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Honglak Lee

Publications and source records attributed to Honglak Lee.

At least 127 records · Page 7Linked to original sources

State Entropy Maximization with Random Encoders for Efficient Exploration

Recent exploration methods have proven to be a recipe for improving sample-efficiency in deep reinforcement learning (RL). However, efficient exploration in high-dimensional observation spaces still remains a challenge. This paper presents Random Encoders for Efficient Exploration (RE3), an exploration method that utilizes state entropy as an intrinsic reward. In order to estimate state entropy in environments with high-dimensional observations, we utilize a k-nearest neighbor entropy estimator in the low-dimensional representation space of a convolutional encoder. In particular, we find that the state entropy can be estimated in a stable and compute-efficient manner by utilizing a randomly initialized encoder, which is fixed throughout training. Our experiments show that RE3 significantly improves the sample-efficiency of both model-free and model-based RL methods on locomotion and navigation tasks from DeepMind Control Suite and MiniGrid benchmarks. We also show that RE3 allows learning diverse behaviors without extrinsic rewards, effectively improving sample-efficiency in downstream tasks. Source code and videos are available at https://sites.google.com/view/re3-rl.

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Variational Empowerment as Representation Learning for Goal-Based Reinforcement Learning

Learning to reach goal states and learning diverse skills through mutual information (MI) maximization have been proposed as principled frameworks for self-supervised reinforcement learning, allowing agents to acquire broadly applicable multitask policies with minimal reward engineering. Starting from a simple observation that the standard goal-conditioned RL (GCRL) is encapsulated by the optimization objective of variational empowerment, we discuss how GCRL and MI-based RL can be generalized into a single family of methods, which we name variational GCRL (VGCRL), interpreting variational MI maximization, or variational empowerment, as representation learning methods that acquire functionally-aware state representations for goal reaching. This novel perspective allows us to: (1) derive simple but unexplored variants of GCRL to study how adding small representation capacity can already expand its capabilities; (2) investigate how discriminator function capacity and smoothness determine the quality of discovered skills, or latent goals, through modifying latent dimensionality and applying spectral normalization; (3) adapt techniques such as hindsight experience replay (HER) from GCRL to MI-based RL; and lastly, (4) propose a novel evaluation metric, named latent goal reaching (LGR), for comparing empowerment algorithms with different choices of latent dimensionality and discriminator parameterization. Through principled mathematical derivations and careful experimental studies, our work lays a novel foundation from which to evaluate, analyze, and develop representation learning techniques in goal-based RL.

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Reinforcement Learning for Sparse-Reward Object-Interaction Tasks in a First-person Simulated 3D Environment

First-person object-interaction tasks in high-fidelity, 3D, simulated environments such as the AI2Thor virtual home-environment pose significant sample-efficiency challenges for reinforcement learning (RL) agents learning from sparse task rewards. To alleviate these challenges, prior work has provided extensive supervision via a combination of reward-shaping, ground-truth object-information, and expert demonstrations. In this work, we show that one can learn object-interaction tasks from scratch without supervision by learning an attentive object-model as an auxiliary task during task learning with an object-centric relational RL agent. Our key insight is that learning an object-model that incorporates object-attention into forward prediction provides a dense learning signal for unsupervised representation learning of both objects and their relationships. This, in turn, enables faster policy learning for an object-centric relational RL agent. We demonstrate our agent by introducing a set of challenging object-interaction tasks in the AI2Thor environment where learning with our attentive object-model is key to strong performance. Specifically, we compare our agent and relational RL agents with alternative auxiliary tasks to a relational RL agent equipped with ground-truth object-information, and show that learning with our object-model best closes the performance gap in terms of both learning speed and maximum success rate. Additionally, we find that incorporating object-attention into an object-model's forward predictions is key to learning representations which capture object-category and object-state.

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Revisiting Hierarchical Approach for Persistent Long-Term Video Prediction

Learning to predict the long-term future of video frames is notoriously challenging due to inherent ambiguities in the distant future and dramatic amplifications of prediction error through time. Despite the recent advances in the literature, existing approaches are limited to moderately short-term prediction (less than a few seconds), while extrapolating it to a longer future quickly leads to destruction in structure and content. In this work, we revisit hierarchical models in video prediction. Our method predicts future frames by first estimating a sequence of semantic structures and subsequently translating the structures to pixels by video-to-video translation. Despite the simplicity, we show that modeling structures and their dynamics in the discrete semantic structure space with a stochastic recurrent estimator leads to surprisingly successful long-term prediction. We evaluate our method on three challenging datasets involving car driving and human dancing, and demonstrate that it can generate complicated scene structures and motions over a very long time horizon (i.e., thousands frames), setting a new standard of video prediction with orders of magnitude longer prediction time than existing approaches. Full videos and codes are available at https://1konny.github.io/HVP/.

