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Jakob N. Foerster

Publications and source records attributed to Jakob N. Foerster.

At least 19 recordsLinked to original sources

Fully Offline Reinforcement Learning

Offline RL (ORL) promises safe and sample-efficient deployment but existing methods rely on undocumented online interactions for hyperparameter tuning and lack reliable fully offline estimates of initial online performance. We introduce SOReL, a fully offline Bayesian model-based RL method that learns a posterior over dynamics, estimates policy value via predictive uncertainty, and enables complete offline hyperparameter selection. We further propose TOReL, which extends this tuning framework to arbitrary model-free and model-based ORL algorithms. We provide a regret analysis showing that Bayesian offline RL achieves the minimax-optimal parametric rate under standard regularity conditions. Together, our methods establish a practical and theoretically grounded framework for fully offline RL.

cs.LG↗

DiscoGen: Procedural Generation of Algorithm Discovery Tasks in Machine Learning

Automating the development of machine learning algorithms has the potential to unlock new breakthroughs. However, our ability to improve and evaluate algorithm discovery systems has thus far been limited by existing task suites. They suffer from many issues, such as: poor evaluation methodologies; data contamination; and containing saturated or very similar problems. Here, we introduce DiscoGen, a procedural generator of algorithm discovery tasks for machine learning, such as developing optimisers for reinforcement learning or loss functions for image classification. Motivated by the success of procedural generation in reinforcement learning, DiscoGen spans billions of tasks of varying difficulty and complexity from a range of machine learning fields. These tasks are specified by a small number of configuration parameters and can be used to optimise algorithm discovery agents (ADAs). We present DiscoBench, a fixed, small subset of DiscoGen tasks for principled evaluation of ADAs. Finally, we propose a number of ambitious, impactful research directions enabled by DiscoGen, and demonstrate its use for ADA optimisation through scaling experiments for automated prompt tuning. DiscoGen is released open-source at https://github.com/AlexGoldie/discogen.

cs.LG↗

Inverting the Bellman Equation: From $Q$-Values to World Models

Model-based and model-free reinforcement learning are traditionally viewed as separate paradigms: instead of learning a model of the transition kernel $P$, model-free agents typically estimate value functions tied to a specific policy and reward. In this paper, we challenge this dichotomy by proving that value-based agents trained on a sufficiently rich set of reward functions, e.g. using goal-conditioned RL, implicitly encode a unique and accurate world model. To extract this model in practice, we introduce \textit{$P$-learning}, an inverse analogue to $Q$-learning that samples from an agent's $Q$-values, policies and rewards to decode its internal model of the environment. We then provide sufficient conditions on the type and number of goals for which agents encode the true kernel $P$, covering both stochastic and deterministic MDPs over finite or continuous state spaces. Even when our assumptions are violated, we empirically demonstrate that agents trained on a handful of reward functions encode accurate dynamics in $\texttt{Reacher}$, $\texttt{MountainCar}$ and stochastic variants of $\texttt{FourRooms}$. Surprisingly, we find that policies trained exclusively on a \texttt{Reacher} agent's implicit world model are quasi-optimal on out-of-distribution, velocity-based goals despite position-only training -- suggesting that agents contain hidden generalisation capabilities and providing a new lens into the connection between model-based, model-free, and goal-conditioned RL.

cs.LG↗

StochasTok: Improving Fine-Grained Subword Understanding in LLMs

Subword-level understanding is integral to numerous tasks, including understanding multi-digit numbers, spelling mistakes, abbreviations, rhyming, and wordplay. Despite this, current large language models (LLMs) still struggle disproportionally with simple subword-level tasks like 'How many r's in strawberry?'. A key factor behind these failures is tokenization, which obscures the fine-grained structure of words. Current alternatives, such as character-level and dropout tokenization methods, significantly increase computational costs and provide inconsistent improvements. In this paper we revisit tokenization and introduce StochasTok, a simple, efficient stochastic tokenization scheme that randomly splits tokens during training, allowing LLMs to 'see' their internal structure. Our experiments show that pretraining with StochasTok substantially improves LLMs' downstream performance across multiple subword-level language games, including character counting, substring identification, and math tasks. Furthermore, StochasTok's simplicity allows seamless integration at any stage of the training pipeline; and we demonstrate that post-training with StochasTok can instill improved subword understanding into existing pretrained models, thus avoiding costly pretraining from scratch. These dramatic improvements achieved with a minimal change suggest StochasTok holds exciting potential when applied to larger, more capable models. Code open-sourced at: github.com/anyasims/stochastok.

