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Philippe Preux

Publications and source records attributed to Philippe Preux.

At least 37 records · Page 2Linked to original sources

More Efficient Exploration with Symbolic Priors on Action Sequence Equivalences

Incorporating prior knowledge in reinforcement learning algorithms is mainly an open question. Even when insights about the environment dynamics are available, reinforcement learning is traditionally used in a tabula rasa setting and must explore and learn everything from scratch. In this paper, we consider the problem of exploiting priors about action sequence equivalence: that is, when different sequences of actions produce the same effect. We propose a new local exploration strategy calibrated to minimize collisions and maximize new state visitations. We show that this strategy can be computed at little cost, by solving a convex optimization problem. By replacing the usual epsilon-greedy strategy in a DQN, we demonstrate its potential in several environments with various dynamic structures.

cs.LG↗

There Is No Turning Back: A Self-Supervised Approach for Reversibility-Aware Reinforcement Learning

We propose to learn to distinguish reversible from irreversible actions for better informed decision-making in Reinforcement Learning (RL). From theoretical considerations, we show that approximate reversibility can be learned through a simple surrogate task: ranking randomly sampled trajectory events in chronological order. Intuitively, pairs of events that are always observed in the same order are likely to be separated by an irreversible sequence of actions. Conveniently, learning the temporal order of events can be done in a fully self-supervised way, which we use to estimate the reversibility of actions from experience, without any priors. We propose two different strategies that incorporate reversibility in RL agents, one strategy for exploration (RAE) and one strategy for control (RAC). We demonstrate the potential of reversibility-aware agents in several environments, including the challenging Sokoban game. In synthetic tasks, we show that we can learn control policies that never fail and reduce to zero the side-effects of interactions, even without access to the reward function.

cs.LG↗

Interferometric Graph Transform for Community Labeling

We present a new approach for learning unsupervised node representations in community graphs. We significantly extend the Interferometric Graph Transform (IGT) to community labeling: this non-linear operator iteratively extracts features that take advantage of the graph topology through demodulation operations. An unsupervised feature extraction step cascades modulus non-linearity with linear operators that aim at building relevant invariants for community labeling. Via a simplified model, we show that the IGT concentrates around the E-IGT: those two representations are related through some ergodicity properties. Experiments on community labeling tasks show that this unsupervised representation achieves performances at the level of the state of the art on the standard and challenging datasets Cora, Citeseer, Pubmed and WikiCS.

cs.LG↗

Low-Rank Projections of GCNs Laplacian

In this work, we study the behavior of standard models for community detection under spectral manipulations. Through various ablation experiments, we evaluate the impact of bandpass filtering on the performance of a GCN: we empirically show that most of the necessary and used information for nodes classification is contained in the low-frequency domain, and thus contrary to images, high frequencies are less crucial to community detection. In particular, it is sometimes possible to obtain accuracies at a state-of-the-art level with simple classifiers that rely only on a few low frequencies.

cs.SI↗

Don't Do What Doesn't Matter: Intrinsic Motivation with Action Usefulness

Sparse rewards are double-edged training signals in reinforcement learning: easy to design but hard to optimize. Intrinsic motivation guidances have thus been developed toward alleviating the resulting exploration problem. They usually incentivize agents to look for new states through novelty signals. Yet, such methods encourage exhaustive exploration of the state space rather than focusing on the environment's salient interaction opportunities. We propose a new exploration method, called Don't Do What Doesn't Matter (DoWhaM), shifting the emphasis from state novelty to state with relevant actions. While most actions consistently change the state when used, \textit{e.g.} moving the agent, some actions are only effective in specific states, \textit{e.g.}, \emph{opening} a door, \emph{grabbing} an object. DoWhaM detects and rewards actions that seldom affect the environment. We evaluate DoWhaM on the procedurally-generated environment MiniGrid, against state-of-the-art methods and show that DoWhaM greatly reduces sample complexity.

