LGFeb 13, 2023Code
Guiding Pretraining in Reinforcement Learning with Large Language ModelsYuqing Du, Olivia Watkins, Zihan Wang et al. · microsoft-research, mit
Reinforcement learning algorithms typically struggle in the absence of a dense, well-shaped reward function. Intrinsically motivated exploration methods address this limitation by rewarding agents for visiting novel states or transitions, but these methods offer limited benefits in large environments where most discovered novelty is irrelevant for downstream tasks. We describe a method that uses background knowledge from text corpora to shape exploration. This method, called ELLM (Exploring with LLMs) rewards an agent for achieving goals suggested by a language model prompted with a description of the agent's current state. By leveraging large-scale language model pretraining, ELLM guides agents toward human-meaningful and plausibly useful behaviors without requiring a human in the loop. We evaluate ELLM in the Crafter game environment and the Housekeep robotic simulator, showing that ELLM-trained agents have better coverage of common-sense behaviors during pretraining and usually match or improve performance on a range of downstream tasks. Code available at https://github.com/yuqingd/ellm.
CLJul 15, 2023
Large Language Models as Superpositions of Cultural PerspectivesGrgur Kovač, Masataka Sawayama, Rémy Portelas et al.
Large Language Models (LLMs) are often misleadingly recognized as having a personality or a set of values. We argue that an LLM can be seen as a superposition of perspectives with different values and personality traits. LLMs exhibit context-dependent values and personality traits that change based on the induced perspective (as opposed to humans, who tend to have more coherent values and personality traits across contexts). We introduce the concept of perspective controllability, which refers to a model's affordance to adopt various perspectives with differing values and personality traits. In our experiments, we use questionnaires from psychology (PVQ, VSM, IPIP) to study how exhibited values and personality traits change based on different perspectives. Through qualitative experiments, we show that LLMs express different values when those are (implicitly or explicitly) implied in the prompt, and that LLMs express different values even when those are not obviously implied (demonstrating their context-dependent nature). We then conduct quantitative experiments to study the controllability of different models (GPT-4, GPT-3.5, OpenAssistant, StableVicuna, StableLM), the effectiveness of various methods for inducing perspectives, and the smoothness of the models' drivability. We conclude by examining the broader implications of our work and outline a variety of associated scientific questions. The project website is available at https://sites.google.com/view/llm-superpositions .
AIJun 2, 2022
Language and Culture Internalisation for Human-Like Autotelic AICédric Colas, Tristan Karch, Clément Moulin-Frier et al.
Building autonomous agents able to grow open-ended repertoires of skills across their lives is a fundamental goal of artificial intelligence (AI). A promising developmental approach recommends the design of intrinsically motivated agents that learn new skills by generating and pursuing their own goals - autotelic agents. But despite recent progress, existing algorithms still show serious limitations in terms of goal diversity, exploration, generalisation or skill composition. This perspective calls for the immersion of autotelic agents into rich socio-cultural worlds, an immensely important attribute of our environment that shapes human cognition but is mostly omitted in modern AI. Inspired by the seminal work of Vygotsky, we propose Vygotskian autotelic agents - agents able to internalise their interactions with others and turn them into cognitive tools. We focus on language and show how its structure and informational content may support the development of new cognitive functions in artificial agents as it does in humans. We justify the approach by uncovering several examples of new artificial cognitive functions emerging from interactions between language and embodiment in recent works at the intersection of deep reinforcement learning and natural language processing. Looking forward, we highlight future opportunities and challenges for Vygotskian Autotelic AI research, including the use of language models as cultural models supporting artificial cognitive development.
LGMay 22Code
Goal-Conditioned Agents that Learn Everything All at OnceMichael Matthews, Matthew Jackson, Michael Beukman et al.
A goal-conditioned reinforcement learning agent exploring an environment will see a wealth of information throughout a trajectory, most of which is discarded when only performing on-policy updates with respect to the commanded goal. All-goals learning, where each transition is used for learning off-policy with respect to every goal, allows agents to extract maximal information, however it is usually computationally infeasible when done via naive relabelling. This can be overcome by jointly outputting values and actions for every goal at once, allowing for efficient, parallel all-goals updates with a single pass through the network, in a process we call Learning Everything all at Once (LEO). We show that this approach significantly outperforms other methods on goal-conditioned Craftax and is competitive with existing baselines on continuous control environments, while achieving a >250x speed-up compared to all-goals relabelling. We then go on to show that this approach can be made even more powerful by using LEO as a teacher network, rather than a direct actor. We hope that, by unlocking all-goals learning at scale, LEO can serve as a useful tool for RL practitioners in complex environments. We open source our code.
