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Marlos C. Machado

Publications and source records attributed to Marlos C. Machado.

At least 37 records · Page 2Linked to original sources

Learning Continually by Spectral Regularization

Loss of plasticity is a phenomenon where neural networks can become more difficult to train over the course of learning. Continual learning algorithms seek to mitigate this effect by sustaining good performance while maintaining network trainability. We develop a new technique for improving continual learning inspired by the observation that the singular values of the neural network parameters at initialization are an important factor for trainability during early phases of learning. From this perspective, we derive a new spectral regularizer for continual learning that better sustains these beneficial initialization properties throughout training. In particular, the regularizer keeps the maximum singular value of each layer close to one. Spectral regularization directly ensures that gradient diversity is maintained throughout training, which promotes continual trainability, while minimally interfering with performance in a single task. We present an experimental analysis that shows how the proposed spectral regularizer can sustain trainability and performance across a range of model architectures in continual supervised and reinforcement learning settings. Spectral regularization is less sensitive to hyperparameters while demonstrating better training in individual tasks, sustaining trainability as new tasks arrive, and achieving better generalization performance.

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Plastic Learning with Deep Fourier Features

Deep neural networks can struggle to learn continually in the face of non-stationarity. This phenomenon is known as loss of plasticity. In this paper, we identify underlying principles that lead to plastic algorithms. In particular, we provide theoretical results showing that linear function approximation, as well as a special case of deep linear networks, do not suffer from loss of plasticity. We then propose deep Fourier features, which are the concatenation of a sine and cosine in every layer, and we show that this combination provides a dynamic balance between the trainability obtained through linearity and the effectiveness obtained through the nonlinearity of neural networks. Deep networks composed entirely of deep Fourier features are highly trainable and sustain their trainability over the course of learning. Our empirical results show that continual learning performance can be drastically improved by replacing ReLU activations with deep Fourier features. These results hold for different continual learning scenarios (e.g., label noise, class incremental learning, pixel permutations) on all major supervised learning datasets used for continual learning research, such as CIFAR10, CIFAR100, and tiny-ImageNet.

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AGaLiTe: Approximate Gated Linear Transformers for Online Reinforcement Learning

In this paper we investigate transformer architectures designed for partially observable online reinforcement learning. The self-attention mechanism in the transformer architecture is capable of capturing long-range dependencies and it is the main reason behind its effectiveness in processing sequential data. Nevertheless, despite their success, transformers have two significant drawbacks that still limit their applicability in online reinforcement learning: (1) in order to remember all past information, the self-attention mechanism requires access to the whole history to be provided as context. (2) The inference cost in transformers is expensive. In this paper, we introduce recurrent alternatives to the transformer self-attention mechanism that offer context-independent inference cost, leverage long-range dependencies effectively, and performs well in online reinforcement learning task. We quantify the impact of the different components of our architecture in a diagnostic environment and assess performance gains in 2D and 3D pixel-based partially-observable environments (e.g. T-Maze, Mystery Path, Craftax, and Memory Maze). Compared with a state-of-the-art architecture, GTrXL, inference in our approach is at least 40% cheaper while reducing memory use more than 50%. Our approach either performs similarly or better than GTrXL, improving more than 37% upon GTrXL performance in harder tasks.

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Directions of Curvature as an Explanation for Loss of Plasticity

Loss of plasticity is a phenomenon in which neural networks lose their ability to learn from new experience. Despite being empirically observed in several problem settings, little is understood about the mechanisms that lead to loss of plasticity. In this paper, we offer a consistent explanation for loss of plasticity: Neural networks lose directions of curvature during training and that loss of plasticity can be attributed to this reduction in curvature. To support such a claim, we provide a systematic investigation of loss of plasticity across continual learning tasks using MNIST, CIFAR-10 and ImageNet. Our findings illustrate that loss of curvature directions coincides with loss of plasticity, while also showing that previous explanations are insufficient to explain loss of plasticity in all settings. Lastly, we show that regularizers which mitigate loss of plasticity also preserve curvature, motivating a simple distributional regularizer that proves to be effective across the problem settings we considered.

