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Charles Blundell

Publications and source records attributed to Charles Blundell.

At least 37 records · Page 2Linked to original sources

PonderNet: Learning to Ponder

In standard neural networks the amount of computation used grows with the size of the inputs, but not with the complexity of the problem being learnt. To overcome this limitation we introduce PonderNet, a new algorithm that learns to adapt the amount of computation based on the complexity of the problem at hand. PonderNet learns end-to-end the number of computational steps to achieve an effective compromise between training prediction accuracy, computational cost and generalization. On a complex synthetic problem, PonderNet dramatically improves performance over previous adaptive computation methods and additionally succeeds at extrapolation tests where traditional neural networks fail. Also, our method matched the current state of the art results on a real world question and answering dataset, but using less compute. Finally, PonderNet reached state of the art results on a complex task designed to test the reasoning capabilities of neural networks.1

cs.LG↗

Emphatic Algorithms for Deep Reinforcement Learning

Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-policy sampling - this is known as the ''deadly triad''. Emphatic temporal difference (ETD($λ$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($λ$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($λ$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.

cs.LG↗

Beyond Fine-Tuning: Transferring Behavior in Reinforcement Learning

Designing agents that acquire knowledge autonomously and use it to solve new tasks efficiently is an important challenge in reinforcement learning. Knowledge acquired during an unsupervised pre-training phase is often transferred by fine-tuning neural network weights once rewards are exposed, as is common practice in supervised domains. Given the nature of the reinforcement learning problem, we argue that standard fine-tuning strategies alone are not enough for efficient transfer in challenging domains. We introduce Behavior Transfer (BT), a technique that leverages pre-trained policies for exploration and that is complementary to transferring neural network weights. Our experiments show that, when combined with large-scale pre-training in the absence of rewards, existing intrinsic motivation objectives can lead to the emergence of complex behaviors. These pre-trained policies can then be leveraged by BT to discover better solutions than without pre-training, and combining BT with standard fine-tuning strategies results in additional benefits. The largest gains are generally observed in domains requiring structured exploration, including settings where the behavior of the pre-trained policies is misaligned with the downstream task.

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Neural Algorithmic Reasoning

Algorithms have been fundamental to recent global technological advances and, in particular, they have been the cornerstone of technical advances in one field rapidly being applied to another. We argue that algorithms possess fundamentally different qualities to deep learning methods, and this strongly suggests that, were deep learning methods better able to mimic algorithms, generalisation of the sort seen with algorithms would become possible with deep learning -- something far out of the reach of current machine learning methods. Furthermore, by representing elements in a continuous space of learnt algorithms, neural networks are able to adapt known algorithms more closely to real-world problems, potentially finding more efficient and pragmatic solutions than those proposed by human computer scientists. Here we present neural algorithmic reasoning -- the art of building neural networks that are able to execute algorithmic computation -- and provide our opinion on its transformative potential for running classical algorithms on inputs previously considered inaccessible to them.

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Persistent Message Passing

Graph neural networks (GNNs) are a powerful inductive bias for modelling algorithmic reasoning procedures and data structures. Their prowess was mainly demonstrated on tasks featuring Markovian dynamics, where querying any associated data structure depends only on its latest state. For many tasks of interest, however, it may be highly beneficial to support efficient data structure queries dependent on previous states. This requires tracking the data structure's evolution through time, placing significant pressure on the GNN's latent representations. We introduce Persistent Message Passing (PMP), a mechanism which endows GNNs with capability of querying past state by explicitly persisting it: rather than overwriting node representations, it creates new nodes whenever required. PMP generalises out-of-distribution to more than 2x larger test inputs on dynamic temporal range queries, significantly outperforming GNNs which overwrite states.

