LGSep 14, 2023
Equivariant Data Augmentation for Generalization in Offline Reinforcement LearningCristina Pinneri, Sarah Bechtle, Markus Wulfmeier et al. · deepmind
We present a novel approach to address the challenge of generalization in offline reinforcement learning (RL), where the agent learns from a fixed dataset without any additional interaction with the environment. Specifically, we aim to improve the agent's ability to generalize to out-of-distribution goals. To achieve this, we propose to learn a dynamics model and check if it is equivariant with respect to a fixed type of transformation, namely translations in the state space. We then use an entropy regularizer to increase the equivariant set and augment the dataset with the resulting transformed samples. Finally, we learn a new policy offline based on the augmented dataset, with an off-the-shelf offline RL algorithm. Our experimental results demonstrate that our approach can greatly improve the test performance of the policy on the considered environments.
LGSep 15, 2020Code
Evaluating representations by the complexity of learning low-loss predictorsWilliam F. Whitney, Min Jae Song, David Brandfonbrener et al.
We consider the problem of evaluating representations of data for use in solving a downstream task. We propose to measure the quality of a representation by the complexity of learning a predictor on top of the representation that achieves low loss on a task of interest, and introduce two methods, surplus description length (SDL) and $\varepsilon$ sample complexity ($\varepsilon$SC). In contrast to prior methods, which measure the amount of information about the optimal predictor that is present in a specific amount of data, our methods measure the amount of information needed from the data to recover an approximation of the optimal predictor up to a specified tolerance. We present a framework to compare these methods based on plotting the validation loss versus evaluation dataset size (the "loss-data" curve). Existing measures, such as mutual information and minimum description length probes, correspond to slices and integrals along the data axis of the loss-data curve, while ours correspond to slices and integrals along the loss axis. We provide experiments on real data to compare the behavior of each of these methods over datasets of varying size along with a high performance open source library for representation evaluation at https://github.com/willwhitney/reprieve.
LGDec 8, 2023
Learning 3D Particle-based Simulators from RGB-D VideosWilliam F. Whitney, Tatiana Lopez-Guevara, Tobias Pfaff et al. · deepmind
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
LGMay 22, 2024
Learning rigid-body simulators over implicit shapes for large-scale scenes and visionYulia Rubanova, Tatiana Lopez-Guevara, Kelsey R. Allen et al. · deepmind
Simulating large scenes with many rigid objects is crucial for a variety of applications, such as robotics, engineering, film and video games. Rigid interactions are notoriously hard to model: small changes to the initial state or the simulation parameters can lead to large changes in the final state. Recently, learned simulators based on graph networks (GNNs) were developed as an alternative to hand-designed simulators like MuJoCo and PyBullet. They are able to accurately capture dynamics of real objects directly from real-world observations. However, current state-of-the-art learned simulators operate on meshes and scale poorly to scenes with many objects or detailed shapes. Here we present SDF-Sim, the first learned rigid-body simulator designed for scale. We use learned signed-distance functions (SDFs) to represent the object shapes and to speed up distance computation. We design the simulator to leverage SDFs and avoid the fundamental bottleneck of the previous simulators associated with collision detection. For the first time in literature, we demonstrate that we can scale the GNN-based simulators to scenes with hundreds of objects and up to 1.1 million nodes, where mesh-based approaches run out of memory. Finally, we show that SDF-Sim can be applied to real world scenes by extracting SDFs from multi-view images.
LGJan 22, 2024
Scaling Face Interaction Graph Networks to Real World ScenesTatiana Lopez-Guevara, Yulia Rubanova, William F. Whitney et al. · deepmind
Accurately simulating real world object dynamics is essential for various applications such as robotics, engineering, graphics, and design. To better capture complex real dynamics such as contact and friction, learned simulators based on graph networks have recently shown great promise. However, applying these learned simulators to real scenes comes with two major challenges: first, scaling learned simulators to handle the complexity of real world scenes which can involve hundreds of objects each with complicated 3D shapes, and second, handling inputs from perception rather than 3D state information. Here we introduce a method which substantially reduces the memory required to run graph-based learned simulators. Based on this memory-efficient simulation model, we then present a perceptual interface in the form of editable NeRFs which can convert real-world scenes into a structured representation that can be processed by graph network simulator. We show that our method uses substantially less memory than previous graph-based simulators while retaining their accuracy, and that the simulators learned in synthetic environments can be applied to real world scenes captured from multiple camera angles. This paves the way for expanding the application of learned simulators to settings where only perceptual information is available at inference time.
