Evolving Curricula with Regret-Based Environment DesignJack Parker-Holder, Minqi Jiang, Michael Dennis et al. · berkeley, deepmind
It remains a significant challenge to train generally capable agents with reinforcement learning (RL). A promising avenue for improving the robustness of RL agents is through the use of curricula. One such class of methods frames environment design as a game between a student and a teacher, using regret-based objectives to produce environment instantiations (or levels) at the frontier of the student agent's capabilities. These methods benefit from their generality, with theoretical guarantees at equilibrium, yet they often struggle to find effective levels in challenging design spaces. By contrast, evolutionary approaches seek to incrementally alter environment complexity, resulting in potentially open-ended learning, but often rely on domain-specific heuristics and vast amounts of computational resources. In this paper we propose to harness the power of evolution in a principled, regret-based curriculum. Our approach, which we call Adversarially Compounding Complexity by Editing Levels (ACCEL), seeks to constantly produce levels at the frontier of an agent's capabilities, resulting in curricula that start simple but become increasingly complex. ACCEL maintains the theoretical benefits of prior regret-based methods, while providing significant empirical gains in a diverse set of environments. An interactive version of the paper is available at accelagent.github.io.
10.0AIJun 15, 2023
Who Needs to Know? Minimal Knowledge for Optimal CoordinationNiklas Lauffer, Ameesh Shah, Micah Carroll et al. · berkeley
To optimally coordinate with others in cooperative games, it is often crucial to have information about one's collaborators: successful driving requires understanding which side of the road to drive on. However, not every feature of collaborators is strategically relevant: the fine-grained acceleration of drivers may be ignored while maintaining optimal coordination. We show that there is a well-defined dichotomy between strategically relevant and irrelevant information. Moreover, we show that, in dynamic games, this dichotomy has a compact representation that can be efficiently computed via a Bellman backup operator. We apply this algorithm to analyze the strategically relevant information for tasks in both a standard and a partially observable version of the Overcooked environment. Theoretical and empirical results show that our algorithms are significantly more efficient than baselines. Videos are available at https://minknowledge.github.io.
14.1LGJul 11, 2022
Grounding Aleatoric Uncertainty for Unsupervised Environment DesignMinqi Jiang, Michael Dennis, Jack Parker-Holder et al. · berkeley, meta-ai
Adaptive curricula in reinforcement learning (RL) have proven effective for producing policies robust to discrepancies between the train and test environment. Recently, the Unsupervised Environment Design (UED) framework generalized RL curricula to generating sequences of entire environments, leading to new methods with robust minimax regret properties. Problematically, in partially-observable or stochastic settings, optimal policies may depend on the ground-truth distribution over aleatoric parameters of the environment in the intended deployment setting, while curriculum learning necessarily shifts the training distribution. We formalize this phenomenon as curriculum-induced covariate shift (CICS), and describe how its occurrence in aleatoric parameters can lead to suboptimal policies. Directly sampling these parameters from the ground-truth distribution avoids the issue, but thwarts curriculum learning. We propose SAMPLR, a minimax regret UED method that optimizes the ground-truth utility function, even when the underlying training data is biased due to CICS. We prove, and validate on challenging domains, that our approach preserves optimality under the ground-truth distribution, while promoting robustness across the full range of environment settings.
minimax: Efficient Baselines for Autocurricula in JAXMinqi Jiang, Michael Dennis, Edward Grefenstette et al.
Unsupervised environment design (UED) is a form of automatic curriculum learning for training robust decision-making agents to zero-shot transfer into unseen environments. Such autocurricula have received much interest from the RL community. However, UED experiments, based on CPU rollouts and GPU model updates, have often required several weeks of training. This compute requirement is a major obstacle to rapid innovation for the field. This work introduces the minimax library for UED training on accelerated hardware. Using JAX to implement fully-tensorized environments and autocurriculum algorithms, minimax allows the entire training loop to be compiled for hardware acceleration. To provide a petri dish for rapid experimentation, minimax includes a tensorized grid-world based on MiniGrid, in addition to reusable abstractions for conducting autocurricula in procedurally-generated environments. With these components, minimax provides strong UED baselines, including new parallelized variants, which achieve over 120$\times$ speedups in wall time compared to previous implementations when training with equal batch sizes. The minimax library is available under the Apache 2.0 license at https://github.com/facebookresearch/minimax.
