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Clément Bonnet

Publications and source records attributed to Clément Bonnet.

6 recordsLinked to original sources

Gradient-Based Program Synthesis with Neurally Interpreted Languages

A central challenge in program induction has long been the trade-off between symbolic and neural approaches. Symbolic methods offer compositional generalisation and data efficiency, yet their scalability is constrained by formalisms such as domain-specific languages (DSLs), which are labour-intensive to create and may not transfer to new domains. In contrast, neural networks flexibly learn from data but tend to generalise poorly in compositional and out-of-distribution settings. We bridge this divide with an instance of a Latent Adaptation Network architecture named Neural Language Interpreter (NLI), which learns its own discrete, symbolic-like programming language end-to-end. NLI autonomously discovers a vocabulary of primitive operations and uses a novel differentiable neural executor to interpret variable-length sequences of these primitives. This allows NLI to represent programs that are not bound to a constant number of computation steps, enabling it to solve more complex problems than those seen during training. To make these discrete, compositional program structures amenable to gradient-based optimisation, we employ the Gumbel-Softmax relaxation, enabling the entire model to be trained end-to-end. Crucially, this same differentiability enables powerful test-time adaptation. At inference, NLI's program inductor provides an initial program guess. This guess is then refined via gradient descent through the neural executor, enabling efficient search for the neural program that best explains the given data. We demonstrate that NLI outperforms in-context learning, test-time training, and continuous latent program networks on tasks that require combinatorial generalisation and rapid adaptation to unseen tasks. Our results establish a new path toward models that combine the compositionality of discrete languages with the gradient-based search and end-to-end learning of neural networks.

cs.LG

From Text to Pose to Image: Improving Diffusion Model Control and Quality

In the last two years, text-to-image diffusion models have become extremely popular. As their quality and usage increase, a major concern has been the need for better output control. In addition to prompt engineering, one effective method to improve the controllability of diffusion models has been to condition them on additional modalities such as image style, depth map, or keypoints. This forms the basis of ControlNets or Adapters. When attempting to apply these methods to control human poses in outputs of text-to-image diffusion models, two main challenges have arisen. The first challenge is generating poses following a wide range of semantic text descriptions, for which previous methods involved searching for a pose within a dataset of (caption, pose) pairs. The second challenge is conditioning image generation on a specified pose while keeping both high aesthetic and high pose fidelity. In this article, we fix these two main issues by introducing a text-to-pose (T2P) generative model alongside a new sampling algorithm, and a new pose adapter that incorporates more pose keypoints for higher pose fidelity. Together, these two new state-of-the-art models enable, for the first time, a generative text-to-pose-to-image framework for higher pose control in diffusion models. We release all models and the code used for the experiments at https://github.com/clement-bonnet/text-to-pose.

cs.CV

Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX

Open-source reinforcement learning (RL) environments have played a crucial role in driving progress in the development of AI algorithms. In modern RL research, there is a need for simulated environments that are performant, scalable, and modular to enable their utilization in a wider range of potential real-world applications. Therefore, we present Jumanji, a suite of diverse RL environments specifically designed to be fast, flexible, and scalable. Jumanji provides a suite of environments focusing on combinatorial problems frequently encountered in industry, as well as challenging general decision-making tasks. By leveraging the efficiency of JAX and hardware accelerators like GPUs and TPUs, Jumanji enables rapid iteration of research ideas and large-scale experimentation, ultimately empowering more capable agents. Unlike existing RL environment suites, Jumanji is highly customizable, allowing users to tailor the initial state distribution and problem complexity to their needs. Furthermore, we provide actor-critic baselines for each environment, accompanied by preliminary findings on scaling and generalization scenarios. Jumanji aims to set a new standard for speed, adaptability, and scalability of RL environments.

cs.LG

Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization

Applying reinforcement learning (RL) to combinatorial optimization problems is attractive as it removes the need for expert knowledge or pre-solved instances. However, it is unrealistic to expect an agent to solve these (often NP-)hard problems in a single shot at inference due to their inherent complexity. Thus, leading approaches often implement additional search strategies, from stochastic sampling and beam search to explicit fine-tuning. In this paper, we argue for the benefits of learning a population of complementary policies, which can be simultaneously rolled out at inference. To this end, we introduce Poppy, a simple training procedure for populations. Instead of relying on a predefined or hand-crafted notion of diversity, Poppy induces an unsupervised specialization targeted solely at maximizing the performance of the population. We show that Poppy produces a set of complementary policies, and obtains state-of-the-art RL results on four popular NP-hard problems: traveling salesman, capacitated vehicle routing, 0-1 knapsack, and job-shop scheduling.

cs.AI

Debiasing Meta-Gradient Reinforcement Learning by Learning the Outer Value Function

Meta-gradient Reinforcement Learning (RL) allows agents to self-tune their hyper-parameters in an online fashion during training. In this paper, we identify a bias in the meta-gradient of current meta-gradient RL approaches. This bias comes from using the critic that is trained using the meta-learned discount factor for the advantage estimation in the outer objective which requires a different discount factor. Because the meta-learned discount factor is typically lower than the one used in the outer objective, the resulting bias can cause the meta-gradient to favor myopic policies. We propose a simple solution to this issue: we eliminate this bias by using an alternative, \emph{outer} value function in the estimation of the outer loss. To obtain this outer value function we add a second head to the critic network and train it alongside the classic critic, using the outer loss discount factor. On an illustrative toy problem, we show that the bias can cause catastrophic failure of current meta-gradient RL approaches, and show that our proposed solution fixes it. We then apply our method to a more complex environment and demonstrate that fixing the meta-gradient bias can significantly improve performance.

cs.LG

One Step at a Time: Pros and Cons of Multi-Step Meta-Gradient Reinforcement Learning

Self-tuning algorithms that adapt the learning process online encourage more effective and robust learning. Among all the methods available, meta-gradients have emerged as a promising approach. They leverage the differentiability of the learning rule with respect to some hyper-parameters to adapt them in an online fashion. Although meta-gradients can be accumulated over multiple learning steps to avoid myopic updates, this is rarely used in practice. In this work, we demonstrate that whilst multi-step meta-gradients do provide a better learning signal in expectation, this comes at the cost of a significant increase in variance, hindering performance. In the light of this analysis, we introduce a novel method mixing multiple inner steps that enjoys a more accurate and robust meta-gradient signal, essentially trading off bias and variance in meta-gradient estimation. When applied to the Snake game, the mixing meta-gradient algorithm can cut the variance by a factor of 3 while achieving similar or higher performance.

cs.LG