Nando De Freitas

LG
h-index79
91papers
25,686citations
Novelty56%
AI Score36

91 Papers

CLAug 17, 2023
Reinforced Self-Training (ReST) for Language Modeling

Caglar 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.

LGMay 26, 2022
Towards Learning Universal Hyperparameter Optimizers with Transformers

Yutian Chen, Xingyou Song, Chansoo Lee et al. · deepmind

Meta-learning hyperparameter optimization (HPO) algorithms from prior experiments is a promising approach to improve optimization efficiency over objective functions from a similar distribution. However, existing methods are restricted to learning from experiments sharing the same set of hyperparameters. In this paper, we introduce the OptFormer, the first text-based Transformer HPO framework that provides a universal end-to-end interface for jointly learning policy and function prediction when trained on vast tuning data from the wild, such as Google's Vizier database, one of the world's largest HPO datasets. Our extensive experiments demonstrate that the OptFormer can simultaneously imitate at least 7 different HPO algorithms, which can be further improved via its function uncertainty estimates. Compared to a Gaussian Process, the OptFormer also learns a robust prior distribution for hyperparameter response functions, and can thereby provide more accurate and better calibrated predictions. This work paves the path to future extensions for training a Transformer-based model as a general HPO optimizer.

AIMay 12, 2022
A Generalist Agent

Scott Reed, Konrad Zolna, Emilio Parisotto et al.

Inspired by progress in large-scale language modeling, we apply a similar approach towards building a single generalist agent beyond the realm of text outputs. The agent, which we refer to as Gato, works as a multi-modal, multi-task, multi-embodiment generalist policy. The same network with the same weights can play Atari, caption images, chat, stack blocks with a real robot arm and much more, deciding based on its context whether to output text, joint torques, button presses, or other tokens. In this report we describe the model and the data, and document the current capabilities of Gato.

CVMar 13, 2023
Vision-Language Models as Success Detectors

Yuqing Du, Ksenia Konyushkova, Misha Denil et al.

Detecting successful behaviour is crucial for training intelligent agents. As such, generalisable reward models are a prerequisite for agents that can learn to generalise their behaviour. In this work we focus on developing robust success detectors that leverage large, pretrained vision-language models (Flamingo, Alayrac et al. (2022)) and human reward annotations. Concretely, we treat success detection as a visual question answering (VQA) problem, denoted SuccessVQA. We study success detection across three vastly different domains: (i) interactive language-conditioned agents in a simulated household, (ii) real world robotic manipulation, and (iii) "in-the-wild" human egocentric videos. We investigate the generalisation properties of a Flamingo-based success detection model across unseen language and visual changes in the first two domains, and find that the proposed method is able to outperform bespoke reward models in out-of-distribution test scenarios with either variation. In the last domain of "in-the-wild" human videos, we show that success detection on unseen real videos presents an even more challenging generalisation task warranting future work. We hope our initial results encourage further work in real world success detection and reward modelling.

LGAug 7, 2023
AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning

Michaël 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.

LGOct 10, 2022
Multi-step Planning for Automated Hyperparameter Optimization with OptFormer

Lucio M. Dery, Abram L. Friesen, Nando De Freitas et al.

As machine learning permeates more industries and models become more expensive and time consuming to train, the need for efficient automated hyperparameter optimization (HPO) has never been more pressing. Multi-step planning based approaches to hyperparameter optimization promise improved efficiency over myopic alternatives by more effectively balancing out exploration and exploitation. However, the potential of these approaches has not been fully realized due to their technical complexity and computational intensity. In this work, we leverage recent advances in Transformer-based, natural-language-interfaced hyperparameter optimization to circumvent these barriers. We build on top of the recently proposed OptFormer which casts both hyperparameter suggestion and target function approximation as autoregressive generation thus making planning via rollouts simple and efficient. We conduct extensive exploration of different strategies for performing multi-step planning on top of the OptFormer model to highlight its potential for use in constructing non-myopic HPO strategies.

CVAug 13, 2024
Imagen 3

Imagen-Team-Google, Jason Baldridge, Jakob Bauer et al.

We introduce Imagen 3, a latent diffusion model that generates high quality images from text prompts. We describe our quality and responsibility evaluations. Imagen 3 is preferred over other state-of-the-art (SOTA) models at the time of evaluation. In addition, we discuss issues around safety and representation, as well as methods we used to minimize the potential harm of our models.

LGFeb 23, 2024
Genie: Generative Interactive Environments

Jake 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.

LGFeb 29, 2024
Griffin: Mixing Gated Linear Recurrences with Local Attention for Efficient Language Models

Soham De, Samuel L. Smith, Anushan Fernando et al. · deepmind

Recurrent neural networks (RNNs) have fast inference and scale efficiently on long sequences, but they are difficult to train and hard to scale. We propose Hawk, an RNN with gated linear recurrences, and Griffin, a hybrid model that mixes gated linear recurrences with local attention. Hawk exceeds the reported performance of Mamba on downstream tasks, while Griffin matches the performance of Llama-2 despite being trained on over 6 times fewer tokens. We also show that Griffin can extrapolate on sequences significantly longer than those seen during training. Our models match the hardware efficiency of Transformers during training, and during inference they have lower latency and significantly higher throughput. We scale Griffin up to 14B parameters, and explain how to shard our models for efficient distributed training.

