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Kimin Lee

Publications and source records attributed to Kimin Lee.

At least 73 records · Page 4Linked to original sources

Instruction-Following Agents with Multimodal Transformer

Humans are excellent at understanding language and vision to accomplish a wide range of tasks. In contrast, creating general instruction-following embodied agents remains a difficult challenge. Prior work that uses pure language-only models lack visual grounding, making it difficult to connect language instructions with visual observations. On the other hand, methods that use pre-trained multimodal models typically come with divided language and visual representations, requiring designing specialized network architecture to fuse them together. We propose a simple yet effective model for robots to solve instruction-following tasks in vision-based environments. Our \ours method consists of a multimodal transformer that encodes visual observations and language instructions, and a transformer-based policy that predicts actions based on encoded representations. The multimodal transformer is pre-trained on millions of image-text pairs and natural language text, thereby producing generic cross-modal representations of observations and instructions. The transformer-based policy keeps track of the full history of observations and actions, and predicts actions autoregressively. Despite its simplicity, we show that this unified transformer model outperforms all state-of-the-art pre-trained or trained-from-scratch methods in both single-task and multi-task settings. Our model also shows better model scalability and generalization ability than prior work.

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Preference Transformer: Modeling Human Preferences using Transformers for RL

Preference-based reinforcement learning (RL) provides a framework to train agents using human preferences between two behaviors. However, preference-based RL has been challenging to scale since it requires a large amount of human feedback to learn a reward function aligned with human intent. In this paper, we present Preference Transformer, a neural architecture that models human preferences using transformers. Unlike prior approaches assuming human judgment is based on the Markovian rewards which contribute to the decision equally, we introduce a new preference model based on the weighted sum of non-Markovian rewards. We then design the proposed preference model using a transformer architecture that stacks causal and bidirectional self-attention layers. We demonstrate that Preference Transformer can solve a variety of control tasks using real human preferences, while prior approaches fail to work. We also show that Preference Transformer can induce a well-specified reward and attend to critical events in the trajectory by automatically capturing the temporal dependencies in human decision-making. Code is available on the project website: https://sites.google.com/view/preference-transformer.

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Aligning Text-to-Image Models using Human Feedback

Deep generative models have shown impressive results in text-to-image synthesis. However, current text-to-image models often generate images that are inadequately aligned with text prompts. We propose a fine-tuning method for aligning such models using human feedback, comprising three stages. First, we collect human feedback assessing model output alignment from a set of diverse text prompts. We then use the human-labeled image-text dataset to train a reward function that predicts human feedback. Lastly, the text-to-image model is fine-tuned by maximizing reward-weighted likelihood to improve image-text alignment. Our method generates objects with specified colors, counts and backgrounds more accurately than the pre-trained model. We also analyze several design choices and find that careful investigations on such design choices are important in balancing the alignment-fidelity tradeoffs. Our results demonstrate the potential for learning from human feedback to significantly improve text-to-image models.

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HARP: Autoregressive Latent Video Prediction with High-Fidelity Image Generator

Video prediction is an important yet challenging problem; burdened with the tasks of generating future frames and learning environment dynamics. Recently, autoregressive latent video models have proved to be a powerful video prediction tool, by separating the video prediction into two sub-problems: pre-training an image generator model, followed by learning an autoregressive prediction model in the latent space of the image generator. However, successfully generating high-fidelity and high-resolution videos has yet to be seen. In this work, we investigate how to train an autoregressive latent video prediction model capable of predicting high-fidelity future frames with minimal modification to existing models, and produce high-resolution (256x256) videos. Specifically, we scale up prior models by employing a high-fidelity image generator (VQ-GAN) with a causal transformer model, and introduce additional techniques of top-k sampling and data augmentation to further improve video prediction quality. Despite the simplicity, the proposed method achieves competitive performance to state-of-the-art approaches on standard video prediction benchmarks with fewer parameters, and enables high-resolution video prediction on complex and large-scale datasets. Videos are available at https://sites.google.com/view/harp-videos/home.