INS-DETOct 27, 2024
Neural rendering enables dynamic tomographyIvan Grega, William F. Whitney, Vikram S. Deshpande · deepmind
Interrupted X-ray computed tomography (X-CT) has been the common way to observe the deformation of materials during an experiment. While this approach is effective for quasi-static experiments, it has never been possible to reconstruct a full 3d tomography during a dynamic experiment which cannot be interrupted. In this work, we propose that neural rendering tools can be used to drive the paradigm shift to enable 3d reconstruction during dynamic events. First, we derive theoretical results to support the selection of projections angles. Via a combination of synthetic and experimental data, we demonstrate that neural radiance fields can reconstruct data modalities of interest more efficiently than conventional reconstruction methods. Finally, we develop a spatio-temporal model with spline-based deformation field and demonstrate that such model can reconstruct the spatio-temporal deformation of lattice samples in real-world experiments.
LGJun 28, 2024
Modeling the Real World with High-Density Visual Particle DynamicsWilliam F. Whitney, Jacob Varley, Deepali Jain et al.
We present High-Density Visual Particle Dynamics (HD-VPD), a learned world model that can emulate the physical dynamics of real scenes by processing massive latent point clouds containing 100K+ particles. To enable efficiency at this scale, we introduce a novel family of Point Cloud Transformers (PCTs) called Interlacers leveraging intertwined linear-attention Performer layers and graph-based neighbour attention layers. We demonstrate the capabilities of HD-VPD by modeling the dynamics of high degree-of-freedom bi-manual robots with two RGB-D cameras. Compared to the previous graph neural network approach, our Interlacer dynamics is twice as fast with the same prediction quality, and can achieve higher quality using 4x as many particles. We illustrate how HD-VPD can evaluate motion plan quality with robotic box pushing and can grasping tasks. See videos and particle dynamics rendered by HD-VPD at https://sites.google.com/view/hd-vpd.
LGDec 2, 2021
Quantile Filtered Imitation LearningDavid Brandfonbrener, William F. Whitney, Rajesh Ranganath et al.
We introduce quantile filtered imitation learning (QFIL), a novel policy improvement operator designed for offline reinforcement learning. QFIL performs policy improvement by running imitation learning on a filtered version of the offline dataset. The filtering process removes $ s,a $ pairs whose estimated Q values fall below a given quantile of the pushforward distribution over values induced by sampling actions from the behavior policy. The definitions of both the pushforward Q distribution and resulting value function quantile are key contributions of our method. We prove that QFIL gives us a safe policy improvement step with function approximation and that the choice of quantile provides a natural hyperparameter to trade off bias and variance of the improvement step. Empirically, we perform a synthetic experiment illustrating how QFIL effectively makes a bias-variance tradeoff and we see that QFIL performs well on the D4RL benchmark.
LGJun 16, 2021
Offline RL Without Off-Policy EvaluationDavid Brandfonbrener, William F. Whitney, Rajesh Ranganath et al.
Most prior approaches to offline reinforcement learning (RL) have taken an iterative actor-critic approach involving off-policy evaluation. In this paper we show that simply doing one step of constrained/regularized policy improvement using an on-policy Q estimate of the behavior policy performs surprisingly well. This one-step algorithm beats the previously reported results of iterative algorithms on a large portion of the D4RL benchmark. The one-step baseline achieves this strong performance while being notably simpler and more robust to hyperparameters than previously proposed iterative algorithms. We argue that the relatively poor performance of iterative approaches is a result of the high variance inherent in doing off-policy evaluation and magnified by the repeated optimization of policies against those estimates. In addition, we hypothesize that the strong performance of the one-step algorithm is due to a combination of favorable structure in the environment and behavior policy.
LGJan 23, 2021
Decoupled Exploration and Exploitation Policies for Sample-Efficient Reinforcement LearningWilliam F. Whitney, Michael Bloesch, Jost Tobias Springenberg et al.
