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Bilal Piot

Publications and source records attributed to Bilal Piot.

At least 37 records · Page 2Linked to original sources

Shaking the foundations: delusions in sequence models for interaction and control

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.

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Geometric Entropic Exploration

Exploration is essential for solving complex Reinforcement Learning (RL) tasks. Maximum State-Visitation Entropy (MSVE) formulates the exploration problem as a well-defined policy optimization problem whose solution aims at visiting all states as uniformly as possible. This is in contrast to standard uncertainty-based approaches where exploration is transient and eventually vanishes. However, existing approaches to MSVE are theoretically justified only for discrete state-spaces as they are oblivious to the geometry of continuous domains. We address this challenge by introducing Geometric Entropy Maximisation (GEM), a new algorithm that maximises the geometry-aware Shannon entropy of state-visits in both discrete and continuous domains. Our key theoretical contribution is casting geometry-aware MSVE exploration as a tractable problem of optimising a simple and novel noise-contrastive objective function. In our experiments, we show the efficiency of GEM in solving several RL problems with sparse rewards, compared against other deep RL exploration approaches.

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BYOL works even without batch statistics

Bootstrap Your Own Latent (BYOL) is a self-supervised learning approach for image representation. From an augmented view of an image, BYOL trains an online network to predict a target network representation of a different augmented view of the same image. Unlike contrastive methods, BYOL does not explicitly use a repulsion term built from negative pairs in its training objective. Yet, it avoids collapse to a trivial, constant representation. Thus, it has recently been hypothesized that batch normalization (BN) is critical to prevent collapse in BYOL. Indeed, BN flows gradients across batch elements, and could leak information about negative views in the batch, which could act as an implicit negative (contrastive) term. However, we experimentally show that replacing BN with a batch-independent normalization scheme (namely, a combination of group normalization and weight standardization) achieves performance comparable to vanilla BYOL ($73.9\%$ vs. $74.3\%$ top-1 accuracy under the linear evaluation protocol on ImageNet with ResNet-$50$). Our finding disproves the hypothesis that the use of batch statistics is a crucial ingredient for BYOL to learn useful representations.

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Bootstrap your own latent: A new approach to self-supervised Learning

We introduce Bootstrap Your Own Latent (BYOL), a new approach to self-supervised image representation learning. BYOL relies on two neural networks, referred to as online and target networks, that interact and learn from each other. From an augmented view of an image, we train the online network to predict the target network representation of the same image under a different augmented view. At the same time, we update the target network with a slow-moving average of the online network. While state-of-the art methods rely on negative pairs, BYOL achieves a new state of the art without them. BYOL reaches $74.3\%$ top-1 classification accuracy on ImageNet using a linear evaluation with a ResNet-50 architecture and $79.6\%$ with a larger ResNet. We show that BYOL performs on par or better than the current state of the art on both transfer and semi-supervised benchmarks. Our implementation and pretrained models are given on GitHub.

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Bootstrap Latent-Predictive Representations for Multitask Reinforcement Learning

Learning a good representation is an essential component for deep reinforcement learning (RL). Representation learning is especially important in multitask and partially observable settings where building a representation of the unknown environment is crucial to solve the tasks. Here we introduce Prediction of Bootstrap Latents (PBL), a simple and flexible self-supervised representation learning algorithm for multitask deep RL. PBL builds on multistep predictive representations of future observations, and focuses on capturing structured information about environment dynamics. Specifically, PBL trains its representation by predicting latent embeddings of future observations. These latent embeddings are themselves trained to be predictive of the aforementioned representations. These predictions form a bootstrapping effect, allowing the agent to learn more about the key aspects of the environment dynamics. In addition, by defining prediction tasks completely in latent space, PBL provides the flexibility of using multimodal observations involving pixel images, language instructions, rewards and more. We show in our experiments that PBL delivers across-the-board improved performance over state of the art deep RL agents in the DMLab-30 and Atari-57 multitask setting.

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Agent57: Outperforming the Atari Human Benchmark

Atari games have been a long-standing benchmark in the reinforcement learning (RL) community for the past decade. This benchmark was proposed to test general competency of RL algorithms. Previous work has achieved good average performance by doing outstandingly well on many games of the set, but very poorly in several of the most challenging games. We propose Agent57, the first deep RL agent that outperforms the standard human benchmark on all 57 Atari games. To achieve this result, we train a neural network which parameterizes a family of policies ranging from very exploratory to purely exploitative. We propose an adaptive mechanism to choose which policy to prioritize throughout the training process. Additionally, we utilize a novel parameterization of the architecture that allows for more consistent and stable learning.

