of bi-manualpolicies, drastically scaling up the capability of real-world robot manipulators.

5.5RONov 28, 2022Code
Collective Intelligence for 2D Push Manipulations with Mobile Robots

So Kuroki, Tatsuya Matsushima, Jumpei Arima et al.

While natural systems often present collective intelligence that allows them to self-organize and adapt to changes, the equivalent is missing in most artificial systems. We explore the possibility of such a system in the context of cooperative 2D push manipulations using mobile robots. Although conventional works demonstrate potential solutions for the problem in restricted settings, they have computational and learning difficulties. More importantly, these systems do not possess the ability to adapt when facing environmental changes. In this work, we show that by distilling a planner derived from a differentiable soft-body physics simulator into an attention-based neural network, our multi-robot push manipulation system achieves better performance than baselines. In addition, our system also generalizes to configurations not seen during training and is able to adapt toward task completions when external turbulence and environmental changes are applied. Supplementary videos can be found on our project website: https://sites.google.com/view/ciom/home

1.4CVAug 8, 2022
Deep Billboards towards Lossless Real2Sim in Virtual Reality

Naruya Kondo, So Kuroki, Ryosuke Hyakuta et al.

An aspirational goal for virtual reality (VR) is to bring in a rich diversity of real world objects losslessly. Existing VR applications often convert objects into explicit 3D models with meshes or point clouds, which allow fast interactive rendering but also severely limit its quality and the types of supported objects, fundamentally upper-bounding the "realism" of VR. Inspired by the classic "billboards" technique in gaming, we develop Deep Billboards that model 3D objects implicitly using neural networks, where only 2D image is rendered at a time based on the user's viewing direction. Our system, connecting a commercial VR headset with a server running neural rendering, allows real-time high-resolution simulation of detailed rigid objects, hairy objects, actuated dynamic objects and more in an interactive VR world, drastically narrowing the existing real-to-simulation (real2sim) gap. Additionally, we augment Deep Billboards with physical interaction capability, adapting classic billboards from screen-based games to immersive VR. At our pavilion, the visitors can use our off-the-shelf setup for quickly capturing their favorite objects, and within minutes, experience them in an immersive and interactive VR world with minimal loss of reality. Our project page: https://sites.google.com/view/deepbillboards/

10.6CVNov 25, 2021Code
VaxNeRF: Revisiting the Classic for Voxel-Accelerated Neural Radiance Field

Naruya Kondo, Yuya Ikeda, Andrea Tagliasacchi et al.

Neural Radiance Field (NeRF) is a popular method in data-driven 3D reconstruction. Given its simplicity and high quality rendering, many NeRF applications are being developed. However, NeRF's big limitation is its slow speed. Many attempts are made to speeding up NeRF training and inference, including intricate code-level optimization and caching, use of sophisticated data structures, and amortization through multi-task and meta learning. In this work, we revisit the basic building blocks of NeRF through the lens of classic techniques before NeRF. We propose Voxel-Accelearated NeRF (VaxNeRF), integrating NeRF with visual hull, a classic 3D reconstruction technique only requiring binary foreground-background pixel labels per image. Visual hull, which can be optimized in about 10 seconds, can provide coarse in-out field separation to omit substantial amounts of network evaluations in NeRF. We provide a clean fully-pythonic, JAX-based implementation on the popular JaxNeRF codebase, consisting of only about 30 lines of code changes and a modular visual hull subroutine, and achieve about 2-8x faster learning on top of the highly-performative JaxNeRF baseline with zero degradation in rendering quality. With sufficient compute, this effectively brings down full NeRF training from hours to 30 minutes. We hope VaxNeRF -- a careful combination of a classic technique with a deep method (that arguably replaced it) -- can empower and accelerate new NeRF extensions and applications, with its simplicity, portability, and reliable performance gains. Codes are available at https://github.com/naruya/VaxNeRF .

18.1CVNov 25, 2021Code
Domain Prompt Learning for Efficiently Adapting CLIP to Unseen Domains

Xin Zhang, Shixiang Shane Gu, Yutaka Matsuo et al.

Domain generalization (DG) is a difficult transfer learning problem aiming to learn a generalizable model for unseen domains. Recent foundation models (FMs) are robust to many distribution shifts and, therefore, should substantially improve the performance of DG. In this work, we study generic ways to adopt CLIP, a Visual-Language Foundation Model, for DG problems in image classification. While ERM greatly improves the accuracy with bigger backbones and training datasets using standard DG benchmarks, fine-tuning FMs is not practical in many real-world situations. We propose Domain Prompt Learning (DPL) as a novel approach for domain inference in the form of conditional prompt generation. DPL achieved a significant accuracy improvement with only training a lightweight prompt generator (a three-layer MLP), whose parameter is of equivalent scale to the classification projector in the previous DG literature. Combining \dplshort~with CLIP provides surprising performance, raising the accuracy of zero-shot CLIP from 73.7% to 79.3% on several standard datasets, namely PACS, VLCS, OfficeHome, and TerraIncognita. We hope the simplicity and success of our approach lead to broader adoption and analysis of foundation models in the domain generalization field. Our code is available at https://github.com/shogi880/DPLCLIP.

29.0LGJun 5, 2020Code
Deployment-Efficient Reinforcement Learning via Model-Based Offline Optimization

Tatsuya Matsushima, Hiroki Furuta, Yutaka Matsuo et al.

