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Katja Hofmann

Publications and source records attributed to Katja Hofmann.

At least 55 records · Page 3Linked to original sources

SocialAI 0.1: Towards a Benchmark to Stimulate Research on Socio-Cognitive Abilities in Deep Reinforcement Learning Agents

Building embodied autonomous agents capable of participating in social interactions with humans is one of the main challenges in AI. This problem motivated many research directions on embodied language use. Current approaches focus on language as a communication tool in very simplified and non diverse social situations: the "naturalness" of language is reduced to the concept of high vocabulary size and variability. In this paper, we argue that aiming towards human-level AI requires a broader set of key social skills: 1) language use in complex and variable social contexts; 2) beyond language, complex embodied communication in multimodal settings within constantly evolving social worlds. In this work we explain how concepts from cognitive sciences could help AI to draw a roadmap towards human-like intelligence, with a focus on its social dimensions. We then study the limits of a recent SOTA Deep RL approach when tested on a first grid-world environment from the upcoming SocialAI, a benchmark to assess the social skills of Deep RL agents. Videos and code are available at https://sites.google.com/view/socialai01 .

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The MineRL 2019 Competition on Sample Efficient Reinforcement Learning using Human Priors

Though deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples. As state-of-the-art reinforcement learning (RL) systems require an exponentially increasing number of samples, their development is restricted to a continually shrinking segment of the AI community. Likewise, many of these systems cannot be applied to real-world problems, where environment samples are expensive. Resolution of these limitations requires new, sample-efficient methods. To facilitate research in this direction, we introduce the MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors. The primary goal of the competition is to foster the development of algorithms which can efficiently leverage human demonstrations to drastically reduce the number of samples needed to solve complex, hierarchical, and sparse environments. To that end, we introduce: (1) the Minecraft ObtainDiamond task, a sequential decision making environment requiring long-term planning, hierarchical control, and efficient exploration methods; and (2) the MineRL-v0 dataset, a large-scale collection of over 60 million state-action pairs of human demonstrations that can be resimulated into embodied trajectories with arbitrary modifications to game state and visuals. Participants will compete to develop systems which solve the ObtainDiamond task with a limited number of samples from the environment simulator, Malmo. The competition is structured into two rounds in which competitors are provided several paired versions of the dataset and environment with different game textures. At the end of each round, competitors will submit containerized versions of their learning algorithms and they will then be trained/evaluated from scratch on a hold-out dataset-environment pair for a total of 4-days on a prespecified hardware platform.

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Evaluating the Robustness of Collaborative Agents

In order for agents trained by deep reinforcement learning to work alongside humans in realistic settings, we will need to ensure that the agents are \emph{robust}. Since the real world is very diverse, and human behavior often changes in response to agent deployment, the agent will likely encounter novel situations that have never been seen during training. This results in an evaluation challenge: if we cannot rely on the average training or validation reward as a metric, then how can we effectively evaluate robustness? We take inspiration from the practice of \emph{unit testing} in software engineering. Specifically, we suggest that when designing AI agents that collaborate with humans, designers should search for potential edge cases in \emph{possible partner behavior} and \emph{possible states encountered}, and write tests which check that the behavior of the agent in these edge cases is reasonable. We apply this methodology to build a suite of unit tests for the Overcooked-AI environment, and use this test suite to evaluate three proposals for improving robustness. We find that the test suite provides significant insight into the effects of these proposals that were generally not revealed by looking solely at the average validation reward.

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Analytic Manifold Learning: Unifying and Evaluating Representations for Continuous Control

We address the problem of learning reusable state representations from streaming high-dimensional observations. This is important for areas like Reinforcement Learning (RL), which yields non-stationary data distributions during training. We make two key contributions. First, we propose an evaluation suite that measures alignment between latent and true low-dimensional states. We benchmark several widely used unsupervised learning approaches. This uncovers the strengths and limitations of existing approaches that impose additional constraints/objectives on the latent space. Our second contribution is a unifying mathematical formulation for learning latent relations. We learn analytic relations on source domains, then use these relations to help structure the latent space when learning on target domains. This formulation enables a more general, flexible and principled way of shaping the latent space. It formalizes the notion of learning independent relations, without imposing restrictive simplifying assumptions or requiring domain-specific information. We present mathematical properties, concrete algorithms for implementation and experimental validation of successful learning and transfer of latent relations.