LGMay 21, 2021Code
On Instrumental Variable Regression for Deep Offline Policy Evaluation

Yutian 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.

LGJun 24, 2020Code
RL Unplugged: A Suite of Benchmarks for Offline Reinforcement Learning

Caglar Gulcehre, Ziyu Wang, Alexander Novikov et al.

Offline methods for reinforcement learning have a potential to help bridge the gap between reinforcement learning research and real-world applications. They make it possible to learn policies from offline datasets, thus overcoming concerns associated with online data collection in the real-world, including cost, safety, or ethical concerns. In this paper, we propose a benchmark called RL Unplugged to evaluate and compare offline RL methods. RL Unplugged includes data from a diverse range of domains including games (e.g., Atari benchmark) and simulated motor control problems (e.g., DM Control Suite). The datasets include domains that are partially or fully observable, use continuous or discrete actions, and have stochastic vs. deterministic dynamics. We propose detailed evaluation protocols for each domain in RL Unplugged and provide an extensive analysis of supervised learning and offline RL methods using these protocols. We will release data for all our tasks and open-source all algorithms presented in this paper. We hope that our suite of benchmarks will increase the reproducibility of experiments and make it possible to study challenging tasks with a limited computational budget, thus making RL research both more systematic and more accessible across the community. Moving forward, we view RL Unplugged as a living benchmark suite that will evolve and grow with datasets contributed by the research community and ourselves. Our project page is available on https://git.io/JJUhd.

LGMar 14, 2017Code
Learned Optimizers that Scale and Generalize

Olga Wichrowska, Niru Maheswaranathan, Matthew W. Hoffman et al.

Learning to learn has emerged as an important direction for achieving artificial intelligence. Two of the primary barriers to its adoption are an inability to scale to larger problems and a limited ability to generalize to new tasks. We introduce a learned gradient descent optimizer that generalizes well to new tasks, and which has significantly reduced memory and computation overhead. We achieve this by introducing a novel hierarchical RNN architecture, with minimal per-parameter overhead, augmented with additional architectural features that mirror the known structure of optimization tasks. We also develop a meta-training ensemble of small, diverse optimization tasks capturing common properties of loss landscapes. The optimizer learns to outperform RMSProp/ADAM on problems in this corpus. More importantly, it performs comparably or better when applied to small convolutional neural networks, despite seeing no neural networks in its meta-training set. Finally, it generalizes to train Inception V3 and ResNet V2 architectures on the ImageNet dataset for thousands of steps, optimization problems that are of a vastly different scale than those it was trained on. We release an open source implementation of the meta-training algorithm.

LGMay 5, 2023
Knowledge Transfer from Teachers to Learners in Growing-Batch Reinforcement Learning

Patrick Emedom-Nnamdi, Abram L. Friesen, Bobak Shahriari et al.

Standard approaches to sequential decision-making exploit an agent's ability to continually interact with its environment and improve its control policy. However, due to safety, ethical, and practicality constraints, this type of trial-and-error experimentation is often infeasible in many real-world domains such as healthcare and robotics. Instead, control policies in these domains are typically trained offline from previously logged data or in a growing-batch manner. In this setting a fixed policy is deployed to the environment and used to gather an entire batch of new data before being aggregated with past batches and used to update the policy. This improvement cycle can then be repeated multiple times. While a limited number of such cycles is feasible in real-world domains, the quality and diversity of the resulting data are much lower than in the standard continually-interacting approach. However, data collection in these domains is often performed in conjunction with human experts, who are able to label or annotate the collected data. In this paper, we first explore the trade-offs present in this growing-batch setting, and then investigate how information provided by a teacher (i.e., demonstrations, expert actions, and gradient information) can be leveraged at training time to mitigate the sample complexity and coverage requirements for actor-critic methods. We validate our contributions on tasks from the DeepMind Control Suite.

PLFeb 8, 2022
Competition-Level Code Generation with AlphaCode

Yujia Li, David Choi, Junyoung Chung et al.

Programming is a powerful and ubiquitous problem-solving tool. Developing systems that can assist programmers or even generate programs independently could make programming more productive and accessible, yet so far incorporating innovations in AI has proven challenging. Recent large-scale language models have demonstrated an impressive ability to generate code, and are now able to complete simple programming tasks. However, these models still perform poorly when evaluated on more complex, unseen problems that require problem-solving skills beyond simply translating instructions into code. For example, competitive programming problems which require an understanding of algorithms and complex natural language remain extremely challenging. To address this gap, we introduce AlphaCode, a system for code generation that can create novel solutions to these problems that require deeper reasoning. In simulated evaluations on recent programming competitions on the Codeforces platform, AlphaCode achieved on average a ranking of top 54.3% in competitions with more than 5,000 participants. We found that three key components were critical to achieve good and reliable performance: (1) an extensive and clean competitive programming dataset for training and evaluation, (2) large and efficient-to-sample transformer-based architectures, and (3) large-scale model sampling to explore the search space, followed by filtering based on program behavior to a small set of submissions.

