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Daan Wierstra

Publications and source records attributed to Daan Wierstra.

At least 19 recordsLinked to original sources

SIMA 2: A Generalist Embodied Agent for Virtual Worlds

We introduce SIMA 2, a generalist embodied agent that understands and acts in a wide variety of 3D virtual worlds. Built upon a Gemini foundation model, SIMA 2 represents a significant step toward active, goal-directed interaction within an embodied environment. Unlike prior work (e.g., SIMA 1) limited to simple language commands, SIMA 2 acts as an interactive partner, capable of reasoning about high-level goals, conversing with the user, and handling complex instructions given through language and images. Across a diverse portfolio of games, SIMA 2 substantially closes the gap with human performance and demonstrates robust generalization to previously unseen environments, all while retaining the base model's core reasoning capabilities. Furthermore, we demonstrate a capacity for open-ended self-improvement: by leveraging Gemini to generate tasks and provide rewards, SIMA 2 can autonomously learn new skills from scratch in a new environment. This work validates a path toward creating versatile and continuously learning agents for both virtual and, eventually, physical worlds.

cs.AI

Scaling Instructable Agents Across Many Simulated Worlds

Building embodied AI systems that can follow arbitrary language instructions in any 3D environment is a key challenge for creating general AI. Accomplishing this goal requires learning to ground language in perception and embodied actions, in order to accomplish complex tasks. The Scalable, Instructable, Multiworld Agent (SIMA) project tackles this by training agents to follow free-form instructions across a diverse range of virtual 3D environments, including curated research environments as well as open-ended, commercial video games. Our goal is to develop an instructable agent that can accomplish anything a human can do in any simulated 3D environment. Our approach focuses on language-driven generality while imposing minimal assumptions. Our agents interact with environments in real-time using a generic, human-like interface: the inputs are image observations and language instructions and the outputs are keyboard-and-mouse actions. This general approach is challenging, but it allows agents to ground language across many visually complex and semantically rich environments while also allowing us to readily run agents in new environments. In this paper we describe our motivation and goal, the initial progress we have made, and promising preliminary results on several diverse research environments and a variety of commercial video games.

cs.RO

Continuous control with deep reinforcement learning

We adapt the ideas underlying the success of Deep Q-Learning to the continuous action domain. We present an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. Using the same learning algorithm, network architecture and hyper-parameters, our algorithm robustly solves more than 20 simulated physics tasks, including classic problems such as cartpole swing-up, dexterous manipulation, legged locomotion and car driving. Our algorithm is able to find policies whose performance is competitive with those found by a planning algorithm with full access to the dynamics of the domain and its derivatives. We further demonstrate that for many of the tasks the algorithm can learn policies end-to-end: directly from raw pixel inputs.

cs.LG

Towards Interpretable Reinforcement Learning Using Attention Augmented Agents

Inspired by recent work in attention models for image captioning and question answering, we present a soft attention model for the reinforcement learning domain. This model uses a soft, top-down attention mechanism to create a bottleneck in the agent, forcing it to focus on task-relevant information by sequentially querying its view of the environment. The output of the attention mechanism allows direct observation of the information used by the agent to select its actions, enabling easier interpretation of this model than of traditional models. We analyze different strategies that the agents learn and show that a handful of strategies arise repeatedly across different games. We also show that the model learns to query separately about space and content (`where' vs. `what'). We demonstrate that an agent using this mechanism can achieve performance competitive with state-of-the-art models on ATARI tasks while still being interpretable.

cs.LG

Relational inductive biases, deep learning, and graph networks

Artificial intelligence (AI) has undergone a renaissance recently, making major progress in key domains such as vision, language, control, and decision-making. This has been due, in part, to cheap data and cheap compute resources, which have fit the natural strengths of deep learning. However, many defining characteristics of human intelligence, which developed under much different pressures, remain out of reach for current approaches. In particular, generalizing beyond one's experiences--a hallmark of human intelligence from infancy--remains a formidable challenge for modern AI. The following is part position paper, part review, and part unification. We argue that combinatorial generalization must be a top priority for AI to achieve human-like abilities, and that structured representations and computations are key to realizing this objective. Just as biology uses nature and nurture cooperatively, we reject the false choice between "hand-engineering" and "end-to-end" learning, and instead advocate for an approach which benefits from their complementary strengths. We explore how using relational inductive biases within deep learning architectures can facilitate learning about entities, relations, and rules for composing them. We present a new building block for the AI toolkit with a strong relational inductive bias--the graph network--which generalizes and extends various approaches for neural networks that operate on graphs, and provides a straightforward interface for manipulating structured knowledge and producing structured behaviors. We discuss how graph networks can support relational reasoning and combinatorial generalization, laying the foundation for more sophisticated, interpretable, and flexible patterns of reasoning. As a companion to this paper, we have released an open-source software library for building graph networks, with demonstrations of how to use them in practice.

