Searcharxiv⌕ Search

arXiv subjects

Danijar Hafner

Publications and source records attributed to Danijar Hafner.

33 records · Page 2Linked to original sources

Evaluating Agents without Rewards

Reinforcement learning has enabled agents to solve challenging tasks in unknown environments. However, manually crafting reward functions can be time consuming, expensive, and error prone to human error. Competing objectives have been proposed for agents to learn without external supervision, but it has been unclear how well they reflect task rewards or human behavior. To accelerate the development of intrinsic objectives, we retrospectively compute potential objectives on pre-collected datasets of agent behavior, rather than optimizing them online, and compare them by analyzing their correlations. We study input entropy, information gain, and empowerment across seven agents, three Atari games, and the 3D game Minecraft. We find that all three intrinsic objectives correlate more strongly with a human behavior similarity metric than with task reward. Moreover, input entropy and information gain correlate more strongly with human similarity than task reward does, suggesting the use of intrinsic objectives for designing agents that behave similarly to human players.

cs.LG↗

Models, Pixels, and Rewards: Evaluating Design Trade-offs in Visual Model-Based Reinforcement Learning

Model-based reinforcement learning (MBRL) methods have shown strong sample efficiency and performance across a variety of tasks, including when faced with high-dimensional visual observations. These methods learn to predict the environment dynamics and expected reward from interaction and use this predictive model to plan and perform the task. However, MBRL methods vary in their fundamental design choices, and there is no strong consensus in the literature on how these design decisions affect performance. In this paper, we study a number of design decisions for the predictive model in visual MBRL algorithms, focusing specifically on methods that use a predictive model for planning. We find that a range of design decisions that are often considered crucial, such as the use of latent spaces, have little effect on task performance. A big exception to this finding is that predicting future observations (i.e., images) leads to significant task performance improvement compared to only predicting rewards. We also empirically find that image prediction accuracy, somewhat surprisingly, correlates more strongly with downstream task performance than reward prediction accuracy. We show how this phenomenon is related to exploration and how some of the lower-scoring models on standard benchmarks (that require exploration) will perform the same as the best-performing models when trained on the same training data. Simultaneously, in the absence of exploration, models that fit the data better usually perform better on the downstream task as well, but surprisingly, these are often not the same models that perform the best when learning and exploring from scratch. These findings suggest that performance and exploration place important and potentially contradictory requirements on the model.

cs.LG↗

Planning to Explore via Self-Supervised World Models

Reinforcement learning allows solving complex tasks, however, the learning tends to be task-specific and the sample efficiency remains a challenge. We present Plan2Explore, a self-supervised reinforcement learning agent that tackles both these challenges through a new approach to self-supervised exploration and fast adaptation to new tasks, which need not be known during exploration. During exploration, unlike prior methods which retrospectively compute the novelty of observations after the agent has already reached them, our agent acts efficiently by leveraging planning to seek out expected future novelty. After exploration, the agent quickly adapts to multiple downstream tasks in a zero or a few-shot manner. We evaluate on challenging control tasks from high-dimensional image inputs. Without any training supervision or task-specific interaction, Plan2Explore outperforms prior self-supervised exploration methods, and in fact, almost matches the performances oracle which has access to rewards. Videos and code at https://ramanans1.github.io/plan2explore/

cs.LG↗

Sophisticated Inference

Active inference offers a first principle account of sentient behaviour, from which special and important cases can be derived, e.g., reinforcement learning, active learning, Bayes optimal inference, Bayes optimal design, etc. Active inference resolves the exploitation-exploration dilemma in relation to prior preferences, by placing information gain on the same footing as reward or value. In brief, active inference replaces value functions with functionals of (Bayesian) beliefs, in the form of an expected (variational) free energy. In this paper, we consider a sophisticated kind of active inference, using a recursive form of expected free energy. Sophistication describes the degree to which an agent has beliefs about beliefs. We consider agents with beliefs about the counterfactual consequences of action for states of affairs and beliefs about those latent states. In other words, we move from simply considering beliefs about 'what would happen if I did that' to 'what would I believe about what would happen if I did that'. The recursive form of the free energy functional effectively implements a deep tree search over actions and outcomes in the future. Crucially, this search is over sequences of belief states, as opposed to states per se. We illustrate the competence of this scheme, using numerical simulations of deep decision problems.

