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Khimya Khetarpal

Publications and source records attributed to Khimya Khetarpal.

At least 19 recordsLinked to original sources

The Geometry of Learning to Avoid Interventions

Human interventions are a common source of supervision in autonomous systems during deployment. Many existing approaches are based on avoiding interventions, yet the consequences of this objective are not well understood. We develop a geometric perspective on intervention learning that characterizes intervention avoidance as constraining policies to a face of the occupancy measure polytope. This view reveals that the effectiveness of intervention learning depends on the informativeness of the intervention strategy: highly informative interventions uniquely determine the solution, while weak interventions leave a large set of feasible policies, many of which are suboptimal. Motivated by this under-specification, we define Robust Intervention Learning (RIL) as the problem of learning policies that perform well under varying levels of intervention informativeness. From the geometric formulation, we derive Residual Intervention Fine-Tuning (RIFT), which combines interventions with a prior policy to select among feasible solutions. We show that RIFT provides provable improvement over the prior and corresponds to solving a constrained reinforcement learning problem with an induced reward. Empirically, RIFT yields consistent policy improvement across a range of intervention settings, particularly when interventions are sparse or weakly informative. These results highlight the importance of accounting for intervention informativeness and suggest a principled path toward robust learning from human feedback.

cs.LG

Preventing Learning Stagnation in PPO by Scaling to 1 Million Parallel Environments

An agent's performance stagnating at a suboptimal level is a common problem in deep on-policy RL. Focusing on PPO, we show that plateaus in certain regimes arise not because of known exploration, capacity, or optimisation challenges, but because sample-based estimates of the loss eventually become poor proxies for the true objective over the course of training. Looking deeper, PPO alternates between sampling rollouts from several parallel environments online using the current policy (which we call the "outer loop") and performing repeated minibatch SGD steps against this offline dataset (the "inner loop"). In our work, we abstract away the inner loop, and conceptually model the outer loop as standard stochastic optimisation. The step size is then controlled by the regularisation strength towards the previous policy and the gradient noise by the number of samples collected between policy update steps. This framing predicts that, much like in SGD, if the outer step size is too large relative to the noise, updates become uninformative and lead to the policy thrashing around a local optimum instead of converging. Recasting PPO in this light makes it clear that there are two ways to address this particular type of learning stagnation: either reduce the step size or increase the number of samples collected between updates. We validate the predictions of our model and conclude that increasing the number of parallel environments is a simple way to avoid these plateaus by simultaneously altering both these factors. Applying our analysis and scaling PPO to more than 1M parallel environments enables monotonic performance improvement up to one trillion transitions and leads to vastly superior performance compared to prior baselines in a complex open-ended domain.

cs.LG

Difference-Aware Retrieval Policies for Imitation Learning

Parametric imitation learning via behavior cloning can suffer from poor generalization to out-of-distribution states due to compounding errors during deployment. We show that reusing the training data during inference via a semi-parametric retrieval-based imitation learning approach can alleviate this challenge. We present Difference-Aware Retrieval Policies for Imitation Learning (DARP), a semi-parametric retrieval-based imitation learning approach that addresses this limitation by reparameterizing the imitation learning problem in terms of local neighborhood structure rather than direct state-to-action mappings. Instead of learning a global policy, DARP trains a model to predict actions based on $k$-nearest neighbors from expert demonstrations, their corresponding actions, and the relative distance vectors between neighbor states and query states. DARP requires no additional assumptions beyond those made for standard behavior cloning -- it does not require additional data collection, online expert feedback, or task-specific knowledge. We demonstrate consistent performance improvements of 15-46% over standard behavior cloning across diverse domains, including continuous control and robotic manipulation, and across different representations, including high-dimensional visual features. Code and demos are available at https://weirdlabuw.github.io/darp-site/.

cs.RO

Self-Predictive Representations for Combinatorial Generalization in Behavioral Cloning

