Pulling back information geometryGeorgios Arvanitidis, Miguel González-Duque, Alison Pouplin et al.
Latent space geometry has shown itself to provide a rich and rigorous framework for interacting with the latent variables of deep generative models. The existing theory, however, relies on the decoder being a Gaussian distribution as its simple reparametrization allows us to interpret the generating process as a random projection of a deterministic manifold. Consequently, this approach breaks down when applied to decoders that are not as easily reparametrized. We here propose to use the Fisher-Rao metric associated with the space of decoder distributions as a reference metric, which we pull back to the latent space. We show that we can achieve meaningful latent geometries for a wide range of decoder distributions for which the previous theory was not applicable, opening the door to `black box' latent geometries.
2.7LGJul 5, 2019
Learning a Behavioral Repertoire from DemonstrationsNiels Justesen, Miguel Gonzalez Duque, Daniel Cabarcas Jaramillo et al.
Imitation Learning (IL) is a machine learning approach to learn a policy from a dataset of demonstrations. IL can be useful to kick-start learning before applying reinforcement learning (RL) but it can also be useful on its own, e.g. to learn to imitate human players in video games. However, a major limitation of current IL approaches is that they learn only a single "average" policy based on a dataset that possibly contains demonstrations of numerous different types of behaviors. In this paper, we propose a new approach called Behavioral Repertoire Imitation Learning (BRIL) that instead learns a repertoire of behaviors from a set of demonstrations by augmenting the state-action pairs with behavioral descriptions. The outcome of this approach is a single neural network policy conditioned on a behavior description that can be precisely modulated. We apply this approach to train a policy on 7,777 human replays to perform build-order planning in StarCraft II. Principal Component Analysis (PCA) is applied to construct a low-dimensional behavioral space from the high-dimensional army unit composition of each demonstration. The results demonstrate that the learned policy can be effectively manipulated to express distinct behaviors. Additionally, by applying the UCB1 algorithm, we are able to adapt the behavior of the policy - in-between games - to reach a performance beyond that of the traditional IL baseline approach.