Most reinforcement learning (RL) algorithms assume online access to the environment, in which one may readily interleave updates to the policy with experience collection using that policy. However, in many real-world applications such as health, education, dialogue agents, and robotics, the cost or potential risk of deploying a new data-collection policy is high, to the point that it can become prohibitive to update the data-collection policy more than a few times during learning. With this view, we propose a novel concept of deployment efficiency, measuring the number of distinct data-collection policies that are used during policy learning. We observe that naïvely applying existing model-free offline RL algorithms recursively does not lead to a practical deployment-efficient and sample-efficient algorithm. We propose a novel model-based algorithm, Behavior-Regularized Model-ENsemble (BREMEN) that can effectively optimize a policy offline using 10-20 times fewer data than prior works. Furthermore, the recursive application of BREMEN is able to achieve impressive deployment efficiency while maintaining the same or better sample efficiency, learning successful policies from scratch on simulated robotic environments with only 5-10 deployments, compared to typical values of hundreds to millions in standard RL baselines. Codes and pre-trained models are available at https://github.com/matsuolab/BREMEN .

31.8LGNov 6, 2019Code
A Divergence Minimization Perspective on Imitation Learning Methods

Seyed Kamyar Seyed Ghasemipour, Richard Zemel, Shixiang Gu

In many settings, it is desirable to learn decision-making and control policies through learning or bootstrapping from expert demonstrations. The most common approaches under this Imitation Learning (IL) framework are Behavioural Cloning (BC), and Inverse Reinforcement Learning (IRL). Recent methods for IRL have demonstrated the capacity to learn effective policies with access to a very limited set of demonstrations, a scenario in which BC methods often fail. Unfortunately, due to multiple factors of variation, directly comparing these methods does not provide adequate intuition for understanding this difference in performance. In this work, we present a unified probabilistic perspective on IL algorithms based on divergence minimization. We present $f$-MAX, an $f$-divergence generalization of AIRL [Fu et al., 2018], a state-of-the-art IRL method. $f$-MAX enables us to relate prior IRL methods such as GAIL [Ho & Ermon, 2016] and AIRL [Fu et al., 2018], and understand their algorithmic properties. Through the lens of divergence minimization we tease apart the differences between BC and successful IRL approaches, and empirically evaluate these nuances on simulated high-dimensional continuous control domains. Our findings conclusively identify that IRL's state-marginal matching objective contributes most to its superior performance. Lastly, we apply our new understanding of IL methods to the problem of state-marginal matching, where we demonstrate that in simulated arm pushing environments we can teach agents a diverse range of behaviours using simply hand-specified state distributions and no reward functions or expert demonstrations. For datasets and reproducing results please refer to https://github.com/KamyarGh/rl_swiss/blob/master/reproducing/fmax_paper.md .

29.1LGJun 18, 2019Code
Language as an Abstraction for Hierarchical Deep Reinforcement Learning

Yiding Jiang, Shixiang Gu, Kevin Murphy et al.

Solving complex, temporally-extended tasks is a long-standing problem in reinforcement learning (RL). We hypothesize that one critical element of solving such problems is the notion of compositionality. With the ability to learn concepts and sub-skills that can be composed to solve longer tasks, i.e. hierarchical RL, we can acquire temporally-extended behaviors. However, acquiring effective yet general abstractions for hierarchical RL is remarkably challenging. In this paper, we propose to use language as the abstraction, as it provides unique compositional structure, enabling fast learning and combinatorial generalization, while retaining tremendous flexibility, making it suitable for a variety of problems. Our approach learns an instruction-following low-level policy and a high-level policy that can reuse abstractions across tasks, in essence, permitting agents to reason using structured language. To study compositional task learning, we introduce an open-source object interaction environment built using the MuJoCo physics engine and the CLEVR engine. We find that, using our approach, agents can learn to solve to diverse, temporally-extended tasks such as object sorting and multi-object rearrangement, including from raw pixel observations. Our analysis reveals that the compositional nature of language is critical for learning diverse sub-skills and systematically generalizing to new sub-skills in comparison to non-compositional abstractions that use the same supervision.

24.9LGFeb 27, 2018
The Mirage of Action-Dependent Baselines in Reinforcement Learning

George Tucker, Surya Bhupatiraju, Shixiang Gu et al.

Policy gradient methods are a widely used class of model-free reinforcement learning algorithms where a state-dependent baseline is used to reduce gradient estimator variance. Several recent papers extend the baseline to depend on both the state and action and suggest that this significantly reduces variance and improves sample efficiency without introducing bias into the gradient estimates. To better understand this development, we decompose the variance of the policy gradient estimator and numerically show that learned state-action-dependent baselines do not in fact reduce variance over a state-dependent baseline in commonly tested benchmark domains. We confirm this unexpected result by reviewing the open-source code accompanying these prior papers, and show that subtle implementation decisions cause deviations from the methods presented in the papers and explain the source of the previously observed empirical gains. Furthermore, the variance decomposition highlights areas for improvement, which we demonstrate by illustrating a simple change to the typical value function parameterization that can significantly improve performance.

37.7LGMay 19, 2023
Multimodal Web Navigation with Instruction-Finetuned Foundation Models

Hiroki Furuta, Kuang-Huei Lee, Ofir Nachum et al.

