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Pablo Samuel Castro

Publications and source records attributed to Pablo Samuel Castro.

68 records · Page 4Linked to original sources

Contrastive Behavioral Similarity Embeddings for Generalization in Reinforcement Learning

Reinforcement learning methods trained on few environments rarely learn policies that generalize to unseen environments. To improve generalization, we incorporate the inherent sequential structure in reinforcement learning into the representation learning process. This approach is orthogonal to recent approaches, which rarely exploit this structure explicitly. Specifically, we introduce a theoretically motivated policy similarity metric (PSM) for measuring behavioral similarity between states. PSM assigns high similarity to states for which the optimal policies in those states as well as in future states are similar. We also present a contrastive representation learning procedure to embed any state similarity metric, which we instantiate with PSM to obtain policy similarity embeddings (PSEs). We demonstrate that PSEs improve generalization on diverse benchmarks, including LQR with spurious correlations, a jumping task from pixels, and Distracting DM Control Suite.

cs.LG↗

Metrics and continuity in reinforcement learning

In most practical applications of reinforcement learning, it is untenable to maintain direct estimates for individual states; in continuous-state systems, it is impossible. Instead, researchers often leverage state similarity (whether explicitly or implicitly) to build models that can generalize well from a limited set of samples. The notion of state similarity used, and the neighbourhoods and topologies they induce, is thus of crucial importance, as it will directly affect the performance of the algorithms. Indeed, a number of recent works introduce algorithms assuming the existence of "well-behaved" neighbourhoods, but leave the full specification of such topologies for future work. In this paper we introduce a unified formalism for defining these topologies through the lens of metrics. We establish a hierarchy amongst these metrics and demonstrate their theoretical implications on the Markov Decision Process specifying the reinforcement learning problem. We complement our theoretical results with empirical evaluations showcasing the differences between the metrics considered.

cs.LG↗

GANterpretations

Since the introduction of Generative Adversarial Networks (GANs) [Goodfellow et al., 2014] there has been a regular stream of both technical advances (e.g., Arjovsky et al. [2017]) and creative uses of these generative models (e.g., [Karras et al., 2019, Zhu et al., 2017, Jin et al., 2017]). In this work we propose an approach for using the power of GANs to automatically generate videos to accompany audio recordings by aligning to spectral properties of the recording. This allows musicians to explore new forms of multi-modal creative expression, where musical performance can induce an AI-generated musical video that is guided by said performance, as well as a medium for creating a visual narrative to follow a storyline (similar to what was proposed by Frosst and Kereliuk [2019]).

cs.SD↗

Scalable methods for computing state similarity in deterministic Markov Decision Processes

We present new algorithms for computing and approximating bisimulation metrics in Markov Decision Processes (MDPs). Bisimulation metrics are an elegant formalism that capture behavioral equivalence between states and provide strong theoretical guarantees on differences in optimal behaviour. Unfortunately, their computation is expensive and requires a tabular representation of the states, which has thus far rendered them impractical for large problems. In this paper we present a new version of the metric that is tied to a behavior policy in an MDP, along with an analysis of its theoretical properties. We then present two new algorithms for approximating bisimulation metrics in large, deterministic MDPs. The first does so via sampling and is guaranteed to converge to the true metric. The second is a differentiable loss which allows us to learn an approximation even for continuous state MDPs, which prior to this work had not been possible.

cs.LG↗

Inverse Reinforcement Learning with Multiple Ranked Experts

We consider the problem of learning to behave optimally in a Markov Decision Process when a reward function is not specified, but instead we have access to a set of demonstrators of varying performance. We assume the demonstrators are classified into one of k ranks, and use ideas from ordinal regression to find a reward function that maximizes the margin between the different ranks. This approach is based on the idea that agents should not only learn how to behave from experts, but also how not to behave from non-experts. We show there are MDPs where important differences in the reward function would be hidden from existing algorithms by the behaviour of the expert. Our method is particularly useful for problems where we have access to a large set of agent behaviours with varying degrees of expertise (such as through GPS or cellphones). We highlight the differences between our approach and existing methods using a simple grid domain and demonstrate its efficacy on determining passenger-finding strategies for taxi drivers, using a large dataset of GPS trajectories.

cs.LG↗

A Geometric Perspective on Optimal Representations for Reinforcement Learning

We propose a new perspective on representation learning in reinforcement learning based on geometric properties of the space of value functions. We leverage this perspective to provide formal evidence regarding the usefulness of value functions as auxiliary tasks. Our formulation considers adapting the representation to minimize the (linear) approximation of the value function of all stationary policies for a given environment. We show that this optimization reduces to making accurate predictions regarding a special class of value functions which we call adversarial value functions (AVFs). We demonstrate that using value functions as auxiliary tasks corresponds to an expected-error relaxation of our formulation, with AVFs a natural candidate, and identify a close relationship with proto-value functions (Mahadevan, 2005). We highlight characteristics of AVFs and their usefulness as auxiliary tasks in a series of experiments on the four-room domain.

cs.LG↗

An Atari Model Zoo for Analyzing, Visualizing, and Comparing Deep Reinforcement Learning Agents

Much human and computational effort has aimed to improve how deep reinforcement learning algorithms perform on benchmarks such as the Atari Learning Environment. Comparatively less effort has focused on understanding what has been learned by such methods, and investigating and comparing the representations learned by different families of reinforcement learning (RL) algorithms. Sources of friction include the onerous computational requirements, and general logistical and architectural complications for running Deep RL algorithms at scale. We lessen this friction, by (1) training several algorithms at scale and releasing trained models, (2) integrating with a previous Deep RL model release, and (3) releasing code that makes it easy for anyone to load, visualize, and analyze such models. This paper introduces the Atari Zoo framework, which contains models trained across benchmark Atari games, in an easy-to-use format, as well as code that implements common modes of analysis and connects such models to a popular neural network visualization library. Further, to demonstrate the potential of this dataset and software package, we show initial quantitative and qualitative comparisons between the performance and representations of several deep RL algorithms, highlighting interesting and previously unknown distinctions between them.