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Demystifying the Recency Heuristic in Temporal-Difference Learning

The recency heuristic in reinforcement learning is the assumption that stimuli that occurred closer in time to an acquired reward should be more heavily reinforced. The recency heuristic is one of the key assumptions made by TD($λ$), which reinforces recent experiences according to an exponentially decaying weighting. In fact, all other widely used return estimators for TD learning, such as $n$-step returns, satisfy a weaker (i.e., non-monotonic) recency heuristic. Why is the recency heuristic effective for temporal credit assignment? What happens when credit is assigned in a way that violates this heuristic? In this paper, we analyze the specific mathematical implications of adopting the recency heuristic in TD learning. We prove that any return estimator satisfying this heuristic: 1) is guaranteed to converge to the correct value function, 2) has a relatively fast contraction rate, and 3) has a long window of effective credit assignment, yet bounded worst-case variance. We also give a counterexample where on-policy, tabular TD methods violating the recency heuristic diverge. Our results offer some of the first theoretical evidence that credit assignment based on the recency heuristic facilitates learning.

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Harnessing Discrete Representations For Continual Reinforcement Learning

Reinforcement learning (RL) agents make decisions using nothing but observations from the environment, and consequently, heavily rely on the representations of those observations. Though some recent breakthroughs have used vector-based categorical representations of observations, often referred to as discrete representations, there is little work explicitly assessing the significance of such a choice. In this work, we provide a thorough empirical investigation of the advantages of representing observations as vectors of categorical values within the context of reinforcement learning. We perform evaluations on world-model learning, model-free RL, and ultimately continual RL problems, where the benefits best align with the needs of the problem setting. We find that, when compared to traditional continuous representations, world models learned over discrete representations accurately model more of the world with less capacity, and that agents trained with discrete representations learn better policies with less data. In the context of continual RL, these benefits translate into faster adapting agents. Additionally, our analysis suggests that the observed performance improvements can be attributed to the information contained within the latent vectors and potentially the encoding of the discrete representation itself.

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Proper Laplacian Representation Learning

The ability to learn good representations of states is essential for solving large reinforcement learning problems, where exploration, generalization, and transfer are particularly challenging. The Laplacian representation is a promising approach to address these problems by inducing informative state encoding and intrinsic rewards for temporally-extended action discovery and reward shaping. To obtain the Laplacian representation one needs to compute the eigensystem of the graph Laplacian, which is often approximated through optimization objectives compatible with deep learning approaches. These approximations, however, depend on hyperparameters that are impossible to tune efficiently, converge to arbitrary rotations of the desired eigenvectors, and are unable to accurately recover the corresponding eigenvalues. In this paper we introduce a theoretically sound objective and corresponding optimization algorithm for approximating the Laplacian representation. Our approach naturally recovers both the true eigenvectors and eigenvalues while eliminating the hyperparameter dependence of previous approximations. We provide theoretical guarantees for our method and we show that those results translate empirically into robust learning across multiple environments.

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GVFs in the Real World: Making Predictions Online for Water Treatment

In this paper we investigate the use of reinforcement-learning based prediction approaches for a real drinking-water treatment plant. Developing such a prediction system is a critical step on the path to optimizing and automating water treatment. Before that, there are many questions to answer about the predictability of the data, suitable neural network architectures, how to overcome partial observability and more. We first describe this dataset, and highlight challenges with seasonality, nonstationarity, partial observability, and heterogeneity across sensors and operation modes of the plant. We then describe General Value Function (GVF) predictions -- discounted cumulative sums of observations -- and highlight why they might be preferable to classical n-step predictions common in time series prediction. We discuss how to use offline data to appropriately pre-train our temporal difference learning (TD) agents that learn these GVF predictions, including how to select hyperparameters for online fine-tuning in deployment. We find that the TD-prediction agent obtains an overall lower normalized mean-squared error than the n-step prediction agent. Finally, we show the importance of learning in deployment, by comparing a TD agent trained purely offline with no online updating to a TD agent that learns online. This final result is one of the first to motivate the importance of adapting predictions in real-time, for non-stationary high-volume systems in the real world.

