SearcharxivSearch

arXiv subjects

Mikael Henaff

Publications and source records attributed to Mikael Henaff.

At least 19 recordsLinked to original sources

On BatchNorm Forward Modes in Value-Based Reinforcement Learning

Batch normalization (BN) substantially improves sample efficiency in continuous-control actor-critic methods such as CrossQ, yet recent studies report performance degradation in discrete-action value learning on Atari. These failures are surprising because discrete Q-networks lack the action-input distribution mismatch identified by CrossQ. We show for target-based C51 and target-free PQN that the simple choice between running and batch statistics at specific forward passes can reverse this degradation. In C51, switching the BN bootstrap forward to batch-statistic mode significantly improves performance over unnormalized and LayerNorm baselines and scales stably with update-to-data ratios up to 12. In PQN, using batch-statistics for both action selection and bootstrapping recovers performance from the failing running-statistic configuration. Across 26 Atari games at 400M frames, this configuration achieves a higher final aggregate score than PQN with LayerNorm. Our results show that carefully configured BN can substantially improve discrete-action value learning, and that its forward protocols are an essential part of the algorithm specification.

cs.LG

The Surprising Difficulty of Search in Model-Based Reinforcement Learning

This paper investigates search in model-based reinforcement learning (RL). Conventional wisdom holds that long-term predictions and compounding errors are the primary obstacles for model-based RL. We challenge this view, showing that search is not a drop-in replacement for a learned policy. Surprisingly, we find that search can harm performance even when the model is highly accurate. Instead, we show that mitigating overestimation bias matters more than improving model or value function accuracy. Building on this insight, we identify that taking the minimum over an ensemble of value functions effectively addresses this bias and enables effective search, achieving state-of-the-art performance across multiple popular benchmark domains.

cs.LG

Scalable Option Learning in High-Throughput Environments

Hierarchical reinforcement learning (RL) has the potential to enable effective decision-making over long timescales. Existing approaches, while promising, have yet to realize the benefits of large-scale training. In this work, we identify and solve several key challenges in scaling online hierarchical RL to high-throughput environments. We propose Scalable Option Learning (SOL), a highly scalable hierarchical RL algorithm which achieves a ~35x higher throughput compared to existing hierarchical methods. To demonstrate SOL's performance and scalability, we train hierarchical agents using 30 billion frames of experience on the complex game of NetHack, significantly surpassing flat agents and demonstrating positive scaling trends. We also validate SOL on MiniHack and Mujoco environments, showcasing its general applicability. Our code is open sourced at: github.com/facebookresearch/sol.

cs.LG

Hierarchical Behaviour Spaces

Recent work in hierarchical reinforcement learning has shown success in scaling to billions of timesteps when learning over a set of predefined option reward functions. We show that, instead of using a single reward function per option, the reward functions can be effectively used to induce a space of behaviours, by letting the controller specify linear combinations over reward functions, allowing a more expressive set of policies to be represented. We call this method Hierarchical Behaviour Spaces (HBS). We evaluate HBS on the NetHack Learning Environment, demonstrating strong performance. We conduct a series of experiments and determine that, perhaps going against conventional wisdom, the benefits of hierarchy in our method come from increased exploration rather than long term reasoning.

cs.AI

Online Intrinsic Rewards for Decision Making Agents from Large Language Model Feedback

Automatically synthesizing dense rewards from natural language descriptions is a promising paradigm in reinforcement learning (RL), with applications to sparse reward problems, open-ended exploration, and hierarchical skill design. Recent works have made promising steps by exploiting the prior knowledge of large language models (LLMs). However, these approaches suffer from important limitations: they are either not scalable to problems requiring billions of environment samples, due to requiring LLM annotations for each observation, or they require a diverse offline dataset, which may not exist or be impossible to collect. In this work, we address these limitations through a combination of algorithmic and systems-level contributions. We propose ONI, a distributed architecture that simultaneously learns an RL policy and an intrinsic reward function using LLM feedback. Our approach annotates the agent's collected experience via an asynchronous LLM server, which is then distilled into an intrinsic reward model. We explore a range of algorithmic choices for reward modeling with varying complexity, including hashing, classification, and ranking models. Our approach achieves state-of-the-art performance across a range of challenging tasks from the NetHack Learning Environment, while removing the need for large offline datasets required by prior work. We make our code available at https://github.com/facebookresearch/oni.