cs.CL↗

High Accuracy, Less Talk (HALT): Reliable LLMs through Capability-Aligned Finetuning

Large Language Models (LLMs) currently respond to every prompt. However, they can produce incorrect answers when they lack knowledge or capability -- a problem known as hallucination. We instead propose post-training an LLM to generate content only when confident in its correctness and to otherwise (partially) abstain. Specifically, our method, HALT, produces capability-aligned post-training data that encodes what the model can and cannot reliably generate. We generate this data by splitting responses of the pretrained LLM into factual fragments (atomic statements or reasoning steps), and use ground truth information to identify incorrect fragments. We achieve capability-aligned finetuning responses by either removing incorrect fragments or replacing them with "Unsure from Here" -- according to a tunable threshold that allows practitioners to trade off response completeness and mean correctness of the response's fragments. We finetune four open-source models for biography writing, mathematics, coding, and medicine with HALT for three different trade-off thresholds. HALT effectively trades off response completeness for correctness, increasing the mean correctness of response fragments by 15% on average, while resulting in a 4% improvement in the F1 score (mean of completeness and correctness of the response) compared to the relevant baselines. By tuning HALT for highest correctness, we train a single reliable Llama3-70B model with correctness increased from 51% to 87% across all four domains while maintaining 53% of the response completeness achieved with standard finetuning.

cs.CL↗

An Optimisation Framework for Unsupervised Environment Design

For reinforcement learning agents to be deployed in high-risk settings, they must achieve a high level of robustness to unfamiliar scenarios. One method for improving robustness is unsupervised environment design (UED), a suite of methods aiming to maximise an agent's generalisability across configurations of an environment. In this work, we study UED from an optimisation perspective, providing stronger theoretical guarantees for practical settings than prior work. Whereas previous methods relied on guarantees if they reach convergence, our framework employs a nonconvex-strongly-concave objective for which we provide a provably convergent algorithm in the zero-sum setting. We empirically verify the efficacy of our method, outperforming prior methods in a number of environments with varying difficulties.

cs.LG↗

Intent Factored Generation: Unleashing the Diversity in Your Language Model

Obtaining multiple meaningfully diverse, high quality samples from Large Language Models for a fixed prompt remains an open challenge. Current methods for increasing diversity often only operate at the token-level, paraphrasing the same response. This is problematic because it leads to poor exploration on reasoning problems and to unengaging, repetitive conversational agents. To address this we propose Intent Factored Generation (IFG), factorising the sampling process into two stages. First, we sample a semantically dense intent, e.g., a summary or keywords. Second, we sample the final response conditioning on both the original prompt and the intent from the first stage. This allows us to use a higher temperature during the intent step to promote conceptual diversity, and a lower temperature during the final generation to ensure the outputs are coherent and self-consistent. Additionally, we find that prompting the model to explicitly state its intent for each step of the chain-of-thought before generating the step is beneficial for reasoning tasks. We demonstrate our method's effectiveness across a diverse set of tasks. We show this method improves both pass@k and Reinforcement Learning from Verifier Feedback on maths and code tasks. For instruction-tuning, we combine IFG with Direct Preference Optimisation to increase conversational diversity without sacrificing reward. Finally, we achieve higher diversity while maintaining the quality of generations on a general language modelling task, using a new dataset of reader comments and news articles that we collect and open-source. In summary, we present a simple method of increasing the sample diversity of LLMs while maintaining performance. This method can be implemented by changing the prompt and varying the temperature during generation, making it easy to integrate into many algorithms for gains across various applications.