While goal-conditioned behavior cloning (GCBC) methods can perform well on in-distribution training tasks, they do not necessarily generalize zero-shot to tasks that require conditioning on novel state-goal pairs, i.e. combinatorial generalization. In part, this limitation can be attributed to a lack of temporal consistency in the state representation learned by BC; if temporally correlated states are properly encoded to similar latent representations, then the out-of-distribution gap for novel state-goal pairs would be reduced. We formalize this notion by demonstrating how encouraging long-range temporal consistency via successor representations (SR) can facilitate generalization. We then propose a simple yet effective representation learning objective, $\text{BYOL-}γ$ for GCBC, which theoretically approximates the successor representation in the finite MDP case through self-predictive representations, and achieves competitive empirical performance across a suite of challenging tasks requiring combinatorial generalization.

cs.LG

Affordances Enable Partial World Modeling with LLMs

Full models of the world require complex knowledge of immense detail. While pre-trained large models have been hypothesized to contain similar knowledge due to extensive pre-training on vast amounts of internet scale data, using them directly in a search procedure is inefficient and inaccurate. Conversely, partial models focus on making high quality predictions for a subset of state and actions: those linked through affordances that achieve user intents~\citep{khetarpal2020can}. Can we posit large models as partial world models? We provide a formal answer to this question, proving that agents achieving task-agnostic, language-conditioned intents necessarily possess predictive partial-world models informed by affordances. In the multi-task setting, we introduce distribution-robust affordances and show that partial models can be extracted to significantly improve search efficiency. Empirical evaluations in tabletop robotics tasks demonstrate that our affordance-aware partial models reduce the search branching factor and achieve higher rewards compared to full world models.

cs.LG

Plasticity as the Mirror of Empowerment

Agents are minimally entities that are influenced by their past observations and act to influence future observations. This latter capacity is captured by empowerment, which has served as a vital framing concept across artificial intelligence and cognitive science. This former capacity, however, is equally foundational: In what ways, and to what extent, can an agent be influenced by what it observes? In this paper, we ground this concept in a universal agent-centric measure that we refer to as plasticity, and reveal a fundamental connection to empowerment. Following a set of desiderata on a suitable definition, we define plasticity using a new information-theoretic quantity we call the generalized directed information. We show that this new quantity strictly generalizes the directed information introduced by Massey (1990) while preserving all of its desirable properties. Under this definition, we find that plasticity is well thought of as the mirror of empowerment: The two concepts are defined using the same measure, with only the direction of influence reversed. Our main result establishes a tension between the plasticity and empowerment of an agent, suggesting that agent design needs to be mindful of both characteristics. We explore the implications of these findings, and suggest that plasticity, empowerment, and their relationship are essential to understanding agency

cs.AI

Optimizing Return Distributions with Distributional Dynamic Programming

We introduce distributional dynamic programming (DP) methods for optimizing statistical functionals of the return distribution, with standard reinforcement learning as a special case. Previous distributional DP methods could optimize the same class of expected utilities as classic DP. To go beyond, we combine distributional DP with stock augmentation, a technique previously introduced for classic DP in the context of risk-sensitive RL, where the MDP state is augmented with a statistic of the rewards obtained since the first time step. We find that a number of recently studied problems can be formulated as stock-augmented return distribution optimization, and we show that we can use distributional DP to solve them. We analyze distributional value and policy iteration, with bounds and a study of what objectives these distributional DP methods can or cannot optimize. We describe a number of applications outlining how to use distributional DP to solve different stock-augmented return distribution optimization problems, for example maximizing conditional value-at-risk, and homeostatic regulation. To highlight the practical potential of stock-augmented return distribution optimization and distributional DP, we introduce an agent that combines DQN and the core ideas of distributional DP, and empirically evaluate it for solving instances of the applications discussed.

cs.LG

Cracking the Code of Action: a Generative Approach to Affordances for Reinforcement Learning