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Reinforcement Learning with Action-Free Pre-Training from Videos

Recent unsupervised pre-training methods have shown to be effective on language and vision domains by learning useful representations for multiple downstream tasks. In this paper, we investigate if such unsupervised pre-training methods can also be effective for vision-based reinforcement learning (RL). To this end, we introduce a framework that learns representations useful for understanding the dynamics via generative pre-training on videos. Our framework consists of two phases: we pre-train an action-free latent video prediction model, and then utilize the pre-trained representations for efficiently learning action-conditional world models on unseen environments. To incorporate additional action inputs during fine-tuning, we introduce a new architecture that stacks an action-conditional latent prediction model on top of the pre-trained action-free prediction model. Moreover, for better exploration, we propose a video-based intrinsic bonus that leverages pre-trained representations. We demonstrate that our framework significantly improves both final performances and sample-efficiency of vision-based RL in a variety of manipulation and locomotion tasks. Code is available at https://github.com/younggyoseo/apv.

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Reward Uncertainty for Exploration in Preference-based Reinforcement Learning

Conveying complex objectives to reinforcement learning (RL) agents often requires meticulous reward engineering. Preference-based RL methods are able to learn a more flexible reward model based on human preferences by actively incorporating human feedback, i.e. teacher's preferences between two clips of behaviors. However, poor feedback-efficiency still remains a problem in current preference-based RL algorithms, as tailored human feedback is very expensive. To handle this issue, previous methods have mainly focused on improving query selection and policy initialization. At the same time, recent exploration methods have proven to be a recipe for improving sample-efficiency in RL. We present an exploration method specifically for preference-based RL algorithms. Our main idea is to design an intrinsic reward by measuring the novelty based on learned reward. Specifically, we utilize disagreement across ensemble of learned reward models. Our intuition is that disagreement in learned reward model reflects uncertainty in tailored human feedback and could be useful for exploration. Our experiments show that exploration bonus from uncertainty in learned reward improves both feedback- and sample-efficiency of preference-based RL algorithms on complex robot manipulation tasks from MetaWorld benchmarks, compared with other existing exploration methods that measure the novelty of state visitation.

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SURF: Semi-supervised Reward Learning with Data Augmentation for Feedback-efficient Preference-based Reinforcement Learning

Preference-based reinforcement learning (RL) has shown potential for teaching agents to perform the target tasks without a costly, pre-defined reward function by learning the reward with a supervisor's preference between the two agent behaviors. However, preference-based learning often requires a large amount of human feedback, making it difficult to apply this approach to various applications. This data-efficiency problem, on the other hand, has been typically addressed by using unlabeled samples or data augmentation techniques in the context of supervised learning. Motivated by the recent success of these approaches, we present SURF, a semi-supervised reward learning framework that utilizes a large amount of unlabeled samples with data augmentation. In order to leverage unlabeled samples for reward learning, we infer pseudo-labels of the unlabeled samples based on the confidence of the preference predictor. To further improve the label-efficiency of reward learning, we introduce a new data augmentation that temporally crops consecutive subsequences from the original behaviors. Our experiments demonstrate that our approach significantly improves the feedback-efficiency of the state-of-the-art preference-based method on a variety of locomotion and robotic manipulation tasks.

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Towards More Generalizable One-shot Visual Imitation Learning

A general-purpose robot should be able to master a wide range of tasks and quickly learn a novel one by leveraging past experiences. One-shot imitation learning (OSIL) approaches this goal by training an agent with (pairs of) expert demonstrations, such that at test time, it can directly execute a new task from just one demonstration. However, so far this framework has been limited to training on many variations of one task, and testing on other unseen but similar variations of the same task. In this work, we push for a higher level of generalization ability by investigating a more ambitious multi-task setup. We introduce a diverse suite of vision-based robot manipulation tasks, consisting of 7 tasks, a total of 61 variations, and a continuum of instances within each variation. For consistency and comparison purposes, we first train and evaluate single-task agents (as done in prior few-shot imitation work). We then study the multi-task setting, where multi-task training is followed by (i) one-shot imitation on variations within the training tasks, (ii) one-shot imitation on new tasks, and (iii) fine-tuning on new tasks. Prior state-of-the-art, while performing well within some single tasks, struggles in these harder multi-task settings. To address these limitations, we propose MOSAIC (Multi-task One-Shot Imitation with self-Attention and Contrastive learning), which integrates a self-attention model architecture and a temporal contrastive module to enable better task disambiguation and more robust representation learning. Our experiments show that MOSAIC outperforms prior state of the art in learning efficiency, final performance, and learns a multi-task policy with promising generalization ability via fine-tuning on novel tasks.