cs.LG

Locate 3D: Real-World Object Localization via Self-Supervised Learning in 3D

We present LOCATE 3D, a model for localizing objects in 3D scenes from referring expressions like "the small coffee table between the sofa and the lamp." LOCATE 3D sets a new state-of-the-art on standard referential grounding benchmarks and showcases robust generalization capabilities. Notably, LOCATE 3D operates directly on sensor observation streams (posed RGB-D frames), enabling real-world deployment on robots and AR devices. Key to our approach is 3D-JEPA, a novel self-supervised learning (SSL) algorithm applicable to sensor point clouds. It takes as input a 3D pointcloud featurized using 2D foundation models (CLIP, DINO). Subsequently, masked prediction in latent space is employed as a pretext task to aid the self-supervised learning of contextualized pointcloud features. Once trained, the 3D-JEPA encoder is finetuned alongside a language-conditioned decoder to jointly predict 3D masks and bounding boxes. Additionally, we introduce LOCATE 3D DATASET, a new dataset for 3D referential grounding, spanning multiple capture setups with over 130K annotations. This enables a systematic study of generalization capabilities as well as a stronger model.

cs.CV

Fast3R: Towards 3D Reconstruction of 1000+ Images in One Forward Pass

Multi-view 3D reconstruction remains a core challenge in computer vision, particularly in applications requiring accurate and scalable representations across diverse perspectives. Current leading methods such as DUSt3R employ a fundamentally pairwise approach, processing images in pairs and necessitating costly global alignment procedures to reconstruct from multiple views. In this work, we propose Fast 3D Reconstruction (Fast3R), a novel multi-view generalization to DUSt3R that achieves efficient and scalable 3D reconstruction by processing many views in parallel. Fast3R's Transformer-based architecture forwards N images in a single forward pass, bypassing the need for iterative alignment. Through extensive experiments on camera pose estimation and 3D reconstruction, Fast3R demonstrates state-of-the-art performance, with significant improvements in inference speed and reduced error accumulation. These results establish Fast3R as a robust alternative for multi-view applications, offering enhanced scalability without compromising reconstruction accuracy.

cs.CV

MaestroMotif: Skill Design from Artificial Intelligence Feedback

Describing skills in natural language has the potential to provide an accessible way to inject human knowledge about decision-making into an AI system. We present MaestroMotif, a method for AI-assisted skill design, which yields high-performing and adaptable agents. MaestroMotif leverages the capabilities of Large Language Models (LLMs) to effectively create and reuse skills. It first uses an LLM's feedback to automatically design rewards corresponding to each skill, starting from their natural language description. Then, it employs an LLM's code generation abilities, together with reinforcement learning, for training the skills and combining them to implement complex behaviors specified in language. We evaluate MaestroMotif using a suite of complex tasks in the NetHack Learning Environment (NLE), demonstrating that it surpasses existing approaches in both performance and usability.

cs.AI

Generalization to New Sequential Decision Making Tasks with In-Context Learning

Training autonomous agents that can learn new tasks from only a handful of demonstrations is a long-standing problem in machine learning. Recently, transformers have been shown to learn new language or vision tasks without any weight updates from only a few examples, also referred to as in-context learning. However, the sequential decision making setting poses additional challenges having a lower tolerance for errors since the environment's stochasticity or the agent's actions can lead to unseen, and sometimes unrecoverable, states. In this paper, we use an illustrative example to show that naively applying transformers to sequential decision making problems does not enable in-context learning of new tasks. We then demonstrate how training on sequences of trajectories with certain distributional properties leads to in-context learning of new sequential decision making tasks. We investigate different design choices and find that larger model and dataset sizes, as well as more task diversity, environment stochasticity, and trajectory burstiness, all result in better in-context learning of new out-of-distribution tasks. By training on large diverse offline datasets, our model is able to learn new MiniHack and Procgen tasks without any weight updates from just a handful of demonstrations.