SOC-PHJul 5, 2024
When LLMs Play the Telephone Game: Cultural Attractors as Conceptual Tools to Evaluate LLMs in Multi-turn SettingsJérémy Perez, Grgur Kovač, Corentin Léger et al.
As large language models (LLMs) start interacting with each other and generating an increasing amount of text online, it becomes crucial to better understand how information is transformed as it passes from one LLM to the next. While significant research has examined individual LLM behaviors, existing studies have largely overlooked the collective behaviors and information distortions arising from iterated LLM interactions. Small biases, negligible at the single output level, risk being amplified in iterated interactions, potentially leading the content to evolve towards attractor states. In a series of telephone game experiments, we apply a transmission chain design borrowed from the human cultural evolution literature: LLM agents iteratively receive, produce, and transmit texts from the previous to the next agent in the chain. By tracking the evolution of text toxicity, positivity, difficulty, and length across transmission chains, we uncover the existence of biases and attractors, and study their dependence on the initial text, the instructions, language model, and model size. For instance, we find that more open-ended instructions lead to stronger attraction effects compared to more constrained tasks. We also find that different text properties display different sensitivity to attraction effects, with toxicity leading to stronger attractors than length. These findings highlight the importance of accounting for multi-step transmission dynamics and represent a first step towards a more comprehensive understanding of LLM cultural dynamics.
LGOct 15, 2023
ACES: Generating Diverse Programming Puzzles with with Autotelic Generative ModelsJulien Pourcel, Cédric Colas, Gaia Molinaro et al.
The ability to invent novel and interesting problems is a remarkable feature of human intelligence that drives innovation, art, and science. We propose a method that aims to automate this process by harnessing the power of state-of-the-art generative models to produce a diversity of challenging yet solvable problems, here in the context of Python programming puzzles. Inspired by the intrinsically motivated literature, Autotelic CodE Search (ACES) jointly optimizes for the diversity and difficulty of generated problems. We represent problems in a space of LLM-generated semantic descriptors describing the programming skills required to solve them (e.g. string manipulation, dynamic programming, etc.) and measure their difficulty empirically as a linearly decreasing function of the success rate of Llama-3-70B, a state-of-the-art LLM problem solver. ACES iteratively prompts a large language model to generate difficult problems achieving a diversity of target semantic descriptors (goal-directed exploration) using previously generated problems as in-context examples. ACES generates problems that are more diverse and more challenging than problems produced by baseline methods and three times more challenging than problems found in existing Python programming benchmarks on average across 11 state-of-the-art code LLMs.
LGJul 10, 2025Code
Self-Improving Language Models for Evolutionary Program Synthesis: A Case Study on ARC-AGIJulien Pourcel, Cédric Colas, Pierre-Yves Oudeyer
Many program synthesis tasks prove too challenging for even state-of-the-art language models to solve in single attempts. Search-based evolutionary methods offer a promising alternative by exploring solution spaces iteratively, but their effectiveness remain limited by the fixed capabilities of the underlying generative model. We propose SOAR, a method that learns program synthesis by integrating language models into a self-improving evolutionary loop. SOAR alternates between (1) an evolutionary search that uses an LLM to sample and refine candidate solutions, and (2) a hindsight learning phase that converts search attempts into valid problem-solution pairs used to fine-tune the LLM's sampling and refinement capabilities\, -- \,enabling increasingly effective search in subsequent iterations. On the challenging ARC-AGI benchmark, SOAR achieves significant performance gains across model scales and iterations, leveraging positive transfer between the sampling and refinement finetuning tasks. These improvements carry over to test-time adaptation, enabling SOAR to solve 52\% of the public test set. Our code is open-sourced at: https://github.com/flowersteam/SOAR
LGOct 16, 2019Code
Teacher algorithms for curriculum learning of Deep RL in continuously parameterized environmentsRémy Portelas, Cédric Colas, Katja Hofmann et al.