Agents that can autonomously navigate the web through a graphical user interface (GUI) using a unified action space (e.g., mouse and keyboard actions) can require very large amounts of domain-specific expert demonstrations to achieve good performance. Low sample efficiency is often exacerbated in sparse-reward and large-action-space environments, such as a web GUI, where only a few actions are relevant in any given situation. In this work, we consider the low-data regime, with limited or no access to expert behavior. To enable sample-efficient learning, we explore the effect of constraining the action space through $\textit{intent-based affordances}$ -- i.e., considering in any situation only the subset of actions that achieve a desired outcome. We propose $\textbf{Code as Generative Affordances}$ $(\textbf{$\texttt{CoGA}$})$, a method that leverages pre-trained vision-language models (VLMs) to generate code that determines affordable actions through implicit intent-completion functions and using a fully-automated program generation and verification pipeline. These programs are then used in-the-loop of a reinforcement learning agent to return a set of affordances given a pixel observation. By greatly reducing the number of actions that an agent must consider, we demonstrate on a wide range of tasks in the MiniWob++ benchmark that: $\textbf{1)}$ $\texttt{CoGA}$ is orders of magnitude more sample efficient than its RL agent, $\textbf{2)}$ $\texttt{CoGA}$'s programs can generalize within a family of tasks, and $\textbf{3)}$ $\texttt{CoGA}$ performs better or on par compared with behavior cloning when a small number of expert demonstrations is available.

cs.AI

Representation Learning via Non-Contrastive Mutual Information

Labeling data is often very time consuming and expensive, leaving us with a majority of unlabeled data. Self-supervised representation learning methods such as SimCLR (Chen et al., 2020) or BYOL (Grill et al., 2020) have been very successful at learning meaningful latent representations from unlabeled image data, resulting in much more general and transferable representations for downstream tasks. Broadly, self-supervised methods fall into two types: 1) Contrastive methods, such as SimCLR; and 2) Non-Contrastive methods, such as BYOL. Contrastive methods are generally trying to maximize mutual information between related data points, so they need to compare every data point to every other data point, resulting in high variance, and thus requiring large batch sizes to work well. Non-contrastive methods like BYOL have much lower variance as they do not need to make pairwise comparisons, but are much trickier to implement as they have the possibility of collapsing to a constant vector. In this paper, we aim to develop a self-supervised objective that combines the strength of both types. We start with a particular contrastive method called the Spectral Contrastive Loss (HaoChen et al., 2021; Lu et al., 2024), and we convert it into a more general non-contrastive form; this removes the pairwise comparisons resulting in lower variance, but keeps the mutual information formulation of the contrastive method preventing collapse. We call our new objective the Mutual Information Non-Contrastive (MINC) loss. We test MINC by learning image representations on ImageNet (similar to SimCLR and BYOL) and show that it consistently improves upon the Spectral Contrastive loss baseline.

cs.LG

Long Range Navigator (LRN): Extending robot planning horizons beyond metric maps

A robot navigating an outdoor environment with no prior knowledge of the space must rely on its local sensing to perceive its surroundings and plan. This can come in the form of a local metric map or local policy with some fixed horizon. Beyond that, there is a fog of unknown space marked with some fixed cost. A limited planning horizon can often result in myopic decisions leading the robot off course or worse, into very difficult terrain. Ideally, we would like the robot to have full knowledge that can be orders of magnitude larger than a local cost map. In practice, this is intractable due to sparse sensing information and often computationally expensive. In this work, we make a key observation that long-range navigation only necessitates identifying good frontier directions for planning instead of full map knowledge. To this end, we propose Long Range Navigator (LRN), that learns an intermediate affordance representation mapping high-dimensional camera images to `affordable' frontiers for planning, and then optimizing for maximum alignment with the desired goal. LRN notably is trained entirely on unlabeled ego-centric videos making it easy to scale and adapt to new platforms. Through extensive off-road experiments on Spot and a Big Vehicle, we find that augmenting existing navigation stacks with LRN reduces human interventions at test-time and leads to faster decision making indicating the relevance of LRN. https://personalrobotics.github.io/lrn