The progress of autonomous web navigation has been hindered by the dependence on billions of exploratory interactions via online reinforcement learning, and domain-specific model designs that make it difficult to leverage generalization from rich out-of-domain data. In this work, we study data-driven offline training for web agents with vision-language foundation models. We propose an instruction-following multimodal agent, WebGUM, that observes both webpage screenshots and HTML pages and outputs web navigation actions, such as click and type. WebGUM is trained by jointly finetuning an instruction-finetuned language model and a vision encoder with temporal and local perception on a large corpus of demonstrations. We empirically demonstrate this recipe improves the agent's ability of grounded multimodal perception, HTML comprehension, and multi-step reasoning, outperforming prior works by a significant margin. On the MiniWoB, we improve over the previous best offline methods by more than 45.8%, even outperforming online-finetuned SoTA, humans, and GPT-4-based agent. On the WebShop benchmark, our 3-billion-parameter model achieves superior performance to the existing SoTA, PaLM-540B. Furthermore, WebGUM exhibits strong positive transfer to the real-world planning tasks on the Mind2Web. We also collect 347K high-quality demonstrations using our trained models, 38 times larger than prior work, and make them available to promote future research in this direction.

19.5LGJan 28, 2022
Why Should I Trust You, Bellman? The Bellman Error is a Poor Replacement for Value Error

Scott Fujimoto, David Meger, Doina Precup et al.

In this work, we study the use of the Bellman equation as a surrogate objective for value prediction accuracy. While the Bellman equation is uniquely solved by the true value function over all state-action pairs, we find that the Bellman error (the difference between both sides of the equation) is a poor proxy for the accuracy of the value function. In particular, we show that (1) due to cancellations from both sides of the Bellman equation, the magnitude of the Bellman error is only weakly related to the distance to the true value function, even when considering all state-action pairs, and (2) in the finite data regime, the Bellman equation can be satisfied exactly by infinitely many suboptimal solutions. This means that the Bellman error can be minimized without improving the accuracy of the value function. We demonstrate these phenomena through a series of propositions, illustrative toy examples, and empirical analysis in standard benchmark domains.

26.0LGJan 28, 2022Code
Can Wikipedia Help Offline Reinforcement Learning?

Machel Reid, Yutaro Yamada, Shixiang Shane Gu

Fine-tuning reinforcement learning (RL) models has been challenging because of a lack of large scale off-the-shelf datasets as well as high variance in transferability among different environments. Recent work has looked at tackling offline RL from the perspective of sequence modeling with improved results as result of the introduction of the Transformer architecture. However, when the model is trained from scratch, it suffers from slow convergence speeds. In this paper, we look to take advantage of this formulation of reinforcement learning as sequence modeling and investigate the transferability of pre-trained sequence models on other domains (vision, language) when finetuned on offline RL tasks (control, games). To this end, we also propose techniques to improve transfer between these domains. Results show consistent performance gains in terms of both convergence speed and reward on a variety of environments, accelerating training by 3-6x and achieving state-of-the-art performance in a variety of tasks using Wikipedia-pretrained and GPT2 language models. We hope that this work not only brings light to the potentials of leveraging generic sequence modeling techniques and pre-trained models for RL, but also inspires future work on sharing knowledge between generative modeling tasks of completely different domains.

12.8RODec 1, 2021
Tool as Embodiment for Recursive Manipulation

Yuki Noguchi, Tatsuya Matsushima, Yutaka Matsuo et al.

Humans and many animals exhibit a robust capability to manipulate diverse objects, often directly with their bodies and sometimes indirectly with tools. Such flexibility is likely enabled by the fundamental consistency in underlying physics of object manipulation such as contacts and force closures. Inspired by viewing tools as extensions of our bodies, we present Tool-As-Embodiment (TAE), a parameterization for tool-based manipulation policies that treat hand-object and tool-object interactions in the same representation space. The result is a single policy that can be applied recursively on robots to use end effectors to manipulate objects, and use objects as tools, i.e. new end-effectors, to manipulate other objects. By sharing experiences across different embodiments for grasping or pushing, our policy exhibits higher performance than if separate policies were trained. Our framework could utilize all experiences from different resolutions of tool-enabled embodiments to a single generic policy for each manipulation skill. Videos at https://sites.google.com/view/recursivemanipulation

26.4LGNov 19, 2021Code
Generalized Decision Transformer for Offline Hindsight Information Matching

Hiroki Furuta, Yutaka Matsuo, Shixiang Shane Gu

How to extract as much learning signal from each trajectory data has been a key problem in reinforcement learning (RL), where sample inefficiency has posed serious challenges for practical applications. Recent works have shown that using expressive policy function approximators and conditioning on future trajectory information -- such as future states in hindsight experience replay or returns-to-go in Decision Transformer (DT) -- enables efficient learning of multi-task policies, where at times online RL is fully replaced by offline behavioral cloning, e.g. sequence modeling. We demonstrate that all these approaches are doing hindsight information matching (HIM) -- training policies that can output the rest of trajectory that matches some statistics of future state information. We present Generalized Decision Transformer (GDT) for solving any HIM problem, and show how different choices for the feature function and the anti-causal aggregator not only recover DT as a special case, but also lead to novel Categorical DT (CDT) and Bi-directional DT (BDT) for matching different statistics of the future. For evaluating CDT and BDT, we define offline multi-task state-marginal matching (SMM) and imitation learning (IL) as two generic HIM problems, propose a Wasserstein distance loss as a metric for both, and empirically study them on MuJoCo continuous control benchmarks. CDT, which simply replaces anti-causal summation with anti-causal binning in DT, enables the first effective offline multi-task SMM algorithm that generalizes well to unseen and even synthetic multi-modal state-feature distributions. BDT, which uses an anti-causal second transformer as the aggregator, can learn to model any statistics of the future and outperforms DT variants in offline multi-task IL. Our generalized formulations from HIM and GDT greatly expand the role of powerful sequence modeling architectures in modern RL.