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A general class of surrogate functions for stable and efficient reinforcement learning

Common policy gradient methods rely on the maximization of a sequence of surrogate functions. In recent years, many such surrogate functions have been proposed, most without strong theoretical guarantees, leading to algorithms such as TRPO, PPO or MPO. Rather than design yet another surrogate function, we instead propose a general framework (FMA-PG) based on functional mirror ascent that gives rise to an entire family of surrogate functions. We construct surrogate functions that enable policy improvement guarantees, a property not shared by most existing surrogate functions. Crucially, these guarantees hold regardless of the choice of policy parameterization. Moreover, a particular instantiation of FMA-PG recovers important implementation heuristics (e.g., using forward vs reverse KL divergence) resulting in a variant of TRPO with additional desirable properties. Via experiments on simple bandit problems, we evaluate the algorithms instantiated by FMA-PG. The proposed framework also suggests an improved variant of PPO, whose robustness and efficiency we empirically demonstrate on the MuJoCo suite.

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Reward-Respecting Subtasks for Model-Based Reinforcement Learning

To achieve the ambitious goals of artificial intelligence, reinforcement learning must include planning with a model of the world that is abstract in state and time. Deep learning has made progress with state abstraction, but temporal abstraction has rarely been used, despite extensively developed theory based on the options framework. One reason for this is that the space of possible options is immense, and the methods previously proposed for option discovery do not take into account how the option models will be used in planning. Options are typically discovered by posing subsidiary tasks, such as reaching a bottleneck state or maximizing the cumulative sum of a sensory signal other than reward. Each subtask is solved to produce an option, and then a model of the option is learned and made available to the planning process. In most previous work, the subtasks ignore the reward on the original problem, whereas we propose subtasks that use the original reward plus a bonus based on a feature of the state at the time the option terminates. We show that option models obtained from such reward-respecting subtasks are much more likely to be useful in planning than eigenoptions, shortest path options based on bottleneck states, or reward-respecting options generated by the option-critic. Reward respecting subtasks strongly constrain the space of options and thereby also provide a partial solution to the problem of option discovery. Finally, we show how values, policies, options, and models can all be learned online and off-policy using standard algorithms and general value functions.

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Deep Laplacian-based Options for Temporally-Extended Exploration

Selecting exploratory actions that generate a rich stream of experience for better learning is a fundamental challenge in reinforcement learning (RL). An approach to tackle this problem consists in selecting actions according to specific policies for an extended period of time, also known as options. A recent line of work to derive such exploratory options builds upon the eigenfunctions of the graph Laplacian. Importantly, until now these methods have been mostly limited to tabular domains where (1) the graph Laplacian matrix was either given or could be fully estimated, (2) performing eigendecomposition on this matrix was computationally tractable, and (3) value functions could be learned exactly. Additionally, these methods required a separate option discovery phase. These assumptions are fundamentally not scalable. In this paper we address these limitations and show how recent results for directly approximating the eigenfunctions of the Laplacian can be leveraged to truly scale up options-based exploration. To do so, we introduce a fully online deep RL algorithm for discovering Laplacian-based options and evaluate our approach on a variety of pixel-based tasks. We compare to several state-of-the-art exploration methods and show that our approach is effective, general, and especially promising in non-stationary settings.