cs.NE↗

Performing Structured Improvisations with pre-trained Deep Learning Models

The quality of outputs produced by deep generative models for music have seen a dramatic improvement in the last few years. However, most deep learning models perform in "offline" mode, with few restrictions on the processing time. Integrating these types of models into a live structured performance poses a challenge because of the necessity to respect the beat and harmony. Further, these deep models tend to be agnostic to the style of a performer, which often renders them impractical for live performance. In this paper we propose a system which enables the integration of out-of-the-box generative models by leveraging the musician's creativity and expertise.

cs.SD↗

A Comparative Analysis of Expected and Distributional Reinforcement Learning

Since their introduction a year ago, distributional approaches to reinforcement learning (distributional RL) have produced strong results relative to the standard approach which models expected values (expected RL). However, aside from convergence guarantees, there have been few theoretical results investigating the reasons behind the improvements distributional RL provides. In this paper we begin the investigation into this fundamental question by analyzing the differences in the tabular, linear approximation, and non-linear approximation settings. We prove that in many realizations of the tabular and linear approximation settings, distributional RL behaves exactly the same as expected RL. In cases where the two methods behave differently, distributional RL can in fact hurt performance when it does not induce identical behaviour. We then continue with an empirical analysis comparing distributional and expected RL methods in control settings with non-linear approximators to tease apart where the improvements from distributional RL methods are coming from.

cs.LG↗

Distributional reinforcement learning with linear function approximation

Despite many algorithmic advances, our theoretical understanding of practical distributional reinforcement learning methods remains limited. One exception is Rowland et al. (2018)'s analysis of the C51 algorithm in terms of the Cramér distance, but their results only apply to the tabular setting and ignore C51's use of a softmax to produce normalized distributions. In this paper we adapt the Cramér distance to deal with arbitrary vectors. From it we derive a new distributional algorithm which is fully Cramér-based and can be combined to linear function approximation, with formal guarantees in the context of policy evaluation. In allowing the model's prediction to be any real vector, we lose the probabilistic interpretation behind the method, but otherwise maintain the appealing properties of distributional approaches. To the best of our knowledge, ours is the first proof of convergence of a distributional algorithm combined with function approximation. Perhaps surprisingly, our results provide evidence that Cramér-based distributional methods may perform worse than directly approximating the value function.

cs.LG↗

Shaping the Narrative Arc: An Information-Theoretic Approach to Collaborative Dialogue

We consider the problem of designing an artificial agent capable of interacting with humans in collaborative dialogue to produce creative, engaging narratives. In this task, the goal is to establish universe details, and to collaborate on an interesting story in that universe, through a series of natural dialogue exchanges. Our model can augment any probabilistic conversational agent by allowing it to reason about universe information established and what potential next utterances might reveal. Ideally, with each utterance, agents would reveal just enough information to add specificity and reduce ambiguity without limiting the conversation. We empirically show that our model allows control over the rate at which the agent reveals information and that doing so significantly improves accuracy in predicting the next line of dialogues from movies. We close with a case-study with four professional theatre performers, who preferred interactions with our model-augmented agent over an unaugmented agent.

cs.HC↗

Dopamine: A Research Framework for Deep Reinforcement Learning

Deep reinforcement learning (deep RL) research has grown significantly in recent years. A number of software offerings now exist that provide stable, comprehensive implementations for benchmarking. At the same time, recent deep RL research has become more diverse in its goals. In this paper we introduce Dopamine, a new research framework for deep RL that aims to support some of that diversity. Dopamine is open-source, TensorFlow-based, and provides compact and reliable implementations of some state-of-the-art deep RL agents. We complement this offering with a taxonomy of the different research objectives in deep RL research. While by no means exhaustive, our analysis highlights the heterogeneity of research in the field, and the value of frameworks such as ours.

cs.LG↗

Combining Learned Lyrical Structures and Vocabulary for Improved Lyric Generation

The use of language models for generating lyrics and poetry has received an increased interest in the last few years. They pose a unique challenge relative to standard natural language problems, as their ultimate purpose is reative, notions of accuracy and reproducibility are secondary to notions of lyricism, structure, and diversity. In this creative setting, traditional quantitative measures for natural language problems, such as BLEU scores, prove inadequate: a high-scoring model may either fail to produce output respecting the desired structure (e.g. song verses), be a terribly boring creative companion, or both. In this work we propose a mechanism for combining two separately trained language models into a framework that is able to produce output respecting the desired song structure, while providing a richness and diversity of vocabulary that renders it more creatively appealing.

cs.AI↗

Methods for computing state similarity in Markov Decision Processes

A popular approach to solving large probabilistic systems relies on aggregating states based on a measure of similarity. Many approaches in the literature are heuristic. A number of recent methods rely instead on metrics based on the notion of bisimulation, or behavioral equivalence between states (Givan et al, 2001, 2003; Ferns et al, 2004). An integral component of such metrics is the Kantorovich metric between probability distributions. However, while this metric enables many satisfying theoretical properties, it is costly to compute in practice. In this paper, we use techniques from network optimization and statistical sampling to overcome this problem. We obtain in this manner a variety of distance functions for MDP state aggregation, which differ in the tradeoff between time and space complexity, as well as the quality of the aggregation. We provide an empirical evaluation of these trade-offs.

cs.AI↗