21.7LGMar 6, 2023
MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement LearningMikayel Samvelyan, Akbir Khan, Michael Dennis et al. · berkeley, deepmind
Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.
Stabilizing Unsupervised Environment Design with a Learned AdversaryIshita Mediratta, Minqi Jiang, Jack Parker-Holder et al. · berkeley, oxford
A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.
7.8AINov 12, 2025
Robust and Diverse Multi-Agent Learning via Rational Policy GradientNiklas Lauffer, Ameesh Shah, Micah Carroll et al.
Adversarial optimization algorithms that explicitly search for flaws in agents' policies have been successfully applied to finding robust and diverse policies in multi-agent settings. However, the success of adversarial optimization has been largely limited to zero-sum settings because its naive application in cooperative settings leads to a critical failure mode: agents are irrationally incentivized to self-sabotage, blocking the completion of tasks and halting further learning. To address this, we introduce Rationality-preserving Policy Optimization (RPO), a formalism for adversarial optimization that avoids self-sabotage by ensuring agents remain rational--that is, their policies are optimal with respect to some possible partner policy. To solve RPO, we develop Rational Policy Gradient (RPG), which trains agents to maximize their own reward in a modified version of the original game in which we use opponent shaping techniques to optimize the adversarial objective. RPG enables us to extend a variety of existing adversarial optimization algorithms that, no longer subject to the limitations of self-sabotage, can find adversarial examples, improve robustness and adaptability, and learn diverse policies. We empirically validate that our approach achieves strong performance in several popular cooperative and general-sum environments. Our project page can be found at https://rational-policy-gradient.github.io.
55.2LGFeb 23, 2024
Genie: Generative Interactive EnvironmentsJake Bruce, Michael Dennis, Ashley Edwards et al. · oxford
We introduce Genie, the first generative interactive environment trained in an unsupervised manner from unlabelled Internet videos. The model can be prompted to generate an endless variety of action-controllable virtual worlds described through text, synthetic images, photographs, and even sketches. At 11B parameters, Genie can be considered a foundation world model. It is comprised of a spatiotemporal video tokenizer, an autoregressive dynamics model, and a simple and scalable latent action model. Genie enables users to act in the generated environments on a frame-by-frame basis despite training without any ground-truth action labels or other domain-specific requirements typically found in the world model literature. Further the resulting learned latent action space facilitates training agents to imitate behaviors from unseen videos, opening the path for training generalist agents of the future.
29.3MAFeb 19, 2025
Multi-Agent Risks from Advanced AILewis Hammond, Alan Chan, Jesse Clifton et al. · stanford
The rapid development of advanced AI agents and the imminent deployment of many instances of these agents will give rise to multi-agent systems of unprecedented complexity. These systems pose novel and under-explored risks. In this report, we provide a structured taxonomy of these risks by identifying three key failure modes (miscoordination, conflict, and collusion) based on agents' incentives, as well as seven key risk factors (information asymmetries, network effects, selection pressures, destabilising dynamics, commitment problems, emergent agency, and multi-agent security) that can underpin them. We highlight several important instances of each risk, as well as promising directions to help mitigate them. By anchoring our analysis in a range of real-world examples and experimental evidence, we illustrate the distinct challenges posed by multi-agent systems and their implications for the safety, governance, and ethics of advanced AI.
Refining Minimax Regret for Unsupervised Environment DesignMichael Beukman, Samuel Coward, Michael Matthews et al.
In unsupervised environment design, reinforcement learning agents are trained on environment configurations (levels) generated by an adversary that maximises some objective. Regret is a commonly used objective that theoretically results in a minimax regret (MMR) policy with desirable robustness guarantees; in particular, the agent's maximum regret is bounded. However, once the agent reaches this regret bound on all levels, the adversary will only sample levels where regret cannot be further reduced. Although there are possible performance improvements to be made outside of these regret-maximising levels, learning stagnates. In this work, we introduce Bayesian level-perfect MMR (BLP), a refinement of the minimax regret objective that overcomes this limitation. We formally show that solving for this objective results in a subset of MMR policies, and that BLP policies act consistently with a Perfect Bayesian policy over all levels. We further introduce an algorithm, ReMiDi, that results in a BLP policy at convergence. We empirically demonstrate that training on levels from a minimax regret adversary causes learning to prematurely stagnate, but that ReMiDi continues learning.