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Investigating the Properties of Neural Network Representations in Reinforcement Learning

In this paper we investigate the properties of representations learned by deep reinforcement learning systems. Much of the early work on representations for reinforcement learning focused on designing fixed-basis architectures to achieve properties thought to be desirable, such as orthogonality and sparsity. In contrast, the idea behind deep reinforcement learning methods is that the agent designer should not encode representational properties, but rather that the data stream should determine the properties of the representation -- good representations emerge under appropriate training schemes. In this paper we bring these two perspectives together, empirically investigating the properties of representations that support transfer in reinforcement learning. We introduce and measure six representational properties over more than 25 thousand agent-task settings. We consider Deep Q-learning agents with different auxiliary losses in a pixel-based navigation environment, with source and transfer tasks corresponding to different goal locations. We develop a method to better understand why some representations work better for transfer, through a systematic approach varying task similarity and measuring and correlating representation properties with transfer performance. We demonstrate the generality of the methodology by investigating representations learned by a Rainbow agent that successfully transfer across games modes in Atari 2600.

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Agent-State Construction with Auxiliary Inputs

In many, if not every realistic sequential decision-making task, the decision-making agent is not able to model the full complexity of the world. The environment is often much larger and more complex than the agent, a setting also known as partial observability. In such settings, the agent must leverage more than just the current sensory inputs; it must construct an agent state that summarizes previous interactions with the world. Currently, a popular approach for tackling this problem is to learn the agent-state function via a recurrent network from the agent's sensory stream as input. Many impressive reinforcement learning applications have instead relied on environment-specific functions to aid the agent's inputs for history summarization. These augmentations are done in multiple ways, from simple approaches like concatenating observations to more complex ones such as uncertainty estimates. Although ubiquitous in the field, these additional inputs, which we term auxiliary inputs, are rarely emphasized, and it is not clear what their role or impact is. In this work we explore this idea further, and relate these auxiliary inputs to prior classic approaches to state construction. We present a series of examples illustrating the different ways of using auxiliary inputs for reinforcement learning. We show that these auxiliary inputs can be used to discriminate between observations that would otherwise be aliased, leading to more expressive features that smoothly interpolate between different states. Finally, we show that this approach is complementary to state-of-the-art methods such as recurrent neural networks and truncated back-propagation through time, and acts as a heuristic that facilitates longer temporal credit assignment, leading to better performance.

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Temporal Abstraction in Reinforcement Learning with the Successor Representation

Reasoning at multiple levels of temporal abstraction is one of the key attributes of intelligence. In reinforcement learning, this is often modeled through temporally extended courses of actions called options. Options allow agents to make predictions and to operate at different levels of abstraction within an environment. Nevertheless, approaches based on the options framework often start with the assumption that a reasonable set of options is known beforehand. When this is not the case, there are no definitive answers for which options one should consider. In this paper, we argue that the successor representation (SR), which encodes states based on the pattern of state visitation that follows them, can be seen as a natural substrate for the discovery and use of temporal abstractions. To support our claim, we take a big picture view of recent results, showing how the SR can be used to discover options that facilitate either temporally-extended exploration or planning. We cast these results as instantiations of a general framework for option discovery in which the agent's representation is used to identify useful options, which are then used to further improve its representation. This results in a virtuous, never-ending, cycle in which both the representation and the options are constantly refined based on each other. Beyond option discovery itself, we also discuss how the SR allows us to augment a set of options into a combinatorially large counterpart without additional learning. This is achieved through the combination of previously learned options. Our empirical evaluation focuses on options discovered for exploration and on the use of the SR to combine them. The results of our experiments shed light on important design decisions involved in the definition of options and demonstrate the synergy of different methods based on the SR, such as eigenoptions and the option keyboard.

