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Levi H. S. Lelis

Publications and source records attributed to Levi H. S. Lelis.

At least 19 recordsLinked to original sources

Structure-Induced Information for Rerooting Levin Tree Search

Subgoal-based policy tree search, which uses a policy to guide search, is effective for complex single-agent deterministic problems but often relies on explicit subgoal generation that can incur substantial overhead and hinders scalability. In this paper, we overcome these limitations by using a learned ``rerooter'' through the recently-introduced $\sqrt{\text{LTS}}$ algorithm. A rerooter implicitly decomposes the problem into soft subtasks. While previous work focused on the formal guarantees for given or handcrafted rerooters, in this work we propose three rerooter designs: (i) a clustering-based rerooter that exploits global state-space structure, (ii) a heuristic-based rerooter that leverages learned cost-to-go estimates, and (iii) a hybrid that combines both signals. Our framework avoids having to explicitly reconstruct and reason over generated subgoals, thereby enabling scalable allocation of search effort with significantly lower computational overhead. Empirically, our rerooting-based methods scale to complex environments where subgoal-based policy tree search fails, and achieve state-of-the-art online training efficiency on the domains tested.

cs.AI↗

Gradient-Based Program Synthesis with Neurally Interpreted Languages

A central challenge in program induction has long been the trade-off between symbolic and neural approaches. Symbolic methods offer compositional generalisation and data efficiency, yet their scalability is constrained by formalisms such as domain-specific languages (DSLs), which are labour-intensive to create and may not transfer to new domains. In contrast, neural networks flexibly learn from data but tend to generalise poorly in compositional and out-of-distribution settings. We bridge this divide with an instance of a Latent Adaptation Network architecture named Neural Language Interpreter (NLI), which learns its own discrete, symbolic-like programming language end-to-end. NLI autonomously discovers a vocabulary of primitive operations and uses a novel differentiable neural executor to interpret variable-length sequences of these primitives. This allows NLI to represent programs that are not bound to a constant number of computation steps, enabling it to solve more complex problems than those seen during training. To make these discrete, compositional program structures amenable to gradient-based optimisation, we employ the Gumbel-Softmax relaxation, enabling the entire model to be trained end-to-end. Crucially, this same differentiability enables powerful test-time adaptation. At inference, NLI's program inductor provides an initial program guess. This guess is then refined via gradient descent through the neural executor, enabling efficient search for the neural program that best explains the given data. We demonstrate that NLI outperforms in-context learning, test-time training, and continuous latent program networks on tasks that require combinatorial generalisation and rapid adaptation to unseen tasks. Our results establish a new path toward models that combine the compositionality of discrete languages with the gradient-based search and end-to-end learning of neural networks.

cs.LG↗

Subgoal-Guided Policy Heuristic Search with Learned Subgoals

Policy tree search is a family of tree search algorithms that use a policy to guide the search. These algorithms provide guarantees on the number of expansions required to solve a given problem that are based on the quality of the policy. While these algorithms have shown promising results, the process in which they are trained requires complete solution trajectories to train the policy. Search trajectories are obtained during a trial-and-error search process. When the training problem instances are hard, learning can be prohibitively costly, especially when starting from a randomly initialized policy. As a result, search samples are wasted in failed attempts to solve these hard instances. This paper introduces a novel method for learning subgoal-based policies for policy tree search algorithms. The subgoals and policies conditioned on subgoals are learned from the trees that the search expands while attempting to solve problems, including the search trees of failed attempts. We empirically show that our policy formulation and training method improve the sample efficiency of learning a policy and heuristic function in this online setting.

cs.AI↗

Common Benchmarks Undervalue the Generalization Power of Programmatic Policies

Algorithms for learning programmatic representations for sequential decision-making problems are often evaluated on out-of-distribution (OOD) problems, with the common conclusion that programmatic policies generalize better than neural policies on OOD problems. In this position paper, we argue that commonly used benchmarks undervalue the generalization capabilities of programmatic representations. We analyze the experiments of four papers from the literature and show that neural policies, which were shown not to generalize, can generalize as effectively as programmatic policies on OOD problems. This is achieved with simple changes in the neural policies training pipeline. Namely, we show that simpler neural architectures with the same type of sparse observation used with programmatic policies can help attain OOD generalization. Another modification we have shown to be effective is the use of reward functions that allow for safer policies (e.g., agents that drive slowly can generalize better). Also, we argue for creating benchmark problems highlighting concepts needed for OOD generalization that may challenge neural policies but align with programmatic representations, such as tasks requiring algorithmic constructs like stacks.