cs.AI↗

ADIOS: Antibody Development via Opponent Shaping

Anti-viral therapies are typically designed to target only the current strains of a virus, a myopic response. However, therapy-induced selective pressures drive the emergence of new viral strains, against which the original myopic therapies are no longer effective. This evolutionary response presents an opportunity: our therapies could both defend against and actively influence viral evolution. This motivates our method ADIOS: Antibody Development vIa Opponent Shaping. ADIOS is a meta-learning framework where the process of antibody therapy design, the outer loop, accounts for the virus's adaptive response, the inner loop. With ADIOS, antibodies are not only robust against potential future variants, they also influence, i.e., shape, which future variants emerge. In line with the opponent shaping literature, we refer to our optimised antibodies as shapers. To demonstrate the value of ADIOS, we build a viral evolution simulator using the Absolut! framework, in which shapers successfully target both current and future viral variants, outperforming myopic antibodies. Furthermore, we show that shapers modify the distribution over viral evolutionary trajectories to result in weaker variants. We believe that our ADIOS paradigm will facilitate the discovery of long-lived vaccines and antibody therapies while also generalising to other domains. Specifically, domains such as antimicrobial resistance, cancer treatment, and others with evolutionarily adaptive opponents. Our code is available at https://github.com/olakalisz/adios.

q-bio.PE↗

Beyond the Boundaries of Proximal Policy Optimization

Proximal policy optimization (PPO) is a widely-used algorithm for on-policy reinforcement learning. This work offers an alternative perspective of PPO, in which it is decomposed into the inner-loop estimation of update vectors, and the outer-loop application of updates using gradient ascent with unity learning rate. Using this insight we propose outer proximal policy optimization (outer-PPO); a framework wherein these update vectors are applied using an arbitrary gradient-based optimizer. The decoupling of update estimation and update application enabled by outer-PPO highlights several implicit design choices in PPO that we challenge through empirical investigation. In particular we consider non-unity learning rates and momentum applied to the outer loop, and a momentum-bias applied to the inner estimation loop. Methods are evaluated against an aggressively tuned PPO baseline on Brax, Jumanji and MinAtar environments; non-unity learning rates and momentum both achieve statistically significant improvement on Brax and Jumanji, given the same hyperparameter tuning budget.

cs.LG↗

Discovering Minimal Reinforcement Learning Environments

Reinforcement learning (RL) agents are commonly trained and evaluated in the same environment. In contrast, humans often train in a specialized environment before being evaluated, such as studying a book before taking an exam. The potential of such specialized training environments is still vastly underexplored, despite their capacity to dramatically speed up training. The framework of synthetic environments takes a first step in this direction by meta-learning neural network-based Markov decision processes (MDPs). The initial approach was limited to toy problems and produced environments that did not transfer to unseen RL algorithms. We extend this approach in three ways: Firstly, we modify the meta-learning algorithm to discover environments invariant towards hyperparameter configurations and learning algorithms. Secondly, by leveraging hardware parallelism and introducing a curriculum on an agent's evaluation episode horizon, we can achieve competitive results on several challenging continuous control problems. Thirdly, we surprisingly find that contextual bandits enable training RL agents that transfer well to their evaluation environment, even if it is a complex MDP. Hence, we set up our experiments to train synthetic contextual bandits, which perform on par with synthetic MDPs, yield additional insights into the evaluation environment, and can speed up downstream applications.

cs.LG↗

HelloFresh: LLM Evaluations on Streams of Real-World Human Editorial Actions across X Community Notes and Wikipedia edits

Benchmarks have been essential for driving progress in machine learning. A better understanding of LLM capabilities on real world tasks is vital for safe development. Designing adequate LLM benchmarks is challenging: Data from real-world tasks is hard to collect, public availability of static evaluation data results in test data contamination and benchmark overfitting, and periodically generating new evaluation data is tedious and may result in temporally inconsistent results. We introduce HelloFresh, based on continuous streams of real-world data generated by intrinsically motivated human labelers. It covers recent events from X (formerly Twitter) community notes and edits of Wikipedia pages, mitigating the risk of test data contamination and benchmark overfitting. Any X user can propose an X note to add additional context to a misleading post (formerly tweet); if the community classifies it as helpful, it is shown with the post. Similarly, Wikipedia relies on community-based consensus, allowing users to edit articles or revert edits made by other users. Verifying whether an X note is helpful or whether a Wikipedia edit should be accepted are hard tasks that require grounding by querying the web. We backtest state-of-the-art LLMs supplemented with simple web search access and find that HelloFresh yields a temporally consistent ranking. To enable continuous evaluation on HelloFresh, we host a public leaderboard and periodically updated evaluation data at https://tinyurl.com/hello-fresh-LLM.