We consider the problem of how a teacher algorithm can enable an unknown Deep Reinforcement Learning (DRL) student to become good at a skill over a wide range of diverse environments. To do so, we study how a teacher algorithm can learn to generate a learning curriculum, whereby it sequentially samples parameters controlling a stochastic procedural generation of environments. Because it does not initially know the capacities of its student, a key challenge for the teacher is to discover which environments are easy, difficult or unlearnable, and in what order to propose them to maximize the efficiency of learning over the learnable ones. To achieve this, this problem is transformed into a surrogate continuous bandit problem where the teacher samples environments in order to maximize absolute learning progress of its student. We present a new algorithm modeling absolute learning progress with Gaussian mixture models (ALP-GMM). We also adapt existing algorithms and provide a complete study in the context of DRL. Using parameterized variants of the BipedalWalker environment, we study their efficiency to personalize a learning curriculum for different learners (embodiments), their robustness to the ratio of learnable/unlearnable environments, and their scalability to non-linear and high-dimensional parameter spaces. Videos and code are available at https://github.com/flowersteam/teachDeepRL.
LGJun 21, 2018Code
How Many Random Seeds? Statistical Power Analysis in Deep Reinforcement Learning ExperimentsCédric Colas, Olivier Sigaud, Pierre-Yves Oudeyer
Consistently checking the statistical significance of experimental results is one of the mandatory methodological steps to address the so-called "reproducibility crisis" in deep reinforcement learning. In this tutorial paper, we explain how the number of random seeds relates to the probabilities of statistical errors. For both the t-test and the bootstrap confidence interval test, we recall theoretical guidelines to determine the number of random seeds one should use to provide a statistically significant comparison of the performance of two algorithms. Finally, we discuss the influence of deviations from the assumptions usually made by statistical tests. We show that they can lead to inaccurate evaluations of statistical errors and provide guidelines to counter these negative effects. We make our code available to perform the tests.
LGFeb 14, 2018Code
GEP-PG: Decoupling Exploration and Exploitation in Deep Reinforcement Learning AlgorithmsCédric Colas, Olivier Sigaud, Pierre-Yves Oudeyer
In continuous action domains, standard deep reinforcement learning algorithms like DDPG suffer from inefficient exploration when facing sparse or deceptive reward problems. Conversely, evolutionary and developmental methods focusing on exploration like Novelty Search, Quality-Diversity or Goal Exploration Processes explore more robustly but are less efficient at fine-tuning policies using gradient descent. In this paper, we present the GEP-PG approach, taking the best of both worlds by sequentially combining a Goal Exploration Process and two variants of DDPG. We study the learning performance of these components and their combination on a low dimensional deceptive reward problem and on the larger Half-Cheetah benchmark. We show that DDPG fails on the former and that GEP-PG improves over the best DDPG variant in both environments. Supplementary videos and discussion can be found at http://frama.link/gep_pg, the code at http://github.com/flowersteam/geppg.
AIFeb 11, 2025
MAGELLAN: Metacognitive predictions of learning progress guide autotelic LLM agents in large goal spacesLoris Gaven, Thomas Carta, Clément Romac et al.
Open-ended learning agents must efficiently prioritize goals in vast possibility spaces, focusing on those that maximize learning progress (LP). When such autotelic exploration is achieved by LLM agents trained with online RL in high-dimensional and evolving goal spaces, a key challenge for LP prediction is modeling one's own competence, a form of metacognitive monitoring. Traditional approaches either require extensive sampling or rely on brittle expert-defined goal groupings. We introduce MAGELLAN, a metacognitive framework that lets LLM agents learn to predict their competence and LP online. By capturing semantic relationships between goals, MAGELLAN enables sample-efficient LP estimation and dynamic adaptation to evolving goal spaces through generalization. In an interactive learning environment, we show that MAGELLAN improves LP prediction efficiency and goal prioritization, being the only method allowing the agent to fully master a large and evolving goal space. These results demonstrate how augmenting LLM agents with a metacognitive ability for LP predictions can effectively scale curriculum learning to open-ended goal spaces.
AISep 4, 2025
Expedition & Expansion: Leveraging Semantic Representations for Goal-Directed Exploration in Continuous Cellular AutomataSina Khajehabdollahi, Gautier Hamon, Marko Cvjetko et al.
