32.3CLAug 17, 2023
Reinforced Self-Training (ReST) for Language ModelingCaglar Gulcehre, Tom Le Paine, Srivatsan Srinivasan et al. · deepmind
Reinforcement learning from human feedback (RLHF) can improve the quality of large language model's (LLM) outputs by aligning them with human preferences. We propose a simple algorithm for aligning LLMs with human preferences inspired by growing batch reinforcement learning (RL), which we call Reinforced Self-Training (ReST). Given an initial LLM policy, ReST produces a dataset by generating samples from the policy, which are then used to improve the LLM policy using offline RL algorithms. ReST is more efficient than typical online RLHF methods because the training dataset is produced offline, which allows data reuse. While ReST is a general approach applicable to all generative learning settings, we focus on its application to machine translation. Our results show that ReST can substantially improve translation quality, as measured by automated metrics and human evaluation on machine translation benchmarks in a compute and sample-efficient manner.
17.0LGAug 7, 2023
AlphaStar Unplugged: Large-Scale Offline Reinforcement LearningMichaël Mathieu, Sherjil Ozair, Srivatsan Srinivasan et al.
StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.
3.8LGJun 16, 2023
$\pi2\text{vec}$: Policy Representations with Successor FeaturesGianluca Scarpellini, Ksenia Konyushkova, Claudio Fantacci et al.
This paper describes $\pi2\text{vec}$, a method for representing behaviors of black box policies as feature vectors. The policy representations capture how the statistics of foundation model features change in response to the policy behavior in a task agnostic way, and can be trained from offline data, allowing them to be used in offline policy selection. This work provides a key piece of a recipe for fusing together three modern lines of research: Offline policy evaluation as a counterpart to offline RL, foundation models as generic and powerful state representations, and efficient policy selection in resource constrained environments.
On Instrumental Variable Regression for Deep Offline Policy EvaluationYutian Chen, Liyuan Xu, Caglar Gulcehre et al.
We show that the popular reinforcement learning (RL) strategy of estimating the state-action value (Q-function) by minimizing the mean squared Bellman error leads to a regression problem with confounding, the inputs and output noise being correlated. Hence, direct minimization of the Bellman error can result in significantly biased Q-function estimates. We explain why fixing the target Q-network in Deep Q-Networks and Fitted Q Evaluation provides a way of overcoming this confounding, thus shedding new light on this popular but not well understood trick in the deep RL literature. An alternative approach to address confounding is to leverage techniques developed in the causality literature, notably instrumental variables (IV). We bring together here the literature on IV and RL by investigating whether IV approaches can lead to improved Q-function estimates. This paper analyzes and compares a wide range of recent IV methods in the context of offline policy evaluation (OPE), where the goal is to estimate the value of a policy using logged data only. By applying different IV techniques to OPE, we are not only able to recover previously proposed OPE methods such as model-based techniques but also to obtain competitive new techniques. We find empirically that state-of-the-art OPE methods are closely matched in performance by some IV methods such as AGMM, which were not developed for OPE. We open-source all our code and datasets at https://github.com/liyuan9988/IVOPEwithACME.
30.5LGJul 17, 2020
Hyperparameter Selection for Offline Reinforcement LearningTom Le Paine, Cosmin Paduraru, Andrea Michi et al.
Offline reinforcement learning (RL purely from logged data) is an important avenue for deploying RL techniques in real-world scenarios. However, existing hyperparameter selection methods for offline RL break the offline assumption by evaluating policies corresponding to each hyperparameter setting in the environment. This online execution is often infeasible and hence undermines the main aim of offline RL. Therefore, in this work, we focus on \textit{offline hyperparameter selection}, i.e. methods for choosing the best policy from a set of many policies trained using different hyperparameters, given only logged data. Through large-scale empirical evaluation we show that: 1) offline RL algorithms are not robust to hyperparameter choices, 2) factors such as the offline RL algorithm and method for estimating Q values can have a big impact on hyperparameter selection, and 3) when we control those factors carefully, we can reliably rank policies across hyperparameter choices, and therefore choose policies which are close to the best policy in the set. Overall, our results present an optimistic view that offline hyperparameter selection is within reach, even in challenging tasks with pixel observations, high dimensional action spaces, and long horizon.