cs.LG↗

Illusory Attacks: Information-Theoretic Detectability Matters in Adversarial Attacks

Autonomous agents deployed in the real world need to be robust against adversarial attacks on sensory inputs. Robustifying agent policies requires anticipating the strongest attacks possible. We demonstrate that existing observation-space attacks on reinforcement learning agents have a common weakness: while effective, their lack of information-theoretic detectability constraints makes them detectable using automated means or human inspection. Detectability is undesirable to adversaries as it may trigger security escalations. We introduce ε-illusory, a novel form of adversarial attack on sequential decision-makers that is both effective and of ε-bounded statistical detectability. We propose a novel dual ascent algorithm to learn such attacks end-to-end. Compared to existing attacks, we empirically find ε-illusory to be significantly harder to detect with automated methods, and a small study with human participants (IRB approval under reference R84123/RE001) suggests they are similarly harder to detect for humans. Our findings suggest the need for better anomaly detectors, as well as effective hardware- and system-level defenses. The project website can be found at https://tinyurl.com/illusory-attacks.

cs.AI↗

SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning

The availability of challenging benchmarks has played a key role in the recent progress of machine learning. In cooperative multi-agent reinforcement learning, the StarCraft Multi-Agent Challenge (SMAC) has become a popular testbed for centralised training with decentralised execution. However, after years of sustained improvement on SMAC, algorithms now achieve near-perfect performance. In this work, we conduct new analysis demonstrating that SMAC lacks the stochasticity and partial observability to require complex *closed-loop* policies. In particular, we show that an *open-loop* policy conditioned only on the timestep can achieve non-trivial win rates for many SMAC scenarios. To address this limitation, we introduce SMACv2, a new version of the benchmark where scenarios are procedurally generated and require agents to generalise to previously unseen settings (from the same distribution) during evaluation. We also introduce the extended partial observability challenge (EPO), which augments SMACv2 to ensure meaningful partial observability. We show that these changes ensure the benchmark requires the use of *closed-loop* policies. We evaluate state-of-the-art algorithms on SMACv2 and show that it presents significant challenges not present in the original benchmark. Our analysis illustrates that SMACv2 addresses the discovered deficiencies of SMAC and can help benchmark the next generation of MARL methods. Videos of training are available at https://sites.google.com/view/smacv2.

cs.LG↗

Learning to Optimize Quasi-Newton Methods

Fast gradient-based optimization algorithms have become increasingly essential for the computationally efficient training of machine learning models. One technique is to multiply the gradient by a preconditioner matrix to produce a step, but it is unclear what the best preconditioner matrix is. This paper introduces a novel machine learning optimizer called LODO, which tries to online meta-learn the best preconditioner during optimization. Specifically, our optimizer merges Learning to Optimize (L2O) techniques with quasi-Newton methods to learn preconditioners parameterized as neural networks; they are more flexible than preconditioners in other quasi-Newton methods. Unlike other L2O methods, LODO does not require any meta-training on a training task distribution, and instead learns to optimize on the fly while optimizing on the test task, adapting to the local characteristics of the loss landscape while traversing it. Theoretically, we show that our optimizer approximates the inverse Hessian in noisy loss landscapes and is capable of representing a wide range of inverse Hessians. We experimentally verify that our algorithm can optimize in noisy settings, and show that simpler alternatives for representing the inverse Hessians worsen performance. Lastly, we use our optimizer to train a semi-realistic deep neural network with 95k parameters at speeds comparable to those of standard neural network optimizers.