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Text-to-Image Generation Grounded by Fine-Grained User Attention

Localized Narratives is a dataset with detailed natural language descriptions of images paired with mouse traces that provide a sparse, fine-grained visual grounding for phrases. We propose TReCS, a sequential model that exploits this grounding to generate images. TReCS uses descriptions to retrieve segmentation masks and predict object labels aligned with mouse traces. These alignments are used to select and position masks to generate a fully covered segmentation canvas; the final image is produced by a segmentation-to-image generator using this canvas. This multi-step, retrieval-based approach outperforms existing direct text-to-image generation models on both automatic metrics and human evaluations: overall, its generated images are more photo-realistic and better match descriptions.

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i-Mix: A Domain-Agnostic Strategy for Contrastive Representation Learning

Contrastive representation learning has shown to be effective to learn representations from unlabeled data. However, much progress has been made in vision domains relying on data augmentations carefully designed using domain knowledge. In this work, we propose i-Mix, a simple yet effective domain-agnostic regularization strategy for improving contrastive representation learning. We cast contrastive learning as training a non-parametric classifier by assigning a unique virtual class to each data in a batch. Then, data instances are mixed in both the input and virtual label spaces, providing more augmented data during training. In experiments, we demonstrate that i-Mix consistently improves the quality of learned representations across domains, including image, speech, and tabular data. Furthermore, we confirm its regularization effect via extensive ablation studies across model and dataset sizes. The code is available at https://github.com/kibok90/imix.

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Adversarial Environment Generation for Learning to Navigate the Web

Learning to autonomously navigate the web is a difficult sequential decision making task. The state and action spaces are large and combinatorial in nature, and websites are dynamic environments consisting of several pages. One of the bottlenecks of training web navigation agents is providing a learnable curriculum of training environments that can cover the large variety of real-world websites. Therefore, we propose using Adversarial Environment Generation (AEG) to generate challenging web environments in which to train reinforcement learning (RL) agents. We provide a new benchmarking environment, gMiniWoB, which enables an RL adversary to use compositional primitives to learn to generate arbitrarily complex websites. To train the adversary, we propose a new technique for maximizing regret using the difference in the scores obtained by a pair of navigator agents. Our results show that our approach significantly outperforms prior methods for minimax regret AEG. The regret objective trains the adversary to design a curriculum of environments that are "just-the-right-challenge" for the navigator agents; our results show that over time, the adversary learns to generate increasingly complex web navigation tasks. The navigator agents trained with our technique learn to complete challenging, high-dimensional web navigation tasks, such as form filling, booking a flight etc. We show that the navigator agent trained with our proposed Flexible b-PAIRED technique significantly outperforms competitive automatic curriculum generation baselines -- including a state-of-the-art RL web navigation approach -- on a set of challenging unseen test environments, and achieves more than 80% success rate on some tasks.

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Memory Based Trajectory-conditioned Policies for Learning from Sparse Rewards

Reinforcement learning with sparse rewards is challenging because an agent can rarely obtain non-zero rewards and hence, gradient-based optimization of parameterized policies can be incremental and slow. Recent work demonstrated that using a memory buffer of previous successful trajectories can result in more effective policies. However, existing methods may overly exploit past successful experiences, which can encourage the agent to adopt sub-optimal and myopic behaviors. In this work, instead of focusing on good experiences with limited diversity, we propose to learn a trajectory-conditioned policy to follow and expand diverse past trajectories from a memory buffer. Our method allows the agent to reach diverse regions in the state space and improve upon the past trajectories to reach new states. We empirically show that our approach significantly outperforms count-based exploration methods (parametric approach) and self-imitation learning (parametric approach with non-parametric memory) on various complex tasks with local optima. In particular, without using expert demonstrations or resetting to arbitrary states, we achieve the state-of-the-art scores under five billion number of frames, on challenging Atari games such as Montezuma's Revenge and Pitfall.