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Object Files and Schemata: Factorizing Declarative and Procedural Knowledge in Dynamical Systems

Modeling a structured, dynamic environment like a video game requires keeping track of the objects and their states declarative knowledge) as well as predicting how objects behave (procedural knowledge). Black-box models with a monolithic hidden state often fail to apply procedural knowledge consistently and uniformly, i.e., they lack systematicity. For example, in a video game, correct prediction of one enemy's trajectory does not ensure correct prediction of another's. We address this issue via an architecture that factorizes declarative and procedural knowledge and that imposes modularity within each form of knowledge. The architecture consists of active modules called object files that maintain the state of a single object and invoke passive external knowledge sources called schemata that prescribe state updates. To use a video game as an illustration, two enemies of the same type will share schemata but will have separate object files to encode their distinct state (e.g., health, position). We propose to use attention to determine which object files to update, the selection of schemata, and the propagation of information between object files. The resulting architecture is a drop-in replacement conforming to the same input-output interface as normal recurrent networks (e.g., LSTM, GRU) yet achieves substantially better generalization on environments that have multiple object tokens of the same type, including a challenging intuitive physics benchmark.

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Pointer Graph Networks

Graph neural networks (GNNs) are typically applied to static graphs that are assumed to be known upfront. This static input structure is often informed purely by insight of the machine learning practitioner, and might not be optimal for the actual task the GNN is solving. In absence of reliable domain expertise, one might resort to inferring the latent graph structure, which is often difficult due to the vast search space of possible graphs. Here we introduce Pointer Graph Networks (PGNs) which augment sets or graphs with additional inferred edges for improved model generalisation ability. PGNs allow each node to dynamically point to another node, followed by message passing over these pointers. The sparsity of this adaptable graph structure makes learning tractable while still being sufficiently expressive to simulate complex algorithms. Critically, the pointing mechanism is directly supervised to model long-term sequences of operations on classical data structures, incorporating useful structural inductive biases from theoretical computer science. Qualitatively, we demonstrate that PGNs can learn parallelisable variants of pointer-based data structures, namely disjoint set unions and link/cut trees. PGNs generalise out-of-distribution to 5x larger test inputs on dynamic graph connectivity tasks, outperforming unrestricted GNNs and Deep Sets.

stat.ML↗

Representation Learning via Invariant Causal Mechanisms

Self-supervised learning has emerged as a strategy to reduce the reliance on costly supervised signal by pretraining representations only using unlabeled data. These methods combine heuristic proxy classification tasks with data augmentations and have achieved significant success, but our theoretical understanding of this success remains limited. In this paper we analyze self-supervised representation learning using a causal framework. We show how data augmentations can be more effectively utilized through explicit invariance constraints on the proxy classifiers employed during pretraining. Based on this, we propose a novel self-supervised objective, Representation Learning via Invariant Causal Mechanisms (ReLIC), that enforces invariant prediction of proxy targets across augmentations through an invariance regularizer which yields improved generalization guarantees. Further, using causality we generalize contrastive learning, a particular kind of self-supervised method, and provide an alternative theoretical explanation for the success of these methods. Empirically, ReLIC significantly outperforms competing methods in terms of robustness and out-of-distribution generalization on ImageNet, while also significantly outperforming these methods on Atari achieving above human-level performance on $51$ out of $57$ games.

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Targeted free energy estimation via learned mappings

Free energy perturbation (FEP) was proposed by Zwanzig more than six decades ago as a method to estimate free energy differences, and has since inspired a huge body of related methods that use it as an integral building block. Being an importance sampling based estimator, however, FEP suffers from a severe limitation: the requirement of sufficient overlap between distributions. One strategy to mitigate this problem, called Targeted Free Energy Perturbation, uses a high-dimensional mapping in configuration space to increase overlap of the underlying distributions. Despite its potential, this method has attracted only limited attention due to the formidable challenge of formulating a tractable mapping. Here, we cast Targeted FEP as a machine learning problem in which the mapping is parameterized as a neural network that is optimized so as to increase overlap. We develop a new model architecture that respects permutational and periodic symmetries often encountered in atomistic simulations and test our method on a fully-periodic solvation system. We demonstrate that our method leads to a substantial variance reduction in free energy estimates when compared against baselines, without requiring any additional data.

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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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Generalization of Reinforcement Learners with Working and Episodic Memory

Memory is an important aspect of intelligence and plays a role in many deep reinforcement learning models. However, little progress has been made in understanding when specific memory systems help more than others and how well they generalize. The field also has yet to see a prevalent consistent and rigorous approach for evaluating agent performance on holdout data. In this paper, we aim to develop a comprehensive methodology to test different kinds of memory in an agent and assess how well the agent can apply what it learns in training to a holdout set that differs from the training set along dimensions that we suggest are relevant for evaluating memory-specific generalization. To that end, we first construct a diverse set of memory tasks that allow us to evaluate test-time generalization across multiple dimensions. Second, we develop and perform multiple ablations on an agent architecture that combines multiple memory systems, observe its baseline models, and investigate its performance against the task suite.

