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Joelle Pineau

Publications and source records attributed to Joelle Pineau.

At least 73 records · Page 4Linked to original sources

Evaluating Logical Generalization in Graph Neural Networks

Recent research has highlighted the role of relational inductive biases in building learning agents that can generalize and reason in a compositional manner. However, while relational learning algorithms such as graph neural networks (GNNs) show promise, we do not understand how effectively these approaches can adapt to new tasks. In this work, we study the task of logical generalization using GNNs by designing a benchmark suite grounded in first-order logic. Our benchmark suite, GraphLog, requires that learning algorithms perform rule induction in different synthetic logics, represented as knowledge graphs. GraphLog consists of relation prediction tasks on 57 distinct logical domains. We use GraphLog to evaluate GNNs in three different setups: single-task supervised learning, multi-task pretraining, and continual learning. Unlike previous benchmarks, our approach allows us to precisely control the logical relationship between the different tasks. We find that the ability for models to generalize and adapt is strongly determined by the diversity of the logical rules they encounter during training, and our results highlight new challenges for the design of GNN models. We publicly release the dataset and code used to generate and interact with the dataset at https://www.cs.mcgill.ca/~ksinha4/graphlog.

cs.LG↗

Interference and Generalization in Temporal Difference Learning

We study the link between generalization and interference in temporal-difference (TD) learning. Interference is defined as the inner product of two different gradients, representing their alignment. This quantity emerges as being of interest from a variety of observations about neural networks, parameter sharing and the dynamics of learning. We find that TD easily leads to low-interference, under-generalizing parameters, while the effect seems reversed in supervised learning. We hypothesize that the cause can be traced back to the interplay between the dynamics of interference and bootstrapping. This is supported empirically by several observations: the negative relationship between the generalization gap and interference in TD, the negative effect of bootstrapping on interference and the local coherence of targets, and the contrast between the propagation rate of information in TD(0) versus TD($λ$) and regression tasks such as Monte-Carlo policy evaluation. We hope that these new findings can guide the future discovery of better bootstrapping methods.

cs.LG↗

The importance of transparency and reproducibility in artificial intelligence research

In their study, McKinney et al. showed the high potential of artificial intelligence for breast cancer screening. However, the lack of detailed methods and computer code undermines its scientific value. We identify obstacles hindering transparent and reproducible AI research as faced by McKinney et al and provide solutions with implications for the broader field.

stat.AP↗

Scalable Multi-Agent Inverse Reinforcement Learning via Actor-Attention-Critic

Multi-agent adversarial inverse reinforcement learning (MA-AIRL) is a recent approach that applies single-agent AIRL to multi-agent problems where we seek to recover both policies for our agents and reward functions that promote expert-like behavior. While MA-AIRL has promising results on cooperative and competitive tasks, it is sample-inefficient and has only been validated empirically for small numbers of agents -- its ability to scale to many agents remains an open question. We propose a multi-agent inverse RL algorithm that is more sample-efficient and scalable than previous works. Specifically, we employ multi-agent actor-attention-critic (MAAC) -- an off-policy multi-agent RL (MARL) method -- for the RL inner loop of the inverse RL procedure. In doing so, we are able to increase sample efficiency compared to state-of-the-art baselines, across both small- and large-scale tasks. Moreover, the RL agents trained on the rewards recovered by our method better match the experts than those trained on the rewards derived from the baselines. Finally, our method requires far fewer agent-environment interactions, particularly as the number of agents increases.

cs.MA↗

TarMAC: Targeted Multi-Agent Communication

We propose a targeted communication architecture for multi-agent reinforcement learning, where agents learn both what messages to send and whom to address them to while performing cooperative tasks in partially-observable environments. This targeting behavior is learnt solely from downstream task-specific reward without any communication supervision. We additionally augment this with a multi-round communication approach where agents coordinate via multiple rounds of communication before taking actions in the environment. We evaluate our approach on a diverse set of cooperative multi-agent tasks, of varying difficulties, with varying number of agents, in a variety of environments ranging from 2D grid layouts of shapes and simulated traffic junctions to 3D indoor environments, and demonstrate the benefits of targeted and multi-round communication. Moreover, we show that the targeted communication strategies learned by agents are interpretable and intuitive. Finally, we show that our architecture can be easily extended to mixed and competitive environments, leading to improved performance and sample complexity over recent state-of-the-art approaches.