11.4LGJul 3, 2025
Mitigating Goal Misgeneralization via Minimax RegretKarim Abdel Sadek, Matthew Farrugia-Roberts, Usman Anwar et al. · cambridge, gatech
Safe generalization in reinforcement learning requires not only that a learned policy acts capably in new situations, but also that it uses its capabilities towards the pursuit of the designer's intended goal. The latter requirement may fail when a proxy goal incentivizes similar behavior to the intended goal within the training environment, but not in novel deployment environments. This creates the risk that policies will behave as if in pursuit of the proxy goal, rather than the intended goal, in deployment -- a phenomenon known as goal misgeneralization. In this paper, we formalize this problem setting in order to theoretically study the possibility of goal misgeneralization under different training objectives. We show that goal misgeneralization is possible under approximate optimization of the maximum expected value (MEV) objective, but not the minimax expected regret (MMER) objective. We then empirically show that the standard MEV-based training method of domain randomization exhibits goal misgeneralization in procedurally-generated grid-world environments, whereas current regret-based unsupervised environment design (UED) methods are more robust to goal misgeneralization (though they don't find MMER policies in all cases). Our findings suggest that minimax expected regret is a promising approach to mitigating goal misgeneralization.
7.1LGNov 16, 2025
Beyond Fixed Tasks: Unsupervised Environment Design for Task-Level PairsDaniel Furelos-Blanco, Charles Pert, Frederik Kelbel et al.
Training general agents to follow complex instructions (tasks) in intricate environments (levels) remains a core challenge in reinforcement learning. Random sampling of task-level pairs often produces unsolvable combinations, highlighting the need to co-design tasks and levels. While unsupervised environment design (UED) has proven effective at automatically designing level curricula, prior work has only considered a fixed task. We present ATLAS (Aligning Tasks and Levels for Autocurricula of Specifications), a novel method that generates joint autocurricula over tasks and levels. Our approach builds upon UED to automatically produce solvable yet challenging task-level pairs for policy training. To evaluate ATLAS and drive progress in the field, we introduce an evaluation suite that models tasks as reward machines in Minigrid levels. Experiments demonstrate that ATLAS vastly outperforms random sampling approaches, particularly when sampling solvable pairs is unlikely. We further show that mutations leveraging the structure of both tasks and levels accelerate convergence to performant policies.
4.6LGJun 17, 2024
The Benefits of Power Regularization in Cooperative Reinforcement LearningMichelle Li, Michael Dennis
Cooperative Multi-Agent Reinforcement Learning (MARL) algorithms, trained only to optimize task reward, can lead to a concentration of power where the failure or adversarial intent of a single agent could decimate the reward of every agent in the system. In the context of teams of people, it is often useful to explicitly consider how power is distributed to ensure no person becomes a single point of failure. Here, we argue that explicitly regularizing the concentration of power in cooperative RL systems can result in systems which are more robust to single agent failure, adversarial attacks, and incentive changes of co-players. To this end, we define a practical pairwise measure of power that captures the ability of any co-player to influence the ego agent's reward, and then propose a power-regularized objective which balances task reward and power concentration. Given this new objective, we show that there always exists an equilibrium where every agent is playing a power-regularized best-response balancing power and task reward. Moreover, we present two algorithms for training agents towards this power-regularized objective: Sample Based Power Regularization (SBPR), which injects adversarial data during training; and Power Regularization via Intrinsic Motivation (PRIM), which adds an intrinsic motivation to regulate power to the training objective. Our experiments demonstrate that both algorithms successfully balance task reward and power, leading to lower power behavior than the baseline of task-only reward and avoid catastrophic events in case an agent in the system goes off-policy.
32.0LGJun 6, 2024
Open-Endedness is Essential for Artificial Superhuman IntelligenceEdward Hughes, Michael Dennis, Jack Parker-Holder et al.
In recent years there has been a tremendous surge in the general capabilities of AI systems, mainly fuelled by training foundation models on internetscale data. Nevertheless, the creation of openended, ever self-improving AI remains elusive. In this position paper, we argue that the ingredients are now in place to achieve openendedness in AI systems with respect to a human observer. Furthermore, we claim that such open-endedness is an essential property of any artificial superhuman intelligence (ASI). We begin by providing a concrete formal definition of open-endedness through the lens of novelty and learnability. We then illustrate a path towards ASI via open-ended systems built on top of foundation models, capable of making novel, humanrelevant discoveries. We conclude by examining the safety implications of generally-capable openended AI. We expect that open-ended foundation models will prove to be an increasingly fertile and safety-critical area of research in the near future.