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Few-shot Sequence Learning with Transformers

Few-shot algorithms aim at learning new tasks provided only a handful of training examples. In this work we investigate few-shot learning in the setting where the data points are sequences of tokens and propose an efficient learning algorithm based on Transformers. In the simplest setting, we append a token to an input sequence which represents the particular task to be undertaken, and show that the embedding of this token can be optimized on the fly given few labeled examples. Our approach does not require complicated changes to the model architecture such as adapter layers nor computing second order derivatives as is currently popular in the meta-learning and few-shot learning literature. We demonstrate our approach on a variety of tasks, and analyze the generalization properties of several model variants and baseline approaches. In particular, we show that compositional task descriptors can improve performance. Experiments show that our approach works at least as well as other methods, while being more computationally efficient.

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Improved Consistency Regularization for GANs

Recent work has increased the performance of Generative Adversarial Networks (GANs) by enforcing a consistency cost on the discriminator. We improve on this technique in several ways. We first show that consistency regularization can introduce artifacts into the GAN samples and explain how to fix this issue. We then propose several modifications to the consistency regularization procedure designed to improve its performance. We carry out extensive experiments quantifying the benefit of our improvements. For unconditional image synthesis on CIFAR-10 and CelebA, our modifications yield the best known FID scores on various GAN architectures. For conditional image synthesis on CIFAR-10, we improve the state-of-the-art FID score from 11.48 to 9.21. Finally, on ImageNet-2012, we apply our technique to the original BigGAN model and improve the FID from 6.66 to 5.38, which is the best score at that model size.

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Predictive Information Accelerates Learning in RL

The Predictive Information is the mutual information between the past and the future, I(X_past; X_future). We hypothesize that capturing the predictive information is useful in RL, since the ability to model what will happen next is necessary for success on many tasks. To test our hypothesis, we train Soft Actor-Critic (SAC) agents from pixels with an auxiliary task that learns a compressed representation of the predictive information of the RL environment dynamics using a contrastive version of the Conditional Entropy Bottleneck (CEB) objective. We refer to these as Predictive Information SAC (PI-SAC) agents. We show that PI-SAC agents can substantially improve sample efficiency over challenging baselines on tasks from the DM Control suite of continuous control environments. We evaluate PI-SAC agents by comparing against uncompressed PI-SAC agents, other compressed and uncompressed agents, and SAC agents directly trained from pixels. Our implementation is given on GitHub.

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Bridging Imagination and Reality for Model-Based Deep Reinforcement Learning

Sample efficiency has been one of the major challenges for deep reinforcement learning. Recently, model-based reinforcement learning has been proposed to address this challenge by performing planning on imaginary trajectories with a learned world model. However, world model learning may suffer from overfitting to training trajectories, and thus model-based value estimation and policy search will be pone to be sucked in an inferior local policy. In this paper, we propose a novel model-based reinforcement learning algorithm, called BrIdging Reality and Dream (BIRD). It maximizes the mutual information between imaginary and real trajectories so that the policy improvement learned from imaginary trajectories can be easily generalized to real trajectories. We demonstrate that our approach improves sample efficiency of model-based planning, and achieves state-of-the-art performance on challenging visual control benchmarks.

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Understanding and Diagnosing Vulnerability under Adversarial Attacks

Deep Neural Networks (DNNs) are known to be vulnerable to adversarial attacks. Currently, there is no clear insight into how slight perturbations cause such a large difference in classification results and how we can design a more robust model architecture. In this work, we propose a novel interpretability method, InterpretGAN, to generate explanations for features used for classification in latent variables. Interpreting the classification process of adversarial examples exposes how adversarial perturbations influence features layer by layer as well as which features are modified by perturbations. Moreover, we design the first diagnostic method to quantify the vulnerability contributed by each layer, which can be used to identify vulnerable parts of model architectures. The diagnostic results show that the layers introducing more information loss tend to be more vulnerable than other layers. Based on the findings, our evaluation results on MNIST and CIFAR10 datasets suggest that average pooling layers, with lower information loss, are more robust than max pooling layers for the network architectures studied in this paper.