cs.LG↗

InnateCoder: Learning Programmatic Options with Foundation Models

Outside of transfer learning settings, reinforcement learning agents start their learning process from a clean slate. As a result, such agents have to go through a slow process to learn even the most obvious skills required to solve a problem. In this paper, we present InnateCoder, a system that leverages human knowledge encoded in foundation models to provide programmatic policies that encode "innate skills" in the form of temporally extended actions, or options. In contrast to existing approaches to learning options, InnateCoder learns them from the general human knowledge encoded in foundation models in a zero-shot setting, and not from the knowledge the agent gains by interacting with the environment. Then, InnateCoder searches for a programmatic policy by combining the programs encoding these options into larger and more complex programs. We hypothesized that InnateCoder's way of learning and using options could improve the sampling efficiency of current methods for learning programmatic policies. Empirical results in MicroRTS and Karel the Robot support our hypothesis, since they show that InnateCoder is more sample efficient than versions of the system that do not use options or learn them from experience.

cs.LG↗

Exponential Speedups by Rerooting Levin Tree Search

Levin Tree Search (LTS) (Orseau et al., 2018) is a search algorithm for deterministic environments that uses a user-specified policy to guide the search. It comes with a formal guarantee on the number of search steps (node visits) for finding a solution node that depends on the quality of the policy. In this paper, we introduce a new algorithm, called $\sqrt{\text{LTS}}$ (pronounce root-LTS), which implicitly starts an LTS search rooted at every node of the search tree. Each LTS search is assigned a rerooting weight by a (user-defined or learnt) rerooter, and the search effort is shared between all LTS searches proportionally to their weights. The rerooting mechanism implicitly decomposes the search space into subtasks, leading to significant speedups. We prove that the number of node visits that $\sqrt{\text{LTS}}$ takes is competitive with the best decomposition into subtasks, at the price of a factor that relates to the uncertainty of the rerooter. If LTS takes time $T$, in the best case with $q$ rerooting points, $\sqrt{\text{LTS}}$ only takes time $O(q\sqrt[q]{T})$. Like the policy, the rerooter can be learnt from data, and we expect $\sqrt{\text{LTS}}$ to be applicable to a wide range of domains.

cs.AI↗

Levin Tree Search with Context Models

Levin Tree Search (LTS) is a search algorithm that makes use of a policy (a probability distribution over actions) and comes with a theoretical guarantee on the number of expansions before reaching a goal node, depending on the quality of the policy. This guarantee can be used as a loss function, which we call the LTS loss, to optimize neural networks representing the policy (LTS+NN). In this work we show that the neural network can be substituted with parameterized context models originating from the online compression literature (LTS+CM). We show that the LTS loss is convex under this new model, which allows for using standard convex optimization tools, and obtain convergence guarantees to the optimal parameters in an online setting for a given set of solution trajectories -- guarantees that cannot be provided for neural networks. The new LTS+CM algorithm compares favorably against LTS+NN on several benchmarks: Sokoban (Boxoban), The Witness, and the 24-Sliding Tile puzzle (STP). The difference is particularly large on STP, where LTS+NN fails to solve most of the test instances while LTS+CM solves each test instance in a fraction of a second. Furthermore, we show that LTS+CM is able to learn a policy that solves the Rubik's cube in only a few hundred expansions, which considerably improves upon previous machine learning techniques.

cs.LG↗

Reclaiming the Source of Programmatic Policies: Programmatic versus Latent Spaces

Recent works have introduced LEAPS and HPRL, systems that learn latent spaces of domain-specific languages, which are used to define programmatic policies for partially observable Markov decision processes (POMDPs). These systems induce a latent space while optimizing losses such as the behavior loss, which aim to achieve locality in program behavior, meaning that vectors close in the latent space should correspond to similarly behaving programs. In this paper, we show that the programmatic space, induced by the domain-specific language and requiring no training, presents values for the behavior loss similar to those observed in latent spaces presented in previous work. Moreover, algorithms searching in the programmatic space significantly outperform those in LEAPS and HPRL. To explain our results, we measured the "friendliness" of the two spaces to local search algorithms. We discovered that algorithms are more likely to stop at local maxima when searching in the latent space than when searching in the programmatic space. This implies that the optimization topology of the programmatic space, induced by the reward function in conjunction with the neighborhood function, is more conducive to search than that of the latent space. This result provides an explanation for the superior performance in the programmatic space.

cs.LG↗

Unveiling Options with Neural Decomposition

In reinforcement learning, agents often learn policies for specific tasks without the ability to generalize this knowledge to related tasks. This paper introduces an algorithm that attempts to address this limitation by decomposing neural networks encoding policies for Markov Decision Processes into reusable sub-policies, which are used to synthesize temporally extended actions, or options. We consider neural networks with piecewise linear activation functions, so that they can be mapped to an equivalent tree that is similar to oblique decision trees. Since each node in such a tree serves as a function of the input of the tree, each sub-tree is a sub-policy of the main policy. We turn each of these sub-policies into options by wrapping it with while-loops of varied number of iterations. Given the large number of options, we propose a selection mechanism based on minimizing the Levin loss for a uniform policy on these options. Empirical results in two grid-world domains where exploration can be difficult confirm that our method can identify useful options, thereby accelerating the learning process on similar but different tasks.

