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Alexander D. Goldie

Publications and source records attributed to Alexander D. Goldie.

5 recordsLinked to original sources

AI Research Preference Models

AI research agents (AIRA) can now carry machine learning experiments from proposal through implementation and evaluation. Yet progress on frontier tasks is throttled by the cost of evaluations that can consume days of GPU time. When an agent can propose far more candidates than it can afford to run, progress depends on its research preference: how it allocates a fixed execution budget across many candidates. We introduce AI Research Preference Models (RPMs) that predict which candidate solution is most promising, without paying the cost of running them all. We build RPMs from frozen pretrained language models in two variants: an inference-only model that reasons over candidate plans, code, and previously executed solutions, and an agentic model that additionally runs small-scale pilot experiments. Integrated into the AIRA-dojo research agent and evaluated on the machine learning research benchmark AIRS-Bench, the two variants increase the average normalized score from 0.684 to 0.711 and 0.729, respectively. Both reach the unguided agent's 24-hour performance in roughly 15 hours, using less than two-thirds of its execution budget, and together yield new state-of-the-art results on two AIRS-Bench tasks.

cs.AI

DiscoGen: Procedural Generation of Algorithm Discovery Tasks in Machine Learning

Automating the development of machine learning algorithms has the potential to unlock new breakthroughs. However, our ability to improve and evaluate algorithm discovery systems has thus far been limited by existing task suites. They suffer from many issues, such as: poor evaluation methodologies; data contamination; and containing saturated or very similar problems. Here, we introduce DiscoGen, a procedural generator of algorithm discovery tasks for machine learning, such as developing optimisers for reinforcement learning or loss functions for image classification. Motivated by the success of procedural generation in reinforcement learning, DiscoGen spans billions of tasks of varying difficulty and complexity from a range of machine learning fields. These tasks are specified by a small number of configuration parameters and can be used to optimise algorithm discovery agents (ADAs). We present DiscoBench, a fixed, small subset of DiscoGen tasks for principled evaluation of ADAs. Finally, we propose a number of ambitious, impactful research directions enabled by DiscoGen, and demonstrate its use for ADA optimisation through scaling experiments for automated prompt tuning. DiscoGen is released open-source at https://github.com/AlexGoldie/discogen.

cs.LG

Inverting the Bellman Equation: From $Q$-Values to World Models

Model-based and model-free reinforcement learning are traditionally viewed as separate paradigms: instead of learning a model of the transition kernel $P$, model-free agents typically estimate value functions tied to a specific policy and reward. In this paper, we challenge this dichotomy by proving that value-based agents trained on a sufficiently rich set of reward functions, e.g. using goal-conditioned RL, implicitly encode a unique and accurate world model. To extract this model in practice, we introduce \textit{$P$-learning}, an inverse analogue to $Q$-learning that samples from an agent's $Q$-values, policies and rewards to decode its internal model of the environment. We then provide sufficient conditions on the type and number of goals for which agents encode the true kernel $P$, covering both stochastic and deterministic MDPs over finite or continuous state spaces. Even when our assumptions are violated, we empirically demonstrate that agents trained on a handful of reward functions encode accurate dynamics in $\texttt{Reacher}$, $\texttt{MountainCar}$ and stochastic variants of $\texttt{FourRooms}$. Surprisingly, we find that policies trained exclusively on a \texttt{Reacher} agent's implicit world model are quasi-optimal on out-of-distribution, velocity-based goals despite position-only training -- suggesting that agents contain hidden generalisation capabilities and providing a new lens into the connection between model-based, model-free, and goal-conditioned RL.

cs.LG

An Optimisation Framework for Unsupervised Environment Design

For reinforcement learning agents to be deployed in high-risk settings, they must achieve a high level of robustness to unfamiliar scenarios. One method for improving robustness is unsupervised environment design (UED), a suite of methods aiming to maximise an agent's generalisability across configurations of an environment. In this work, we study UED from an optimisation perspective, providing stronger theoretical guarantees for practical settings than prior work. Whereas previous methods relied on guarantees if they reach convergence, our framework employs a nonconvex-strongly-concave objective for which we provide a provably convergent algorithm in the zero-sum setting. We empirically verify the efficacy of our method, outperforming prior methods in a number of environments with varying difficulties.

cs.LG

Adam on Local Time: Addressing Nonstationarity in RL with Relative Adam Timesteps

In reinforcement learning (RL), it is common to apply techniques used broadly in machine learning such as neural network function approximators and momentum-based optimizers. However, such tools were largely developed for supervised learning rather than nonstationary RL, leading practitioners to adopt target networks, clipped policy updates, and other RL-specific implementation tricks to combat this mismatch, rather than directly adapting this toolchain for use in RL. In this paper, we take a different approach and instead address the effect of nonstationarity by adapting the widely used Adam optimiser. We first analyse the impact of nonstationary gradient magnitude -- such as that caused by a change in target network -- on Adam's update size, demonstrating that such a change can lead to large updates and hence sub-optimal performance. To address this, we introduce Adam-Rel. Rather than using the global timestep in the Adam update, Adam-Rel uses the local timestep within an epoch, essentially resetting Adam's timestep to 0 after target changes. We demonstrate that this avoids large updates and reduces to learning rate annealing in the absence of such increases in gradient magnitude. Evaluating Adam-Rel in both on-policy and off-policy RL, we demonstrate improved performance in both Atari and Craftax. We then show that increases in gradient norm occur in RL in practice, and examine the differences between our theoretical model and the observed data.

cs.LG