LGSep 26, 2024Code
DMC-VB: A Benchmark for Representation Learning for Control with Visual DistractorsJoseph Ortiz, Antoine Dedieu, Wolfgang Lehrach et al. · deepmind
Learning from previously collected data via behavioral cloning or offline reinforcement learning (RL) is a powerful recipe for scaling generalist agents by avoiding the need for expensive online learning. Despite strong generalization in some respects, agents are often remarkably brittle to minor visual variations in control-irrelevant factors such as the background or camera viewpoint. In this paper, we present theDeepMind Control Visual Benchmark (DMC-VB), a dataset collected in the DeepMind Control Suite to evaluate the robustness of offline RL agents for solving continuous control tasks from visual input in the presence of visual distractors. In contrast to prior works, our dataset (a) combines locomotion and navigation tasks of varying difficulties, (b) includes static and dynamic visual variations, (c) considers data generated by policies with different skill levels, (d) systematically returns pairs of state and pixel observation, (e) is an order of magnitude larger, and (f) includes tasks with hidden goals. Accompanying our dataset, we propose three benchmarks to evaluate representation learning methods for pretraining, and carry out experiments on several recently proposed methods. First, we find that pretrained representations do not help policy learning on DMC-VB, and we highlight a large representation gap between policies learned on pixel observations and on states. Second, we demonstrate when expert data is limited, policy learning can benefit from representations pretrained on (a) suboptimal data, and (b) tasks with stochastic hidden goals. Our dataset and benchmark code to train and evaluate agents are available at: https://github.com/google-deepmind/dmc_vision_benchmark.
LGFeb 8, 2022Code
PGMax: Factor Graphs for Discrete Probabilistic Graphical Models and Loopy Belief Propagation in JAXGuangyao Zhou, Antoine Dedieu, Nishanth Kumar et al.
PGMax is an open-source Python package for (a) easily specifying discrete Probabilistic Graphical Models (PGMs) as factor graphs; and (b) automatically running efficient and scalable loopy belief propagation (LBP) in JAX. PGMax supports general factor graphs with tractable factors, and leverages modern accelerators like GPUs for inference. Compared with existing alternatives, PGMax obtains higher-quality inference results with up to three orders-of-magnitude inference time speedups. PGMax additionally interacts seamlessly with the rapidly growing JAX ecosystem, opening up new research possibilities. Our source code, examples and documentation are available at https://github.com/deepmind/PGMax.
LGFeb 3, 2025
Improving Transformer World Models for Data-Efficient RLAntoine Dedieu, Joseph Ortiz, Xinghua Lou et al.
We present three improvements to the standard model-based RL paradigm based on transformers: (a) "Dyna with warmup", which trains the policy on real and imaginary data, but only starts using imaginary data after the world model has been sufficiently trained; (b) "nearest neighbor tokenizer" for image patches, which improves upon previous tokenization schemes, which are needed when using a transformer world model (TWM), by ensuring the code words are static after creation, thus providing a constant target for TWM learning; and (c) "block teacher forcing", which allows the TWM to reason jointly about the future tokens of the next timestep, instead of generating them sequentially. We then show that our method significantly improves upon prior methods in various environments. We mostly focus on the challenging Craftax-classic benchmark, where our method achieves a reward of 69.66% after only 1M environment steps, significantly outperforming DreamerV3, which achieves 53.2%, and exceeding human performance of 65.0% for the first time. We also show preliminary results on Craftax-full, MinAtar, and three different two-player games, to illustrate the generality of the approach.