10.6LGOct 10, 2021
Braxlines: Fast and Interactive Toolkit for RL-driven Behavior Engineering beyond Reward Maximization

Shixiang Shane Gu, Manfred Diaz, Daniel C. Freeman et al.

The goal of continuous control is to synthesize desired behaviors. In reinforcement learning (RL)-driven approaches, this is often accomplished through careful task reward engineering for efficient exploration and running an off-the-shelf RL algorithm. While reward maximization is at the core of RL, reward engineering is not the only -- sometimes nor the easiest -- way for specifying complex behaviors. In this paper, we introduce \braxlines, a toolkit for fast and interactive RL-driven behavior generation beyond simple reward maximization that includes Composer, a programmatic API for generating continuous control environments, and set of stable and well-tested baselines for two families of algorithms -- mutual information maximization (MiMax) and divergence minimization (DMin) -- supporting unsupervised skill learning and distribution sketching as other modes of behavior specification. In addition, we discuss how to standardize metrics for evaluating these algorithms, which can no longer rely on simple reward maximization. Our implementations build on a hardware-accelerated Brax simulator in Jax with minimal modifications, enabling behavior synthesis within minutes of training. We hope Braxlines can serve as an interactive toolkit for rapid creation and testing of environments and behaviors, empowering explosions of future benchmark designs and new modes of RL-driven behavior generation and their algorithmic research.

51.0LGJun 12, 2021Code
A Minimalist Approach to Offline Reinforcement Learning

Scott Fujimoto, Shixiang Shane Gu

Offline reinforcement learning (RL) defines the task of learning from a fixed batch of data. Due to errors in value estimation from out-of-distribution actions, most offline RL algorithms take the approach of constraining or regularizing the policy with the actions contained in the dataset. Built on pre-existing RL algorithms, modifications to make an RL algorithm work offline comes at the cost of additional complexity. Offline RL algorithms introduce new hyperparameters and often leverage secondary components such as generative models, while adjusting the underlying RL algorithm. In this paper we aim to make a deep RL algorithm work while making minimal changes. We find that we can match the performance of state-of-the-art offline RL algorithms by simply adding a behavior cloning term to the policy update of an online RL algorithm and normalizing the data. The resulting algorithm is a simple to implement and tune baseline, while more than halving the overall run time by removing the additional computational overhead of previous methods.

14.1LGJun 2, 2021
Variational Empowerment as Representation Learning for Goal-Based Reinforcement Learning

Jongwook Choi, Archit Sharma, Honglak Lee et al.

Learning to reach goal states and learning diverse skills through mutual information (MI) maximization have been proposed as principled frameworks for self-supervised reinforcement learning, allowing agents to acquire broadly applicable multitask policies with minimal reward engineering. Starting from a simple observation that the standard goal-conditioned RL (GCRL) is encapsulated by the optimization objective of variational empowerment, we discuss how GCRL and MI-based RL can be generalized into a single family of methods, which we name variational GCRL (VGCRL), interpreting variational MI maximization, or variational empowerment, as representation learning methods that acquire functionally-aware state representations for goal reaching. This novel perspective allows us to: (1) derive simple but unexplored variants of GCRL to study how adding small representation capacity can already expand its capabilities; (2) investigate how discriminator function capacity and smoothness determine the quality of discovered skills, or latent goals, through modifying latent dimensionality and applying spectral normalization; (3) adapt techniques such as hindsight experience replay (HER) from GCRL to MI-based RL; and lastly, (4) propose a novel evaluation metric, named latent goal reaching (LGR), for comparing empowerment algorithms with different choices of latent dimensionality and discriminator parameterization. Through principled mathematical derivations and careful experimental studies, our work lays a novel foundation from which to evaluate, analyze, and develop representation learning techniques in goal-based RL.

13.6LGMar 31, 2021Code
Co-Adaptation of Algorithmic and Implementational Innovations in Inference-based Deep Reinforcement Learning

Hiroki Furuta, Tadashi Kozuno, Tatsuya Matsushima et al.

Recently many algorithms were devised for reinforcement learning (RL) with function approximation. While they have clear algorithmic distinctions, they also have many implementation differences that are algorithm-independent and sometimes under-emphasized. Such mixing of algorithmic novelty and implementation craftsmanship makes rigorous analyses of the sources of performance improvements across algorithms difficult. In this work, we focus on a series of off-policy inference-based actor-critic algorithms -- MPO, AWR, and SAC -- to decouple their algorithmic innovations and implementation decisions. We present unified derivations through a single control-as-inference objective, where we can categorize each algorithm as based on either Expectation-Maximization (EM) or direct Kullback-Leibler (KL) divergence minimization and treat the rest of specifications as implementation details. We performed extensive ablation studies, and identified substantial performance drops whenever implementation details are mismatched for algorithmic choices. These results show which implementation or code details are co-adapted and co-evolved with algorithms, and which are transferable across algorithms: as examples, we identified that tanh Gaussian policy and network sizes are highly adapted to algorithmic types, while layer normalization and ELU are critical for MPO's performances but also transfer to noticeable gains in SAC. We hope our work can inspire future work to further demystify sources of performance improvements across multiple algorithms and allow researchers to build on one another's both algorithmic and implementational innovations.

14.6LGMar 23, 2021Code
Policy Information Capacity: Information-Theoretic Measure for Task Complexity in Deep Reinforcement Learning

Hiroki Furuta, Tatsuya Matsushima, Tadashi Kozuno et al.