cs.LG↗

Searching for Programmatic Policies in Semantic Spaces

Syntax-guided synthesis is commonly used to generate programs encoding policies. In this approach, the set of programs, that can be written in a domain-specific language defines the search space, and an algorithm searches within this space for programs that encode strong policies. In this paper, we propose an alternative method for synthesizing programmatic policies, where we search within an approximation of the language's semantic space. We hypothesized that searching in semantic spaces is more sample-efficient compared to syntax-based spaces. Our rationale is that the search is more efficient if the algorithm evaluates different agent behaviors as it searches through the space, a feature often missing in syntax-based spaces. This is because small changes in the syntax of a program often do not result in different agent behaviors. We define semantic spaces by learning a library of programs that present different agent behaviors. Then, we approximate the semantic space by defining a neighborhood function for local search algorithms, where we replace parts of the current candidate program with programs from the library. We evaluated our hypothesis in a real-time strategy game called MicroRTS. Empirical results support our hypothesis that searching in semantic spaces can be more sample-efficient than searching in syntax-based spaces.

cs.LG↗

Assessing the Interpretability of Programmatic Policies with Large Language Models

Although the synthesis of programs encoding policies often carries the promise of interpretability, systematic evaluations were never performed to assess the interpretability of these policies, likely because of the complexity of such an evaluation. In this paper, we introduce a novel metric that uses large-language models (LLM) to assess the interpretability of programmatic policies. For our metric, an LLM is given both a program and a description of its associated programming language. The LLM then formulates a natural language explanation of the program. This explanation is subsequently fed into a second LLM, which tries to reconstruct the program from the natural-language explanation. Our metric then measures the behavioral similarity between the reconstructed program and the original. We validate our approach with synthesized and human-crafted programmatic policies for playing a real-time strategy game, comparing the interpretability scores of these programmatic policies to obfuscated versions of the same programs. Our LLM-based interpretability score consistently ranks less interpretable programs lower and more interpretable ones higher. These findings suggest that our metric could serve as a reliable and inexpensive tool for evaluating the interpretability of programmatic policies.

cs.AI↗

Program Synthesis with Best-First Bottom-Up Search

Cost-guided bottom-up search (BUS) algorithms use a cost function to guide the search to solve program synthesis tasks. In this paper, we show that current state-of-the-art cost-guided BUS algorithms suffer from a common problem: they can lose useful information given by the model and fail to perform the search in a best-first order according to a cost function. We introduce a novel best-first bottom-up search algorithm, which we call Bee Search, that does not suffer information loss and is able to perform cost-guided bottom-up synthesis in a best-first manner. Importantly, Bee Search performs best-first search with respect to the generation of programs, i.e., it does not even create in memory programs that are more expensive than the solution program. It attains best-first ordering with respect to generation by performing a search in an abstract space of program costs. We also introduce a new cost function that better uses the information provided by an existing cost model. Empirical results on string manipulation and bit-vector tasks show that Bee Search can outperform existing cost-guided BUS approaches when employing more complex domain-specific languages (DSLs); Bee Search and previous approaches perform equally well with simpler DSLs. Furthermore, our new cost function with Bee Search outperforms previous cost functions on string manipulation tasks.

cs.LG↗

Synthesizing Programmatic Policies with Actor-Critic Algorithms and ReLU Networks

Programmatically Interpretable Reinforcement Learning (PIRL) encodes policies in human-readable computer programs. Novel algorithms were recently introduced with the goal of handling the lack of gradient signal to guide the search in the space of programmatic policies. Most of such PIRL algorithms first train a neural policy that is used as an oracle to guide the search in the programmatic space. In this paper, we show that such PIRL-specific algorithms are not needed, depending on the language used to encode the programmatic policies. This is because one can use actor-critic algorithms to directly obtain a programmatic policy. We use a connection between ReLU neural networks and oblique decision trees to translate the policy learned with actor-critic algorithms into programmatic policies. This translation from ReLU networks allows us to synthesize policies encoded in programs with if-then-else structures, linear transformations of the input values, and PID operations. Empirical results on several control problems show that this translation approach is capable of learning short and effective policies. Moreover, the translated policies are at least competitive and often far superior to the policies PIRL algorithms synthesize.

cs.LG↗

Choosing Well Your Opponents: How to Guide the Synthesis of Programmatic Strategies

