Ian Davies

LG
h-index16
8papers
87citations
Novelty58%
AI Score34

8 Papers

PLASM-PHJul 21, 2023
Towards practical reinforcement learning for tokamak magnetic control

Brendan D. Tracey, Andrea Michi, Yuri Chervonyi et al. · deepmind

Reinforcement learning (RL) has shown promising results for real-time control systems, including the domain of plasma magnetic control. However, there are still significant drawbacks compared to traditional feedback control approaches for magnetic confinement. In this work, we address key drawbacks of the RL method; achieving higher control accuracy for desired plasma properties, reducing the steady-state error, and decreasing the required time to learn new tasks. We build on top of \cite{degrave2022magnetic}, and present algorithmic improvements to the agent architecture and training procedure. We present simulation results that show up to 65\% improvement in shape accuracy, achieve substantial reduction in the long-term bias of the plasma current, and additionally reduce the training time required to learn new tasks by a factor of 3 or more. We present new experiments using the upgraded RL-based controllers on the TCV tokamak, which validate the simulation results achieved, and point the way towards routinely achieving accurate discharges using the RL approach.

LGMay 1, 2025
Wasserstein Policy Optimization

David Pfau, Ian Davies, Diana Borsa et al.

We introduce Wasserstein Policy Optimization (WPO), an actor-critic algorithm for reinforcement learning in continuous action spaces. WPO can be derived as an approximation to Wasserstein gradient flow over the space of all policies projected into a finite-dimensional parameter space (e.g., the weights of a neural network), leading to a simple and completely general closed-form update. The resulting algorithm combines many properties of deterministic and classic policy gradient methods. Like deterministic policy gradients, it exploits knowledge of the gradient of the action-value function with respect to the action. Like classic policy gradients, it can be applied to stochastic policies with arbitrary distributions over actions -- without using the reparameterization trick. We show results on the DeepMind Control Suite and a magnetic confinement fusion task which compare favorably with state-of-the-art continuous control methods.

LGOct 30, 2021
One Step at a Time: Pros and Cons of Multi-Step Meta-Gradient Reinforcement Learning

Clément Bonnet, Paul Caron, Thomas Barrett et al.

Self-tuning algorithms that adapt the learning process online encourage more effective and robust learning. Among all the methods available, meta-gradients have emerged as a promising approach. They leverage the differentiability of the learning rule with respect to some hyper-parameters to adapt them in an online fashion. Although meta-gradients can be accumulated over multiple learning steps to avoid myopic updates, this is rarely used in practice. In this work, we demonstrate that whilst multi-step meta-gradients do provide a better learning signal in expectation, this comes at the cost of a significant increase in variance, hindering performance. In the light of this analysis, we introduce a novel method mixing multiple inner steps that enjoys a more accurate and robust meta-gradient signal, essentially trading off bias and variance in meta-gradient estimation. When applied to the Snake game, the mixing meta-gradient algorithm can cut the variance by a factor of 3 while achieving similar or higher performance.

LGOct 23, 2021
Fully Distributed Actor-Critic Architecture for Multitask Deep Reinforcement Learning

Sergio Valcarcel Macua, Ian Davies, Aleksi Tukiainen et al.

We propose a fully distributed actor-critic architecture, named Diff-DAC, with application to multitask reinforcement learning (MRL). During the learning process, agents communicate their value and policy parameters to their neighbours, diffusing the information across a network of agents with no need for a central station. Each agent can only access data from its local task, but aims to learn a common policy that performs well for the whole set of tasks. The architecture is scalable, since the computational and communication cost per agent depends on the number of neighbours rather than the overall number of agents. We derive Diff-DAC from duality theory and provide novel insights into the actor-critic framework, showing that it is actually an instance of the dual ascent method. We prove almost sure convergence of Diff-DAC to a common policy under general assumptions that hold even for deep-neural network approximations. For more restrictive assumptions, we also prove that this common policy is a stationary point of an approximation of the original problem. Numerical results on multitask extensions of common continuous control benchmarks demonstrate that Diff-DAC stabilises learning and has a regularising effect that induces higher performance and better generalisation properties than previous architectures.