Progress in deep reinforcement learning (RL) research is largely enabled by benchmark task environments. However, analyzing the nature of those environments is often overlooked. In particular, we still do not have agreeable ways to measure the difficulty or solvability of a task, given that each has fundamentally different actions, observations, dynamics, rewards, and can be tackled with diverse RL algorithms. In this work, we propose policy information capacity (PIC) -- the mutual information between policy parameters and episodic return -- and policy-optimal information capacity (POIC) -- between policy parameters and episodic optimality -- as two environment-agnostic, algorithm-agnostic quantitative metrics for task difficulty. Evaluating our metrics across toy environments as well as continuous control benchmark tasks from OpenAI Gym and DeepMind Control Suite, we empirically demonstrate that these information-theoretic metrics have higher correlations with normalized task solvability scores than a variety of alternatives. Lastly, we show that these metrics can also be used for fast and compute-efficient optimizations of key design parameters such as reward shaping, policy architectures, and MDP properties for better solvability by RL algorithms without ever running full RL experiments.

31.8CLOct 12, 2020Code
Human-centric Dialog Training via Offline Reinforcement Learning

Natasha Jaques, Judy Hanwen Shen, Asma Ghandeharioun et al.

How can we train a dialog model to produce better conversations by learning from human feedback, without the risk of humans teaching it harmful chat behaviors? We start by hosting models online, and gather human feedback from real-time, open-ended conversations, which we then use to train and improve the models using offline reinforcement learning (RL). We identify implicit conversational cues including language similarity, elicitation of laughter, sentiment, and more, which indicate positive human feedback, and embed these in multiple reward functions. A well-known challenge is that learning an RL policy in an offline setting usually fails due to the lack of ability to explore and the tendency to make over-optimistic estimates of future reward. These problems become even harder when using RL for language models, which can easily have a 20,000 action vocabulary and many possible reward functions. We solve the challenge by developing a novel class of offline RL algorithms. These algorithms use KL-control to penalize divergence from a pre-trained prior language model, and use a new strategy to make the algorithm pessimistic, instead of optimistic, in the face of uncertainty. We test the resulting dialog model with ratings from 80 users in an open-domain setting and find it achieves significant improvements over existing deep offline RL approaches. The novel offline RL method is viable for improving any existing generative dialog model using a static dataset of human feedback.

27.7LGJul 21, 2020
EMaQ: Expected-Max Q-Learning Operator for Simple Yet Effective Offline and Online RL

Seyed Kamyar Seyed Ghasemipour, Dale Schuurmans, Shixiang Shane Gu

Off-policy reinforcement learning holds the promise of sample-efficient learning of decision-making policies by leveraging past experience. However, in the offline RL setting -- where a fixed collection of interactions are provided and no further interactions are allowed -- it has been shown that standard off-policy RL methods can significantly underperform. Recently proposed methods often aim to address this shortcoming by constraining learned policies to remain close to the given dataset of interactions. In this work, we closely investigate an important simplification of BCQ -- a prior approach for offline RL -- which removes a heuristic design choice and naturally restricts extracted policies to remain exactly within the support of a given behavior policy. Importantly, in contrast to their original theoretical considerations, we derive this simplified algorithm through the introduction of a novel backup operator, Expected-Max Q-Learning (EMaQ), which is more closely related to the resulting practical algorithm. Specifically, in addition to the distribution support, EMaQ explicitly considers the number of samples and the proposal distribution, allowing us to derive new sub-optimality bounds which can serve as a novel measure of complexity for offline RL problems. In the offline RL setting -- the main focus of this work -- EMaQ matches and outperforms prior state-of-the-art in the D4RL benchmarks. In the online RL setting, we demonstrate that EMaQ is competitive with Soft Actor Critic. The key contributions of our empirical findings are demonstrating the importance of careful generative model design for estimating behavior policies, and an intuitive notion of complexity for offline RL problems. With its simple interpretation and fewer moving parts, such as no explicit function approximator representing the policy, EMaQ serves as a strong yet easy to implement baseline for future work.

24.7ROApr 27, 2020
Emergent Real-World Robotic Skills via Unsupervised Off-Policy Reinforcement Learning

Archit Sharma, Michael Ahn, Sergey Levine et al.

Reinforcement learning provides a general framework for learning robotic skills while minimizing engineering effort. However, most reinforcement learning algorithms assume that a well-designed reward function is provided, and learn a single behavior for that single reward function. Such reward functions can be difficult to design in practice. Can we instead develop efficient reinforcement learning methods that acquire diverse skills without any reward function, and then repurpose these skills for downstream tasks? In this paper, we demonstrate that a recently proposed unsupervised skill discovery algorithm can be extended into an efficient off-policy method, making it suitable for performing unsupervised reinforcement learning in the real world. Firstly, we show that our proposed algorithm provides substantial improvement in learning efficiency, making reward-free real-world training feasible. Secondly, we move beyond the simulation environments and evaluate the algorithm on real physical hardware. On quadrupeds, we observe that locomotion skills with diverse gaits and different orientations emerge without any rewards or demonstrations. We also demonstrate that the learned skills can be composed using model predictive control for goal-oriented navigation, without any additional training.

13.6LGApr 6, 2020
Weakly-Supervised Reinforcement Learning for Controllable Behavior

Lisa Lee, Benjamin Eysenbach, Ruslan Salakhutdinov et al.