cs.LG↗

Game-Theoretical Perspectives on Active Equilibria: A Preferred Solution Concept over Nash Equilibria

Multiagent learning settings are inherently more difficult than single-agent learning because each agent interacts with other simultaneously learning agents in a shared environment. An effective approach in multiagent reinforcement learning is to consider the learning process of agents and influence their future policies toward desirable behaviors from each agent's perspective. Importantly, if each agent maximizes its long-term rewards by accounting for the impact of its behavior on the set of convergence policies, the resulting multiagent system reaches an active equilibrium. While this new solution concept is general such that standard solution concepts, such as a Nash equilibrium, are special cases of active equilibria, it is unclear when an active equilibrium is a preferred equilibrium over other solution concepts. In this paper, we analyze active equilibria from a game-theoretic perspective by closely studying examples where Nash equilibria are known. By directly comparing active equilibria to Nash equilibria in these examples, we find that active equilibria find more effective solutions than Nash equilibria, concluding that an active equilibrium is the desired solution for multiagent learning settings.

cs.GT↗

Influencing Long-Term Behavior in Multiagent Reinforcement Learning

The main challenge of multiagent reinforcement learning is the difficulty of learning useful policies in the presence of other simultaneously learning agents whose changing behaviors jointly affect the environment's transition and reward dynamics. An effective approach that has recently emerged for addressing this non-stationarity is for each agent to anticipate the learning of other agents and influence the evolution of future policies towards desirable behavior for its own benefit. Unfortunately, previous approaches for achieving this suffer from myopic evaluation, considering only a finite number of policy updates. As such, these methods can only influence transient future policies rather than achieving the promise of scalable equilibrium selection approaches that influence the behavior at convergence. In this paper, we propose a principled framework for considering the limiting policies of other agents as time approaches infinity. Specifically, we develop a new optimization objective that maximizes each agent's average reward by directly accounting for the impact of its behavior on the limiting set of policies that other agents will converge to. Our paper characterizes desirable solution concepts within this problem setting and provides practical approaches for optimizing over possible outcomes. As a result of our farsighted objective, we demonstrate better long-term performance than state-of-the-art baselines across a suite of diverse multiagent benchmark domains.

cs.LG↗

K-level Reasoning for Zero-Shot Coordination in Hanabi

The standard problem setting in cooperative multi-agent settings is self-play (SP), where the goal is to train a team of agents that works well together. However, optimal SP policies commonly contain arbitrary conventions ("handshakes") and are not compatible with other, independently trained agents or humans. This latter desiderata was recently formalized by Hu et al. 2020 as the zero-shot coordination (ZSC) setting and partially addressed with their Other-Play (OP) algorithm, which showed improved ZSC and human-AI performance in the card game Hanabi. OP assumes access to the symmetries of the environment and prevents agents from breaking these in a mutually incompatible way during training. However, as the authors point out, discovering symmetries for a given environment is a computationally hard problem. Instead, we show that through a simple adaption of k-level reasoning (KLR) Costa Gomes et al. 2006, synchronously training all levels, we can obtain competitive ZSC and ad-hoc teamplay performance in Hanabi, including when paired with a human-like proxy bot. We also introduce a new method, synchronous-k-level reasoning with a best response (SyKLRBR), which further improves performance on our synchronous KLR by co-training a best response.

cs.AI↗

Self-Explaining Deviations for Coordination

Fully cooperative, partially observable multi-agent problems are ubiquitous in the real world. In this paper, we focus on a specific subclass of coordination problems in which humans are able to discover self-explaining deviations (SEDs). SEDs are actions that deviate from the common understanding of what reasonable behavior would be in normal circumstances. They are taken with the intention of causing another agent or other agents to realize, using theory of mind, that the circumstance must be abnormal. We first motivate SED with a real world example and formalize its definition. Next, we introduce a novel algorithm, improvement maximizing self-explaining deviations (IMPROVISED), to perform SEDs. Lastly, we evaluate IMPROVISED both in an illustrative toy setting and the popular benchmark setting Hanabi, where it is the first method to produce so called finesse plays, which are regarded as one of the more iconic examples of human theory of mind.

cs.AI↗