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SemanticAdv: Generating Adversarial Examples via Attribute-conditional Image Editing

Deep neural networks (DNNs) have achieved great success in various applications due to their strong expressive power. However, recent studies have shown that DNNs are vulnerable to adversarial examples which are manipulated instances targeting to mislead DNNs to make incorrect predictions. Currently, most such adversarial examples try to guarantee "subtle perturbation" by limiting the $L_p$ norm of the perturbation. In this paper, we aim to explore the impact of semantic manipulation on DNNs predictions by manipulating the semantic attributes of images and generate "unrestricted adversarial examples". In particular, we propose an algorithm \emph{SemanticAdv} which leverages disentangled semantic factors to generate adversarial perturbation by altering controlled semantic attributes to fool the learner towards various "adversarial" targets. We conduct extensive experiments to show that the semantic based adversarial examples can not only fool different learning tasks such as face verification and landmark detection, but also achieve high targeted attack success rate against \emph{real-world black-box} services such as Azure face verification service based on transferability. To further demonstrate the applicability of \emph{SemanticAdv} beyond face recognition domain, we also generate semantic perturbations on street-view images. Such adversarial examples with controlled semantic manipulation can shed light on further understanding about vulnerabilities of DNNs as well as potential defensive approaches.

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Efficient Adversarial Training with Transferable Adversarial Examples

Adversarial training is an effective defense method to protect classification models against adversarial attacks. However, one limitation of this approach is that it can require orders of magnitude additional training time due to high cost of generating strong adversarial examples during training. In this paper, we first show that there is high transferability between models from neighboring epochs in the same training process, i.e., adversarial examples from one epoch continue to be adversarial in subsequent epochs. Leveraging this property, we propose a novel method, Adversarial Training with Transferable Adversarial Examples (ATTA), that can enhance the robustness of trained models and greatly improve the training efficiency by accumulating adversarial perturbations through epochs. Compared to state-of-the-art adversarial training methods, ATTA enhances adversarial accuracy by up to 7.2% on CIFAR10 and requires 12~14x less training time on MNIST and CIFAR10 datasets with comparable model robustness.

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Context-aware Dynamics Model for Generalization in Model-Based Reinforcement Learning

Model-based reinforcement learning (RL) enjoys several benefits, such as data-efficiency and planning, by learning a model of the environment's dynamics. However, learning a global model that can generalize across different dynamics is a challenging task. To tackle this problem, we decompose the task of learning a global dynamics model into two stages: (a) learning a context latent vector that captures the local dynamics, then (b) predicting the next state conditioned on it. In order to encode dynamics-specific information into the context latent vector, we introduce a novel loss function that encourages the context latent vector to be useful for predicting both forward and backward dynamics. The proposed method achieves superior generalization ability across various simulated robotics and control tasks, compared to existing RL schemes.

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An Ode to an ODE

We present a new paradigm for Neural ODE algorithms, called ODEtoODE, where time-dependent parameters of the main flow evolve according to a matrix flow on the orthogonal group O(d). This nested system of two flows, where the parameter-flow is constrained to lie on the compact manifold, provides stability and effectiveness of training and provably solves the gradient vanishing-explosion problem which is intrinsically related to training deep neural network architectures such as Neural ODEs. Consequently, it leads to better downstream models, as we show on the example of training reinforcement learning policies with evolution strategies, and in the supervised learning setting, by comparing with previous SOTA baselines. We provide strong convergence results for our proposed mechanism that are independent of the depth of the network, supporting our empirical studies. Our results show an intriguing connection between the theory of deep neural networks and the field of matrix flows on compact manifolds.

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CompressNet: Generative Compression at Extremely Low Bitrates

Compressing images at extremely low bitrates (< 0.1 bpp) has always been a challenging task since the quality of reconstruction significantly reduces due to the strong imposed constraint on the number of bits allocated for the compressed data. With the increasing need to transfer large amounts of images with limited bandwidth, compressing images to very low sizes is a crucial task. However, the existing methods are not effective at extremely low bitrates. To address this need, we propose a novel network called CompressNet which augments a Stacked Autoencoder with a Switch Prediction Network (SAE-SPN). This helps in the reconstruction of visually pleasing images at these low bitrates (< 0.1 bpp). We benchmark the performance of our proposed method on the Cityscapes dataset, evaluating over different metrics at extremely low bitrates to show that our method outperforms the other state-of-the-art. In particular, at a bitrate of 0.07, CompressNet achieves 22% lower Perceptual Loss and 55% lower Frechet Inception Distance (FID) compared to the deep learning SOTA methods.

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