LGOct 20, 2021
Shaking the foundations: delusions in sequence models for interaction and control

Pedro A. Ortega, Markus Kunesch, Grégoire Delétang et al.

The recent phenomenal success of language models has reinvigorated machine learning research, and large sequence models such as transformers are being applied to a variety of domains. One important problem class that has remained relatively elusive however is purposeful adaptive behavior. Currently there is a common perception that sequence models "lack the understanding of the cause and effect of their actions" leading them to draw incorrect inferences due to auto-suggestive delusions. In this report we explain where this mismatch originates, and show that it can be resolved by treating actions as causal interventions. Finally, we show that in supervised learning, one can teach a system to condition or intervene on data by training with factual and counterfactual error signals respectively.

LGJun 18, 2021
Active Offline Policy Selection

Ksenia Konyushkova, Yutian Chen, Tom Le Paine et al.

This paper addresses the problem of policy selection in domains with abundant logged data, but with a restricted interaction budget. Solving this problem would enable safe evaluation and deployment of offline reinforcement learning policies in industry, robotics, and recommendation domains among others. Several off-policy evaluation (OPE) techniques have been proposed to assess the value of policies using only logged data. However, there is still a big gap between the evaluation by OPE and the full online evaluation. Yet, large amounts of online interactions are often not possible in practice. To overcome this problem, we introduce active offline policy selection - a novel sequential decision approach that combines logged data with online interaction to identify the best policy. We use OPE estimates to warm start the online evaluation. Then, in order to utilize the limited environment interactions wisely we decide which policy to evaluate next based on a Bayesian optimization method with a kernel that represents policy similarity. We use multiple benchmarks, including real-world robotics, with a large number of candidate policies to show that the proposed approach improves upon state-of-the-art OPE estimates and pure online policy evaluation.

LGMar 17, 2021
Regularized Behavior Value Estimation

Caglar Gulcehre, Sergio Gómez Colmenarejo, Ziyu Wang et al.

Offline reinforcement learning restricts the learning process to rely only on logged-data without access to an environment. While this enables real-world applications, it also poses unique challenges. One important challenge is dealing with errors caused by the overestimation of values for state-action pairs not well-covered by the training data. Due to bootstrapping, these errors get amplified during training and can lead to divergence, thereby crippling learning. To overcome this challenge, we introduce Regularized Behavior Value Estimation (R-BVE). Unlike most approaches, which use policy improvement during training, R-BVE estimates the value of the behavior policy during training and only performs policy improvement at deployment time. Further, R-BVE uses a ranking regularisation term that favours actions in the dataset that lead to successful outcomes. We provide ample empirical evidence of R-BVE's effectiveness, including state-of-the-art performance on the RL Unplugged ATARI dataset. We also test R-BVE on new datasets, from bsuite and a challenging DeepMind Lab task, and show that R-BVE outperforms other state-of-the-art discrete control offline RL methods.

LGDec 12, 2020
Semi-supervised reward learning for offline reinforcement learning

Ksenia Konyushkova, Konrad Zolna, Yusuf Aytar et al.

In offline reinforcement learning (RL) agents are trained using a logged dataset. It appears to be the most natural route to attack real-life applications because in domains such as healthcare and robotics interactions with the environment are either expensive or unethical. Training agents usually requires reward functions, but unfortunately, rewards are seldom available in practice and their engineering is challenging and laborious. To overcome this, we investigate reward learning under the constraint of minimizing human reward annotations. We consider two types of supervision: timestep annotations and demonstrations. We propose semi-supervised learning algorithms that learn from limited annotations and incorporate unlabelled data. In our experiments with a simulated robotic arm, we greatly improve upon behavioural cloning and closely approach the performance achieved with ground truth rewards. We further investigate the relationship between the quality of the reward model and the final policies. We notice, for example, that the reward models do not need to be perfect to result in useful policies.

LGNov 27, 2020
Offline Learning from Demonstrations and Unlabeled Experience

Konrad Zolna, Alexander Novikov, Ksenia Konyushkova et al.

Behavior cloning (BC) is often practical for robot learning because it allows a policy to be trained offline without rewards, by supervised learning on expert demonstrations. However, BC does not effectively leverage what we will refer to as unlabeled experience: data of mixed and unknown quality without reward annotations. This unlabeled data can be generated by a variety of sources such as human teleoperation, scripted policies and other agents on the same robot. Towards data-driven offline robot learning that can use this unlabeled experience, we introduce Offline Reinforced Imitation Learning (ORIL). ORIL first learns a reward function by contrasting observations from demonstrator and unlabeled trajectories, then annotates all data with the learned reward, and finally trains an agent via offline reinforcement learning. Across a diverse set of continuous control and simulated robotic manipulation tasks, we show that ORIL consistently outperforms comparable BC agents by effectively leveraging unlabeled experience.

CVNov 6, 2020
Large-scale multilingual audio visual dubbing

Yi Yang, Brendan Shillingford, Yannis Assael et al.