cs.LG↗

Learning Value Functions in Deep Policy Gradients using Residual Variance

Policy gradient algorithms have proven to be successful in diverse decision making and control tasks. However, these methods suffer from high sample complexity and instability issues. In this paper, we address these challenges by providing a different approach for training the critic in the actor-critic framework. Our work builds on recent studies indicating that traditional actor-critic algorithms do not succeed in fitting the true value function, calling for the need to identify a better objective for the critic. In our method, the critic uses a new state-value (resp. state-action-value) function approximation that learns the value of the states (resp. state-action pairs) relative to their mean value rather than the absolute value as in conventional actor-critic. We prove the theoretical consistency of the new gradient estimator and observe dramatic empirical improvement across a variety of continuous control tasks and algorithms. Furthermore, we validate our method in tasks with sparse rewards, where we provide experimental evidence and theoretical insights.

cs.LG↗

Adversarially Guided Actor-Critic

Despite definite success in deep reinforcement learning problems, actor-critic algorithms are still confronted with sample inefficiency in complex environments, particularly in tasks where efficient exploration is a bottleneck. These methods consider a policy (the actor) and a value function (the critic) whose respective losses are built using different motivations and approaches. This paper introduces a third protagonist: the adversary. While the adversary mimics the actor by minimizing the KL-divergence between their respective action distributions, the actor, in addition to learning to solve the task, tries to differentiate itself from the adversary predictions. This novel objective stimulates the actor to follow strategies that could not have been correctly predicted from previous trajectories, making its behavior innovative in tasks where the reward is extremely rare. Our experimental analysis shows that the resulting Adversarially Guided Actor-Critic (AGAC) algorithm leads to more exhaustive exploration. Notably, AGAC outperforms current state-of-the-art methods on a set of various hard-exploration and procedurally-generated tasks.

cs.LG↗

Only Relevant Information Matters: Filtering Out Noisy Samples to Boost RL

In reinforcement learning, policy gradient algorithms optimize the policy directly and rely on sampling efficiently an environment. Nevertheless, while most sampling procedures are based on direct policy sampling, self-performance measures could be used to improve such sampling prior to each policy update. Following this line of thought, we introduce SAUNA, a method where non-informative transitions are rejected from the gradient update. The level of information is estimated according to the fraction of variance explained by the value function: a measure of the discrepancy between V and the empirical returns. In this work, we use this metric to select samples that are useful to learn from, and we demonstrate that this selection can significantly improve the performance of policy gradient methods. In this paper: (a) We define SAUNA's metric and introduce its method to filter transitions. (b) We conduct experiments on a set of benchmark continuous control problems. SAUNA significantly improves performance. (c) We investigate how SAUNA reliably selects samples with the most positive impact on learning and study its improvement on both performance and sample efficiency.

cs.LG↗

Geometric Deep Reinforcement Learning for Dynamic DAG Scheduling

In practice, it is quite common to face combinatorial optimization problems which contain uncertainty along with non-determinism and dynamicity. These three properties call for appropriate algorithms; reinforcement learning (RL) is dealing with them in a very natural way. Today, despite some efforts, most real-life combinatorial optimization problems remain out of the reach of reinforcement learning algorithms. In this paper, we propose a reinforcement learning approach to solve a realistic scheduling problem, and apply it to an algorithm commonly executed in the high performance computing community, the Cholesky factorization. On the contrary to static scheduling, where tasks are assigned to processors in a predetermined ordering before the beginning of the parallel execution, our method is dynamic: task allocations and their execution ordering are decided at runtime, based on the system state and unexpected events, which allows much more flexibility. To do so, our algorithm uses graph neural networks in combination with an actor-critic algorithm (A2C) to build an adaptive representation of the problem on the fly. We show that this approach is competitive with state-of-the-art heuristics used in high-performance computing runtime systems. Moreover, our algorithm does not require an explicit model of the environment, but we demonstrate that extra knowledge can easily be incorporated and improves performance. We also exhibit key properties provided by this RL approach, and study its transfer abilities to other instances.

cs.AI↗

I'm sorry Dave, I'm afraid I can't do that, Deep Q-learning from forbidden action

