Searcharxiv⌕ Search

arXiv subjects

Fangchen Liu

Publications and source records attributed to Fangchen Liu.

28 records · Page 2Linked to original sources

Masked Autoencoding for Scalable and Generalizable Decision Making

We are interested in learning scalable agents for reinforcement learning that can learn from large-scale, diverse sequential data similar to current large vision and language models. To this end, this paper presents masked decision prediction (MaskDP), a simple and scalable self-supervised pretraining method for reinforcement learning (RL) and behavioral cloning (BC). In our MaskDP approach, we employ a masked autoencoder (MAE) to state-action trajectories, wherein we randomly mask state and action tokens and reconstruct the missing data. By doing so, the model is required to infer masked-out states and actions and extract information about dynamics. We find that masking different proportions of the input sequence significantly helps with learning a better model that generalizes well to multiple downstream tasks. In our empirical study, we find that a MaskDP model gains the capability of zero-shot transfer to new BC tasks, such as single and multiple goal reaching, and it can zero-shot infer skills from a few example transitions. In addition, MaskDP transfers well to offline RL and shows promising scaling behavior w.r.t. to model size. It is amenable to data-efficient finetuning, achieving competitive results with prior methods based on autoregressive pretraining.

cs.LG↗

The Wisdom of Hindsight Makes Language Models Better Instruction Followers

Reinforcement learning has seen wide success in finetuning large language models to better align with instructions via human feedback. The so-called algorithm, Reinforcement Learning with Human Feedback (RLHF) demonstrates impressive performance on the GPT series models. However, the underlying Reinforcement Learning (RL) algorithm is complex and requires an additional training pipeline for reward and value networks. In this paper, we consider an alternative approach: converting feedback to instruction by relabeling the original one and training the model for better alignment in a supervised manner. Such an algorithm doesn't require any additional parameters except for the original language model and maximally reuses the pretraining pipeline. To achieve this, we formulate instruction alignment problem for language models as a goal-reaching problem in decision making. We propose Hindsight Instruction Relabeling (HIR), a novel algorithm for aligning language models with instructions. The resulting two-stage algorithm shed light to a family of reward-free approaches that utilize the hindsightly relabeled instructions based on feedback. We evaluate the performance of HIR extensively on 12 challenging BigBench reasoning tasks and show that HIR outperforms the baseline algorithms and is comparable to or even surpasses supervised finetuning.

cs.CL↗

HARP: Autoregressive Latent Video Prediction with High-Fidelity Image Generator

Video prediction is an important yet challenging problem; burdened with the tasks of generating future frames and learning environment dynamics. Recently, autoregressive latent video models have proved to be a powerful video prediction tool, by separating the video prediction into two sub-problems: pre-training an image generator model, followed by learning an autoregressive prediction model in the latent space of the image generator. However, successfully generating high-fidelity and high-resolution videos has yet to be seen. In this work, we investigate how to train an autoregressive latent video prediction model capable of predicting high-fidelity future frames with minimal modification to existing models, and produce high-resolution (256x256) videos. Specifically, we scale up prior models by employing a high-fidelity image generator (VQ-GAN) with a causal transformer model, and introduce additional techniques of top-k sampling and data augmentation to further improve video prediction quality. Despite the simplicity, the proposed method achieves competitive performance to state-of-the-art approaches on standard video prediction benchmarks with fewer parameters, and enables high-resolution video prediction on complex and large-scale datasets. Videos are available at https://sites.google.com/view/harp-videos/home.

cs.CV↗

Towards More Generalizable One-shot Visual Imitation Learning

A general-purpose robot should be able to master a wide range of tasks and quickly learn a novel one by leveraging past experiences. One-shot imitation learning (OSIL) approaches this goal by training an agent with (pairs of) expert demonstrations, such that at test time, it can directly execute a new task from just one demonstration. However, so far this framework has been limited to training on many variations of one task, and testing on other unseen but similar variations of the same task. In this work, we push for a higher level of generalization ability by investigating a more ambitious multi-task setup. We introduce a diverse suite of vision-based robot manipulation tasks, consisting of 7 tasks, a total of 61 variations, and a continuum of instances within each variation. For consistency and comparison purposes, we first train and evaluate single-task agents (as done in prior few-shot imitation work). We then study the multi-task setting, where multi-task training is followed by (i) one-shot imitation on variations within the training tasks, (ii) one-shot imitation on new tasks, and (iii) fine-tuning on new tasks. Prior state-of-the-art, while performing well within some single tasks, struggles in these harder multi-task settings. To address these limitations, we propose MOSAIC (Multi-task One-Shot Imitation with self-Attention and Contrastive learning), which integrates a self-attention model architecture and a temporal contrastive module to enable better task disambiguation and more robust representation learning. Our experiments show that MOSAIC outperforms prior state of the art in learning efficiency, final performance, and learns a multi-task policy with promising generalization ability via fine-tuning on novel tasks.