We describe a system for large-scale audiovisual translation and dubbing, which translates videos from one language to another. The source language's speech content is transcribed to text, translated, and automatically synthesized into target language speech using the original speaker's voice. The visual content is translated by synthesizing lip movements for the speaker to match the translated audio, creating a seamless audiovisual experience in the target language. The audio and visual translation subsystems each contain a large-scale generic synthesis model trained on thousands of hours of data in the corresponding domain. These generic models are fine-tuned to a specific speaker before translation, either using an auxiliary corpus of data from the target speaker, or using the video to be translated itself as the input to the fine-tuning process. This report gives an architectural overview of the full system, as well as an in-depth discussion of the video dubbing component. The role of the audio and text components in relation to the full system is outlined, but their design is not discussed in detail. Translated and dubbed demo videos generated using our system can be viewed at https://www.youtube.com/playlist?list=PLSi232j2ZA6_1Exhof5vndzyfbxAhhEs5

LGOct 14, 2020
Learning Deep Features in Instrumental Variable Regression

Liyuan Xu, Yutian Chen, Siddarth Srinivasan et al.

Instrumental variable (IV) regression is a standard strategy for learning causal relationships between confounded treatment and outcome variables from observational data by utilizing an instrumental variable, which affects the outcome only through the treatment. In classical IV regression, learning proceeds in two stages: stage 1 performs linear regression from the instrument to the treatment; and stage 2 performs linear regression from the treatment to the outcome, conditioned on the instrument. We propose a novel method, deep feature instrumental variable regression (DFIV), to address the case where relations between instruments, treatments, and outcomes may be nonlinear. In this case, deep neural nets are trained to define informative nonlinear features on the instruments and treatments. We propose an alternating training regime for these features to ensure good end-to-end performance when composing stages 1 and 2, thus obtaining highly flexible feature maps in a computationally efficient manner. DFIV outperforms recent state-of-the-art methods on challenging IV benchmarks, including settings involving high dimensional image data. DFIV also exhibits competitive performance in off-policy policy evaluation for reinforcement learning, which can be understood as an IV regression task.

AIJul 27, 2020
Learning Compositional Neural Programs for Continuous Control

Thomas Pierrot, Nicolas Perrin, Feryal Behbahani et al.

We propose a novel solution to challenging sparse-reward, continuous control problems that require hierarchical planning at multiple levels of abstraction. Our solution, dubbed AlphaNPI-X, involves three separate stages of learning. First, we use off-policy reinforcement learning algorithms with experience replay to learn a set of atomic goal-conditioned policies, which can be easily repurposed for many tasks. Second, we learn self-models describing the effect of the atomic policies on the environment. Third, the self-models are harnessed to learn recursive compositional programs with multiple levels of abstraction. The key insight is that the self-models enable planning by imagination, obviating the need for interaction with the world when learning higher-level compositional programs. To accomplish the third stage of learning, we extend the AlphaNPI algorithm, which applies AlphaZero to learn recursive neural programmer-interpreters. We empirically show that AlphaNPI-X can effectively learn to tackle challenging sparse manipulation tasks, such as stacking multiple blocks, where powerful model-free baselines fail.

LGJul 17, 2020
Hyperparameter Selection for Offline Reinforcement Learning

Tom 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.

LGJun 26, 2020
Critic Regularized Regression

Ziyu Wang, Alexander Novikov, Konrad Zolna et al.

Offline reinforcement learning (RL), also known as batch RL, offers the prospect of policy optimization from large pre-recorded datasets without online environment interaction. It addresses challenges with regard to the cost of data collection and safety, both of which are particularly pertinent to real-world applications of RL. Unfortunately, most off-policy algorithms perform poorly when learning from a fixed dataset. In this paper, we propose a novel offline RL algorithm to learn policies from data using a form of critic-regularized regression (CRR). We find that CRR performs surprisingly well and scales to tasks with high-dimensional state and action spaces -- outperforming several state-of-the-art offline RL algorithms by a significant margin on a wide range of benchmark tasks.

LGJun 1, 2020
Acme: A Research Framework for Distributed Reinforcement Learning

Matthew W. Hoffman, Bobak Shahriari, John Aslanides et al.

Deep reinforcement learning (RL) has led to many recent and groundbreaking advances. However, these advances have often come at the cost of both increased scale in the underlying architectures being trained as well as increased complexity of the RL algorithms used to train them. These increases have in turn made it more difficult for researchers to rapidly prototype new ideas or reproduce published RL algorithms. To address these concerns this work describes Acme, a framework for constructing novel RL algorithms that is specifically designed to enable agents that are built using simple, modular components that can be used at various scales of execution. While the primary goal of Acme is to provide a framework for algorithm development, a secondary goal is to provide simple reference implementations of important or state-of-the-art algorithms. These implementations serve both as a validation of our design decisions as well as an important contribution to reproducibility in RL research. In this work we describe the major design decisions made within Acme and give further details as to how its components can be used to implement various algorithms. Our experiments provide baselines for a number of common and state-of-the-art algorithms as well as showing how these algorithms can be scaled up for much larger and more complex environments. This highlights one of the primary advantages of Acme, namely that it can be used to implement large, distributed RL algorithms that can run at massive scales while still maintaining the inherent readability of that implementation. This work presents a second version of the paper which coincides with an increase in modularity, additional emphasis on offline, imitation and learning from demonstrations algorithms, as well as various new agents implemented as part of Acme.

