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Cong Lu

Publications and source records attributed to Cong Lu.

30 records · Page 2Linked to original sources

Pre-trained Text-to-Image Diffusion Models Are Versatile Representation Learners for Control

Embodied AI agents require a fine-grained understanding of the physical world mediated through visual and language inputs. Such capabilities are difficult to learn solely from task-specific data. This has led to the emergence of pre-trained vision-language models as a tool for transferring representations learned from internet-scale data to downstream tasks and new domains. However, commonly used contrastively trained representations such as in CLIP have been shown to fail at enabling embodied agents to gain a sufficiently fine-grained scene understanding -- a capability vital for control. To address this shortcoming, we consider representations from pre-trained text-to-image diffusion models, which are explicitly optimized to generate images from text prompts and as such, contain text-conditioned representations that reflect highly fine-grained visuo-spatial information. Using pre-trained text-to-image diffusion models, we construct Stable Control Representations which allow learning downstream control policies that generalize to complex, open-ended environments. We show that policies learned using Stable Control Representations are competitive with state-of-the-art representation learning approaches across a broad range of simulated control settings, encompassing challenging manipulation and navigation tasks. Most notably, we show that Stable Control Representations enable learning policies that exhibit state-of-the-art performance on OVMM, a difficult open-vocabulary navigation benchmark.

cs.CV↗

Policy-Guided Diffusion

In many real-world settings, agents must learn from an offline dataset gathered by some prior behavior policy. Such a setting naturally leads to distribution shift between the behavior policy and the target policy being trained - requiring policy conservatism to avoid instability and overestimation bias. Autoregressive world models offer a different solution to this by generating synthetic, on-policy experience. However, in practice, model rollouts must be severely truncated to avoid compounding error. As an alternative, we propose policy-guided diffusion. Our method uses diffusion models to generate entire trajectories under the behavior distribution, applying guidance from the target policy to move synthetic experience further on-policy. We show that policy-guided diffusion models a regularized form of the target distribution that balances action likelihood under both the target and behavior policies, leading to plausible trajectories with high target policy probability, while retaining a lower dynamics error than an offline world model baseline. Using synthetic experience from policy-guided diffusion as a drop-in substitute for real data, we demonstrate significant improvements in performance across a range of standard offline reinforcement learning algorithms and environments. Our approach provides an effective alternative to autoregressive offline world models, opening the door to the controllable generation of synthetic training data.

cs.LG↗

Synthetic Experience Replay

A key theme in the past decade has been that when large neural networks and large datasets combine they can produce remarkable results. In deep reinforcement learning (RL), this paradigm is commonly made possible through experience replay, whereby a dataset of past experiences is used to train a policy or value function. However, unlike in supervised or self-supervised learning, an RL agent has to collect its own data, which is often limited. Thus, it is challenging to reap the benefits of deep learning, and even small neural networks can overfit at the start of training. In this work, we leverage the tremendous recent progress in generative modeling and propose Synthetic Experience Replay (SynthER), a diffusion-based approach to flexibly upsample an agent's collected experience. We show that SynthER is an effective method for training RL agents across offline and online settings, in both proprioceptive and pixel-based environments. In offline settings, we observe drastic improvements when upsampling small offline datasets and see that additional synthetic data also allows us to effectively train larger networks. Furthermore, SynthER enables online agents to train with a much higher update-to-data ratio than before, leading to a significant increase in sample efficiency, without any algorithmic changes. We believe that synthetic training data could open the door to realizing the full potential of deep learning for replay-based RL algorithms from limited data. Finally, we open-source our code at https://github.com/conglu1997/SynthER.

cs.LG↗

Challenges and Opportunities in Offline Reinforcement Learning from Visual Observations