27.3NEOct 22, 2019
Improving the Gating Mechanism of Recurrent Neural NetworksAlbert Gu, Caglar Gulcehre, Tom Le Paine et al.
Gating mechanisms are widely used in neural network models, where they allow gradients to backpropagate more easily through depth or time. However, their saturation property introduces problems of its own. For example, in recurrent models these gates need to have outputs near 1 to propagate information over long time-delays, which requires them to operate in their saturation regime and hinders gradient-based learning of the gate mechanism. We address this problem by deriving two synergistic modifications to the standard gating mechanism that are easy to implement, introduce no additional hyperparameters, and improve learnability of the gates when they are close to saturation. We show how these changes are related to and improve on alternative recently proposed gating mechanisms such as chrono initialization and Ordered Neurons. Empirically, our simple gating mechanisms robustly improve the performance of recurrent models on a range of applications, including synthetic memorization tasks, sequential image classification, language modeling, and reinforcement learning, particularly when long-term dependencies are involved.
20.3LGSep 3, 2019
Making Efficient Use of Demonstrations to Solve Hard Exploration ProblemsTom Le Paine, Caglar Gulcehre, Bobak Shahriari et al.
This paper introduces R2D3, an agent that makes efficient use of demonstrations to solve hard exploration problems in partially observable environments with highly variable initial conditions. We also introduce a suite of eight tasks that combine these three properties, and show that R2D3 can solve several of the tasks where other state of the art methods (both with and without demonstrations) fail to see even a single successful trajectory after tens of billions of steps of exploration.
11.7LGOct 11, 2018
One-Shot High-Fidelity Imitation: Training Large-Scale Deep Nets with RLTom Le Paine, Sergio Gómez Colmenarejo, Ziyu Wang et al.
Humans are experts at high-fidelity imitation -- closely mimicking a demonstration, often in one attempt. Humans use this ability to quickly solve a task instance, and to bootstrap learning of new tasks. Achieving these abilities in autonomous agents is an open problem. In this paper, we introduce an off-policy RL algorithm (MetaMimic) to narrow this gap. MetaMimic can learn both (i) policies for high-fidelity one-shot imitation of diverse novel skills, and (ii) policies that enable the agent to solve tasks more efficiently than the demonstrators. MetaMimic relies on the principle of storing all experiences in a memory and replaying these to learn massive deep neural network policies by off-policy RL. This paper introduces, to the best of our knowledge, the largest existing neural networks for deep RL and shows that larger networks with normalization are needed to achieve one-shot high-fidelity imitation on a challenging manipulation task. The results also show that both types of policy can be learned from vision, in spite of the task rewards being sparse, and without access to demonstrator actions.
32.1LGMay 29, 2018
Playing hard exploration games by watching YouTubeYusuf Aytar, Tobias Pfaff, David Budden et al.
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent's exact environment setup and the demonstrator's action and reward trajectories. Here we propose a two-stage method that overcomes these limitations by relying on noisy, unaligned footage without access to such data. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i.e. vision and sound). Second, we embed a single YouTube video in this representation to construct a reward function that encourages an agent to imitate human gameplay. This method of one-shot imitation allows our agent to convincingly exceed human-level performance on the infamously hard exploration games Montezuma's Revenge, Pitfall! and Private Eye for the first time, even if the agent is not presented with any environment rewards.
Fast Generation for Convolutional Autoregressive ModelsPrajit Ramachandran, Tom Le Paine, Pooya Khorrami et al.
Convolutional autoregressive models have recently demonstrated state-of-the-art performance on a number of generation tasks. While fast, parallel training methods have been crucial for their success, generation is typically implemented in a naïve fashion where redundant computations are unnecessarily repeated. This results in slow generation, making such models infeasible for production environments. In this work, we describe a method to speed up generation in convolutional autoregressive models. The key idea is to cache hidden states to avoid redundant computation. We apply our fast generation method to the Wavenet and PixelCNN++ models and achieve up to $21\times$ and $183\times$ speedups respectively.