Discovering diverse visual patterns in continuous cellular automata (CA) is challenging due to the vastness and redundancy of high-dimensional behavioral spaces. Traditional exploration methods like Novelty Search (NS) expand locally by mutating known novel solutions but often plateau when local novelty is exhausted, failing to reach distant, unexplored regions. We introduce Expedition and Expansion (E&E), a hybrid strategy where exploration alternates between local novelty-driven expansions and goal-directed expeditions. During expeditions, E&E leverages a Vision-Language Model (VLM) to generate linguistic goals--descriptions of interesting but hypothetical patterns that drive exploration toward uncharted regions. By operating in semantic spaces that align with human perception, E&E both evaluates novelty and generates goals in conceptually meaningful ways, enhancing the interpretability and relevance of discovered behaviors. Tested on Flow Lenia, a continuous CA known for its rich, emergent behaviors, E&E consistently uncovers more diverse solutions than existing exploration methods. A genealogical analysis further reveals that solutions originating from expeditions disproportionately influence long-term exploration, unlocking new behavioral niches that serve as stepping stones for subsequent search. These findings highlight E&E's capacity to break through local novelty boundaries and explore behavioral landscapes in human-aligned, interpretable ways, offering a promising template for open-ended exploration in artificial life and beyond.
CLOct 23, 2025
Code-enabled language models can outperform reasoning models on diverse tasksCedegao E. Zhang, Cédric Colas, Gabriel Poesia et al.
Reasoning models (RMs), language models (LMs) trained with reinforcement learning to produce long-form natural language reasoning, have been remarkably successful, but they still require large amounts of computation and data to train, and can be slow and expensive to run. In this paper, we show that standard instruct LMs can already be elicited to be strong reasoners at a level comparable to or even surpassing their corresponding RMs (e.g., DeepSeek V3 vs R1) without finetuning, across diverse domains from instruction following and creative generation to mathematical reasoning. This is achieved by CodeAdapt, our simple recipe that combines the CodeAct framework, where LMs interleave natural language reasoning with code execution in a multi-step fashion, with few-shot bootstrap in-context learning from as few as five training problems. Analyzing four matched pairs of LMs and RMs, we find that CodeAdapt enables three LMs to outperform the corresponding RMs on average over eight tasks (up to 22.9%) while being 10-81% more token efficient, and delivers superior performance on six tasks when averaged over the four models (up to 35.7%). Furthermore, the code-augmented reasoning traces display rich and varied problem-solving strategies. Our findings support that (1) CodeAdapt-style learning and reasoning may be robust and domain general and (2) code-enabled LMs are cognitively grounded and powerful systems, potentially providing a strong foundation for in-weight reinforcement learning.
AIAug 26, 2025
Language and Experience: A Computational Model of Social Learning in Complex TasksCédric Colas, Tracey Mills, Ben Prystawski et al.
The ability to combine linguistic guidance from others with direct experience is central to human development, enabling safe and rapid learning in new environments. How do people integrate these two sources of knowledge, and how might AI systems? We present a computational framework that models social learning as joint probabilistic inference over structured, executable world models given sensorimotor and linguistic data. We make this possible by turning a pretrained language model into a probabilistic model of how humans share advice conditioned on their beliefs, allowing our agents both to generate advice for others and to interpret linguistic input as evidence during Bayesian inference. Using behavioral experiments and simulations across 10 video games, we show how linguistic guidance can shape exploration and accelerate learning by reducing risky interactions and speeding up key discoveries in both humans and models. We further explore how knowledge can accumulate across generations through iterated learning experiments and demonstrate successful knowledge transfer between humans and models -- revealing how structured, language-compatible representations might enable human-machine collaborative learning.
AIMay 21, 2023
Augmenting Autotelic Agents with Large Language ModelsCédric Colas, Laetitia Teodorescu, Pierre-Yves Oudeyer et al.