cs.LG

Learning to Search with MCTSnets

Planning problems are among the most important and well-studied problems in artificial intelligence. They are most typically solved by tree search algorithms that simulate ahead into the future, evaluate future states, and back-up those evaluations to the root of a search tree. Among these algorithms, Monte-Carlo tree search (MCTS) is one of the most general, powerful and widely used. A typical implementation of MCTS uses cleverly designed rules, optimized to the particular characteristics of the domain. These rules control where the simulation traverses, what to evaluate in the states that are reached, and how to back-up those evaluations. In this paper we instead learn where, what and how to search. Our architecture, which we call an MCTSnet, incorporates simulation-based search inside a neural network, by expanding, evaluating and backing-up a vector embedding. The parameters of the network are trained end-to-end using gradient-based optimisation. When applied to small searches in the well known planning problem Sokoban, the learned search algorithm significantly outperformed MCTS baselines.

cs.AI

Relational recurrent neural networks

Memory-based neural networks model temporal data by leveraging an ability to remember information for long periods. It is unclear, however, whether they also have an ability to perform complex relational reasoning with the information they remember. Here, we first confirm our intuitions that standard memory architectures may struggle at tasks that heavily involve an understanding of the ways in which entities are connected -- i.e., tasks involving relational reasoning. We then improve upon these deficits by using a new memory module -- a \textit{Relational Memory Core} (RMC) -- which employs multi-head dot product attention to allow memories to interact. Finally, we test the RMC on a suite of tasks that may profit from more capable relational reasoning across sequential information, and show large gains in RL domains (e.g. Mini PacMan), program evaluation, and language modeling, achieving state-of-the-art results on the WikiText-103, Project Gutenberg, and GigaWord datasets.

cs.LG

Imagination-Augmented Agents for Deep Reinforcement Learning

We introduce Imagination-Augmented Agents (I2As), a novel architecture for deep reinforcement learning combining model-free and model-based aspects. In contrast to most existing model-based reinforcement learning and planning methods, which prescribe how a model should be used to arrive at a policy, I2As learn to interpret predictions from a learned environment model to construct implicit plans in arbitrary ways, by using the predictions as additional context in deep policy networks. I2As show improved data efficiency, performance, and robustness to model misspecification compared to several baselines.

cs.LG

Learning and Querying Fast Generative Models for Reinforcement Learning

A key challenge in model-based reinforcement learning (RL) is to synthesize computationally efficient and accurate environment models. We show that carefully designed generative models that learn and operate on compact state representations, so-called state-space models, substantially reduce the computational costs for predicting outcomes of sequences of actions. Extensive experiments establish that state-space models accurately capture the dynamics of Atari games from the Arcade Learning Environment from raw pixels. The computational speed-up of state-space models while maintaining high accuracy makes their application in RL feasible: We demonstrate that agents which query these models for decision making outperform strong model-free baselines on the game MSPACMAN, demonstrating the potential of using learned environment models for planning.

cs.LG

Matching Networks for One Shot Learning

Learning from a few examples remains a key challenge in machine learning. Despite recent advances in important domains such as vision and language, the standard supervised deep learning paradigm does not offer a satisfactory solution for learning new concepts rapidly from little data. In this work, we employ ideas from metric learning based on deep neural features and from recent advances that augment neural networks with external memories. Our framework learns a network that maps a small labelled support set and an unlabelled example to its label, obviating the need for fine-tuning to adapt to new class types. We then define one-shot learning problems on vision (using Omniglot, ImageNet) and language tasks. Our algorithm improves one-shot accuracy on ImageNet from 87.6% to 93.2% and from 88.0% to 93.8% on Omniglot compared to competing approaches. We also demonstrate the usefulness of the same model on language modeling by introducing a one-shot task on the Penn Treebank.

cs.LG

Learning model-based planning from scratch

Conventional wisdom holds that model-based planning is a powerful approach to sequential decision-making. It is often very challenging in practice, however, because while a model can be used to evaluate a plan, it does not prescribe how to construct a plan. Here we introduce the "Imagination-based Planner", the first model-based, sequential decision-making agent that can learn to construct, evaluate, and execute plans. Before any action, it can perform a variable number of imagination steps, which involve proposing an imagined action and evaluating it with its model-based imagination. All imagined actions and outcomes are aggregated, iteratively, into a "plan context" which conditions future real and imagined actions. The agent can even decide how to imagine: testing out alternative imagined actions, chaining sequences of actions together, or building a more complex "imagination tree" by navigating flexibly among the previously imagined states using a learned policy. And our agent can learn to plan economically, jointly optimizing for external rewards and computational costs associated with using its imagination. We show that our architecture can learn to solve a challenging continuous control problem, and also learn elaborate planning strategies in a discrete maze-solving task. Our work opens a new direction toward learning the components of a model-based planning system and how to use them.