LGJan 11, 2024
Learning Cognitive Maps from Transformer Representations for Efficient Planning in Partially Observed EnvironmentsAntoine Dedieu, Wolfgang Lehrach, Guangyao Zhou et al. · deepmind
Despite their stellar performance on a wide range of tasks, including in-context tasks only revealed during inference, vanilla transformers and variants trained for next-token predictions (a) do not learn an explicit world model of their environment which can be flexibly queried and (b) cannot be used for planning or navigation. In this paper, we consider partially observed environments (POEs), where an agent receives perceptually aliased observations as it navigates, which makes path planning hard. We introduce a transformer with (multiple) discrete bottleneck(s), TDB, whose latent codes learn a compressed representation of the history of observations and actions. After training a TDB to predict the future observation(s) given the history, we extract interpretable cognitive maps of the environment from its active bottleneck(s) indices. These maps are then paired with an external solver to solve (constrained) path planning problems. First, we show that a TDB trained on POEs (a) retains the near perfect predictive performance of a vanilla transformer or an LSTM while (b) solving shortest path problems exponentially faster. Second, a TDB extracts interpretable representations from text datasets, while reaching higher in-context accuracy than vanilla sequence models. Finally, in new POEs, a TDB (a) reaches near-perfect in-context accuracy, (b) learns accurate in-context cognitive maps (c) solves in-context path planning problems.
LGFeb 2
Joint Learning of Hierarchical Neural Options and Abstract World ModelWasu Top Piriyakulkij, Wolfgang Lehrach, Kevin Ellis et al.
Building agents that can perform new skills by composing existing skills is a long-standing goal of AI agent research. Towards this end, we investigate how to efficiently acquire a sequence of skills, formalized as hierarchical neural options. However, existing model-free hierarchical reinforcement algorithms need a lot of data. We propose a novel method, which we call AgentOWL (Option and World model Learning Agent), that jointly learns -- in a sample efficient way -- an abstract world model (abstracting across both states and time) and a set of hierarchical neural options. We show, on a subset of Object-Centric Atari games, that our method can learn more skills using much less data than baseline methods.
AIOct 6, 2025
Code World Models for General Game PlayingWolfgang Lehrach, Daniel Hennes, Miguel Lazaro-Gredilla et al.
Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the model's implicit fragile pattern-matching capabilities, leading to frequent illegal moves and strategically shallow play. Here we introduce an alternative approach: We use the LLM to translate natural language rules and game trajectories into a formal, executable world model represented as Python code. This generated model -- comprising functions for state transition, legal move enumeration, and termination checks -- serves as a verifiable simulation engine for high-performance planning algorithms like Monte Carlo tree search (MCTS). In addition, we prompt the LLM to generate heuristic value functions (to make MCTS more efficient), and inference functions (to estimate hidden states in imperfect information games). Our method offers three distinct advantages compared to directly using the LLM as a policy: (1) Verifiability: The generated CWM serves as a formal specification of the game's rules, allowing planners to algorithmically enumerate valid actions and avoid illegal moves, contingent on the correctness of the synthesized model; (2) Strategic Depth: We combine LLM semantic understanding with the deep search power of classical planners; and (3) Generalization: We direct the LLM to focus on the meta-task of data-to-code translation, enabling it to adapt to new games more easily. We evaluate our agent on 10 different games, of which 4 are novel and created for this paper. 5 of the games are fully observed (perfect information), and 5 are partially observed (imperfect information). We find that our method outperforms or matches Gemini 2.5 Pro in 9 out of the 10 considered games.
LGDec 6, 2021
Graphical Models with Attention for Context-Specific Independence and an Application to Perceptual GroupingGuangyao Zhou, Wolfgang Lehrach, Antoine Dedieu et al.
Discrete undirected graphical models, also known as Markov Random Fields (MRFs), can flexibly encode probabilistic interactions of multiple variables, and have enjoyed successful applications to a wide range of problems. However, a well-known yet little studied limitation of discrete MRFs is that they cannot capture context-specific independence (CSI). Existing methods require carefully developed theories and purpose-built inference methods, which limit their applications to only small-scale problems. In this paper, we propose the Markov Attention Model (MAM), a family of discrete MRFs that incorporates an attention mechanism. The attention mechanism allows variables to dynamically attend to some other variables while ignoring the rest, and enables capturing of CSIs in MRFs. A MAM is formulated as an MRF, allowing it to benefit from the rich set of existing MRF inference methods and scale to large models and datasets. To demonstrate MAM's capabilities to capture CSIs at scale, we apply MAMs to capture an important type of CSI that is present in a symbolic approach to recurrent computations in perceptual grouping. Experiments on two recently proposed synthetic perceptual grouping tasks and on realistic images demonstrate the advantages of MAMs in sample-efficiency, interpretability and generalizability when compared with strong recurrent neural network baselines, and validate MAM's capabilities to efficiently capture CSIs at scale.