Humans learn to master open-ended repertoires of skills by imagining and practicing their own goals. This autotelic learning process, literally the pursuit of self-generated (auto) goals (telos), becomes more and more open-ended as the goals become more diverse, abstract and creative. The resulting exploration of the space of possible skills is supported by an inter-individual exploration: goal representations are culturally evolved and transmitted across individuals, in particular using language. Current artificial agents mostly rely on predefined goal representations corresponding to goal spaces that are either bounded (e.g. list of instructions), or unbounded (e.g. the space of possible visual inputs) but are rarely endowed with the ability to reshape their goal representations, to form new abstractions or to imagine creative goals. In this paper, we introduce a language model augmented autotelic agent (LMA3) that leverages a pretrained language model (LM) to support the representation, generation and learning of diverse, abstract, human-relevant goals. The LM is used as an imperfect model of human cultural transmission; an attempt to capture aspects of humans' common-sense, intuitive physics and overall interests. Specifically, it supports three key components of the autotelic architecture: 1)~a relabeler that describes the goals achieved in the agent's trajectories, 2)~a goal generator that suggests new high-level goals along with their decomposition into subgoals the agent already masters, and 3)~reward functions for each of these goals. Without relying on any hand-coded goal representations, reward functions or curriculum, we show that LMA3 agents learn to master a large diversity of skills in a task-agnostic text-based environment.
AIFeb 10, 2022
Help Me Explore: Minimal Social Interventions for Graph-Based Autotelic AgentsAhmed Akakzia, Olivier Serris, Olivier Sigaud et al.
In the quest for autonomous agents learning open-ended repertoires of skills, most works take a Piagetian perspective: learning trajectories are the results of interactions between developmental agents and their physical environment. The Vygotskian perspective, on the other hand, emphasizes the centrality of the socio-cultural environment: higher cognitive functions emerge from transmissions of socio-cultural processes internalized by the agent. This paper argues that both perspectives could be coupled within the learning of autotelic agents to foster their skill acquisition. To this end, we make two contributions: 1) a novel social interaction protocol called Help Me Explore (HME), where autotelic agents can benefit from both individual and socially guided exploration. In social episodes, a social partner suggests goals at the frontier of the learning agent knowledge. In autotelic episodes, agents can either learn to master their own discovered goals or autonomously rehearse failed social goals; 2) GANGSTR, a graph-based autotelic agent for manipulation domains capable of decomposing goals into sequences of intermediate sub-goals. We show that when learning within HME, GANGSTR overcomes its individual learning limits by mastering the most complex configurations (e.g. stacks of 5 blocks) with only few social interventions.
LGMay 25, 2021
Towards Teachable Autotelic AgentsOlivier Sigaud, Ahmed Akakzia, Hugo Caselles-Dupré et al.
Autonomous discovery and direct instruction are two distinct sources of learning in children but education sciences demonstrate that mixed approaches such as assisted discovery or guided play result in improved skill acquisition. In the field of Artificial Intelligence, these extremes respectively map to autonomous agents learning from their own signals and interactive learning agents fully taught by their teachers. In between should stand teachable autotelic agents (TAA): agents that learn from both internal and teaching signals to benefit from the higher efficiency of assisted discovery. Designing such agents will enable real-world non-expert users to orient the learning trajectories of agents towards their expectations. More fundamentally, this may also be a key step to build agents with human-level intelligence. This paper presents a roadmap towards the design of teachable autonomous agents. Building on developmental psychology and education sciences, we start by identifying key features enabling assisted discovery processes in child-tutor interactions. This leads to the production of a checklist of features that future TAA will need to demonstrate. The checklist allows us to precisely pinpoint the various limitations of current reinforcement learning agents and to identify the promising first steps towards TAA. It also shows the way forward by highlighting key research directions towards the design or autonomous agents that can be taught by ordinary people via natural pedagogy.
LGDec 17, 2020
Autotelic Agents with Intrinsically Motivated Goal-Conditioned Reinforcement Learning: a Short SurveyCédric Colas, Tristan Karch, Olivier Sigaud et al.
