Learning State Representations from Random Deep Action-conditional PredictionsZeyu Zheng, Vivek Veeriah, Risto Vuorio et al.
Our main contribution in this work is an empirical finding that random General Value Functions (GVFs), i.e., deep action-conditional predictions -- random both in what feature of observations they predict as well as in the sequence of actions the predictions are conditioned upon -- form good auxiliary tasks for reinforcement learning (RL) problems. In particular, we show that random deep action-conditional predictions when used as auxiliary tasks yield state representations that produce control performance competitive with state-of-the-art hand-crafted auxiliary tasks like value prediction, pixel control, and CURL in both Atari and DeepMind Lab tasks. In another set of experiments we stop the gradients from the RL part of the network to the state representation learning part of the network and show, perhaps surprisingly, that the auxiliary tasks alone are sufficient to learn state representations good enough to outperform an end-to-end trained actor-critic baseline. We opensourced our code at https://github.com/Hwhitetooth/random_gvfs.
9.4LGJun 1, 2025
Bound by semanticity: universal laws governing the generalization-identification tradeoffMarco Nurisso, Jesseba Fernando, Raj Deshpande et al.
Intelligent systems must deploy internal representations that are simultaneously structured -- to support broad generalization -- and selective -- to preserve input identity. We expose a fundamental limit on this tradeoff. For any model whose representational similarity between inputs decays with finite semantic resolution $\varepsilon$, we derive closed-form expressions that pin its probability of correct generalization $p_S$ and identification $p_I$ to a universal Pareto front independent of input space geometry. Extending the analysis to noisy, heterogeneous spaces and to $n>2$ inputs predicts a sharp $1/n$ collapse of multi-input processing capacity and a non-monotonic optimum for $p_S$. A minimal ReLU network trained end-to-end reproduces these laws: during learning a resolution boundary self-organizes and empirical $(p_S,p_I)$ trajectories closely follow theoretical curves for linearly decaying similarity. Finally, we demonstrate that the same limits persist in two markedly more complex settings -- a convolutional neural network and state-of-the-art vision-language models -- confirming that finite-resolution similarity is a fundamental emergent informational constraint, not merely a toy-model artifact. Together, these results provide an exact theory of the generalization-identification trade-off and clarify how semantic resolution shapes the representational capacity of deep networks and brains alike.
In-Context Analogical Reasoning with Pre-Trained Language ModelsXiaoyang Hu, Shane Storks, Richard L. Lewis et al.
Analogical reasoning is a fundamental capacity of human cognition that allows us to reason abstractly about novel situations by relating them to past experiences. While it is thought to be essential for robust reasoning in AI systems, conventional approaches require significant training and/or hard-coding of domain knowledge to be applied to benchmark tasks. Inspired by cognitive science research that has found connections between human language and analogy-making, we explore the use of intuitive language-based abstractions to support analogy in AI systems. Specifically, we apply large pre-trained language models (PLMs) to visual Raven's Progressive Matrices (RPM), a common relational reasoning test. By simply encoding the perceptual features of the problem into language form, we find that PLMs exhibit a striking capacity for zero-shot relational reasoning, exceeding human performance and nearing supervised vision-based methods. We explore different encodings that vary the level of abstraction over task features, finding that higher-level abstractions further strengthen PLMs' analogical reasoning. Our detailed analysis reveals insights on the role of model complexity, in-context learning, and prior knowledge in solving RPM tasks.
3.1LGFeb 25, 2021
Reinforcement Learning of Implicit and Explicit Control Flow in InstructionsEthan A. Brooks, Janarthanan Rajendran, Richard L. Lewis et al.
Learning to flexibly follow task instructions in dynamic environments poses interesting challenges for reinforcement learning agents. We focus here on the problem of learning control flow that deviates from a strict step-by-step execution of instructions -- that is, control flow that may skip forward over parts of the instructions or return backward to previously completed or skipped steps. Demand for such flexible control arises in two fundamental ways: explicitly when control is specified in the instructions themselves (such as conditional branching and looping) and implicitly when stochastic environment dynamics require re-completion of instructions whose effects have been perturbed, or opportunistic skipping of instructions whose effects are already present. We formulate an attention-based architecture that meets these challenges by learning, from task reward only, to flexibly attend to and condition behavior on an internal encoding of the instructions. We test the architecture's ability to learn both explicit and implicit control in two illustrative domains -- one inspired by Minecraft and the other by StarCraft -- and show that the architecture exhibits zero-shot generalization to novel instructions of length greater than those in a training set, at a performance level unmatched by two baseline recurrent architectures and one ablation architecture.