MLJun 11, 2020
Query Training: Learning a Worse Model to Infer Better Marginals in Undirected Graphical Models with Hidden VariablesMiguel Lázaro-Gredilla, Wolfgang Lehrach, Nishad Gothoskar et al.
Probabilistic graphical models (PGMs) provide a compact representation of knowledge that can be queried in a flexible way: after learning the parameters of a graphical model once, new probabilistic queries can be answered at test time without retraining. However, when using undirected PGMS with hidden variables, two sources of error typically compound in all but the simplest models (a) learning error (both computing the partition function and integrating out the hidden variables is intractable); and (b) prediction error (exact inference is also intractable). Here we introduce query training (QT), a mechanism to learn a PGM that is optimized for the approximate inference algorithm that will be paired with it. The resulting PGM is a worse model of the data (as measured by the likelihood), but it is tuned to produce better marginals for a given inference algorithm. Unlike prior works, our approach preserves the querying flexibility of the original PGM: at test time, we can estimate the marginal of any variable given any partial evidence. We demonstrate experimentally that QT can be used to learn a challenging 8-connected grid Markov random field with hidden variables and that it consistently outperforms the state-of-the-art AdVIL when tested on three undirected models across multiple datasets.
LGDec 5, 2019
Learning undirected models via query trainingMiguel Lazaro-Gredilla, Wolfgang Lehrach, Dileep George
Typical amortized inference in variational autoencoders is specialized for a single probabilistic query. Here we propose an inference network architecture that generalizes to unseen probabilistic queries. Instead of an encoder-decoder pair, we can train a single inference network directly from data, using a cost function that is stochastic not only over samples, but also over queries. We can use this network to perform the same inference tasks as we would in an undirected graphical model with hidden variables, without having to deal with the intractable partition function. The results can be mapped to the learning of an actual undirected model, which is a notoriously hard problem. Our network also marginalizes nuisance variables as required. We show that our approach generalizes to unseen probabilistic queries on also unseen test data, providing fast and flexible inference. Experiments show that this approach outperforms or matches PCD and AdVIL on 9 benchmark datasets.
MLMay 1, 2019
Learning higher-order sequential structure with cloned HMMsAntoine Dedieu, Nishad Gothoskar, Scott Swingle et al.
Variable order sequence modeling is an important problem in artificial and natural intelligence. While overcomplete Hidden Markov Models (HMMs), in theory, have the capacity to represent long-term temporal structure, they often fail to learn and converge to local minima. We show that by constraining HMMs with a simple sparsity structure inspired by biology, we can make it learn variable order sequences efficiently. We call this model cloned HMM (CHMM) because the sparsity structure enforces that many hidden states map deterministically to the same emission state. CHMMs with over 1 billion parameters can be efficiently trained on GPUs without being severely affected by the credit diffusion problem of standard HMMs. Unlike n-grams and sequence memoizers, CHMMs can model temporal dependencies at arbitrarily long distances and recognize contexts with 'holes' in them. Compared to Recurrent Neural Networks and their Long Short-Term Memory extensions (LSTMs), CHMMs are generative models that can natively deal with uncertainty. Moreover, CHMMs return a higher-order graph that represents the temporal structure of the data which can be useful for community detection, and for building hierarchical models. Our experiments show that CHMMs can beat n-grams, sequence memoizers, and LSTMs on character-level language modeling tasks. CHMMs can be a viable alternative to these methods in some tasks that require variable order sequence modeling and the handling of uncertainty.
CVNov 9, 2016
Generative Shape Models: Joint Text Recognition and Segmentation with Very Little Training DataXinghua Lou, Ken Kansky, Wolfgang Lehrach et al.
We demonstrate that a generative model for object shapes can achieve state of the art results on challenging scene text recognition tasks, and with orders of magnitude fewer training images than required for competing discriminative methods. In addition to transcribing text from challenging images, our method performs fine-grained instance segmentation of characters. We show that our model is more robust to both affine transformations and non-affine deformations compared to previous approaches.