Building autonomous machines that can explore open-ended environments, discover possible interactions and build repertoires of skills is a general objective of artificial intelligence. Developmental approaches argue that this can only be achieved by $autotelic$ $agents$: intrinsically motivated learning agents that can learn to represent, generate, select and solve their own problems. In recent years, the convergence of developmental approaches with deep reinforcement learning (RL) methods has been leading to the emergence of a new field: $developmental$ $reinforcement$ $learning$. Developmental RL is concerned with the use of deep RL algorithms to tackle a developmental problem -- the $intrinsically$ $motivated$ $acquisition$ $of$ $open$-$ended$ $repertoires$ $of$ $skills$. The self-generation of goals requires the learning of compact goal encodings as well as their associated goal-achievement functions. This raises new challenges compared to standard RL algorithms originally designed to tackle pre-defined sets of goals using external reward signals. The present paper introduces developmental RL and proposes a computational framework based on goal-conditioned RL to tackle the intrinsically motivated skills acquisition problem. It proceeds to present a typology of the various goal representations used in the literature, before reviewing existing methods to learn to represent and prioritize goals in autonomous systems. We finally close the paper by discussing some open challenges in the quest of intrinsically motivated skills acquisition.
LGOct 9, 2020
EpidemiOptim: A Toolbox for the Optimization of Control Policies in Epidemiological ModelsCédric Colas, Boris Hejblum, Sébastien Rouillon et al.
Epidemiologists model the dynamics of epidemics in order to propose control strategies based on pharmaceutical and non-pharmaceutical interventions (contact limitation, lock down, vaccination, etc). Hand-designing such strategies is not trivial because of the number of possible interventions and the difficulty to predict long-term effects. This task can be cast as an optimization problem where state-of-the-art machine learning algorithms such as deep reinforcement learning, might bring significant value. However, the specificity of each domain -- epidemic modelling or solving optimization problem -- requires strong collaborations between researchers from different fields of expertise. This is why we introduce EpidemiOptim, a Python toolbox that facilitates collaborations between researchers in epidemiology and optimization. EpidemiOptim turns epidemiological models and cost functions into optimization problems via a standard interface commonly used by optimization practitioners (OpenAI Gym). Reinforcement learning algorithms based on Q-Learning with deep neural networks (DQN) and evolutionary algorithms (NSGA-II) are already implemented. We illustrate the use of EpidemiOptim to find optimal policies for dynamical on-off lock-down control under the optimization of death toll and economic recess using a Susceptible-Exposed-Infectious-Removed (SEIR) model for COVID-19. Using EpidemiOptim and its interactive visualization platform in Jupyter notebooks, epidemiologists, optimization practitioners and others (e.g. economists) can easily compare epidemiological models, costs functions and optimization algorithms to address important choices to be made by health decision-makers.
AIJun 12, 2020
Grounding Language to Autonomously-Acquired Skills via Goal GenerationAhmed Akakzia, Cédric Colas, Pierre-Yves Oudeyer et al.
We are interested in the autonomous acquisition of repertoires of skills. Language-conditioned reinforcement learning (LC-RL) approaches are great tools in this quest, as they allow to express abstract goals as sets of constraints on the states. However, most LC-RL agents are not autonomous and cannot learn without external instructions and feedback. Besides, their direct language condition cannot account for the goal-directed behavior of pre-verbal infants and strongly limits the expression of behavioral diversity for a given language input. To resolve these issues, we propose a new conceptual approach to language-conditioned RL: the Language-Goal-Behavior architecture (LGB). LGB decouples skill learning and language grounding via an intermediate semantic representation of the world. To showcase the properties of LGB, we present a specific implementation called DECSTR. DECSTR is an intrinsically motivated learning agent endowed with an innate semantic representation describing spatial relations between physical objects. In a first stage (G -> B), it freely explores its environment and targets self-generated semantic configurations. In a second stage (L -> G), it trains a language-conditioned goal generator to generate semantic goals that match the constraints expressed in language-based inputs. We showcase the additional properties of LGB w.r.t. both an end-to-end LC-RL approach and a similar approach leveraging non-semantic, continuous intermediate representations. Intermediate semantic representations help satisfy language commands in a diversity of ways, enable strategy switching after a failure and facilitate language grounding.
LGJun 12, 2020
Language-Conditioned Goal Generation: a New Approach to Language Grounding for RLCédric Colas, Ahmed Akakzia, Pierre-Yves Oudeyer et al.