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"It's Unwieldy and It Takes a Lot of Time." Challenges and Opportunities for Creating Agents in Commercial Games

Game agents such as opponents, non-player characters, and teammates are central to player experiences in many modern games. As the landscape of AI techniques used in the games industry evolves to adopt machine learning (ML) more widely, it is vital that the research community learn from the best practices cultivated within the industry over decades creating agents. However, although commercial game agent creation pipelines are more mature than those based on ML, opportunities for improvement still abound. As a foundation for shared progress identifying research opportunities between researchers and practitioners, we interviewed seventeen game agent creators from AAA studios, indie studios, and industrial research labs about the challenges they experienced with their professional workflows. Our study revealed several open challenges ranging from design to implementation and evaluation. We compare with literature from the research community that address the challenges identified and conclude by highlighting promising directions for future research supporting agent creation in the games industry.

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SpatialSim: Recognizing Spatial Configurations of Objects with Graph Neural Networks

Recognizing precise geometrical configurations of groups of objects is a key capability of human spatial cognition, yet little studied in the deep learning literature so far. In particular, a fundamental problem is how a machine can learn and compare classes of geometric spatial configurations that are invariant to the point of view of an external observer. In this paper we make two key contributions. First, we propose SpatialSim (Spatial Similarity), a novel geometrical reasoning benchmark, and argue that progress on this benchmark would pave the way towards a general solution to address this challenge in the real world. This benchmark is composed of two tasks: Identification and Comparison, each one instantiated in increasing levels of difficulty. Secondly, we study how relational inductive biases exhibited by fully-connected message-passing Graph Neural Networks (MPGNNs) are useful to solve those tasks, and show their advantages over less relational baselines such as Deep Sets and unstructured models such as Multi-Layer Perceptrons. Finally, we highlight the current limits of GNNs in these tasks.

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Automatic Curriculum Learning For Deep RL: A Short Survey

Automatic Curriculum Learning (ACL) has become a cornerstone of recent successes in Deep Reinforcement Learning (DRL).These methods shape the learning trajectories of agents by challenging them with tasks adapted to their capacities. In recent years, they have been used to improve sample efficiency and asymptotic performance, to organize exploration, to encourage generalization or to solve sparse reward problems, among others. The ambition of this work is dual: 1) to present a compact and accessible introduction to the Automatic Curriculum Learning literature and 2) to draw a bigger picture of the current state of the art in ACL to encourage the cross-breeding of existing concepts and the emergence of new ideas.

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Guaranteeing Reproducibility in Deep Learning Competitions

To encourage the development of methods with reproducible and robust training behavior, we propose a challenge paradigm where competitors are evaluated directly on the performance of their learning procedures rather than pre-trained agents. Since competition organizers re-train proposed methods in a controlled setting they can guarantee reproducibility, and -- by retraining submissions using a held-out test set -- help ensure generalization past the environments on which they were trained.

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Trying AGAIN instead of Trying Longer: Prior Learning for Automatic Curriculum Learning

A major challenge in the Deep RL (DRL) community is to train agents able to generalize over unseen situations, which is often approached by training them on a diversity of tasks (or environments). A powerful method to foster diversity is to procedurally generate tasks by sampling their parameters from a multi-dimensional distribution, enabling in particular to propose a different task for each training episode. In practice, to get the high diversity of training tasks necessary for generalization, one has to use complex procedural generation systems. With such generators, it is hard to get prior knowledge on the subset of tasks that are actually learnable at all (many generated tasks may be unlearnable), what is their relative difficulty and what is the most efficient task distribution ordering for training. A typical solution in such cases is to rely on some form of Automated Curriculum Learning (ACL) to adapt the sampling distribution. One limit of current approaches is their need to explore the task space to detect progress niches over time, which leads to a loss of time. Additionally, we hypothesize that the induced noise in the training data may impair the performances of brittle DRL learners. We address this problem by proposing a two stage ACL approach where 1) a teacher algorithm first learns to train a DRL agent with a high-exploration curriculum, and then 2) distills learned priors from the first run to generate an "expert curriculum" to re-train the same agent from scratch. Besides demonstrating 50% improvements on average over the current state of the art, the objective of this work is to give a first example of a new research direction oriented towards refining ACL techniques over multiple learners, which we call Classroom Teaching.