Offline reinforcement learning has shown great promise in leveraging large pre-collected datasets for policy learning, allowing agents to forgo often-expensive online data collection. However, offline reinforcement learning from visual observations with continuous action spaces remains under-explored, with a limited understanding of the key challenges in this complex domain. In this paper, we establish simple baselines for continuous control in the visual domain and introduce a suite of benchmarking tasks for offline reinforcement learning from visual observations designed to better represent the data distributions present in real-world offline RL problems and guided by a set of desiderata for offline RL from visual observations, including robustness to visual distractions and visually identifiable changes in dynamics. Using this suite of benchmarking tasks, we show that simple modifications to two popular vision-based online reinforcement learning algorithms, DreamerV2 and DrQ-v2, suffice to outperform existing offline RL methods and establish competitive baselines for continuous control in the visual domain. We rigorously evaluate these algorithms and perform an empirical evaluation of the differences between state-of-the-art model-based and model-free offline RL methods for continuous control from visual observations. All code and data used in this evaluation are open-sourced to facilitate progress in this domain.

cs.LG↗

On Pathologies in KL-Regularized Reinforcement Learning from Expert Demonstrations

KL-regularized reinforcement learning from expert demonstrations has proved successful in improving the sample efficiency of deep reinforcement learning algorithms, allowing them to be applied to challenging physical real-world tasks. However, we show that KL-regularized reinforcement learning with behavioral reference policies derived from expert demonstrations can suffer from pathological training dynamics that can lead to slow, unstable, and suboptimal online learning. We show empirically that the pathology occurs for commonly chosen behavioral policy classes and demonstrate its impact on sample efficiency and online policy performance. Finally, we show that the pathology can be remedied by non-parametric behavioral reference policies and that this allows KL-regularized reinforcement learning to significantly outperform state-of-the-art approaches on a variety of challenging locomotion and dexterous hand manipulation tasks.

cs.LG↗

Go-Explore Complex 3D Game Environments for Automated Reachability Testing

Modern AAA video games feature huge game levels and maps which are increasingly hard for level testers to cover exhaustively. As a result, games often ship with catastrophic bugs such as the player falling through the floor or being stuck in walls. We propose an approach specifically targeted at reachability bugs in simulated 3D environments based on the powerful exploration algorithm, Go-Explore, which saves unique checkpoints across the map and then identifies promising ones to explore from. We show that when coupled with simple heuristics derived from the game's navigation mesh, Go-Explore finds challenging bugs and comprehensively explores complex environments without the need for human demonstration or knowledge of the game dynamics. Go-Explore vastly outperforms more complicated baselines including reinforcement learning with intrinsic curiosity in both covering the navigation mesh and number of unique positions across the map discovered. Finally, due to our use of parallel agents, our algorithm can fully cover a vast 1.5km x 1.5km game world within 10 hours on a single machine making it extremely promising for continuous testing suites.

cs.AI↗

Bayesian Generational Population-Based Training

Reinforcement learning (RL) offers the potential for training generally capable agents that can interact autonomously in the real world. However, one key limitation is the brittleness of RL algorithms to core hyperparameters and network architecture choice. Furthermore, non-stationarities such as evolving training data and increased agent complexity mean that different hyperparameters and architectures may be optimal at different points of training. This motivates AutoRL, a class of methods seeking to automate these design choices. One prominent class of AutoRL methods is Population-Based Training (PBT), which have led to impressive performance in several large scale settings. In this paper, we introduce two new innovations in PBT-style methods. First, we employ trust-region based Bayesian Optimization, enabling full coverage of the high-dimensional mixed hyperparameter search space. Second, we show that using a generational approach, we can also learn both architectures and hyperparameters jointly on-the-fly in a single training run. Leveraging the new highly parallelizable Brax physics engine, we show that these innovations lead to large performance gains, significantly outperforming the tuned baseline while learning entire configurations on the fly. Code is available at https://github.com/xingchenwan/bgpbt.