cs.RO

Agency Is Frame-Dependent

Agency is a system's capacity to steer outcomes toward a goal, and is a central topic of study across biology, philosophy, cognitive science, and artificial intelligence. Determining if a system exhibits agency is a notoriously difficult question: Dennett (1989), for instance, highlights the puzzle of determining which principles can decide whether a rock, a thermostat, or a robot each possess agency. We here address this puzzle from the viewpoint of reinforcement learning by arguing that agency is fundamentally frame-dependent: Any measurement of a system's agency must be made relative to a reference frame. We support this claim by presenting a philosophical argument that each of the essential properties of agency proposed by Barandiaran et al. (2009) and Moreno (2018) are themselves frame-dependent. We conclude that any basic science of agency requires frame-dependence, and discuss the implications of this claim for reinforcement learning.

cs.AI

Normalization and effective learning rates in reinforcement learning

Normalization layers have recently experienced a renaissance in the deep reinforcement learning and continual learning literature, with several works highlighting diverse benefits such as improving loss landscape conditioning and combatting overestimation bias. However, normalization brings with it a subtle but important side effect: an equivalence between growth in the norm of the network parameters and decay in the effective learning rate. This becomes problematic in continual learning settings, where the resulting effective learning rate schedule may decay to near zero too quickly relative to the timescale of the learning problem. We propose to make the learning rate schedule explicit with a simple re-parameterization which we call Normalize-and-Project (NaP), which couples the insertion of normalization layers with weight projection, ensuring that the effective learning rate remains constant throughout training. This technique reveals itself as a powerful analytical tool to better understand learning rate schedules in deep reinforcement learning, and as a means of improving robustness to nonstationarity in synthetic plasticity loss benchmarks along with both the single-task and sequential variants of the Arcade Learning Environment. We also show that our approach can be easily applied to popular architectures such as ResNets and transformers while recovering and in some cases even slightly improving the performance of the base model in common stationary benchmarks.

cs.LG

Toward Human-AI Alignment in Large-Scale Multi-Player Games

Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level behavioral tasks instead of low-level policies. Our approach has three components. First, we analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games), uncovering behavioral patterns in a complex task space. This task space serves as a basis set for a behavior manifold capturing interpretable axes: fight-flight, explore-exploit, and solo-multi-agent. Second, we train an AI agent to play Bleeding Edge using a Generative Pretrained Causal Transformer and measure its behavior. Third, we project human and AI gameplay to the proposed behavior manifold to compare and contrast. This allows us to interpret differences in policy as higher-level behavioral concepts, e.g., we find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity. Furthermore, AI agents predominantly engage in solo play, while humans often engage in cooperative and competitive multi-agent patterns. These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications. Our study advances the alignment discussion in AI and especially generative AI research, offering a measurable framework for interpretable human-agent alignment in multiplayer gaming.

cs.AI

A Unifying Framework for Action-Conditional Self-Predictive Reinforcement Learning

Learning a good representation is a crucial challenge for Reinforcement Learning (RL) agents. Self-predictive learning provides means to jointly learn a latent representation and dynamics model by bootstrapping from future latent representations (BYOL). Recent work has developed theoretical insights into these algorithms by studying a continuous-time ODE model for self-predictive representation learning under the simplifying assumption that the algorithm depends on a fixed policy (BYOL-$Π$); this assumption is at odds with practical instantiations of such algorithms, which explicitly condition their predictions on future actions. In this work, we take a step towards bridging the gap between theory and practice by analyzing an action-conditional self-predictive objective (BYOL-AC) using the ODE framework, characterizing its convergence properties and highlighting important distinctions between the limiting solutions of the BYOL-$Π$ and BYOL-AC dynamics. We show how the two representations are related by a variance equation. This connection leads to a novel variance-like action-conditional objective (BYOL-VAR) and its corresponding ODE. We unify the study of all three objectives through two complementary lenses; a model-based perspective, where each objective is shown to be equivalent to a low-rank approximation of certain dynamics, and a model-free perspective, which establishes relationships between the objectives and their respective value, Q-value, and advantage function. Our empirical investigations, encompassing both linear function approximation and Deep RL environments, demonstrates that BYOL-AC is better overall in a variety of different settings.