cs.LG

Motif: Intrinsic Motivation from Artificial Intelligence Feedback

Exploring rich environments and evaluating one's actions without prior knowledge is immensely challenging. In this paper, we propose Motif, a general method to interface such prior knowledge from a Large Language Model (LLM) with an agent. Motif is based on the idea of grounding LLMs for decision-making without requiring them to interact with the environment: it elicits preferences from an LLM over pairs of captions to construct an intrinsic reward, which is then used to train agents with reinforcement learning. We evaluate Motif's performance and behavior on the challenging, open-ended and procedurally-generated NetHack game. Surprisingly, by only learning to maximize its intrinsic reward, Motif achieves a higher game score than an algorithm directly trained to maximize the score itself. When combining Motif's intrinsic reward with the environment reward, our method significantly outperforms existing approaches and makes progress on tasks where no advancements have ever been made without demonstrations. Finally, we show that Motif mostly generates intuitive human-aligned behaviors which can be steered easily through prompt modifications, while scaling well with the LLM size and the amount of information given in the prompt.

cs.AI

Semi-Supervised Offline Reinforcement Learning with Action-Free Trajectories

Natural agents can effectively learn from multiple data sources that differ in size, quality, and types of measurements. We study this heterogeneity in the context of offline reinforcement learning (RL) by introducing a new, practically motivated semi-supervised setting. Here, an agent has access to two sets of trajectories: labelled trajectories containing state, action and reward triplets at every timestep, along with unlabelled trajectories that contain only state and reward information. For this setting, we develop and study a simple meta-algorithmic pipeline that learns an inverse dynamics model on the labelled data to obtain proxy-labels for the unlabelled data, followed by the use of any offline RL algorithm on the true and proxy-labelled trajectories. Empirically, we find this simple pipeline to be highly successful -- on several D4RL benchmarks~\cite{fu2020d4rl}, certain offline RL algorithms can match the performance of variants trained on a fully labelled dataset even when we label only 10\% of trajectories which are highly suboptimal. To strengthen our understanding, we perform a large-scale controlled empirical study investigating the interplay of data-centric properties of the labelled and unlabelled datasets, with algorithmic design choices (e.g., choice of inverse dynamics, offline RL algorithm) to identify general trends and best practices for training RL agents on semi-supervised offline datasets.

cs.LG

A Study of Global and Episodic Bonuses for Exploration in Contextual MDPs

Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and \textit{episodic novelty bonuses}, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.

cs.AI

Exploration via Elliptical Episodic Bonuses

In recent years, a number of reinforcement learning (RL) methods have been proposed to explore complex environments which differ across episodes. In this work, we show that the effectiveness of these methods critically relies on a count-based episodic term in their exploration bonus. As a result, despite their success in relatively simple, noise-free settings, these methods fall short in more realistic scenarios where the state space is vast and prone to noise. To address this limitation, we introduce Exploration via Elliptical Episodic Bonuses (E3B), a new method which extends count-based episodic bonuses to continuous state spaces and encourages an agent to explore states that are diverse under a learned embedding within each episode. The embedding is learned using an inverse dynamics model in order to capture controllable aspects of the environment. Our method sets a new state-of-the-art across 16 challenging tasks from the MiniHack suite, without requiring task-specific inductive biases. E3B also matches existing methods on sparse reward, pixel-based VizDoom environments, and outperforms existing methods in reward-free exploration on Habitat, demonstrating that it can scale to high-dimensional pixel-based observations and realistic environments.