cs.LG↗

Language GANs Falling Short

Generating high-quality text with sufficient diversity is essential for a wide range of Natural Language Generation (NLG) tasks. Maximum-Likelihood (MLE) models trained with teacher forcing have consistently been reported as weak baselines, where poor performance is attributed to exposure bias (Bengio et al., 2015; Ranzato et al., 2015); at inference time, the model is fed its own prediction instead of a ground-truth token, which can lead to accumulating errors and poor samples. This line of reasoning has led to an outbreak of adversarial based approaches for NLG, on the account that GANs do not suffer from exposure bias. In this work, we make several surprising observations which contradict common beliefs. First, we revisit the canonical evaluation framework for NLG, and point out fundamental flaws with quality-only evaluation: we show that one can outperform such metrics using a simple, well-known temperature parameter to artificially reduce the entropy of the model's conditional distributions. Second, we leverage the control over the quality / diversity trade-off given by this parameter to evaluate models over the whole quality-diversity spectrum and find MLE models constantly outperform the proposed GAN variants over the whole quality-diversity space. Our results have several implications: 1) The impact of exposure bias on sample quality is less severe than previously thought, 2) temperature tuning provides a better quality / diversity trade-off than adversarial training while being easier to train, easier to cross-validate, and less computationally expensive. Code to reproduce the experiments is available at github.com/pclucas14/GansFallingShort

cs.CL↗

Deep Generative Modeling of LiDAR Data

Building models capable of generating structured output is a key challenge for AI and robotics. While generative models have been explored on many types of data, little work has been done on synthesizing lidar scans, which play a key role in robot mapping and localization. In this work, we show that one can adapt deep generative models for this task by unravelling lidar scans into a 2D point map. Our approach can generate high quality samples, while simultaneously learning a meaningful latent representation of the data. We demonstrate significant improvements against state-of-the-art point cloud generation methods. Furthermore, we propose a novel data representation that augments the 2D signal with absolute positional information. We show that this helps robustness to noisy and imputed input; the learned model can recover the underlying lidar scan from seemingly uninformative data

cs.CV↗

Off-Policy Policy Gradient Algorithms by Constraining the State Distribution Shift

Off-policy deep reinforcement learning (RL) algorithms are incapable of learning solely from batch offline data without online interactions with the environment, due to the phenomenon known as \textit{extrapolation error}. This is often due to past data available in the replay buffer that may be quite different from the data distribution under the current policy. We argue that most off-policy learning methods fundamentally suffer from a \textit{state distribution shift} due to the mismatch between the state visitation distribution of the data collected by the behavior and target policies. This data distribution shift between current and past samples can significantly impact the performance of most modern off-policy based policy optimization algorithms. In this work, we first do a systematic analysis of state distribution mismatch in off-policy learning, and then develop a novel off-policy policy optimization method to constraint the state distribution shift. To do this, we first estimate the state distribution based on features of the state, using a density estimator and then develop a novel constrained off-policy gradient objective that minimizes the state distribution shift. Our experimental results on continuous control tasks show that minimizing this distribution mismatch can significantly improve performance in most popular practical off-policy policy gradient algorithms.

cs.LG↗

Exploiting Spatial Invariance for Scalable Unsupervised Object Tracking

The ability to detect and track objects in the visual world is a crucial skill for any intelligent agent, as it is a necessary precursor to any object-level reasoning process. Moreover, it is important that agents learn to track objects without supervision (i.e. without access to annotated training videos) since this will allow agents to begin operating in new environments with minimal human assistance. The task of learning to discover and track objects in videos, which we call \textit{unsupervised object tracking}, has grown in prominence in recent years; however, most architectures that address it still struggle to deal with large scenes containing many objects. In the current work, we propose an architecture that scales well to the large-scene, many-object setting by employing spatially invariant computations (convolutions and spatial attention) and representations (a spatially local object specification scheme). In a series of experiments, we demonstrate a number of attractive features of our architecture; most notably, that it outperforms competing methods at tracking objects in cluttered scenes with many objects, and that it can generalize well to videos that are larger and/or contain more objects than videos encountered during training.