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Loss of Plasticity in Continual Deep Reinforcement Learning

The ability to learn continually is essential in a complex and changing world. In this paper, we characterize the behavior of canonical value-based deep reinforcement learning (RL) approaches under varying degrees of non-stationarity. In particular, we demonstrate that deep RL agents lose their ability to learn good policies when they cycle through a sequence of Atari 2600 games. This phenomenon is alluded to in prior work under various guises -- e.g., loss of plasticity, implicit under-parameterization, primacy bias, and capacity loss. We investigate this phenomenon closely at scale and analyze how the weights, gradients, and activations change over time in several experiments with varying dimensions (e.g., similarity between games, number of games, number of frames per game), with some experiments spanning 50 days and 2 billion environment interactions. Our analysis shows that the activation footprint of the network becomes sparser, contributing to the diminishing gradients. We investigate a remarkably simple mitigation strategy -- Concatenated ReLUs (CReLUs) activation function -- and demonstrate its effectiveness in facilitating continual learning in a changing environment.

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Temporal Abstractions-Augmented Temporally Contrastive Learning: An Alternative to the Laplacian in RL

In reinforcement learning, the graph Laplacian has proved to be a valuable tool in the task-agnostic setting, with applications ranging from skill discovery to reward shaping. Recently, learning the Laplacian representation has been framed as the optimization of a temporally-contrastive objective to overcome its computational limitations in large (or continuous) state spaces. However, this approach requires uniform access to all states in the state space, overlooking the exploration problem that emerges during the representation learning process. In this work, we propose an alternative method that is able to recover, in a non-uniform-prior setting, the expressiveness and the desired properties of the Laplacian representation. We do so by combining the representation learning with a skill-based covering policy, which provides a better training distribution to extend and refine the representation. We also show that a simple augmentation of the representation objective with the learned temporal abstractions improves dynamics-awareness and helps exploration. We find that our method succeeds as an alternative to the Laplacian in the non-uniform setting and scales to challenging continuous control environments. Finally, even if our method is not optimized for skill discovery, the learned skills can successfully solve difficult continuous navigation tasks with sparse rewards, where standard skill discovery approaches are no so effective.

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Benchmarking Bonus-Based Exploration Methods on the Arcade Learning Environment

This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE). We study the use of different reward bonuses that incentives exploration in reinforcement learning. We do so by fixing the learning algorithm used and focusing only on the impact of the different exploration bonuses in the agent's performance. We use Rainbow, the state-of-the-art algorithm for value-based agents, and focus on some of the bonuses proposed in the last few years. We consider the impact these algorithms have on performance within the popular game Montezuma's Revenge which has gathered a lot of interest from the exploration community, across the the set of seven games identified by Bellemare et al. (2016) as challenging for exploration, and easier games where exploration is not an issue. We find that, in our setting, recently developed bonuses do not provide significantly improved performance on Montezuma's Revenge or hard exploration games. We also find that existing bonus-based methods may negatively impact performance on games in which exploration is not an issue and may even perform worse than $ε$-greedy exploration.

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On Bonus-Based Exploration Methods in the Arcade Learning Environment

Research on exploration in reinforcement learning, as applied to Atari 2600 game-playing, has emphasized tackling difficult exploration problems such as Montezuma's Revenge (Bellemare et al., 2016). Recently, bonus-based exploration methods, which explore by augmenting the environment reward, have reached above-human average performance on such domains. In this paper we reassess popular bonus-based exploration methods within a common evaluation framework. We combine Rainbow (Hessel et al., 2018) with different exploration bonuses and evaluate its performance on Montezuma's Revenge, Bellemare et al.'s set of hard of exploration games with sparse rewards, and the whole Atari 2600 suite. We find that while exploration bonuses lead to higher score on Montezuma's Revenge they do not provide meaningful gains over the simpler $ε$-greedy scheme. In fact, we find that methods that perform best on that game often underperform $ε$-greedy on easy exploration Atari 2600 games. We find that our conclusions remain valid even when hyperparameters are tuned for these easy-exploration games. Finally, we find that none of the methods surveyed benefit from additional training samples (1 billion frames, versus Rainbow's 200 million) on Bellemare et al.'s hard exploration games. Our results suggest that recent gains in Montezuma's Revenge may be better attributed to architecture change, rather than better exploration schemes; and that the real pace of progress in exploration research for Atari 2600 games may have been obfuscated by good results on a single domain.

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