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Variational Integrator Networks for Physically Structured Embeddings

Learning workable representations of dynamical systems is becoming an increasingly important problem in a number of application areas. By leveraging recent work connecting deep neural networks to systems of differential equations, we propose \emph{variational integrator networks}, a class of neural network architectures designed to preserve the geometric structure of physical systems. This class of network architectures facilitates accurate long-term prediction, interpretability, and data-efficient learning, while still remaining highly flexible and capable of modeling complex behavior. We demonstrate that they can accurately learn dynamical systems from both noisy observations in phase space and from image pixels within which the unknown dynamics are embedded.

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VariBAD: A Very Good Method for Bayes-Adaptive Deep RL via Meta-Learning

Trading off exploration and exploitation in an unknown environment is key to maximising expected return during learning. A Bayes-optimal policy, which does so optimally, conditions its actions not only on the environment state but on the agent's uncertainty about the environment. Computing a Bayes-optimal policy is however intractable for all but the smallest tasks. In this paper, we introduce variational Bayes-Adaptive Deep RL (variBAD), a way to meta-learn to perform approximate inference in an unknown environment, and incorporate task uncertainty directly during action selection. In a grid-world domain, we illustrate how variBAD performs structured online exploration as a function of task uncertainty. We further evaluate variBAD on MuJoCo domains widely used in meta-RL and show that it achieves higher online return than existing methods.

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Successor Uncertainties: Exploration and Uncertainty in Temporal Difference Learning

Posterior sampling for reinforcement learning (PSRL) is an effective method for balancing exploration and exploitation in reinforcement learning. Randomised value functions (RVF) can be viewed as a promising approach to scaling PSRL. However, we show that most contemporary algorithms combining RVF with neural network function approximation do not possess the properties which make PSRL effective, and provably fail in sparse reward problems. Moreover, we find that propagation of uncertainty, a property of PSRL previously thought important for exploration, does not preclude this failure. We use these insights to design Successor Uncertainties (SU), a cheap and easy to implement RVF algorithm that retains key properties of PSRL. SU is highly effective on hard tabular exploration benchmarks. Furthermore, on the Atari 2600 domain, it surpasses human performance on 38 of 49 games tested (achieving a median human normalised score of 2.09), and outperforms its closest RVF competitor, Bootstrapped DQN, on 36 of those.

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Better Exploration with Optimistic Actor-Critic

Actor-critic methods, a type of model-free Reinforcement Learning, have been successfully applied to challenging tasks in continuous control, often achieving state-of-the art performance. However, wide-scale adoption of these methods in real-world domains is made difficult by their poor sample efficiency. We address this problem both theoretically and empirically. On the theoretical side, we identify two phenomena preventing efficient exploration in existing state-of-the-art algorithms such as Soft Actor Critic. First, combining a greedy actor update with a pessimistic estimate of the critic leads to the avoidance of actions that the agent does not know about, a phenomenon we call pessimistic underexploration. Second, current algorithms are directionally uninformed, sampling actions with equal probability in opposite directions from the current mean. This is wasteful, since we typically need actions taken along certain directions much more than others. To address both of these phenomena, we introduce a new algorithm, Optimistic Actor Critic, which approximates a lower and upper confidence bound on the state-action value function. This allows us to apply the principle of optimism in the face of uncertainty to perform directed exploration using the upper bound while still using the lower bound to avoid overestimation. We evaluate OAC in several challenging continuous control tasks, achieving state-of the art sample efficiency.