In the real world, linguistic agents are also embodied agents: they perceive and act in the physical world. The notion of Language Grounding questions the interactions between language and embodiment: how do learning agents connect or ground linguistic representations to the physical world ? This question has recently been approached by the Reinforcement Learning community under the framework of instruction-following agents. In these agents, behavioral policies or reward functions are conditioned on the embedding of an instruction expressed in natural language. This paper proposes another approach: using language to condition goal generators. Given any goal-conditioned policy, one could train a language-conditioned goal generator to generate language-agnostic goals for the agent. This method allows to decouple sensorimotor learning from language acquisition and enable agents to demonstrate a diversity of behaviors for any given instruction. We propose a particular instantiation of this approach and demonstrate its benefits.
LGMar 20, 2020
Deep Sets for Generalization in RLTristan Karch, Cédric Colas, Laetitia Teodorescu et al.
This paper investigates the idea of encoding object-centered representations in the design of the reward function and policy architectures of a language-guided reinforcement learning agent. This is done using a combination of object-wise permutation invariant networks inspired from Deep Sets and gated-attention mechanisms. In a 2D procedurally-generated world where agents targeting goals in natural language navigate and interact with objects, we show that these architectures demonstrate strong generalization capacities to out-of-distribution goals. We study the generalization to varying numbers of objects at test time and further extend the object-centered architectures to goals involving relational reasoning.
LGMar 10, 2020
Automatic Curriculum Learning For Deep RL: A Short SurveyRémy Portelas, Cédric Colas, Lilian Weng et al.
Automatic Curriculum Learning (ACL) has become a cornerstone of recent successes in Deep Reinforcement Learning (DRL).These methods shape the learning trajectories of agents by challenging them with tasks adapted to their capacities. In recent years, they have been used to improve sample efficiency and asymptotic performance, to organize exploration, to encourage generalization or to solve sparse reward problems, among others. The ambition of this work is dual: 1) to present a compact and accessible introduction to the Automatic Curriculum Learning literature and 2) to draw a bigger picture of the current state of the art in ACL to encourage the cross-breeding of existing concepts and the emergence of new ideas.
NEMar 3, 2020
Scaling MAP-Elites to Deep NeuroevolutionCédric Colas, Joost Huizinga, Vashisht Madhavan et al.
Quality-Diversity (QD) algorithms, and MAP-Elites (ME) in particular, have proven very useful for a broad range of applications including enabling real robots to recover quickly from joint damage, solving strongly deceptive maze tasks or evolving robot morphologies to discover new gaits. However, present implementations of MAP-Elites and other QD algorithms seem to be limited to low-dimensional controllers with far fewer parameters than modern deep neural network models. In this paper, we propose to leverage the efficiency of Evolution Strategies (ES) to scale MAP-Elites to high-dimensional controllers parameterized by large neural networks. We design and evaluate a new hybrid algorithm called MAP-Elites with Evolution Strategies (ME-ES) for post-damage recovery in a difficult high-dimensional control task where traditional ME fails. Additionally, we show that ME-ES performs efficient exploration, on par with state-of-the-art exploration algorithms in high-dimensional control tasks with strongly deceptive rewards.
AIFeb 21, 2020
Language as a Cognitive Tool to Imagine Goals in Curiosity-Driven ExplorationCédric Colas, Tristan Karch, Nicolas Lair et al.
Developmental machine learning studies how artificial agents can model the way children learn open-ended repertoires of skills. Such agents need to create and represent goals, select which ones to pursue and learn to achieve them. Recent approaches have considered goal spaces that were either fixed and hand-defined or learned using generative models of states. This limited agents to sample goals within the distribution of known effects. We argue that the ability to imagine out-of-distribution goals is key to enable creative discoveries and open-ended learning. Children do so by leveraging the compositionality of language as a tool to imagine descriptions of outcomes they never experienced before, targeting them as goals during play. We introduce IMAGINE, an intrinsically motivated deep reinforcement learning architecture that models this ability. Such imaginative agents, like children, benefit from the guidance of a social peer who provides language descriptions. To take advantage of goal imagination, agents must be able to leverage these descriptions to interpret their imagined out-of-distribution goals. This generalization is made possible by modularity: a decomposition between learned goal-achievement reward function and policy relying on deep sets, gated attention and object-centered representations. We introduce the Playground environment and study how this form of goal imagination improves generalization and exploration over agents lacking this capacity. In addition, we identify the properties of goal imagination that enable these results and study the impacts of modularity and social interactions.