MLJun 15, 2021
Kernel Identification Through Transformers

Fergus Simpson, Ian Davies, Vidhi Lalchand et al.

Kernel selection plays a central role in determining the performance of Gaussian Process (GP) models, as the chosen kernel determines both the inductive biases and prior support of functions under the GP prior. This work addresses the challenge of constructing custom kernel functions for high-dimensional GP regression models. Drawing inspiration from recent progress in deep learning, we introduce a novel approach named KITT: Kernel Identification Through Transformers. KITT exploits a transformer-based architecture to generate kernel recommendations in under 0.1 seconds, which is several orders of magnitude faster than conventional kernel search algorithms. We train our model using synthetic data generated from priors over a vocabulary of known kernels. By exploiting the nature of the self-attention mechanism, KITT is able to process datasets with inputs of arbitrary dimension. We demonstrate that kernels chosen by KITT yield strong performance over a diverse collection of regression benchmarks.

LGJun 6, 2020
Learning to Model Opponent Learning

Ian Davies, Zheng Tian, Jun Wang

Multi-Agent Reinforcement Learning (MARL) considers settings in which a set of coexisting agents interact with one another and their environment. The adaptation and learning of other agents induces non-stationarity in the environment dynamics. This poses a great challenge for value function-based algorithms whose convergence usually relies on the assumption of a stationary environment. Policy search algorithms also struggle in multi-agent settings as the partial observability resulting from an opponent's actions not being known introduces high variance to policy training. Modelling an agent's opponent(s) is often pursued as a means of resolving the issues arising from the coexistence of learning opponents. An opponent model provides an agent with some ability to reason about other agents to aid its own decision making. Most prior works learn an opponent model by assuming the opponent is employing a stationary policy or switching between a set of stationary policies. Such an approach can reduce the variance of training signals for policy search algorithms. However, in the multi-agent setting, agents have an incentive to continually adapt and learn. This means that the assumptions concerning opponent stationarity are unrealistic. In this work, we develop a novel approach to modelling an opponent's learning dynamics which we term Learning to Model Opponent Learning (LeMOL). We show our structured opponent model is more accurate and stable than naive behaviour cloning baselines. We further show that opponent modelling can improve the performance of algorithmic agents in multi-agent settings.

LGMar 4, 2019
Joint Perception and Control as Inference with an Object-based Implementation

Minne Li, Zheng Tian, Pranav Nashikkar et al.

Existing model-based reinforcement learning methods often study perception modeling and decision making separately. We introduce joint Perception and Control as Inference (PCI), a general framework to combine perception and control for partially observable environments through Bayesian inference. Based on the fact that object-level inductive biases are critical in human perceptual learning and reasoning, we propose Object-based Perception Control (OPC), an instantiation of PCI which manages to facilitate control using automatic discovered object-based representations. We develop an unsupervised end-to-end solution and analyze the convergence of the perception model update. Experiments in a high-dimensional pixel environment demonstrate the learning effectiveness of our object-based perception control approach. Specifically, we show that OPC achieves good perceptual grouping quality and outperforms several strong baselines in accumulated rewards.

AIOct 10, 2018
Learning to Communicate Implicitly By Actions

Zheng Tian, Shihao Zou, Ian Davies et al.

In situations where explicit communication is limited, human collaborators act by learning to: (i) infer meaning behind their partner's actions, and (ii) convey private information about the state to their partner implicitly through actions. The first component of this learning process has been well-studied in multi-agent systems, whereas the second --- which is equally crucial for successful collaboration --- has not. To mimic both components mentioned above, thereby completing the learning process, we introduce a novel algorithm: Policy Belief Learning (PBL). PBL uses a belief module to model the other agent's private information and a policy module to form a distribution over actions informed by the belief module. Furthermore, to encourage communication by actions, we propose a novel auxiliary reward which incentivizes one agent to help its partner to make correct inferences about its private information. The auxiliary reward for communication is integrated into the learning of the policy module. We evaluate our approach on a set of environments including a matrix game, particle environment and the non-competitive bidding problem from contract bridge. We show empirically that this auxiliary reward is effective and easy to generalize. These results demonstrate that our PBL algorithm can produce strong pairs of agents in collaborative games where explicit communication is disabled.