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Never Give Up: Learning Directed Exploration Strategies

We propose a reinforcement learning agent to solve hard exploration games by learning a range of directed exploratory policies. We construct an episodic memory-based intrinsic reward using k-nearest neighbors over the agent's recent experience to train the directed exploratory policies, thereby encouraging the agent to repeatedly revisit all states in its environment. A self-supervised inverse dynamics model is used to train the embeddings of the nearest neighbour lookup, biasing the novelty signal towards what the agent can control. We employ the framework of Universal Value Function Approximators (UVFA) to simultaneously learn many directed exploration policies with the same neural network, with different trade-offs between exploration and exploitation. By using the same neural network for different degrees of exploration/exploitation, transfer is demonstrated from predominantly exploratory policies yielding effective exploitative policies. The proposed method can be incorporated to run with modern distributed RL agents that collect large amounts of experience from many actors running in parallel on separate environment instances. Our method doubles the performance of the base agent in all hard exploration in the Atari-57 suite while maintaining a very high score across the remaining games, obtaining a median human normalised score of 1344.0%. Notably, the proposed method is the first algorithm to achieve non-zero rewards (with a mean score of 8,400) in the game of Pitfall! without using demonstrations or hand-crafted features.

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Hindsight Credit Assignment

We consider the problem of efficient credit assignment in reinforcement learning. In order to efficiently and meaningfully utilize new data, we propose to explicitly assign credit to past decisions based on the likelihood of them having led to the observed outcome. This approach uses new information in hindsight, rather than employing foresight. Somewhat surprisingly, we show that value functions can be rewritten through this lens, yielding a new family of algorithms. We study the properties of these algorithms, and empirically show that they successfully address important credit assignment challenges, through a set of illustrative tasks.

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Neural Predictive Belief Representations

Unsupervised representation learning has succeeded with excellent results in many applications. It is an especially powerful tool to learn a good representation of environments with partial or noisy observations. In partially observable domains it is important for the representation to encode a belief state, a sufficient statistic of the observations seen so far. In this paper, we investigate whether it is possible to learn such a belief representation using modern neural architectures. Specifically, we focus on one-step frame prediction and two variants of contrastive predictive coding (CPC) as the objective functions to learn the representations. To evaluate these learned representations, we test how well they can predict various pieces of information about the underlying state of the environment, e.g., position of the agent in a 3D maze. We show that all three methods are able to learn belief representations of the environment, they encode not only the state information, but also its uncertainty, a crucial aspect of belief states. We also find that for CPC multi-step predictions and action-conditioning are critical for accurate belief representations in visually complex environments. The ability of neural representations to capture the belief information has the potential to spur new advances for learning and planning in partially observable domains, where leveraging uncertainty is essential for optimal decision making.

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Noisy Networks for Exploration

We introduce NoisyNet, a deep reinforcement learning agent with parametric noise added to its weights, and show that the induced stochasticity of the agent's policy can be used to aid efficient exploration. The parameters of the noise are learned with gradient descent along with the remaining network weights. NoisyNet is straightforward to implement and adds little computational overhead. We find that replacing the conventional exploration heuristics for A3C, DQN and dueling agents (entropy reward and $ε$-greedy respectively) with NoisyNet yields substantially higher scores for a wide range of Atari games, in some cases advancing the agent from sub to super-human performance.

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World Discovery Models

As humans we are driven by a strong desire for seeking novelty in our world. Also upon observing a novel pattern we are capable of refining our understanding of the world based on the new information---humans can discover their world. The outstanding ability of the human mind for discovery has led to many breakthroughs in science, art and technology. Here we investigate the possibility of building an agent capable of discovering its world using the modern AI technology. In particular we introduce NDIGO, Neural Differential Information Gain Optimisation, a self-supervised discovery model that aims at seeking new information to construct a global view of its world from partial and noisy observations. Our experiments on some controlled 2-D navigation tasks show that NDIGO outperforms state-of-the-art information-seeking methods in terms of the quality of the learned representation. The improvement in performance is particularly significant in the presence of white or structured noise where other information-seeking methods follow the noise instead of discovering their world.

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Leveraging Demonstrations for Deep Reinforcement Learning on Robotics Problems with Sparse Rewards

We propose a general and model-free approach for Reinforcement Learning (RL) on real robotics with sparse rewards. We build upon the Deep Deterministic Policy Gradient (DDPG) algorithm to use demonstrations. Both demonstrations and actual interactions are used to fill a replay buffer and the sampling ratio between demonstrations and transitions is automatically tuned via a prioritized replay mechanism. Typically, carefully engineered shaping rewards are required to enable the agents to efficiently explore on high dimensional control problems such as robotics. They are also required for model-based acceleration methods relying on local solvers such as iLQG (e.g. Guided Policy Search and Normalized Advantage Function). The demonstrations replace the need for carefully engineered rewards, and reduce the exploration problem encountered by classical RL approaches in these domains. Demonstrations are collected by a robot kinesthetically force-controlled by a human demonstrator. Results on four simulated insertion tasks show that DDPG from demonstrations out-performs DDPG, and does not require engineered rewards. Finally, we demonstrate the method on a real robotics task consisting of inserting a clip (flexible object) into a rigid object.

