16.0LGJun 7, 2023
Goal-conditioned GFlowNets for Controllable Multi-Objective Molecular DesignJulien Roy, Pierre-Luc Bacon, Christopher Pal et al.
In recent years, in-silico molecular design has received much attention from the machine learning community. When designing a new compound for pharmaceutical applications, there are usually multiple properties of such molecules that need to be optimised: binding energy to the target, synthesizability, toxicity, EC50, and so on. While previous approaches have employed a scalarization scheme to turn the multi-objective problem into a preference-conditioned single objective, it has been established that this kind of reduction may produce solutions that tend to slide towards the extreme points of the objective space when presented with a problem that exhibits a concave Pareto front. In this work we experiment with an alternative formulation of goal-conditioned molecular generation to obtain a more controllable conditional model that can uniformly explore solutions along the entire Pareto front.
Direct Behavior Specification via Constrained Reinforcement LearningJulien Roy, Roger Girgis, Joshua Romoff et al.
The standard formulation of Reinforcement Learning lacks a practical way of specifying what are admissible and forbidden behaviors. Most often, practitioners go about the task of behavior specification by manually engineering the reward function, a counter-intuitive process that requires several iterations and is prone to reward hacking by the agent. In this work, we argue that constrained RL, which has almost exclusively been used for safe RL, also has the potential to significantly reduce the amount of work spent for reward specification in applied RL projects. To this end, we propose to specify behavioral preferences in the CMDP framework and to use Lagrangian methods to automatically weigh each of these behavioral constraints. Specifically, we investigate how CMDPs can be adapted to solve goal-based tasks while adhering to several constraints simultaneously. We evaluate this framework on a set of continuous control tasks relevant to the application of Reinforcement Learning for NPC design in video games.
1.3CVNov 20, 2015
Recurrent Semi-supervised Classification and Constrained Adversarial Generation with Motion Capture DataFélix G. Harvey, Julien Roy, David Kanaa et al.
We explore recurrent encoder multi-decoder neural network architectures for semi-supervised sequence classification and reconstruction. We find that the use of multiple reconstruction modules helps models generalize in a classification task when only a small amount of labeled data is available, which is often the case in practice. Such models provide useful high-level representations of motions allowing clustering, searching and faster labeling of new sequences. We also propose a new, realistic partitioning of a well-known, high quality motion-capture dataset for better evaluations. We further explore a novel formulation for future-predicting decoders based on conditional recurrent generative adversarial networks, for which we propose both soft and hard constraints for transition generation derived from desired physical properties of synthesized future movements and desired animation goals. We find that using such constraints allow to stabilize the training of recurrent adversarial architectures for animation generation.