LGOct 2, 2019
Task-Relevant Adversarial Imitation Learning

Konrad Zolna, Scott Reed, Alexander Novikov et al.

We show that a critical vulnerability in adversarial imitation is the tendency of discriminator networks to learn spurious associations between visual features and expert labels. When the discriminator focuses on task-irrelevant features, it does not provide an informative reward signal, leading to poor task performance. We analyze this problem in detail and propose a solution that outperforms standard Generative Adversarial Imitation Learning (GAIL). Our proposed method, Task-Relevant Adversarial Imitation Learning (TRAIL), uses constrained discriminator optimization to learn informative rewards. In comprehensive experiments, we show that TRAIL can solve challenging robotic manipulation tasks from pixels by imitating human operators without access to any task rewards, and clearly outperforms comparable baseline imitation agents, including those trained via behaviour cloning and conventional GAIL.

ROSep 26, 2019
Scaling data-driven robotics with reward sketching and batch reinforcement learning

Serkan Cabi, Sergio Gómez Colmenarejo, Alexander Novikov et al.

We present a framework for data-driven robotics that makes use of a large dataset of recorded robot experience and scales to several tasks using learned reward functions. We show how to apply this framework to accomplish three different object manipulation tasks on a real robot platform. Given demonstrations of a task together with task-agnostic recorded experience, we use a special form of human annotation as supervision to learn a reward function, which enables us to deal with real-world tasks where the reward signal cannot be acquired directly. Learned rewards are used in combination with a large dataset of experience from different tasks to learn a robot policy offline using batch RL. We show that using our approach it is possible to train agents to perform a variety of challenging manipulation tasks including stacking rigid objects and handling cloth.

LGSep 12, 2019
Modular Meta-Learning with Shrinkage

Yutian Chen, Abram L. Friesen, Feryal Behbahani et al.

Many real-world problems, including multi-speaker text-to-speech synthesis, can greatly benefit from the ability to meta-learn large models with only a few task-specific components. Updating only these task-specific modules then allows the model to be adapted to low-data tasks for as many steps as necessary without risking overfitting. Unfortunately, existing meta-learning methods either do not scale to long adaptation or else rely on handcrafted task-specific architectures. Here, we propose a meta-learning approach that obviates the need for this often sub-optimal hand-selection. In particular, we develop general techniques based on Bayesian shrinkage to automatically discover and learn both task-specific and general reusable modules. Empirically, we demonstrate that our method discovers a small set of meaningful task-specific modules and outperforms existing meta-learning approaches in domains like few-shot text-to-speech that have little task data and long adaptation horizons. We also show that existing meta-learning methods including MAML, iMAML, and Reptile emerge as special cases of our method.

LGSep 3, 2019
Making Efficient Use of Demonstrations to Solve Hard Exploration Problems

Tom 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.

AIMay 30, 2019
Learning Compositional Neural Programs with Recursive Tree Search and Planning

Thomas Pierrot, Guillaume Ligner, Scott Reed et al.

We propose a novel reinforcement learning algorithm, AlphaNPI, that incorporates the strengths of Neural Programmer-Interpreters (NPI) and AlphaZero. NPI contributes structural biases in the form of modularity, hierarchy and recursion, which are helpful to reduce sample complexity, improve generalization and increase interpretability. AlphaZero contributes powerful neural network guided search algorithms, which we augment with recursion. AlphaNPI only assumes a hierarchical program specification with sparse rewards: 1 when the program execution satisfies the specification, and 0 otherwise. Using this specification, AlphaNPI is able to train NPI models effectively with RL for the first time, completely eliminating the need for strong supervision in the form of execution traces. The experiments show that AlphaNPI can sort as well as previous strongly supervised NPI variants. The AlphaNPI agent is also trained on a Tower of Hanoi puzzle with two disks and is shown to generalize to puzzles with an arbitrary number of disk

LGMay 8, 2019
Meta-learning of Sequential Strategies

Pedro A. Ortega, Jane X. Wang, Mark Rowland et al.

In this report we review memory-based meta-learning as a tool for building sample-efficient strategies that learn from past experience to adapt to any task within a target class. Our goal is to equip the reader with the conceptual foundations of this tool for building new, scalable agents that operate on broad domains. To do so, we present basic algorithmic templates for building near-optimal predictors and reinforcement learners which behave as if they had a probabilistic model that allowed them to efficiently exploit task structure. Furthermore, we recast memory-based meta-learning within a Bayesian framework, showing that the meta-learned strategies are near-optimal because they amortize Bayes-filtered data, where the adaptation is implemented in the memory dynamics as a state-machine of sufficient statistics. Essentially, memory-based meta-learning translates the hard problem of probabilistic sequential inference into a regression problem.

LGDec 17, 2018
Bayesian Optimization in AlphaGo

Yutian Chen, Aja Huang, Ziyu Wang et al.