q-bio.NC↗

Dream to Control: Learning Behaviors by Latent Imagination

Learned world models summarize an agent's experience to facilitate learning complex behaviors. While learning world models from high-dimensional sensory inputs is becoming feasible through deep learning, there are many potential ways for deriving behaviors from them. We present Dreamer, a reinforcement learning agent that solves long-horizon tasks from images purely by latent imagination. We efficiently learn behaviors by propagating analytic gradients of learned state values back through trajectories imagined in the compact state space of a learned world model. On 20 challenging visual control tasks, Dreamer exceeds existing approaches in data-efficiency, computation time, and final performance.

cs.LG↗

Noise Contrastive Priors for Functional Uncertainty

Obtaining reliable uncertainty estimates of neural network predictions is a long standing challenge. Bayesian neural networks have been proposed as a solution, but it remains open how to specify their prior. In particular, the common practice of an independent normal prior in weight space imposes relatively weak constraints on the function posterior, allowing it to generalize in unforeseen ways on inputs outside of the training distribution. We propose noise contrastive priors (NCPs) to obtain reliable uncertainty estimates. The key idea is to train the model to output high uncertainty for data points outside of the training distribution. NCPs do so using an input prior, which adds noise to the inputs of the current mini batch, and an output prior, which is a wide distribution given these inputs. NCPs are compatible with any model that can output uncertainty estimates, are easy to scale, and yield reliable uncertainty estimates throughout training. Empirically, we show that NCPs prevent overfitting outside of the training distribution and result in uncertainty estimates that are useful for active learning. We demonstrate the scalability of our method on the flight delays data set, where we significantly improve upon previously published results.

stat.ML↗

Sample-Efficient Reinforcement Learning with Stochastic Ensemble Value Expansion

Integrating model-free and model-based approaches in reinforcement learning has the potential to achieve the high performance of model-free algorithms with low sample complexity. However, this is difficult because an imperfect dynamics model can degrade the performance of the learning algorithm, and in sufficiently complex environments, the dynamics model will almost always be imperfect. As a result, a key challenge is to combine model-based approaches with model-free learning in such a way that errors in the model do not degrade performance. We propose stochastic ensemble value expansion (STEVE), a novel model-based technique that addresses this issue. By dynamically interpolating between model rollouts of various horizon lengths for each individual example, STEVE ensures that the model is only utilized when doing so does not introduce significant errors. Our approach outperforms model-free baselines on challenging continuous control benchmarks with an order-of-magnitude increase in sample efficiency, and in contrast to previous model-based approaches, performance does not degrade in complex environments.

cs.LG↗

Learning Latent Dynamics for Planning from Pixels

Planning has been very successful for control tasks with known environment dynamics. To leverage planning in unknown environments, the agent needs to learn the dynamics from interactions with the world. However, learning dynamics models that are accurate enough for planning has been a long-standing challenge, especially in image-based domains. We propose the Deep Planning Network (PlaNet), a purely model-based agent that learns the environment dynamics from images and chooses actions through fast online planning in latent space. To achieve high performance, the dynamics model must accurately predict the rewards ahead for multiple time steps. We approach this using a latent dynamics model with both deterministic and stochastic transition components. Moreover, we propose a multi-step variational inference objective that we name latent overshooting. Using only pixel observations, our agent solves continuous control tasks with contact dynamics, partial observability, and sparse rewards, which exceed the difficulty of tasks that were previously solved by planning with learned models. PlaNet uses substantially fewer episodes and reaches final performance close to and sometimes higher than strong model-free algorithms.

cs.LG↗

Bayesian Layers: A Module for Neural Network Uncertainty

We describe Bayesian Layers, a module designed for fast experimentation with neural network uncertainty. It extends neural network libraries with drop-in replacements for common layers. This enables composition via a unified abstraction over deterministic and stochastic functions and allows for scalability via the underlying system. These layers capture uncertainty over weights (Bayesian neural nets), pre-activation units (dropout), activations ("stochastic output layers"), or the function itself (Gaussian processes). They can also be reversible to propagate uncertainty from input to output. We include code examples for common architectures such as Bayesian LSTMs, deep GPs, and flow-based models. As demonstration, we fit a 5-billion parameter "Bayesian Transformer" on 512 TPUv2 cores for uncertainty in machine translation and a Bayesian dynamics model for model-based planning. Finally, we show how Bayesian Layers can be used within the Edward2 probabilistic programming language for probabilistic programs with stochastic processes.