cs.LG↗

No Press Diplomacy: Modeling Multi-Agent Gameplay

Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players. We present DipNet, a neural-network-based policy model for No Press Diplomacy. The model was trained on a new dataset of more than 150,000 human games. Our model is trained by supervised learning (SL) from expert trajectories, which is then used to initialize a reinforcement learning (RL) agent trained through self-play. Both the SL and RL agents demonstrate state-of-the-art No Press performance by beating popular rule-based bots.

cs.AI↗

Benchmarking Batch Deep Reinforcement Learning Algorithms

Widely-used deep reinforcement learning algorithms have been shown to fail in the batch setting--learning from a fixed data set without interaction with the environment. Following this result, there have been several papers showing reasonable performances under a variety of environments and batch settings. In this paper, we benchmark the performance of recent off-policy and batch reinforcement learning algorithms under unified settings on the Atari domain, with data generated by a single partially-trained behavioral policy. We find that under these conditions, many of these algorithms underperform DQN trained online with the same amount of data, as well as the partially-trained behavioral policy. To introduce a strong baseline, we adapt the Batch-Constrained Q-learning algorithm to a discrete-action setting, and show it outperforms all existing algorithms at this task.

cs.LG↗

Leveraging exploration in off-policy algorithms via normalizing flows

The ability to discover approximately optimal policies in domains with sparse rewards is crucial to applying reinforcement learning (RL) in many real-world scenarios. Approaches such as neural density models and continuous exploration (e.g., Go-Explore) have been proposed to maintain the high exploration rate necessary to find high performing and generalizable policies. Soft actor-critic(SAC) is another method for improving exploration that aims to combine efficient learning via off-policy updates while maximizing the policy entropy. In this work, we extend SAC to a richer class of probability distributions (e.g., multimodal) through normalizing flows (NF) and show that this significantly improves performance by accelerating the discovery of good policies while using much smaller policy representations. Our approach, which we call SAC-NF, is a simple, efficient,easy-to-implement modification and improvement to SAC on continuous control baselines such as MuJoCo and PyBullet Roboschool domains. Finally, SAC-NF does this while being significantly parameter efficient, using as few as 5.5% the parameters for an equivalent SAC model.

cs.LG↗

CLUTRR: A Diagnostic Benchmark for Inductive Reasoning from Text

The recent success of natural language understanding (NLU) systems has been troubled by results highlighting the failure of these models to generalize in a systematic and robust way. In this work, we introduce a diagnostic benchmark suite, named CLUTRR, to clarify some key issues related to the robustness and systematicity of NLU systems. Motivated by classic work on inductive logic programming, CLUTRR requires that an NLU system infer kinship relations between characters in short stories. Successful performance on this task requires both extracting relationships between entities, as well as inferring the logical rules governing these relationships. CLUTRR allows us to precisely measure a model's ability for systematic generalization by evaluating on held-out combinations of logical rules, and it allows us to evaluate a model's robustness by adding curated noise facts. Our empirical results highlight a substantial performance gap between state-of-the-art NLU models (e.g., BERT and MAC) and a graph neural network model that works directly with symbolic inputs---with the graph-based model exhibiting both stronger generalization and greater robustness.