During the development of AlphaGo, its many hyper-parameters were tuned with Bayesian optimization multiple times. This automatic tuning process resulted in substantial improvements in playing strength. For example, prior to the match with Lee Sedol, we tuned the latest AlphaGo agent and this improved its win-rate from 50% to 66.5% in self-play games. This tuned version was deployed in the final match. Of course, since we tuned AlphaGo many times during its development cycle, the compounded contribution was even higher than this percentage. It is our hope that this brief case study will be of interest to Go fans, and also provide Bayesian optimization practitioners with some insights and inspiration.

LGOct 19, 2018
Social Influence as Intrinsic Motivation for Multi-Agent Deep Reinforcement Learning

Natasha Jaques, Angeliki Lazaridou, Edward Hughes et al.

We propose a unified mechanism for achieving coordination and communication in Multi-Agent Reinforcement Learning (MARL), through rewarding agents for having causal influence over other agents' actions. Causal influence is assessed using counterfactual reasoning. At each timestep, an agent simulates alternate actions that it could have taken, and computes their effect on the behavior of other agents. Actions that lead to bigger changes in other agents' behavior are considered influential and are rewarded. We show that this is equivalent to rewarding agents for having high mutual information between their actions. Empirical results demonstrate that influence leads to enhanced coordination and communication in challenging social dilemma environments, dramatically increasing the learning curves of the deep RL agents, and leading to more meaningful learned communication protocols. The influence rewards for all agents can be computed in a decentralized way by enabling agents to learn a model of other agents using deep neural networks. In contrast, key previous works on emergent communication in the MARL setting were unable to learn diverse policies in a decentralized manner and had to resort to centralized training. Consequently, the influence reward opens up a window of new opportunities for research in this area.

LGOct 11, 2018
One-Shot High-Fidelity Imitation: Training Large-Scale Deep Nets with RL

Tom 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.

LGSep 27, 2018
Sample Efficient Adaptive Text-to-Speech

Yutian Chen, Yannis Assael, Brendan Shillingford et al.

We present a meta-learning approach for adaptive text-to-speech (TTS) with few data. During training, we learn a multi-speaker model using a shared conditional WaveNet core and independent learned embeddings for each speaker. The aim of training is not to produce a neural network with fixed weights, which is then deployed as a TTS system. Instead, the aim is to produce a network that requires few data at deployment time to rapidly adapt to new speakers. We introduce and benchmark three strategies: (i) learning the speaker embedding while keeping the WaveNet core fixed, (ii) fine-tuning the entire architecture with stochastic gradient descent, and (iii) predicting the speaker embedding with a trained neural network encoder. The experiments show that these approaches are successful at adapting the multi-speaker neural network to new speakers, obtaining state-of-the-art results in both sample naturalness and voice similarity with merely a few minutes of audio data from new speakers.

CVJul 13, 2018
Large-Scale Visual Speech Recognition

Brendan Shillingford, Yannis Assael, Matthew W. Hoffman et al.

This work presents a scalable solution to open-vocabulary visual speech recognition. To achieve this, we constructed the largest existing visual speech recognition dataset, consisting of pairs of text and video clips of faces speaking (3,886 hours of video). In tandem, we designed and trained an integrated lipreading system, consisting of a video processing pipeline that maps raw video to stable videos of lips and sequences of phonemes, a scalable deep neural network that maps the lip videos to sequences of phoneme distributions, and a production-level speech decoder that outputs sequences of words. The proposed system achieves a word error rate (WER) of 40.9% as measured on a held-out set. In comparison, professional lipreaders achieve either 86.4% or 92.9% WER on the same dataset when having access to additional types of contextual information. Our approach significantly improves on other lipreading approaches, including variants of LipNet and of Watch, Attend, and Spell (WAS), which are only capable of 89.8% and 76.8% WER respectively.

LGMay 29, 2018
Playing hard exploration games by watching YouTube

Yusuf 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.

NEMay 24, 2018
Hyperbolic Attention Networks

Caglar Gulcehre, Misha Denil, Mateusz Malinowski et al.

We introduce hyperbolic attention networks to endow neural networks with enough capacity to match the complexity of data with hierarchical and power-law structure. A few recent approaches have successfully demonstrated the benefits of imposing hyperbolic geometry on the parameters of shallow networks. We extend this line of work by imposing hyperbolic geometry on the activations of neural networks. This allows us to exploit hyperbolic geometry to reason about embeddings produced by deep networks. We achieve this by re-expressing the ubiquitous mechanism of soft attention in terms of operations defined for hyperboloid and Klein models. Our method shows improvements in terms of generalization on neural machine translation, learning on graphs and visual question answering tasks while keeping the neural representations compact.

AIApr 17, 2018
Learning Awareness Models

Brandon Amos, Laurent Dinh, Serkan Cabi et al.

We consider the setting of an agent with a fixed body interacting with an unknown and uncertain external world. We show that models trained to predict proprioceptive information about the agent's body come to represent objects in the external world. In spite of being trained with only internally available signals, these dynamic body models come to represent external objects through the necessity of predicting their effects on the agent's own body. That is, the model learns holistic persistent representations of objects in the world, even though the only training signals are body signals. Our dynamics model is able to successfully predict distributions over 132 sensor readings over 100 steps into the future and we demonstrate that even when the body is no longer in contact with an object, the latent variables of the dynamics model continue to represent its shape. We show that active data collection by maximizing the entropy of predictions about the body---touch sensors, proprioception and vestibular information---leads to learning of dynamic models that show superior performance when used for control. We also collect data from a real robotic hand and show that the same models can be used to answer questions about properties of objects in the real world. Videos with qualitative results of our models are available at https://goo.gl/mZuqAV.