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Improving Transferability of Representations via Augmentation-Aware Self-Supervision

Recent unsupervised representation learning methods have shown to be effective in a range of vision tasks by learning representations invariant to data augmentations such as random cropping and color jittering. However, such invariance could be harmful to downstream tasks if they rely on the characteristics of the data augmentations, e.g., location- or color-sensitive. This is not an issue just for unsupervised learning; we found that this occurs even in supervised learning because it also learns to predict the same label for all augmented samples of an instance. To avoid such failures and obtain more generalizable representations, we suggest to optimize an auxiliary self-supervised loss, coined AugSelf, that learns the difference of augmentation parameters (e.g., cropping positions, color adjustment intensities) between two randomly augmented samples. Our intuition is that AugSelf encourages to preserve augmentation-aware information in learned representations, which could be beneficial for their transferability. Furthermore, AugSelf can easily be incorporated into recent state-of-the-art representation learning methods with a negligible additional training cost. Extensive experiments demonstrate that our simple idea consistently improves the transferability of representations learned by supervised and unsupervised methods in various transfer learning scenarios. The code is available at https://github.com/hankook/AugSelf.

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B-Pref: Benchmarking Preference-Based Reinforcement Learning

Reinforcement learning (RL) requires access to a reward function that incentivizes the right behavior, but these are notoriously hard to specify for complex tasks. Preference-based RL provides an alternative: learning policies using a teacher's preferences without pre-defined rewards, thus overcoming concerns associated with reward engineering. However, it is difficult to quantify the progress in preference-based RL due to the lack of a commonly adopted benchmark. In this paper, we introduce B-Pref: a benchmark specially designed for preference-based RL. A key challenge with such a benchmark is providing the ability to evaluate candidate algorithms quickly, which makes relying on real human input for evaluation prohibitive. At the same time, simulating human input as giving perfect preferences for the ground truth reward function is unrealistic. B-Pref alleviates this by simulating teachers with a wide array of irrationalities, and proposes metrics not solely for performance but also for robustness to these potential irrationalities. We showcase the utility of B-Pref by using it to analyze algorithmic design choices, such as selecting informative queries, for state-of-the-art preference-based RL algorithms. We hope that B-Pref can serve as a common starting point to study preference-based RL more systematically. Source code is available at https://github.com/rll-research/B-Pref.

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Offline-to-Online Reinforcement Learning via Balanced Replay and Pessimistic Q-Ensemble

Recent advance in deep offline reinforcement learning (RL) has made it possible to train strong robotic agents from offline datasets. However, depending on the quality of the trained agents and the application being considered, it is often desirable to fine-tune such agents via further online interactions. In this paper, we observe that state-action distribution shift may lead to severe bootstrap error during fine-tuning, which destroys the good initial policy obtained via offline RL. To address this issue, we first propose a balanced replay scheme that prioritizes samples encountered online while also encouraging the use of near-on-policy samples from the offline dataset. Furthermore, we leverage multiple Q-functions trained pessimistically offline, thereby preventing overoptimism concerning unfamiliar actions at novel states during the initial training phase. We show that the proposed method improves sample-efficiency and final performance of the fine-tuned robotic agents on various locomotion and manipulation tasks. Our code is available at: https://github.com/shlee94/Off2OnRL.

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Improving Computational Efficiency in Visual Reinforcement Learning via Stored Embeddings

Recent advances in off-policy deep reinforcement learning (RL) have led to impressive success in complex tasks from visual observations. Experience replay improves sample-efficiency by reusing experiences from the past, and convolutional neural networks (CNNs) process high-dimensional inputs effectively. However, such techniques demand high memory and computational bandwidth. In this paper, we present Stored Embeddings for Efficient Reinforcement Learning (SEER), a simple modification of existing off-policy RL methods, to address these computational and memory requirements. To reduce the computational overhead of gradient updates in CNNs, we freeze the lower layers of CNN encoders early in training due to early convergence of their parameters. Additionally, we reduce memory requirements by storing the low-dimensional latent vectors for experience replay instead of high-dimensional images, enabling an adaptive increase in the replay buffer capacity, a useful technique in constrained-memory settings. In our experiments, we show that SEER does not degrade the performance of RL agents while significantly saving computation and memory across a diverse set of DeepMind Control environments and Atari games.