cs.LG

Disentangling the Causes of Plasticity Loss in Neural Networks

Underpinning the past decades of work on the design, initialization, and optimization of neural networks is a seemingly innocuous assumption: that the network is trained on a \textit{stationary} data distribution. In settings where this assumption is violated, e.g.\ deep reinforcement learning, learning algorithms become unstable and brittle with respect to hyperparameters and even random seeds. One factor driving this instability is the loss of plasticity, meaning that updating the network's predictions in response to new information becomes more difficult as training progresses. While many recent works provide analyses and partial solutions to this phenomenon, a fundamental question remains unanswered: to what extent do known mechanisms of plasticity loss overlap, and how can mitigation strategies be combined to best maintain the trainability of a network? This paper addresses these questions, showing that loss of plasticity can be decomposed into multiple independent mechanisms and that, while intervening on any single mechanism is insufficient to avoid the loss of plasticity in all cases, intervening on multiple mechanisms in conjunction results in highly robust learning algorithms. We show that a combination of layer normalization and weight decay is highly effective at maintaining plasticity in a variety of synthetic nonstationary learning tasks, and further demonstrate its effectiveness on naturally arising nonstationarities, including reinforcement learning in the Arcade Learning Environment.

cs.LG

Forecaster: Towards Temporally Abstract Tree-Search Planning from Pixels

The ability to plan at many different levels of abstraction enables agents to envision the long-term repercussions of their decisions and thus enables sample-efficient learning. This becomes particularly beneficial in complex environments from high-dimensional state space such as pixels, where the goal is distant and the reward sparse. We introduce Forecaster, a deep hierarchical reinforcement learning approach which plans over high-level goals leveraging a temporally abstract world model. Forecaster learns an abstract model of its environment by modelling the transitions dynamics at an abstract level and training a world model on such transition. It then uses this world model to choose optimal high-level goals through a tree-search planning procedure. It additionally trains a low-level policy that learns to reach those goals. Our method not only captures building world models with longer horizons, but also, planning with such models in downstream tasks. We empirically demonstrate Forecaster's potential in both single-task learning and generalization to new tasks in the AntMaze domain.

cs.AI

Discovering Object-Centric Generalized Value Functions From Pixels

Deep Reinforcement Learning has shown significant progress in extracting useful representations from high-dimensional inputs albeit using hand-crafted auxiliary tasks and pseudo rewards. Automatically learning such representations in an object-centric manner geared towards control and fast adaptation remains an open research problem. In this paper, we introduce a method that tries to discover meaningful features from objects, translating them to temporally coherent "question" functions and leveraging the subsequent learned general value functions for control. We compare our approach with state-of-the-art techniques alongside other ablations and show competitive performance in both stationary and non-stationary settings. Finally, we also investigate the discovered general value functions and through qualitative analysis show that the learned representations are not only interpretable but also, centered around objects that are invariant to changes across tasks facilitating fast adaptation.

cs.LG

Sequoia: A Software Framework to Unify Continual Learning Research

The field of Continual Learning (CL) seeks to develop algorithms that accumulate knowledge and skills over time through interaction with non-stationary environments. In practice, a plethora of evaluation procedures (settings) and algorithmic solutions (methods) exist, each with their own potentially disjoint set of assumptions. This variety makes measuring progress in CL difficult. We propose a taxonomy of settings, where each setting is described as a set of assumptions. A tree-shaped hierarchy emerges from this view, where more general settings become the parents of those with more restrictive assumptions. This makes it possible to use inheritance to share and reuse research, as developing a method for a given setting also makes it directly applicable onto any of its children. We instantiate this idea as a publicly available software framework called Sequoia, which features a wide variety of settings from both the Continual Supervised Learning (CSL) and Continual Reinforcement Learning (CRL) domains. Sequoia also includes a growing suite of methods which are easy to extend and customize, in addition to more specialized methods from external libraries. We hope that this new paradigm and its first implementation can help unify and accelerate research in CL. You can help us grow the tree by visiting www.github.com/lebrice/Sequoia.

cs.LG