Reinforcement learning (RL) is a powerful framework for learning to take actions to solve tasks. However, in many settings, an agent must winnow down the inconceivably large space of all possible tasks to the single task that it is currently being asked to solve. Can we instead constrain the space of tasks to those that are semantically meaningful? In this work, we introduce a framework for using weak supervision to automatically disentangle this semantically meaningful subspace of tasks from the enormous space of nonsensical "chaff" tasks. We show that this learned subspace enables efficient exploration and provides a representation that captures distance between states. On a variety of challenging, vision-based continuous control problems, our approach leads to substantial performance gains, particularly as the complexity of the environment grows.

23.5LGSep 23, 2019
Why Does Hierarchy (Sometimes) Work So Well in Reinforcement Learning?

Ofir Nachum, Haoran Tang, Xingyu Lu et al.

Hierarchical reinforcement learning has demonstrated significant success at solving difficult reinforcement learning (RL) tasks. Previous works have motivated the use of hierarchy by appealing to a number of intuitive benefits, including learning over temporally extended transitions, exploring over temporally extended periods, and training and exploring in a more semantically meaningful action space, among others. However, in fully observed, Markovian settings, it is not immediately clear why hierarchical RL should provide benefits over standard "shallow" RL architectures. In this work, we isolate and evaluate the claimed benefits of hierarchical RL on a suite of tasks encompassing locomotion, navigation, and manipulation. Surprisingly, we find that most of the observed benefits of hierarchy can be attributed to improved exploration, as opposed to easier policy learning or imposed hierarchical structures. Given this insight, we present exploration techniques inspired by hierarchy that achieve performance competitive with hierarchical RL while at the same time being much simpler to use and implement.

26.7ROAug 13, 2019
Multi-Agent Manipulation via Locomotion using Hierarchical Sim2Real

Ofir Nachum, Michael Ahn, Hugo Ponte et al.

Manipulation and locomotion are closely related problems that are often studied in isolation. In this work, we study the problem of coordinating multiple mobile agents to exhibit manipulation behaviors using a reinforcement learning (RL) approach. Our method hinges on the use of hierarchical sim2real -- a simulated environment is used to learn low-level goal-reaching skills, which are then used as the action space for a high-level RL controller, also trained in simulation. The full hierarchical policy is then transferred to the real world in a zero-shot fashion. The application of domain randomization during training enables the learned behaviors to generalize to real-world settings, while the use of hierarchy provides a modular paradigm for learning and transferring increasingly complex behaviors. We evaluate our method on a number of real-world tasks, including coordinated object manipulation in a multi-agent setting. See videos at https://sites.google.com/view/manipulation-via-locomotion

38.0LGJul 2, 2019Code
Dynamics-Aware Unsupervised Discovery of Skills

Archit Sharma, Shixiang Gu, Sergey Levine et al.

Conventionally, model-based reinforcement learning (MBRL) aims to learn a global model for the dynamics of the environment. A good model can potentially enable planning algorithms to generate a large variety of behaviors and solve diverse tasks. However, learning an accurate model for complex dynamical systems is difficult, and even then, the model might not generalize well outside the distribution of states on which it was trained. In this work, we combine model-based learning with model-free learning of primitives that make model-based planning easy. To that end, we aim to answer the question: how can we discover skills whose outcomes are easy to predict? We propose an unsupervised learning algorithm, Dynamics-Aware Discovery of Skills (DADS), which simultaneously discovers predictable behaviors and learns their dynamics. Our method can leverage continuous skill spaces, theoretically, allowing us to learn infinitely many behaviors even for high-dimensional state-spaces. We demonstrate that zero-shot planning in the learned latent space significantly outperforms standard MBRL and model-free goal-conditioned RL, can handle sparse-reward tasks, and substantially improves over prior hierarchical RL methods for unsupervised skill discovery.

36.3LGJun 30, 2019Code
Way Off-Policy Batch Deep Reinforcement Learning of Implicit Human Preferences in Dialog

Natasha Jaques, Asma Ghandeharioun, Judy Hanwen Shen et al.

Most deep reinforcement learning (RL) systems are not able to learn effectively from off-policy data, especially if they cannot explore online in the environment. These are critical shortcomings for applying RL to real-world problems where collecting data is expensive, and models must be tested offline before being deployed to interact with the environment -- e.g. systems that learn from human interaction. Thus, we develop a novel class of off-policy batch RL algorithms, which are able to effectively learn offline, without exploring, from a fixed batch of human interaction data. We leverage models pre-trained on data as a strong prior, and use KL-control to penalize divergence from this prior during RL training. We also use dropout-based uncertainty estimates to lower bound the target Q-values as a more efficient alternative to Double Q-Learning. The algorithms are tested on the problem of open-domain dialog generation -- a challenging reinforcement learning problem with a 20,000-dimensional action space. Using our Way Off-Policy algorithm, we can extract multiple different reward functions post-hoc from collected human interaction data, and learn effectively from all of these. We test the real-world generalization of these systems by deploying them live to converse with humans in an open-domain setting, and demonstrate that our algorithm achieves significant improvements over prior methods in off-policy batch RL.

23.4LGOct 9, 2018
Doubly Reparameterized Gradient Estimators for Monte Carlo Objectives

George Tucker, Dieterich Lawson, Shixiang Gu et al.