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Playing the Game of Universal Adversarial Perturbations

We study the problem of learning classifiers robust to universal adversarial perturbations. While prior work approaches this problem via robust optimization, adversarial training, or input transformation, we instead phrase it as a two-player zero-sum game. In this new formulation, both players simultaneously play the same game, where one player chooses a classifier that minimizes a classification loss whilst the other player creates an adversarial perturbation that increases the same loss when applied to every sample in the training set. By observing that performing a classification (respectively creating adversarial samples) is the best response to the other player, we propose a novel extension of a game-theoretic algorithm, namely fictitious play, to the domain of training robust classifiers. Finally, we empirically show the robustness and versatility of our approach in two defence scenarios where universal attacks are performed on several image classification datasets -- CIFAR10, CIFAR100 and ImageNet.

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The Reactor: A fast and sample-efficient Actor-Critic agent for Reinforcement Learning

In this work we present a new agent architecture, called Reactor, which combines multiple algorithmic and architectural contributions to produce an agent with higher sample-efficiency than Prioritized Dueling DQN (Wang et al., 2016) and Categorical DQN (Bellemare et al., 2017), while giving better run-time performance than A3C (Mnih et al., 2016). Our first contribution is a new policy evaluation algorithm called Distributional Retrace, which brings multi-step off-policy updates to the distributional reinforcement learning setting. The same approach can be used to convert several classes of multi-step policy evaluation algorithms designed for expected value evaluation into distributional ones. Next, we introduce the \b{eta}-leave-one-out policy gradient algorithm which improves the trade-off between variance and bias by using action values as a baseline. Our final algorithmic contribution is a new prioritized replay algorithm for sequences, which exploits the temporal locality of neighboring observations for more efficient replay prioritization. Using the Atari 2600 benchmarks, we show that each of these innovations contribute to both the sample efficiency and final agent performance. Finally, we demonstrate that Reactor reaches state-of-the-art performance after 200 million frames and less than a day of training.

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Observe and Look Further: Achieving Consistent Performance on Atari

Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges that any algorithm needs to master in order to perform well on all games: processing diverse reward distributions, reasoning over long time horizons, and exploring efficiently. In this paper, we propose an algorithm that addresses each of these challenges and is able to learn human-level policies on nearly all Atari games. A new transformed Bellman operator allows our algorithm to process rewards of varying densities and scales; an auxiliary temporal consistency loss allows us to train stably using a discount factor of $γ= 0.999$ (instead of $γ= 0.99$) extending the effective planning horizon by an order of magnitude; and we ease the exploration problem by using human demonstrations that guide the agent towards rewarding states. When tested on a set of 42 Atari games, our algorithm exceeds the performance of an average human on 40 games using a common set of hyper parameters. Furthermore, it is the first deep RL algorithm to solve the first level of Montezuma's Revenge.

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Is the Bellman residual a bad proxy?

This paper aims at theoretically and empirically comparing two standard optimization criteria for Reinforcement Learning: i) maximization of the mean value and ii) minimization of the Bellman residual. For that purpose, we place ourselves in the framework of policy search algorithms, that are usually designed to maximize the mean value, and derive a method that minimizes the residual $\|T_* v_π- v_π\|_{1,ν}$ over policies. A theoretical analysis shows how good this proxy is to policy optimization, and notably that it is better than its value-based counterpart. We also propose experiments on randomly generated generic Markov decision processes, specifically designed for studying the influence of the involved concentrability coefficient. They show that the Bellman residual is generally a bad proxy to policy optimization and that directly maximizing the mean value is much better, despite the current lack of deep theoretical analysis. This might seem obvious, as directly addressing the problem of interest is usually better, but given the prevalence of (projected) Bellman residual minimization in value-based reinforcement learning, we believe that this question is worth to be considered.

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Deep Q-learning from Demonstrations

Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator's actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD's performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.

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Rainbow: Combining Improvements in Deep Reinforcement Learning

The deep reinforcement learning community has made several independent improvements to the DQN algorithm. However, it is unclear which of these extensions are complementary and can be fruitfully combined. This paper examines six extensions to the DQN algorithm and empirically studies their combination. Our experiments show that the combination provides state-of-the-art performance on the Atari 2600 benchmark, both in terms of data efficiency and final performance. We also provide results from a detailed ablation study that shows the contribution of each component to overall performance.

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