cs.LG

PC-PG: Policy Cover Directed Exploration for Provable Policy Gradient Learning

Direct policy gradient methods for reinforcement learning are a successful approach for a variety of reasons: they are model free, they directly optimize the performance metric of interest, and they allow for richly parameterized policies. Their primary drawback is that, by being local in nature, they fail to adequately explore the environment. In contrast, while model-based approaches and Q-learning directly handle exploration through the use of optimism, their ability to handle model misspecification and function approximation is far less evident. This work introduces the the Policy Cover-Policy Gradient (PC-PG) algorithm, which provably balances the exploration vs. exploitation tradeoff using an ensemble of learned policies (the policy cover). PC-PG enjoys polynomial sample complexity and run time for both tabular MDPs and, more generally, linear MDPs in an infinite dimensional RKHS. Furthermore, PC-PG also has strong guarantees under model misspecification that go beyond the standard worst case $\ell_{\infty}$ assumptions; this includes approximation guarantees for state aggregation under an average case error assumption, along with guarantees under a more general assumption where the approximation error under distribution shift is controlled. We complement the theory with empirical evaluation across a variety of domains in both reward-free and reward-driven settings.

cs.LG

Explicit Explore-Exploit Algorithms in Continuous State Spaces

We present a new model-based algorithm for reinforcement learning (RL) which consists of explicit exploration and exploitation phases, and is applicable in large or infinite state spaces. The algorithm maintains a set of dynamics models consistent with current experience and explores by finding policies which induce high disagreement between their state predictions. It then exploits using the refined set of models or experience gathered during exploration. We show that under realizability and optimal planning assumptions, our algorithm provably finds a near-optimal policy with a number of samples that is polynomial in a structural complexity measure which we show to be low in several natural settings. We then give a practical approximation using neural networks and demonstrate its performance and sample efficiency in practice.

cs.LG

Kinematic State Abstraction and Provably Efficient Rich-Observation Reinforcement Learning

We present an algorithm, HOMER, for exploration and reinforcement learning in rich observation environments that are summarizable by an unknown latent state space. The algorithm interleaves representation learning to identify a new notion of kinematic state abstraction with strategic exploration to reach new states using the learned abstraction. The algorithm provably explores the environment with sample complexity scaling polynomially in the number of latent states and the time horizon, and, crucially, with no dependence on the size of the observation space, which could be infinitely large. This exploration guarantee further enables sample-efficient global policy optimization for any reward function. On the computational side, we show that the algorithm can be implemented efficiently whenever certain supervised learning problems are tractable. Empirically, we evaluate HOMER on a challenging exploration problem, where we show that the algorithm is exponentially more sample efficient than standard reinforcement learning baselines.

cs.LG

Model-Predictive Policy Learning with Uncertainty Regularization for Driving in Dense Traffic

Learning a policy using only observational data is challenging because the distribution of states it induces at execution time may differ from the distribution observed during training. We propose to train a policy by unrolling a learned model of the environment dynamics over multiple time steps while explicitly penalizing two costs: the original cost the policy seeks to optimize, and an uncertainty cost which represents its divergence from the states it is trained on. We measure this second cost by using the uncertainty of the dynamics model about its own predictions, using recent ideas from uncertainty estimation for deep networks. We evaluate our approach using a large-scale observational dataset of driving behavior recorded from traffic cameras, and show that we are able to learn effective driving policies from purely observational data, with no environment interaction.

cs.LG

Model-Based Planning with Discrete and Continuous Actions

Action planning using learned and differentiable forward models of the world is a general approach which has a number of desirable properties, including improved sample complexity over model-free RL methods, reuse of learned models across different tasks, and the ability to perform efficient gradient-based optimization in continuous action spaces. However, this approach does not apply straightforwardly when the action space is discrete. In this work, we show that it is in fact possible to effectively perform planning via backprop in discrete action spaces, using a simple paramaterization of the actions vectors on the simplex combined with input noise when training the forward model. Our experiments show that this approach can match or outperform model-free RL and discrete planning methods on gridworld navigation tasks in terms of performance and/or planning time while using limited environment interactions, and can additionally be used to perform model-based control in a challenging new task where the action space combines discrete and continuous actions. We furthermore propose a policy distillation approach which yields a fast policy network which can be used at inference time, removing the need for an iterative planning procedure.

cs.AI