cs.RO↗

BDD100K: A Diverse Driving Dataset for Heterogeneous Multitask Learning

Datasets drive vision progress, yet existing driving datasets are impoverished in terms of visual content and supported tasks to study multitask learning for autonomous driving. Researchers are usually constrained to study a small set of problems on one dataset, while real-world computer vision applications require performing tasks of various complexities. We construct BDD100K, the largest driving video dataset with 100K videos and 10 tasks to evaluate the exciting progress of image recognition algorithms on autonomous driving. The dataset possesses geographic, environmental, and weather diversity, which is useful for training models that are less likely to be surprised by new conditions. Based on this diverse dataset, we build a benchmark for heterogeneous multitask learning and study how to solve the tasks together. Our experiments show that special training strategies are needed for existing models to perform such heterogeneous tasks. BDD100K opens the door for future studies in this important venue.

cs.CV↗

SAPIEN: A SimulAted Part-based Interactive ENvironment

Building home assistant robots has long been a pursuit for vision and robotics researchers. To achieve this task, a simulated environment with physically realistic simulation, sufficient articulated objects, and transferability to the real robot is indispensable. Existing environments achieve these requirements for robotics simulation with different levels of simplification and focus. We take one step further in constructing an environment that supports household tasks for training robot learning algorithm. Our work, SAPIEN, is a realistic and physics-rich simulated environment that hosts a large-scale set for articulated objects. Our SAPIEN enables various robotic vision and interaction tasks that require detailed part-level understanding.We evaluate state-of-the-art vision algorithms for part detection and motion attribute recognition as well as demonstrate robotic interaction tasks using heuristic approaches and reinforcement learning algorithms. We hope that our SAPIEN can open a lot of research directions yet to be explored, including learning cognition through interaction, part motion discovery, and construction of robotics-ready simulated game environment.

cs.CV↗

State Alignment-based Imitation Learning

Consider an imitation learning problem that the imitator and the expert have different dynamics models. Most of the current imitation learning methods fail because they focus on imitating actions. We propose a novel state alignment-based imitation learning method to train the imitator to follow the state sequences in expert demonstrations as much as possible. The state alignment comes from both local and global perspectives and we combine them into a reinforcement learning framework by a regularized policy update objective. We show the superiority of our method on standard imitation learning settings and imitation learning settings where the expert and imitator have different dynamics models.

cs.LG↗

Mapping State Space using Landmarks for Universal Goal Reaching

An agent that has well understood the environment should be able to apply its skills for any given goals, leading to the fundamental problem of learning the Universal Value Function Approximator (UVFA). A UVFA learns to predict the cumulative rewards between all state-goal pairs. However, empirically, the value function for long-range goals is always hard to estimate and may consequently result in failed policy. This has presented challenges to the learning process and the capability of neural networks. We propose a method to address this issue in large MDPs with sparse rewards, in which exploration and routing across remote states are both extremely challenging. Our method explicitly models the environment in a hierarchical manner, with a high-level dynamic landmark-based map abstracting the visited state space, and a low-level value network to derive precise local decisions. We use farthest point sampling to select landmark states from past experience, which has improved exploration compared with simple uniform sampling. Experimentally we showed that our method enables the agent to reach long-range goals at the early training stage, and achieve better performance than standard RL algorithms for a number of challenging tasks.

cs.LG↗

Adversarial Defense by Stratified Convolutional Sparse Coding

We propose an adversarial defense method that achieves state-of-the-art performance among attack-agnostic adversarial defense methods while also maintaining robustness to input resolution, scale of adversarial perturbation, and scale of dataset size. Based on convolutional sparse coding, we construct a stratified low-dimensional quasi-natural image space that faithfully approximates the natural image space while also removing adversarial perturbations. We introduce a novel Sparse Transformation Layer (STL) in between the input image and the first layer of the neural network to efficiently project images into our quasi-natural image space. Our experiments show state-of-the-art performance of our method compared to other attack-agnostic adversarial defense methods in various adversarial settings.

cs.CV↗

Revisiting the Master-Slave Architecture in Multi-Agent Deep Reinforcement Learning

Many tasks in artificial intelligence require the collaboration of multiple agents. We exam deep reinforcement learning for multi-agent domains. Recent research efforts often take the form of two seemingly conflicting perspectives, the decentralized perspective, where each agent is supposed to have its own controller; and the centralized perspective, where one assumes there is a larger model controlling all agents. In this regard, we revisit the idea of the master-slave architecture by incorporating both perspectives within one framework. Such a hierarchical structure naturally leverages advantages from one another. The idea of combining both perspectives is intuitive and can be well motivated from many real world systems, however, out of a variety of possible realizations, we highlights three key ingredients, i.e. composed action representation, learnable communication and independent reasoning. With network designs to facilitate these explicitly, our proposal consistently outperforms latest competing methods both in synthetic experiments and when applied to challenging StarCraft micromanagement tasks.

cs.AI↗