AIApr 6, 2018
Compositional Obverter Communication Learning From Raw Visual Input

Edward Choi, Angeliki Lazaridou, Nando de Freitas

One of the distinguishing aspects of human language is its compositionality, which allows us to describe complex environments with limited vocabulary. Previously, it has been shown that neural network agents can learn to communicate in a highly structured, possibly compositional language based on disentangled input (e.g. hand- engineered features). Humans, however, do not learn to communicate based on well-summarized features. In this work, we train neural agents to simultaneously develop visual perception from raw image pixels, and learn to communicate with a sequence of discrete symbols. The agents play an image description game where the image contains factors such as colors and shapes. We train the agents using the obverter technique where an agent introspects to generate messages that maximize its own understanding. Through qualitative analysis, visualization and a zero-shot test, we show that the agents can develop, out of raw image pixels, a language with compositional properties, given a proper pressure from the environment.

ROFeb 26, 2018
Reinforcement and Imitation Learning for Diverse Visuomotor Skills

Yuke Zhu, Ziyu Wang, Josh Merel et al.

We propose a model-free deep reinforcement learning method that leverages a small amount of demonstration data to assist a reinforcement learning agent. We apply this approach to robotic manipulation tasks and train end-to-end visuomotor policies that map directly from RGB camera inputs to joint velocities. We demonstrate that our approach can solve a wide variety of visuomotor tasks, for which engineering a scripted controller would be laborious. In experiments, our reinforcement and imitation agent achieves significantly better performances than agents trained with reinforcement learning or imitation learning alone. We also illustrate that these policies, trained with large visual and dynamics variations, can achieve preliminary successes in zero-shot sim2real transfer. A brief visual description of this work can be viewed in https://youtu.be/EDl8SQUNjj0

NCNov 7, 2017
Cortical microcircuits as gated-recurrent neural networks

Rui Ponte Costa, Yannis M. Assael, Brendan Shillingford et al.

Cortical circuits exhibit intricate recurrent architectures that are remarkably similar across different brain areas. Such stereotyped structure suggests the existence of common computational principles. However, such principles have remained largely elusive. Inspired by gated-memory networks, namely long short-term memory networks (LSTMs), we introduce a recurrent neural network in which information is gated through inhibitory cells that are subtractive (subLSTM). We propose a natural mapping of subLSTMs onto known canonical excitatory-inhibitory cortical microcircuits. Our empirical evaluation across sequential image classification and language modelling tasks shows that subLSTM units can achieve similar performance to LSTM units. These results suggest that cortical circuits can be optimised to solve complex contextual problems and proposes a novel view on their computational function. Overall our work provides a step towards unifying recurrent networks as used in machine learning with their biological counterparts.

NEOct 27, 2017
Few-shot Autoregressive Density Estimation: Towards Learning to Learn Distributions

Scott Reed, Yutian Chen, Thomas Paine et al.

Deep autoregressive models have shown state-of-the-art performance in density estimation for natural images on large-scale datasets such as ImageNet. However, such models require many thousands of gradient-based weight updates and unique image examples for training. Ideally, the models would rapidly learn visual concepts from only a handful of examples, similar to the manner in which humans learns across many vision tasks. In this paper, we show how 1) neural attention and 2) meta learning techniques can be used in combination with autoregressive models to enable effective few-shot density estimation. Our proposed modifications to PixelCNN result in state-of-the art few-shot density estimation on the Omniglot dataset. Furthermore, we visualize the learned attention policy and find that it learns intuitive algorithms for simple tasks such as image mirroring on ImageNet and handwriting on Omniglot without supervision. Finally, we extend the model to natural images and demonstrate few-shot image generation on the Stanford Online Products dataset.

AIJul 11, 2017
The Intentional Unintentional Agent: Learning to Solve Many Continuous Control Tasks Simultaneously

Serkan Cabi, Sergio Gómez Colmenarejo, Matthew W. Hoffman et al.

This paper introduces the Intentional Unintentional (IU) agent. This agent endows the deep deterministic policy gradients (DDPG) agent for continuous control with the ability to solve several tasks simultaneously. Learning to solve many tasks simultaneously has been a long-standing, core goal of artificial intelligence, inspired by infant development and motivated by the desire to build flexible robot manipulators capable of many diverse behaviours. We show that the IU agent not only learns to solve many tasks simultaneously but it also learns faster than agents that target a single task at-a-time. In some cases, where the single task DDPG method completely fails, the IU agent successfully solves the task. To demonstrate this, we build a playroom environment using the MuJoCo physics engine, and introduce a grounded formal language to automatically generate tasks.

LGJul 10, 2017
Robust Imitation of Diverse Behaviors

Ziyu Wang, Josh Merel, Scott Reed et al.