Fast Wavenet Generation AlgorithmTom Le Paine, Pooya Khorrami, Shiyu Chang et al.
This paper presents an efficient implementation of the Wavenet generation process called Fast Wavenet. Compared to a naive implementation that has complexity O(2^L) (L denotes the number of layers in the network), our proposed approach removes redundant convolution operations by caching previous calculations, thereby reducing the complexity to O(L) time. Timing experiments show significant advantages of our fast implementation over a naive one. While this method is presented for Wavenet, the same scheme can be applied anytime one wants to perform autoregressive generation or online prediction using a model with dilated convolution layers. The code for our method is publicly available.
Seq-NMS for Video Object DetectionWei Han, Pooya Khorrami, Tom Le Paine et al.
Video object detection is challenging because objects that are easily detected in one frame may be difficult to detect in another frame within the same clip. Recently, there have been major advances for doing object detection in a single image. These methods typically contain three phases: (i) object proposal generation (ii) object classification and (iii) post-processing. We propose a modification of the post-processing phase that uses high-scoring object detections from nearby frames to boost scores of weaker detections within the same clip. We show that our method obtains superior results to state-of-the-art single image object detection techniques. Our method placed 3rd in the video object detection (VID) task of the ImageNet Large Scale Visual Recognition Challenge 2015 (ILSVRC2015).
7.3CVFeb 24, 2016
How Deep Neural Networks Can Improve Emotion Recognition on Video DataPooya Khorrami, Tom Le Paine, Kevin Brady et al.
We consider the task of dimensional emotion recognition on video data using deep learning. While several previous methods have shown the benefits of training temporal neural network models such as recurrent neural networks (RNNs) on hand-crafted features, few works have considered combining convolutional neural networks (CNNs) with RNNs. In this work, we present a system that performs emotion recognition on video data using both CNNs and RNNs, and we also analyze how much each neural network component contributes to the system's overall performance. We present our findings on videos from the Audio/Visual+Emotion Challenge (AV+EC2015). In our experiments, we analyze the effects of several hyperparameters on overall performance while also achieving superior performance to the baseline and other competing methods.
Do Deep Neural Networks Learn Facial Action Units When Doing Expression Recognition?Pooya Khorrami, Tom Le Paine, Thomas S. Huang
Despite being the appearance-based classifier of choice in recent years, relatively few works have examined how much convolutional neural networks (CNNs) can improve performance on accepted expression recognition benchmarks and, more importantly, examine what it is they actually learn. In this work, not only do we show that CNNs can achieve strong performance, but we also introduce an approach to decipher which portions of the face influence the CNN's predictions. First, we train a zero-bias CNN on facial expression data and achieve, to our knowledge, state-of-the-art performance on two expression recognition benchmarks: the extended Cohn-Kanade (CK+) dataset and the Toronto Face Dataset (TFD). We then qualitatively analyze the network by visualizing the spatial patterns that maximally excite different neurons in the convolutional layers and show how they resemble Facial Action Units (FAUs). Finally, we use the FAU labels provided in the CK+ dataset to verify that the FAUs observed in our filter visualizations indeed align with the subject's facial movements.
An Analysis of Unsupervised Pre-training in Light of Recent AdvancesTom Le Paine, Pooya Khorrami, Wei Han et al.
Convolutional neural networks perform well on object recognition because of a number of recent advances: rectified linear units (ReLUs), data augmentation, dropout, and large labelled datasets. Unsupervised data has been proposed as another way to improve performance. Unfortunately, unsupervised pre-training is not used by state-of-the-art methods leading to the following question: Is unsupervised pre-training still useful given recent advances? If so, when? We answer this in three parts: we 1) develop an unsupervised method that incorporates ReLUs and recent unsupervised regularization techniques, 2) analyze the benefits of unsupervised pre-training compared to data augmentation and dropout on CIFAR-10 while varying the ratio of unsupervised to supervised samples, 3) verify our findings on STL-10. We discover unsupervised pre-training, as expected, helps when the ratio of unsupervised to supervised samples is high, and surprisingly, hurts when the ratio is low. We also use unsupervised pre-training with additional color augmentation to achieve near state-of-the-art performance on STL-10.