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URLB: Unsupervised Reinforcement Learning Benchmark

Deep Reinforcement Learning (RL) has emerged as a powerful paradigm to solve a range of complex yet specific control tasks. Yet training generalist agents that can quickly adapt to new tasks remains an outstanding challenge. Recent advances in unsupervised RL have shown that pre-training RL agents with self-supervised intrinsic rewards can result in efficient adaptation. However, these algorithms have been hard to compare and develop due to the lack of a unified benchmark. To this end, we introduce the Unsupervised Reinforcement Learning Benchmark (URLB). URLB consists of two phases: reward-free pre-training and downstream task adaptation with extrinsic rewards. Building on the DeepMind Control Suite, we provide twelve continuous control tasks from three domains for evaluation and open-source code for eight leading unsupervised RL methods. We find that the implemented baselines make progress but are not able to solve URLB and propose directions for future research.

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Skill Preferences: Learning to Extract and Execute Robotic Skills from Human Feedback

A promising approach to solving challenging long-horizon tasks has been to extract behavior priors (skills) by fitting generative models to large offline datasets of demonstrations. However, such generative models inherit the biases of the underlying data and result in poor and unusable skills when trained on imperfect demonstration data. To better align skill extraction with human intent we present Skill Preferences (SkiP), an algorithm that learns a model over human preferences and uses it to extract human-aligned skills from offline data. After extracting human-preferred skills, SkiP also utilizes human feedback to solve down-stream tasks with RL. We show that SkiP enables a simulated kitchen robot to solve complex multi-step manipulation tasks and substantially outperforms prior leading RL algorithms with human preferences as well as leading skill extraction algorithms without human preferences.

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Decision Transformer: Reinforcement Learning via Sequence Modeling

We introduce a framework that abstracts Reinforcement Learning (RL) as a sequence modeling problem. This allows us to draw upon the simplicity and scalability of the Transformer architecture, and associated advances in language modeling such as GPT-x and BERT. In particular, we present Decision Transformer, an architecture that casts the problem of RL as conditional sequence modeling. Unlike prior approaches to RL that fit value functions or compute policy gradients, Decision Transformer simply outputs the optimal actions by leveraging a causally masked Transformer. By conditioning an autoregressive model on the desired return (reward), past states, and actions, our Decision Transformer model can generate future actions that achieve the desired return. Despite its simplicity, Decision Transformer matches or exceeds the performance of state-of-the-art model-free offline RL baselines on Atari, OpenAI Gym, and Key-to-Door tasks.

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State Entropy Maximization with Random Encoders for Efficient Exploration

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

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SUNRISE: A Simple Unified Framework for Ensemble Learning in Deep Reinforcement Learning

Off-policy deep reinforcement learning (RL) has been successful in a range of challenging domains. However, standard off-policy RL algorithms can suffer from several issues, such as instability in Q-learning and balancing exploration and exploitation. To mitigate these issues, we present SUNRISE, a simple unified ensemble method, which is compatible with various off-policy RL algorithms. SUNRISE integrates two key ingredients: (a) ensemble-based weighted Bellman backups, which re-weight target Q-values based on uncertainty estimates from a Q-ensemble, and (b) an inference method that selects actions using the highest upper-confidence bounds for efficient exploration. By enforcing the diversity between agents using Bootstrap with random initialization, we show that these different ideas are largely orthogonal and can be fruitfully integrated, together further improving the performance of existing off-policy RL algorithms, such as Soft Actor-Critic and Rainbow DQN, for both continuous and discrete control tasks on both low-dimensional and high-dimensional environments. Our training code is available at https://github.com/pokaxpoka/sunrise.

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PEBBLE: Feedback-Efficient Interactive Reinforcement Learning via Relabeling Experience and Unsupervised Pre-training

Conveying complex objectives to reinforcement learning (RL) agents can often be difficult, involving meticulous design of reward functions that are sufficiently informative yet easy enough to provide. Human-in-the-loop RL methods allow practitioners to instead interactively teach agents through tailored feedback; however, such approaches have been challenging to scale since human feedback is very expensive. In this work, we aim to make this process more sample- and feedback-efficient. We present an off-policy, interactive RL algorithm that capitalizes on the strengths of both feedback and off-policy learning. Specifically, we learn a reward model by actively querying a teacher's preferences between two clips of behavior and use it to train an agent. To enable off-policy learning, we relabel all the agent's past experience when its reward model changes. We additionally show that pre-training our agents with unsupervised exploration substantially increases the mileage of its queries. We demonstrate that our approach is capable of learning tasks of higher complexity than previously considered by human-in-the-loop methods, including a variety of locomotion and robotic manipulation skills. We also show that our method is able to utilize real-time human feedback to effectively prevent reward exploitation and learn new behaviors that are difficult to specify with standard reward functions.

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