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Generalization in Reinforcement Learning with Selective Noise Injection and Information Bottleneck

The ability for policies to generalize to new environments is key to the broad application of RL agents. A promising approach to prevent an agent's policy from overfitting to a limited set of training environments is to apply regularization techniques originally developed for supervised learning. However, there are stark differences between supervised learning and RL. We discuss those differences and propose modifications to existing regularization techniques in order to better adapt them to RL. In particular, we focus on regularization techniques relying on the injection of noise into the learned function, a family that includes some of the most widely used approaches such as Dropout and Batch Normalization. To adapt them to RL, we propose Selective Noise Injection (SNI), which maintains the regularizing effect the injected noise has, while mitigating the adverse effects it has on the gradient quality. Furthermore, we demonstrate that the Information Bottleneck (IB) is a particularly well suited regularization technique for RL as it is effective in the low-data regime encountered early on in training RL agents. Combining the IB with SNI, we significantly outperform current state of the art results, including on the recently proposed generalization benchmark Coinrun.

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Teacher algorithms for curriculum learning of Deep RL in continuously parameterized environments

We consider the problem of how a teacher algorithm can enable an unknown Deep Reinforcement Learning (DRL) student to become good at a skill over a wide range of diverse environments. To do so, we study how a teacher algorithm can learn to generate a learning curriculum, whereby it sequentially samples parameters controlling a stochastic procedural generation of environments. Because it does not initially know the capacities of its student, a key challenge for the teacher is to discover which environments are easy, difficult or unlearnable, and in what order to propose them to maximize the efficiency of learning over the learnable ones. To achieve this, this problem is transformed into a surrogate continuous bandit problem where the teacher samples environments in order to maximize absolute learning progress of its student. We present a new algorithm modeling absolute learning progress with Gaussian mixture models (ALP-GMM). We also adapt existing algorithms and provide a complete study in the context of DRL. Using parameterized variants of the BipedalWalker environment, we study their efficiency to personalize a learning curriculum for different learners (embodiments), their robustness to the ratio of learnable/unlearnable environments, and their scalability to non-linear and high-dimensional parameter spaces. Videos and code are available at https://github.com/flowersteam/teachDeepRL.

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Fast Context Adaptation via Meta-Learning

We propose CAVIA for meta-learning, a simple extension to MAML that is less prone to meta-overfitting, easier to parallelise, and more interpretable. CAVIA partitions the model parameters into two parts: context parameters that serve as additional input to the model and are adapted on individual tasks, and shared parameters that are meta-trained and shared across tasks. At test time, only the context parameters are updated, leading to a low-dimensional task representation. We show empirically that CAVIA outperforms MAML for regression, classification, and reinforcement learning. Our experiments also highlight weaknesses in current benchmarks, in that the amount of adaptation needed in some cases is small.

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Near-Optimal Online Egalitarian learning in General Sum Repeated Matrix Games

We study two-player general sum repeated finite games where the rewards of each player are generated from an unknown distribution. Our aim is to find the egalitarian bargaining solution (EBS) for the repeated game, which can lead to much higher rewards than the maximin value of both players. Our most important contribution is the derivation of an algorithm that achieves simultaneously, for both players, a high-probability regret bound of order $\mathcal{O}(\sqrt[3]{\ln T}\cdot T^{2/3})$ after any $T$ rounds of play. We demonstrate that our upper bound is nearly optimal by proving a lower bound of $Ω(T^{2/3})$ for any algorithm.

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Meta Reinforcement Learning with Latent Variable Gaussian Processes

Learning from small data sets is critical in many practical applications where data collection is time consuming or expensive, e.g., robotics, animal experiments or drug design. Meta learning is one way to increase the data efficiency of learning algorithms by generalizing learned concepts from a set of training tasks to unseen, but related, tasks. Often, this relationship between tasks is hard coded or relies in some other way on human expertise. In this paper, we frame meta learning as a hierarchical latent variable model and infer the relationship between tasks automatically from data. We apply our framework in a model-based reinforcement learning setting and show that our meta-learning model effectively generalizes to novel tasks by identifying how new tasks relate to prior ones from minimal data. This results in up to a 60% reduction in the average interaction time needed to solve tasks compared to strong baselines.

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