Deep latent variable models have become a popular model choice due to the scalable learning algorithms introduced by (Kingma & Welling, 2013; Rezende et al., 2014). These approaches maximize a variational lower bound on the intractable log likelihood of the observed data. Burda et al. (2015) introduced a multi-sample variational bound, IWAE, that is at least as tight as the standard variational lower bound and becomes increasingly tight as the number of samples increases. Counterintuitively, the typical inference network gradient estimator for the IWAE bound performs poorly as the number of samples increases (Rainforth et al., 2018; Le et al., 2018). Roeder et al. (2017) propose an improved gradient estimator, however, are unable to show it is unbiased. We show that it is in fact biased and that the bias can be estimated efficiently with a second application of the reparameterization trick. The doubly reparameterized gradient (DReG) estimator does not suffer as the number of samples increases, resolving the previously raised issues. The same idea can be used to improve many recently introduced training techniques for latent variable models. In particular, we show that this estimator reduces the variance of the IWAE gradient, the reweighted wake-sleep update (RWS) (Bornschein & Bengio, 2014), and the jackknife variational inference (JVI) gradient (Nowozin, 2018). Finally, we show that this computationally efficient, unbiased drop-in gradient estimator translates to improved performance for all three objectives on several modeling tasks.

36.8AIOct 2, 2018Code
Near-Optimal Representation Learning for Hierarchical Reinforcement Learning

Ofir Nachum, Shixiang Gu, Honglak Lee et al.

We study the problem of representation learning in goal-conditioned hierarchical reinforcement learning. In such hierarchical structures, a higher-level controller solves tasks by iteratively communicating goals which a lower-level policy is trained to reach. Accordingly, the choice of representation -- the mapping of observation space to goal space -- is crucial. To study this problem, we develop a notion of sub-optimality of a representation, defined in terms of expected reward of the optimal hierarchical policy using this representation. We derive expressions which bound the sub-optimality and show how these expressions can be translated to representation learning objectives which may be optimized in practice. Results on a number of difficult continuous-control tasks show that our approach to representation learning yields qualitatively better representations as well as quantitatively better hierarchical policies, compared to existing methods (see videos at https://sites.google.com/view/representation-hrl).

42.4LGMay 21, 2018Code
Data-Efficient Hierarchical Reinforcement Learning

Ofir Nachum, Shixiang Gu, Honglak Lee et al.

Hierarchical reinforcement learning (HRL) is a promising approach to extend traditional reinforcement learning (RL) methods to solve more complex tasks. Yet, the majority of current HRL methods require careful task-specific design and on-policy training, making them difficult to apply in real-world scenarios. In this paper, we study how we can develop HRL algorithms that are general, in that they do not make onerous additional assumptions beyond standard RL algorithms, and efficient, in the sense that they can be used with modest numbers of interaction samples, making them suitable for real-world problems such as robotic control. For generality, we develop a scheme where lower-level controllers are supervised with goals that are learned and proposed automatically by the higher-level controllers. To address efficiency, we propose to use off-policy experience for both higher and lower-level training. This poses a considerable challenge, since changes to the lower-level behaviors change the action space for the higher-level policy, and we introduce an off-policy correction to remedy this challenge. This allows us to take advantage of recent advances in off-policy model-free RL to learn both higher- and lower-level policies using substantially fewer environment interactions than on-policy algorithms. We term the resulting HRL agent HIRO and find that it is generally applicable and highly sample-efficient. Our experiments show that HIRO can be used to learn highly complex behaviors for simulated robots, such as pushing objects and utilizing them to reach target locations, learning from only a few million samples, equivalent to a few days of real-time interaction. In comparisons with a number of prior HRL methods, we find that our approach substantially outperforms previous state-of-the-art techniques.

29.9LGFeb 25, 2018
Temporal Difference Models: Model-Free Deep RL for Model-Based Control

Vitchyr Pong, Shixiang Gu, Murtaza Dalal et al.

Model-free reinforcement learning (RL) is a powerful, general tool for learning complex behaviors. However, its sample efficiency is often impractically large for solving challenging real-world problems, even with off-policy algorithms such as Q-learning. A limiting factor in classic model-free RL is that the learning signal consists only of scalar rewards, ignoring much of the rich information contained in state transition tuples. Model-based RL uses this information, by training a predictive model, but often does not achieve the same asymptotic performance as model-free RL due to model bias. We introduce temporal difference models (TDMs), a family of goal-conditioned value functions that can be trained with model-free learning and used for model-based control. TDMs combine the benefits of model-free and model-based RL: they leverage the rich information in state transitions to learn very efficiently, while still attaining asymptotic performance that exceeds that of direct model-based RL methods. Our experimental results show that, on a range of continuous control tasks, TDMs provide a substantial improvement in efficiency compared to state-of-the-art model-based and model-free methods.

24.7LGNov 18, 2017
Leave no Trace: Learning to Reset for Safe and Autonomous Reinforcement Learning

Benjamin Eysenbach, Shixiang Gu, Julian Ibarz et al.

Deep reinforcement learning algorithms can learn complex behavioral skills, but real-world application of these methods requires a large amount of experience to be collected by the agent. In practical settings, such as robotics, this involves repeatedly attempting a task, resetting the environment between each attempt. However, not all tasks are easily or automatically reversible. In practice, this learning process requires extensive human intervention. In this work, we propose an autonomous method for safe and efficient reinforcement learning that simultaneously learns a forward and reset policy, with the reset policy resetting the environment for a subsequent attempt. By learning a value function for the reset policy, we can automatically determine when the forward policy is about to enter a non-reversible state, providing for uncertainty-aware safety aborts. Our experiments illustrate that proper use of the reset policy can greatly reduce the number of manual resets required to learn a task, can reduce the number of unsafe actions that lead to non-reversible states, and can automatically induce a curriculum.