cs.LG↗

Revisiting Design Choices in Offline Model-Based Reinforcement Learning

Offline reinforcement learning enables agents to leverage large pre-collected datasets of environment transitions to learn control policies, circumventing the need for potentially expensive or unsafe online data collection. Significant progress has been made recently in offline model-based reinforcement learning, approaches which leverage a learned dynamics model. This typically involves constructing a probabilistic model, and using the model uncertainty to penalize rewards where there is insufficient data, solving for a pessimistic MDP that lower bounds the true MDP. Existing methods, however, exhibit a breakdown between theory and practice, whereby pessimistic return ought to be bounded by the total variation distance of the model from the true dynamics, but is instead implemented through a penalty based on estimated model uncertainty. This has spawned a variety of uncertainty heuristics, with little to no comparison between differing approaches. In this paper, we compare these heuristics, and design novel protocols to investigate their interaction with other hyperparameters, such as the number of models, or imaginary rollout horizon. Using these insights, we show that selecting these key hyperparameters using Bayesian Optimization produces superior configurations that are vastly different to those currently used in existing hand-tuned state-of-the-art methods, and result in drastically stronger performance.

cs.LG↗

Augmented World Models Facilitate Zero-Shot Dynamics Generalization From a Single Offline Environment

Reinforcement learning from large-scale offline datasets provides us with the ability to learn policies without potentially unsafe or impractical exploration. Significant progress has been made in the past few years in dealing with the challenge of correcting for differing behavior between the data collection and learned policies. However, little attention has been paid to potentially changing dynamics when transferring a policy to the online setting, where performance can be up to 90% reduced for existing methods. In this paper we address this problem with Augmented World Models (AugWM). We augment a learned dynamics model with simple transformations that seek to capture potential changes in physical properties of the robot, leading to more robust policies. We not only train our policy in this new setting, but also provide it with the sampled augmentation as a context, allowing it to adapt to changes in the environment. At test time we learn the context in a self-supervised fashion by approximating the augmentation which corresponds to the new environment. We rigorously evaluate our approach on over 100 different changed dynamics settings, and show that this simple approach can significantly improve the zero-shot generalization of a recent state-of-the-art baseline, often achieving successful policies where the baseline fails.

cs.LG↗

Think Global and Act Local: Bayesian Optimisation over High-Dimensional Categorical and Mixed Search Spaces

High-dimensional black-box optimisation remains an important yet notoriously challenging problem. Despite the success of Bayesian optimisation methods on continuous domains, domains that are categorical, or that mix continuous and categorical variables, remain challenging. We propose a novel solution -- we combine local optimisation with a tailored kernel design, effectively handling high-dimensional categorical and mixed search spaces, whilst retaining sample efficiency. We further derive convergence guarantee for the proposed approach. Finally, we demonstrate empirically that our method outperforms the current baselines on a variety of synthetic and real-world tasks in terms of performance, computational costs, or both.

stat.ML↗

Exploration in Approximate Hyper-State Space for Meta Reinforcement Learning

To rapidly learn a new task, it is often essential for agents to explore efficiently -- especially when performance matters from the first timestep. One way to learn such behaviour is via meta-learning. Many existing methods however rely on dense rewards for meta-training, and can fail catastrophically if the rewards are sparse. Without a suitable reward signal, the need for exploration during meta-training is exacerbated. To address this, we propose HyperX, which uses novel reward bonuses for meta-training to explore in approximate hyper-state space (where hyper-states represent the environment state and the agent's task belief). We show empirically that HyperX meta-learns better task-exploration and adapts more successfully to new tasks than existing methods.

cs.LG↗

Elementary specific spin and orbital moments of ultrathin CoFeB amorphous films on GaAs(100)

Nanoscale CoFeB amorphous films have been synthesized on GaAs(100) and studied with X-ray magnetic circular dichroism (XMCD) and transmission electron microscopy (TEM). We have found that the ratios of the orbital to spin magnetic moments of both the Co and Fe in the ultrathin amorphous film have been enhanced by more than 300% compared with those of the bulk crystalline Co and Fe, and in specifically, a large orbital moment of 0.56*10^-6 B from the Co atoms has been observed and at the same time the spin moment of the Co atoms remains comparable to that of the bulk hcp Co. The results indicate that the large uniaxial magnetic anisotropy (UMA) observed in the ultrathin CoFeB film on GaAs(100) is related to the enhanced spin-orbital coupling of the Co atoms in the CoFeB. This work offers experimental evidences of the correlation between the UMA and the elementary specific spin and orbital moments in the CoFeB amorphous film on the GaAs(100) substrate, which is significant for spintronics applications.

cond-mat.mtrl-sci↗