LGNov 8, 2019
Language Grounding through Social Interactions and Curiosity-Driven Multi-Goal LearningNicolas Lair, Cédric Colas, Rémy Portelas et al.
Autonomous reinforcement learning agents, like children, do not have access to predefined goals and reward functions. They must discover potential goals, learn their own reward functions and engage in their own learning trajectory. Children, however, benefit from exposure to language, helping to organize and mediate their thought. We propose LE2 (Language Enhanced Exploration), a learning algorithm leveraging intrinsic motivations and natural language (NL) interactions with a descriptive social partner (SP). Using NL descriptions from the SP, it can learn an NL-conditioned reward function to formulate goals for intrinsically motivated goal exploration and learn a goal-conditioned policy. By exploring, collecting descriptions from the SP and jointly learning the reward function and the policy, the agent grounds NL descriptions into real behavioral goals. From simple goals discovered early to more complex goals discovered by experimenting on simpler ones, our agent autonomously builds its own behavioral repertoire. This naturally occurring curriculum is supplemented by an active learning curriculum resulting from the agent's intrinsic motivations. Experiments are presented with a simulated robotic arm that interacts with several objects including tools.
MEApr 15, 2019
A Hitchhiker's Guide to Statistical Comparisons of Reinforcement Learning AlgorithmsCédric Colas, Olivier Sigaud, Pierre-Yves Oudeyer
Consistently checking the statistical significance of experimental results is the first mandatory step towards reproducible science. This paper presents a hitchhiker's guide to rigorous comparisons of reinforcement learning algorithms. After introducing the concepts of statistical testing, we review the relevant statistical tests and compare them empirically in terms of false positive rate and statistical power as a function of the sample size (number of seeds) and effect size. We further investigate the robustness of these tests to violations of the most common hypotheses (normal distributions, same distributions, equal variances). Beside simulations, we compare empirical distributions obtained by running Soft-Actor Critic and Twin-Delayed Deep Deterministic Policy Gradient on Half-Cheetah. We conclude by providing guidelines and code to perform rigorous comparisons of RL algorithm performances.
LGJan 28, 2019
CLIC: Curriculum Learning and Imitation for object Control in non-rewarding environmentsPierre Fournier, Olivier Sigaud, Cédric Colas et al.
In this paper we study a new reinforcement learning setting where the environment is non-rewarding, contains several possibly related objects of various controllability, and where an apt agent Bob acts independently, with non-observable intentions. We argue that this setting defines a realistic scenario and we present a generic discrete-state discrete-action model of such environments. To learn in this environment, we propose an unsupervised reinforcement learning agent called CLIC for Curriculum Learning and Imitation for Control. CLIC learns to control individual objects in its environment, and imitates Bob's interactions with these objects. It selects objects to focus on when training and imitating by maximizing its learning progress. We show that CLIC is an effective baseline in our new setting. It can effectively observe Bob to gain control of objects faster, even if Bob is not explicitly teaching. It can also follow Bob when he acts as a mentor and provides ordered demonstrations. Finally, when Bob controls objects that the agent cannot, or in presence of a hierarchy between objects in the environment, we show that CLIC ignores non-reproducible and already mastered interactions with objects, resulting in a greater benefit from imitation.
AIOct 15, 2018
CURIOUS: Intrinsically Motivated Modular Multi-Goal Reinforcement LearningCédric Colas, Pierre Fournier, Olivier Sigaud et al.
In open-ended environments, autonomous learning agents must set their own goals and build their own curriculum through an intrinsically motivated exploration. They may consider a large diversity of goals, aiming to discover what is controllable in their environments, and what is not. Because some goals might prove easy and some impossible, agents must actively select which goal to practice at any moment, to maximize their overall mastery on the set of learnable goals. This paper proposes CURIOUS, an algorithm that leverages 1) a modular Universal Value Function Approximator with hindsight learning to achieve a diversity of goals of different kinds within a unique policy and 2) an automated curriculum learning mechanism that biases the attention of the agent towards goals maximizing the absolute learning progress. Agents focus sequentially on goals of increasing complexity, and focus back on goals that are being forgotten. Experiments conducted in a new modular-goal robotic environment show the resulting developmental self-organization of a learning curriculum, and demonstrate properties of robustness to distracting goals, forgetting and changes in body properties.