Deep generative models have recently shown great promise in imitation learning for motor control. Given enough data, even supervised approaches can do one-shot imitation learning; however, they are vulnerable to cascading failures when the agent trajectory diverges from the demonstrations. Compared to purely supervised methods, Generative Adversarial Imitation Learning (GAIL) can learn more robust controllers from fewer demonstrations, but is inherently mode-seeking and more difficult to train. In this paper, we show how to combine the favourable aspects of these two approaches. The base of our model is a new type of variational autoencoder on demonstration trajectories that learns semantic policy embeddings. We show that these embeddings can be learned on a 9 DoF Jaco robot arm in reaching tasks, and then smoothly interpolated with a resulting smooth interpolation of reaching behavior. Leveraging these policy representations, we develop a new version of GAIL that (1) is much more robust than the purely-supervised controller, especially with few demonstrations, and (2) avoids mode collapse, capturing many diverse behaviors when GAIL on its own does not. We demonstrate our approach on learning diverse gaits from demonstration on a 2D biped and a 62 DoF 3D humanoid in the MuJoCo physics environment.

AIJun 20, 2017
Programmable Agents

Misha Denil, Sergio Gómez Colmenarejo, Serkan Cabi et al.

We build deep RL agents that execute declarative programs expressed in formal language. The agents learn to ground the terms in this language in their environment, and can generalize their behavior at test time to execute new programs that refer to objects that were not referenced during training. The agents develop disentangled interpretable representations that allow them to generalize to a wide variety of zero-shot semantic tasks.

CVMar 10, 2017
Parallel Multiscale Autoregressive Density Estimation

Scott Reed, Aäron van den Oord, Nal Kalchbrenner et al.

PixelCNN achieves state-of-the-art results in density estimation for natural images. Although training is fast, inference is costly, requiring one network evaluation per pixel; O(N) for N pixels. This can be sped up by caching activations, but still involves generating each pixel sequentially. In this work, we propose a parallelized PixelCNN that allows more efficient inference by modeling certain pixel groups as conditionally independent. Our new PixelCNN model achieves competitive density estimation and orders of magnitude speedup - O(log N) sampling instead of O(N) - enabling the practical generation of 512x512 images. We evaluate the model on class-conditional image generation, text-to-image synthesis, and action-conditional video generation, showing that our model achieves the best results among non-pixel-autoregressive density models that allow efficient sampling.

MLNov 11, 2016
Learning to Learn without Gradient Descent by Gradient Descent

Yutian Chen, Matthew W. Hoffman, Sergio Gomez Colmenarejo et al.

We learn recurrent neural network optimizers trained on simple synthetic functions by gradient descent. We show that these learned optimizers exhibit a remarkable degree of transfer in that they can be used to efficiently optimize a broad range of derivative-free black-box functions, including Gaussian process bandits, simple control objectives, global optimization benchmarks and hyper-parameter tuning tasks. Up to the training horizon, the learned optimizers learn to trade-off exploration and exploitation, and compare favourably with heavily engineered Bayesian optimization packages for hyper-parameter tuning.

MLNov 6, 2016
Learning to Perform Physics Experiments via Deep Reinforcement Learning

Misha Denil, Pulkit Agrawal, Tejas D Kulkarni et al.

When encountering novel objects, humans are able to infer a wide range of physical properties such as mass, friction and deformability by interacting with them in a goal driven way. This process of active interaction is in the same spirit as a scientist performing experiments to discover hidden facts. Recent advances in artificial intelligence have yielded machines that can achieve superhuman performance in Go, Atari, natural language processing, and complex control problems; however, it is not clear that these systems can rival the scientific intuition of even a young child. In this work we introduce a basic set of tasks that require agents to estimate properties such as mass and cohesion of objects in an interactive simulated environment where they can manipulate the objects and observe the consequences. We found that state of art deep reinforcement learning methods can learn to perform the experiments necessary to discover such hidden properties. By systematically manipulating the problem difficulty and the cost incurred by the agent for performing experiments, we found that agents learn different strategies that balance the cost of gathering information against the cost of making mistakes in different situations.

LGNov 5, 2016
LipNet: End-to-End Sentence-level Lipreading

Yannis M. Assael, Brendan Shillingford, Shimon Whiteson et al.

Lipreading is the task of decoding text from the movement of a speaker's mouth. Traditional approaches separated the problem into two stages: designing or learning visual features, and prediction. More recent deep lipreading approaches are end-to-end trainable (Wand et al., 2016; Chung & Zisserman, 2016a). However, existing work on models trained end-to-end perform only word classification, rather than sentence-level sequence prediction. Studies have shown that human lipreading performance increases for longer words (Easton & Basala, 1982), indicating the importance of features capturing temporal context in an ambiguous communication channel. Motivated by this observation, we present LipNet, a model that maps a variable-length sequence of video frames to text, making use of spatiotemporal convolutions, a recurrent network, and the connectionist temporal classification loss, trained entirely end-to-end. To the best of our knowledge, LipNet is the first end-to-end sentence-level lipreading model that simultaneously learns spatiotemporal visual features and a sequence model. On the GRID corpus, LipNet achieves 95.2% accuracy in sentence-level, overlapped speaker split task, outperforming experienced human lipreaders and the previous 86.4% word-level state-of-the-art accuracy (Gergen et al., 2016).