cs.LG↗

Modulated Policy Hierarchies

Solving tasks with sparse rewards is a main challenge in reinforcement learning. While hierarchical controllers are an intuitive approach to this problem, current methods often require manual reward shaping, alternating training phases, or manually defined sub tasks. We introduce modulated policy hierarchies (MPH), that can learn end-to-end to solve tasks from sparse rewards. To achieve this, we study different modulation signals and exploration for hierarchical controllers. Specifically, we find that communicating via bit-vectors is more efficient than selecting one out of multiple skills, as it enables mixing between them. To facilitate exploration, MPH uses its different time scales for temporally extended intrinsic motivation at each level of the hierarchy. We evaluate MPH on the robotics tasks of pushing and sparse block stacking, where it outperforms recent baselines.

cs.LG↗

TensorFlow Agents: Efficient Batched Reinforcement Learning in TensorFlow

We introduce TensorFlow Agents, an efficient infrastructure paradigm for building parallel reinforcement learning algorithms in TensorFlow. We simulate multiple environments in parallel, and group them to perform the neural network computation on a batch rather than individual observations. This allows the TensorFlow execution engine to parallelize computation, without the need for manual synchronization. Environments are stepped in separate Python processes to progress them in parallel without interference of the global interpreter lock. As part of this project, we introduce BatchPPO, an efficient implementation of the proximal policy optimization algorithm. By open sourcing TensorFlow Agents, we hope to provide a flexible starting point for future projects that accelerates future research in the field.

cs.LG↗

Sim-to-Real: Learning Agile Locomotion For Quadruped Robots

Designing agile locomotion for quadruped robots often requires extensive expertise and tedious manual tuning. In this paper, we present a system to automate this process by leveraging deep reinforcement learning techniques. Our system can learn quadruped locomotion from scratch using simple reward signals. In addition, users can provide an open loop reference to guide the learning process when more control over the learned gait is needed. The control policies are learned in a physics simulator and then deployed on real robots. In robotics, policies trained in simulation often do not transfer to the real world. We narrow this reality gap by improving the physics simulator and learning robust policies. We improve the simulation using system identification, developing an accurate actuator model and simulating latency. We learn robust controllers by randomizing the physical environments, adding perturbations and designing a compact observation space. We evaluate our system on two agile locomotion gaits: trotting and galloping. After learning in simulation, a quadruped robot can successfully perform both gaits in the real world.

cs.RO↗

Generative Interest Estimation for Document Recommendations

Learning distributed representations of documents has pushed the state-of-the-art in several natural language processing tasks and was successfully applied to the field of recommender systems recently. In this paper, we propose a novel content-based recommender system based on learned representations and a generative model of user interest. Our method works as follows: First, we learn representations on a corpus of text documents. Then, we capture a user's interest as a generative model in the space of the document representations. In particular, we model the distribution of interest for each user as a Gaussian mixture model (GMM). Recommendations can be obtained directly by sampling from a user's generative model. Using Latent semantic analysis (LSA) as comparison, we compute and explore document representations on the Delicious bookmarks dataset, a standard benchmark for recommender systems. We then perform density estimation in both spaces and show that learned representations outperform LSA in terms of predictive performance.

cs.IR↗

Learning Hierarchical Information Flow with Recurrent Neural Modules

We propose ThalNet, a deep learning model inspired by neocortical communication via the thalamus. Our model consists of recurrent neural modules that send features through a routing center, endowing the modules with the flexibility to share features over multiple time steps. We show that our model learns to route information hierarchically, processing input data by a chain of modules. We observe common architectures, such as feed forward neural networks and skip connections, emerging as special cases of our architecture, while novel connectivity patterns are learned for the text8 compression task. Our model outperforms standard recurrent neural networks on several sequential benchmarks.

cs.LG↗

Deep Reinforcement Learning From Raw Pixels in Doom

Using current reinforcement learning methods, it has recently become possible to learn to play unknown 3D games from raw pixels. In this work, we study the challenges that arise in such complex environments, and summarize current methods to approach these. We choose a task within the Doom game, that has not been approached yet. The goal for the agent is to fight enemies in a 3D world consisting of five rooms. We train the DQN and LSTM-A3C algorithms on this task. Results show that both algorithms learn sensible policies, but fail to achieve high scores given the amount of training. We provide insights into the learned behavior, which can serve as a valuable starting point for further research in the Doom domain.

cs.LG↗