cs.AI

Comparison of Maximum Likelihood and GAN-based training of Real NVPs

We train a generator by maximum likelihood and we also train the same generator architecture by Wasserstein GAN. We then compare the generated samples, exact log-probability densities and approximate Wasserstein distances. We show that an independent critic trained to approximate Wasserstein distance between the validation set and the generator distribution helps detect overfitting. Finally, we use ideas from the one-shot learning literature to develop a novel fast learning critic.

cs.LG

Recurrent Environment Simulators

Models that can simulate how environments change in response to actions can be used by agents to plan and act efficiently. We improve on previous environment simulators from high-dimensional pixel observations by introducing recurrent neural networks that are able to make temporally and spatially coherent predictions for hundreds of time-steps into the future. We present an in-depth analysis of the factors affecting performance, providing the most extensive attempt to advance the understanding of the properties of these models. We address the issue of computationally inefficiency with a model that does not need to generate a high-dimensional image at each time-step. We show that our approach can be used to improve exploration and is adaptable to many diverse environments, namely 10 Atari games, a 3D car racing environment, and complex 3D mazes.

cs.AI

Neural Episodic Control

Deep reinforcement learning methods attain super-human performance in a wide range of environments. Such methods are grossly inefficient, often taking orders of magnitudes more data than humans to achieve reasonable performance. We propose Neural Episodic Control: a deep reinforcement learning agent that is able to rapidly assimilate new experiences and act upon them. Our agent uses a semi-tabular representation of the value function: a buffer of past experience containing slowly changing state representations and rapidly updated estimates of the value function. We show across a wide range of environments that our agent learns significantly faster than other state-of-the-art, general purpose deep reinforcement learning agents.

cs.LG

PathNet: Evolution Channels Gradient Descent in Super Neural Networks

For artificial general intelligence (AGI) it would be efficient if multiple users trained the same giant neural network, permitting parameter reuse, without catastrophic forgetting. PathNet is a first step in this direction. It is a neural network algorithm that uses agents embedded in the neural network whose task is to discover which parts of the network to re-use for new tasks. Agents are pathways (views) through the network which determine the subset of parameters that are used and updated by the forwards and backwards passes of the backpropogation algorithm. During learning, a tournament selection genetic algorithm is used to select pathways through the neural network for replication and mutation. Pathway fitness is the performance of that pathway measured according to a cost function. We demonstrate successful transfer learning; fixing the parameters along a path learned on task A and re-evolving a new population of paths for task B, allows task B to be learned faster than it could be learned from scratch or after fine-tuning. Paths evolved on task B re-use parts of the optimal path evolved on task A. Positive transfer was demonstrated for binary MNIST, CIFAR, and SVHN supervised learning classification tasks, and a set of Atari and Labyrinth reinforcement learning tasks, suggesting PathNets have general applicability for neural network training. Finally, PathNet also significantly improves the robustness to hyperparameter choices of a parallel asynchronous reinforcement learning algorithm (A3C).

cs.NE

Variational Intrinsic Control

In this paper we introduce a new unsupervised reinforcement learning method for discovering the set of intrinsic options available to an agent. This set is learned by maximizing the number of different states an agent can reliably reach, as measured by the mutual information between the set of options and option termination states. To this end, we instantiate two policy gradient based algorithms, one that creates an explicit embedding space of options and one that represents options implicitly. The algorithms also provide an explicit measure of empowerment in a given state that can be used by an empowerment maximizing agent. The algorithm scales well with function approximation and we demonstrate the applicability of the algorithm on a range of tasks.

cs.LG

Model-Free Episodic Control

State of the art deep reinforcement learning algorithms take many millions of interactions to attain human-level performance. Humans, on the other hand, can very quickly exploit highly rewarding nuances of an environment upon first discovery. In the brain, such rapid learning is thought to depend on the hippocampus and its capacity for episodic memory. Here we investigate whether a simple model of hippocampal episodic control can learn to solve difficult sequential decision-making tasks. We demonstrate that it not only attains a highly rewarding strategy significantly faster than state-of-the-art deep reinforcement learning algorithms, but also achieves a higher overall reward on some of the more challenging domains.

stat.ML

Convolution by Evolution: Differentiable Pattern Producing Networks

In this work we introduce a differentiable version of the Compositional Pattern Producing Network, called the DPPN. Unlike a standard CPPN, the topology of a DPPN is evolved but the weights are learned. A Lamarckian algorithm, that combines evolution and learning, produces DPPNs to reconstruct an image. Our main result is that DPPNs can be evolved/trained to compress the weights of a denoising autoencoder from 157684 to roughly 200 parameters, while achieving a reconstruction accuracy comparable to a fully connected network with more than two orders of magnitude more parameters. The regularization ability of the DPPN allows it to rediscover (approximate) convolutional network architectures embedded within a fully connected architecture. Such convolutional architectures are the current state of the art for many computer vision applications, so it is satisfying that DPPNs are capable of discovering this structure rather than having to build it in by design. DPPNs exhibit better generalization when tested on the Omniglot dataset after being trained on MNIST, than directly encoded fully connected autoencoders. DPPNs are therefore a new framework for integrating learning and evolution.

cs.NE