Despite the close connection between exploration and sample efficiency, most state of the art reinforcement learning algorithms include no considerations for exploration beyond maximizing the entropy of the policy. In this work we address this seeming missed opportunity. We observe that the most common formulation of directed exploration in deep RL, known as bonus-based exploration (BBE), suffers from bias and slow coverage in the few-sample regime. This causes BBE to be actively detrimental to policy learning in many control tasks. We show that by decoupling the task policy from the exploration policy, directed exploration can be highly effective for sample-efficient continuous control. Our method, Decoupled Exploration and Exploitation Policies (DEEP), can be combined with any off-policy RL algorithm without modification. When used in conjunction with soft actor-critic, DEEP incurs no performance penalty in densely-rewarding environments. On sparse environments, DEEP gives a several-fold improvement in data efficiency due to better exploration.
LGJun 27, 2020
Offline Contextual Bandits with Overparameterized ModelsDavid Brandfonbrener, William F. Whitney, Rajesh Ranganath et al.
Recent results in supervised learning suggest that while overparameterized models have the capacity to overfit, they in fact generalize quite well. We ask whether the same phenomenon occurs for offline contextual bandits. Our results are mixed. Value-based algorithms benefit from the same generalization behavior as overparameterized supervised learning, but policy-based algorithms do not. We show that this discrepancy is due to the \emph{action-stability} of their objectives. An objective is action-stable if there exists a prediction (action-value vector or action distribution) which is optimal no matter which action is observed. While value-based objectives are action-stable, policy-based objectives are unstable. We formally prove upper bounds on the regret of overparameterized value-based learning and lower bounds on the regret for policy-based algorithms. In our experiments with large neural networks, this gap between action-stable value-based objectives and unstable policy-based objectives leads to significant performance differences.
LGJan 17, 2019
Disentangling Video with Independent PredictionWilliam F. Whitney, Rob Fergus
We propose an unsupervised variational model for disentangling video into independent factors, i.e. each factor's future can be predicted from its past without considering the others. We show that our approach often learns factors which are interpretable as objects in a scene.
AIMay 19, 2017
Model-Based Planning with Discrete and Continuous ActionsMikael Henaff, William F. Whitney, Yann LeCun
Action planning using learned and differentiable forward models of the world is a general approach which has a number of desirable properties, including improved sample complexity over model-free RL methods, reuse of learned models across different tasks, and the ability to perform efficient gradient-based optimization in continuous action spaces. However, this approach does not apply straightforwardly when the action space is discrete. In this work, we show that it is in fact possible to effectively perform planning via backprop in discrete action spaces, using a simple paramaterization of the actions vectors on the simplex combined with input noise when training the forward model. Our experiments show that this approach can match or outperform model-free RL and discrete planning methods on gridworld navigation tasks in terms of performance and/or planning time while using limited environment interactions, and can additionally be used to perform model-based control in a challenging new task where the action space combines discrete and continuous actions. We furthermore propose a policy distillation approach which yields a fast policy network which can be used at inference time, removing the need for an iterative planning procedure.
LGFeb 21, 2017
Beating the World's Best at Super Smash Bros. with Deep Reinforcement LearningVlad Firoiu, William F. Whitney, Joshua B. Tenenbaum
There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of RL tasks, from Atari games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning, that learn to play from experience with minimal knowledge of the specific domain of interest. In this work, we will investigate the performance of these methods on Super Smash Bros. Melee (SSBM), a popular console fighting game. The SSBM environment has complex dynamics and partial observability, making it challenging for human and machine alike. The multi-player aspect poses an additional challenge, as the vast majority of recent advances in RL have focused on single-agent environments. Nonetheless, we will show that it is possible to train agents that are competitive against and even surpass human professionals, a new result for the multi-player video game setting.
LGFeb 22, 2016
Understanding Visual Concepts with Continuation LearningWilliam F. Whitney, Michael Chang, Tejas Kulkarni et al.
We introduce a neural network architecture and a learning algorithm to produce factorized symbolic representations. We propose to learn these concepts by observing consecutive frames, letting all the components of the hidden representation except a small discrete set (gating units) be predicted from the previous frame, and let the factors of variation in the next frame be represented entirely by these discrete gated units (corresponding to symbolic representations). We demonstrate the efficacy of our approach on datasets of faces undergoing 3D transformations and Atari 2600 games.