cs.LG↗

Randomized Value Functions via Multiplicative Normalizing Flows

Randomized value functions offer a promising approach towards the challenge of efficient exploration in complex environments with high dimensional state and action spaces. Unlike traditional point estimate methods, randomized value functions maintain a posterior distribution over action-space values. This prevents the agent's behavior policy from prematurely exploiting early estimates and falling into local optima. In this work, we leverage recent advances in variational Bayesian neural networks and combine these with traditional Deep Q-Networks (DQN) and Deep Deterministic Policy Gradient (DDPG) to achieve randomized value functions for high-dimensional domains. In particular, we augment DQN and DDPG with multiplicative normalizing flows in order to track a rich approximate posterior distribution over the parameters of the value function. This allows the agent to perform approximate Thompson sampling in a computationally efficient manner via stochastic gradient methods. We demonstrate the benefits of our approach through an empirical comparison in high dimensional environments.

cs.LG↗

Separating value functions across time-scales

In many finite horizon episodic reinforcement learning (RL) settings, it is desirable to optimize for the undiscounted return - in settings like Atari, for instance, the goal is to collect the most points while staying alive in the long run. Yet, it may be difficult (or even intractable) mathematically to learn with this target. As such, temporal discounting is often applied to optimize over a shorter effective planning horizon. This comes at the risk of potentially biasing the optimization target away from the undiscounted goal. In settings where this bias is unacceptable - where the system must optimize for longer horizons at higher discounts - the target of the value function approximator may increase in variance leading to difficulties in learning. We present an extension of temporal difference (TD) learning, which we call TD($Δ$), that breaks down a value function into a series of components based on the differences between value functions with smaller discount factors. The separation of a longer horizon value function into these components has useful properties in scalability and performance. We discuss these properties and show theoretic and empirical improvements over standard TD learning in certain settings.

cs.LG↗

Recurrent Value Functions

Despite recent successes in Reinforcement Learning, value-based methods often suffer from high variance hindering performance. In this paper, we illustrate this in a continuous control setting where state of the art methods perform poorly whenever sensor noise is introduced. To overcome this issue, we introduce Recurrent Value Functions (RVFs) as an alternative to estimate the value function of a state. We propose to estimate the value function of the current state using the value function of past states visited along the trajectory. Due to the nature of their formulation, RVFs have a natural way of learning an emphasis function that selectively emphasizes important states. First, we establish RVF's asymptotic convergence properties in tabular settings. We then demonstrate their robustness on a partially observable domain and continuous control tasks. Finally, we provide a qualitative interpretation of the learned emphasis function.

cs.LG↗

Temporal Regularization in Markov Decision Process

Several applications of Reinforcement Learning suffer from instability due to high variance. This is especially prevalent in high dimensional domains. Regularization is a commonly used technique in machine learning to reduce variance, at the cost of introducing some bias. Most existing regularization techniques focus on spatial (perceptual) regularization. Yet in reinforcement learning, due to the nature of the Bellman equation, there is an opportunity to also exploit temporal regularization based on smoothness in value estimates over trajectories. This paper explores a class of methods for temporal regularization. We formally characterize the bias induced by this technique using Markov chain concepts. We illustrate the various characteristics of temporal regularization via a sequence of simple discrete and continuous MDPs, and show that the technique provides improvement even in high-dimensional Atari games.

cs.LG↗

On the Pitfalls of Measuring Emergent Communication

How do we know if communication is emerging in a multi-agent system? The vast majority of recent papers on emergent communication show that adding a communication channel leads to an increase in reward or task success. This is a useful indicator, but provides only a coarse measure of the agent's learned communication abilities. As we move towards more complex environments, it becomes imperative to have a set of finer tools that allow qualitative and quantitative insights into the emergence of communication. This may be especially useful to allow humans to monitor agents' behaviour, whether for fault detection, assessing performance, or even building trust. In this paper, we examine a few intuitive existing metrics for measuring communication, and show that they can be misleading. Specifically, by training deep reinforcement learning agents to play simple matrix games augmented with a communication channel, we find a scenario where agents appear to communicate (their messages provide information about their subsequent action), and yet the messages do not impact the environment or other agent in any way. We explain this phenomenon using ablation studies and by visualizing the representations of the learned policies. We also survey some commonly used metrics for measuring emergent communication, and provide recommendations as to when these metrics should be used.

cs.LG↗