24.4LGJun 1, 2017
Interpolated Policy Gradient: Merging On-Policy and Off-Policy Gradient Estimation for Deep Reinforcement Learning

Shixiang Gu, Timothy Lillicrap, Zoubin Ghahramani et al.

Off-policy model-free deep reinforcement learning methods using previously collected data can improve sample efficiency over on-policy policy gradient techniques. On the other hand, on-policy algorithms are often more stable and easier to use. This paper examines, both theoretically and empirically, approaches to merging on- and off-policy updates for deep reinforcement learning. Theoretical results show that off-policy updates with a value function estimator can be interpolated with on-policy policy gradient updates whilst still satisfying performance bounds. Our analysis uses control variate methods to produce a family of policy gradient algorithms, with several recently proposed algorithms being special cases of this family. We then provide an empirical comparison of these techniques with the remaining algorithmic details fixed, and show how different mixing of off-policy gradient estimates with on-policy samples contribute to improvements in empirical performance. The final algorithm provides a generalization and unification of existing deep policy gradient techniques, has theoretical guarantees on the bias introduced by off-policy updates, and improves on the state-of-the-art model-free deep RL methods on a number of OpenAI Gym continuous control benchmarks.

26.1LGNov 9, 2016
Sequence Tutor: Conservative Fine-Tuning of Sequence Generation Models with KL-control

Natasha Jaques, Shixiang Gu, Dzmitry Bahdanau et al.

This paper proposes a general method for improving the structure and quality of sequences generated by a recurrent neural network (RNN), while maintaining information originally learned from data, as well as sample diversity. An RNN is first pre-trained on data using maximum likelihood estimation (MLE), and the probability distribution over the next token in the sequence learned by this model is treated as a prior policy. Another RNN is then trained using reinforcement learning (RL) to generate higher-quality outputs that account for domain-specific incentives while retaining proximity to the prior policy of the MLE RNN. To formalize this objective, we derive novel off-policy RL methods for RNNs from KL-control. The effectiveness of the approach is demonstrated on two applications; 1) generating novel musical melodies, and 2) computational molecular generation. For both problems, we show that the proposed method improves the desired properties and structure of the generated sequences, while maintaining information learned from data.

34.8LGNov 7, 2016Code
Q-Prop: Sample-Efficient Policy Gradient with An Off-Policy Critic

Shixiang Gu, Timothy Lillicrap, Zoubin Ghahramani et al.

Model-free deep reinforcement learning (RL) methods have been successful in a wide variety of simulated domains. However, a major obstacle facing deep RL in the real world is their high sample complexity. Batch policy gradient methods offer stable learning, but at the cost of high variance, which often requires large batches. TD-style methods, such as off-policy actor-critic and Q-learning, are more sample-efficient but biased, and often require costly hyperparameter sweeps to stabilize. In this work, we aim to develop methods that combine the stability of policy gradients with the efficiency of off-policy RL. We present Q-Prop, a policy gradient method that uses a Taylor expansion of the off-policy critic as a control variate. Q-Prop is both sample efficient and stable, and effectively combines the benefits of on-policy and off-policy methods. We analyze the connection between Q-Prop and existing model-free algorithms, and use control variate theory to derive two variants of Q-Prop with conservative and aggressive adaptation. We show that conservative Q-Prop provides substantial gains in sample efficiency over trust region policy optimization (TRPO) with generalized advantage estimation (GAE), and improves stability over deep deterministic policy gradient (DDPG), the state-of-the-art on-policy and off-policy methods, on OpenAI Gym's MuJoCo continuous control environments.

66.0MLNov 3, 2016
Categorical Reparameterization with Gumbel-Softmax

Eric Jang, Shixiang Gu, Ben Poole

Categorical variables are a natural choice for representing discrete structure in the world. However, stochastic neural networks rarely use categorical latent variables due to the inability to backpropagate through samples. In this work, we present an efficient gradient estimator that replaces the non-differentiable sample from a categorical distribution with a differentiable sample from a novel Gumbel-Softmax distribution. This distribution has the essential property that it can be smoothly annealed into a categorical distribution. We show that our Gumbel-Softmax estimator outperforms state-of-the-art gradient estimators on structured output prediction and unsupervised generative modeling tasks with categorical latent variables, and enables large speedups on semi-supervised classification.

51.8ROOct 3, 2016
Deep Reinforcement Learning for Robotic Manipulation with Asynchronous Off-Policy Updates

Shixiang Gu, Ethan Holly, Timothy Lillicrap et al.

Reinforcement learning holds the promise of enabling autonomous robots to learn large repertoires of behavioral skills with minimal human intervention. However, robotic applications of reinforcement learning often compromise the autonomy of the learning process in favor of achieving training times that are practical for real physical systems. This typically involves introducing hand-engineered policy representations and human-supplied demonstrations. Deep reinforcement learning alleviates this limitation by training general-purpose neural network policies, but applications of direct deep reinforcement learning algorithms have so far been restricted to simulated settings and relatively simple tasks, due to their apparent high sample complexity. In this paper, we demonstrate that a recent deep reinforcement learning algorithm based on off-policy training of deep Q-functions can scale to complex 3D manipulation tasks and can learn deep neural network policies efficiently enough to train on real physical robots. We demonstrate that the training times can be further reduced by parallelizing the algorithm across multiple robots which pool their policy updates asynchronously. Our experimental evaluation shows that our method can learn a variety of 3D manipulation skills in simulation and a complex door opening skill on real robots without any prior demonstrations or manually designed representations.