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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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MEMO: A Deep Network for Flexible Combination of Episodic Memories

Recent research developing neural network architectures with external memory have often used the benchmark bAbI question and answering dataset which provides a challenging number of tasks requiring reasoning. Here we employed a classic associative inference task from the memory-based reasoning neuroscience literature in order to more carefully probe the reasoning capacity of existing memory-augmented architectures. This task is thought to capture the essence of reasoning -- the appreciation of distant relationships among elements distributed across multiple facts or memories. Surprisingly, we found that current architectures struggle to reason over long distance associations. Similar results were obtained on a more complex task involving finding the shortest path between nodes in a path. We therefore developed MEMO, an architecture endowed with the capacity to reason over longer distances. This was accomplished with the addition of two novel components. First, it introduces a separation between memories (facts) stored in external memory and the items that comprise these facts in external memory. Second, it makes use of an adaptive retrieval mechanism, allowing a variable number of "memory hops" before the answer is produced. MEMO is capable of solving our novel reasoning tasks, as well as match state of the art results in bAbI.

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Neural Execution of Graph Algorithms

Graph Neural Networks (GNNs) are a powerful representational tool for solving problems on graph-structured inputs. In almost all cases so far, however, they have been applied to directly recovering a final solution from raw inputs, without explicit guidance on how to structure their problem-solving. Here, instead, we focus on learning in the space of algorithms: we train several state-of-the-art GNN architectures to imitate individual steps of classical graph algorithms, parallel (breadth-first search, Bellman-Ford) as well as sequential (Prim's algorithm). As graph algorithms usually rely on making discrete decisions within neighbourhoods, we hypothesise that maximisation-based message passing neural networks are best-suited for such objectives, and validate this claim empirically. We also demonstrate how learning in the space of algorithms can yield new opportunities for positive transfer between tasks---showing how learning a shortest-path algorithm can be substantially improved when simultaneously learning a reachability algorithm.

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Shaping representations through communication: community size effect in artificial learning systems

Motivated by theories of language and communication that explain why communities with large numbers of speakers have, on average, simpler languages with more regularity, we cast the representation learning problem in terms of learning to communicate. Our starting point sees the traditional autoencoder setup as a single encoder with a fixed decoder partner that must learn to communicate. Generalizing from there, we introduce community-based autoencoders in which multiple encoders and decoders collectively learn representations by being randomly paired up on successive training iterations. We find that increasing community sizes reduce idiosyncrasies in the learned codes, resulting in representations that better encode concept categories and correlate with human feature norms.

cs.CL↗

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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Bayesian Recurrent Neural Networks

In this work we explore a straightforward variational Bayes scheme for Recurrent Neural Networks. Firstly, we show that a simple adaptation of truncated backpropagation through time can yield good quality uncertainty estimates and superior regularisation at only a small extra computational cost during training, also reducing the amount of parameters by 80\%. Secondly, we demonstrate how a novel kind of posterior approximation yields further improvements to the performance of Bayesian RNNs. We incorporate local gradient information into the approximate posterior to sharpen it around the current batch statistics. We show how this technique is not exclusive to recurrent neural networks and can be applied more widely to train Bayesian neural networks. We also empirically demonstrate how Bayesian RNNs are superior to traditional RNNs on a language modelling benchmark and an image captioning task, as well as showing how each of these methods improve our model over a variety of other schemes for training them. We also introduce a new benchmark for studying uncertainty for language models so future methods can be easily compared.

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Fast deep reinforcement learning using online adjustments from the past

We propose Ephemeral Value Adjusments (EVA): a means of allowing deep reinforcement learning agents to rapidly adapt to experience in their replay buffer. EVA shifts the value predicted by a neural network with an estimate of the value function found by planning over experience tuples from the replay buffer near the current state. EVA combines a number of recent ideas around combining episodic memory-like structures into reinforcement learning agents: slot-based storage, content-based retrieval, and memory-based planning. We show that EVAis performant on a demonstration task and Atari games.

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