This paper introduces Local Learner (2L), an algorithm for providing a set of reference strategies to guide the search for programmatic strategies in two-player zero-sum games. Previous learning algorithms, such as Iterated Best Response (IBR), Fictitious Play (FP), and Double-Oracle (DO), can be computationally expensive or miss important information for guiding search algorithms. 2L actively selects a set of reference strategies to improve the search signal. We empirically demonstrate the advantages of our approach while guiding a local search algorithm for synthesizing strategies in three games, including MicroRTS, a challenging real-time strategy game. Results show that 2L learns reference strategies that provide a stronger search signal than IBR, FP, and DO. We also simulate a tournament of MicroRTS, where a synthesizer using 2L outperformed the winners of the two latest MicroRTS competitions, which were programmatic strategies written by human programmers.

cs.LG↗

Can You Improve My Code? Optimizing Programs with Local Search

This paper introduces a local search method for improving an existing program with respect to a measurable objective. Program Optimization with Locally Improving Search (POLIS) exploits the structure of a program, defined by its lines. POLIS improves a single line of the program while keeping the remaining lines fixed, using existing brute-force synthesis algorithms, and continues iterating until it is unable to improve the program's performance. POLIS was evaluated with a 27-person user study, where participants wrote programs attempting to maximize the score of two single-agent games: Lunar Lander and Highway. POLIS was able to substantially improve the participants' programs with respect to the game scores. A proof-of-concept demonstration on existing Stack Overflow code measures applicability in real-world problems. These results suggest that POLIS could be used as a helpful programming assistant for programming problems with measurable objectives.

cs.SE↗

Controlling Perceived Emotion in Symbolic Music Generation with Monte Carlo Tree Search

This paper presents a new approach for controlling emotion in symbolic music generation with Monte Carlo Tree Search. We use Monte Carlo Tree Search as a decoding mechanism to steer the probability distribution learned by a language model towards a given emotion. At every step of the decoding process, we use Predictor Upper Confidence for Trees (PUCT) to search for sequences that maximize the average values of emotion and quality as given by an emotion classifier and a discriminator, respectively. We use a language model as PUCT's policy and a combination of the emotion classifier and the discriminator as its value function. To decode the next token in a piece of music, we sample from the distribution of node visits created during the search. We evaluate the quality of the generated samples with respect to human-composed pieces using a set of objective metrics computed directly from the generated samples. We also perform a user study to evaluate how human subjects perceive the generated samples' quality and emotion. We compare PUCT against Stochastic Bi-Objective Beam Search (SBBS) and Conditional Sampling (CS). Results suggest that PUCT outperforms SBBS and CS in almost all metrics of music quality and emotion.

cs.SD↗

What can we Learn Even From the Weakest? Learning Sketches for Programmatic Strategies

In this paper we show that behavioral cloning can be used to learn effective sketches of programmatic strategies. We show that even the sketches learned by cloning the behavior of weak players can help the synthesis of programmatic strategies. This is because even weak players can provide helpful information, e.g., that a player must choose an action in their turn of the game. If behavioral cloning is not employed, the synthesizer needs to learn even the most basic information by playing the game, which can be computationally expensive. We demonstrate empirically the advantages of our sketch-learning approach with simulated annealing and UCT synthesizers. We evaluate our synthesizers in the games of Can't Stop and MicroRTS. The sketch-based synthesizers are able to learn stronger programmatic strategies than their original counterparts. Our synthesizers generate strategies of Can't Stop that defeat a traditional programmatic strategy for the game. They also synthesize strategies that defeat the best performing method from the latest MicroRTS competition.

cs.AI↗

Policy-Guided Heuristic Search with Guarantees

The use of a policy and a heuristic function for guiding search can be quite effective in adversarial problems, as demonstrated by AlphaGo and its successors, which are based on the PUCT search algorithm. While PUCT can also be used to solve single-agent deterministic problems, it lacks guarantees on its search effort and it can be computationally inefficient in practice. Combining the A* algorithm with a learned heuristic function tends to work better in these domains, but A* and its variants do not use a policy. Moreover, the purpose of using A* is to find solutions of minimum cost, while we seek instead to minimize the search loss (e.g., the number of search steps). LevinTS is guided by a policy and provides guarantees on the number of search steps that relate to the quality of the policy, but it does not make use of a heuristic function. In this work we introduce Policy-guided Heuristic Search (PHS), a novel search algorithm that uses both a heuristic function and a policy and has theoretical guarantees on the search loss that relates to both the quality of the heuristic and of the policy. We show empirically on the sliding-tile puzzle, Sokoban, and a puzzle from the commercial game `The Witness' that PHS enables the rapid learning of both a policy and a heuristic function and compares favorably with A*, Weighted A*, Greedy Best-First Search, LevinTS, and PUCT in terms of number of problems solved and search time in all three domains tested.

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