7.2LGOct 28, 2020
Reinforcement Learning for Sparse-Reward Object-Interaction Tasks in a First-person Simulated 3D EnvironmentWilka Carvalho, Anthony Liang, Kimin Lee et al.
First-person object-interaction tasks in high-fidelity, 3D, simulated environments such as the AI2Thor virtual home-environment pose significant sample-efficiency challenges for reinforcement learning (RL) agents learning from sparse task rewards. To alleviate these challenges, prior work has provided extensive supervision via a combination of reward-shaping, ground-truth object-information, and expert demonstrations. In this work, we show that one can learn object-interaction tasks from scratch without supervision by learning an attentive object-model as an auxiliary task during task learning with an object-centric relational RL agent. Our key insight is that learning an object-model that incorporates object-attention into forward prediction provides a dense learning signal for unsupervised representation learning of both objects and their relationships. This, in turn, enables faster policy learning for an object-centric relational RL agent. We demonstrate our agent by introducing a set of challenging object-interaction tasks in the AI2Thor environment where learning with our attentive object-model is key to strong performance. Specifically, we compare our agent and relational RL agents with alternative auxiliary tasks to a relational RL agent equipped with ground-truth object-information, and show that learning with our object-model best closes the performance gap in terms of both learning speed and maximum success rate. Additionally, we find that incorporating object-attention into an object-model's forward predictions is key to learning representations which capture object-category and object-state.
11.9AIDec 15, 2019
How Should an Agent Practice?Janarthanan Rajendran, Richard Lewis, Vivek Veeriah et al.
We present a method for learning intrinsic reward functions to drive the learning of an agent during periods of practice in which extrinsic task rewards are not available. During practice, the environment may differ from the one available for training and evaluation with extrinsic rewards. We refer to this setup of alternating periods of practice and objective evaluation as practice-match, drawing an analogy to regimes of skill acquisition common for humans in sports and games. The agent must effectively use periods in the practice environment so that performance improves during matches. In the proposed method the intrinsic practice reward is learned through a meta-gradient approach that adapts the practice reward parameters to reduce the extrinsic match reward loss computed from matches. We illustrate the method on a simple grid world, and evaluate it in two games in which the practice environment differs from match: Pong with practice against a wall without an opponent, and PacMan with practice in a maze without ghosts. The results show gains from learning in practice in addition to match periods over learning in matches only.
29.4AISep 10, 2019
Discovery of Useful Questions as Auxiliary TasksVivek Veeriah, Matteo Hessel, Zhongwen Xu et al.
Arguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari 2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent.
21.3AIApr 24, 2016
Deep Learning for Reward Design to Improve Monte Carlo Tree Search in ATARI GamesXiaoxiao Guo, Satinder Singh, Richard Lewis et al.
Monte Carlo Tree Search (MCTS) methods have proven powerful in planning for sequential decision-making problems such as Go and video games, but their performance can be poor when the planning depth and sampling trajectories are limited or when the rewards are sparse. We present an adaptation of PGRD (policy-gradient for reward-design) for learning a reward-bonus function to improve UCT (a MCTS algorithm). Unlike previous applications of PGRD in which the space of reward-bonus functions was limited to linear functions of hand-coded state-action-features, we use PGRD with a multi-layer convolutional neural network to automatically learn features from raw perception as well as to adapt the non-linear reward-bonus function parameters. We also adopt a variance-reducing gradient method to improve PGRD's performance. The new method improves UCT's performance on multiple ATARI games compared to UCT without the reward bonus. Combining PGRD and Deep Learning in this way should make adapting rewards for MCTS algorithms far more widely and practically applicable than before.
39.1LGJul 31, 2015
Action-Conditional Video Prediction using Deep Networks in Atari GamesJunhyuk Oh, Xiaoxiao Guo, Honglak Lee et al.
Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs.
19.3LGMar 15, 2012
Variance-Based Rewards for Approximate Bayesian Reinforcement LearningJonathan Sorg, Satinder Singh, Richard L. Lewis
The explore{exploit dilemma is one of the central challenges in Reinforcement Learning (RL). Bayesian RL solves the dilemma by providing the agent with information in the form of a prior distribution over environments; however, full Bayesian planning is intractable. Planning with the mean MDP is a common myopic approximation of Bayesian planning. We derive a novel reward bonus that is a function of the posterior distribution over environments, which, when added to the reward in planning with the mean MDP, results in an agent which explores efficiently and effectively. Although our method is similar to existing methods when given an uninformative or unstructured prior, unlike existing methods, our method can exploit structured priors. We prove that our method results in a polynomial sample complexity and empirically demonstrate its advantages in a structured exploration task.