The use of Reinforcement Learning (RL) is still restricted to simulation or to enhance human-operated systems through recommendations. Real-world environments (e.g. industrial robots or power grids) are generally designed with safety constraints in mind implemented in the shape of valid actions masks or contingency controllers. For example, the range of motion and the angles of the motors of a robot can be limited to physical boundaries. Violating constraints thus results in rejected actions or entering in a safe mode driven by an external controller, making RL agents incapable of learning from their mistakes. In this paper, we propose a simple modification of a state-of-the-art deep RL algorithm (DQN), enabling learning from forbidden actions. To do so, the standard Q-learning update is enhanced with an extra safety loss inspired by structured classification. We empirically show that it reduces the number of hit constraints during the learning phase and accelerates convergence to near-optimal policies compared to using standard DQN. Experiments are done on a Visual Grid World Environment and Text-World domain.

cs.LG↗

A Machine of Few Words -- Interactive Speaker Recognition with Reinforcement Learning

Speaker recognition is a well known and studied task in the speech processing domain. It has many applications, either for security or speaker adaptation of personal devices. In this paper, we present a new paradigm for automatic speaker recognition that we call Interactive Speaker Recognition (ISR). In this paradigm, the recognition system aims to incrementally build a representation of the speakers by requesting personalized utterances to be spoken in contrast to the standard text-dependent or text-independent schemes. To do so, we cast the speaker recognition task into a sequential decision-making problem that we solve with Reinforcement Learning. Using a standard dataset, we show that our method achieves excellent performance while using little speech signal amounts. This method could also be applied as an utterance selection mechanism for building speech synthesis systems.

eess.AS↗

MERL: Multi-Head Reinforcement Learning

A common challenge in reinforcement learning is how to convert the agent's interactions with an environment into fast and robust learning. For instance, earlier work makes use of domain knowledge to improve existing reinforcement learning algorithms in complex tasks. While promising, previously acquired knowledge is often costly and challenging to scale up. Instead, we decide to consider problem knowledge with signals from quantities relevant to solve any task, e.g., self-performance assessment and accurate expectations. $\mathcal{V}^{ex}$ is such a quantity. It is the fraction of variance explained by the value function $V$ and measures the discrepancy between $V$ and the returns. Taking advantage of $\mathcal{V}^{ex}$, we propose MERL, a general framework for structuring reinforcement learning by injecting problem knowledge into policy gradient updates. As a result, the agent is not only optimized for a reward but learns using problem-focused quantities provided by MERL, applicable out-of-the-box to any task. In this paper: (a) We introduce and define MERL, the multi-head reinforcement learning framework we use throughout this work. (b) We conduct experiments across a variety of standard benchmark environments, including 9 continuous control tasks, where results show improved performance. (c) We demonstrate that MERL also improves transfer learning on a set of challenging pixel-based tasks. (d) We ponder how MERL tackles the problem of reward sparsity and better conditions the feature space of reinforcement learning agents.

cs.LG↗

A Large-Scale Study of Call Graph-based Impact Prediction using Mutation Testing

In software engineering, impact analysis involves predicting the software elements (e.g., modules, classes, methods) potentially impacted by a change in the source code. Impact analysis is required to optimize the testing effort. In this paper, we propose an evaluation technique to predict impact propagation. Based on 10 open-source Java projects and 5 classical mutation operators, we create 17,000 mutants and study how the error they introduce propagates. This evaluation technique enables us to analyze impact prediction based on four types of call graph. Our results show that graph sophistication increases the completeness of impact prediction. However, and surprisingly to us, the most basic call graph gives the best trade-off between precision and recall for impact prediction.

cs.SE↗

Visual Reasoning with Multi-hop Feature Modulation

Recent breakthroughs in computer vision and natural language processing have spurred interest in challenging multi-modal tasks such as visual question-answering and visual dialogue. For such tasks, one successful approach is to condition image-based convolutional network computation on language via Feature-wise Linear Modulation (FiLM) layers, i.e., per-channel scaling and shifting. We propose to generate the parameters of FiLM layers going up the hierarchy of a convolutional network in a multi-hop fashion rather than all at once, as in prior work. By alternating between attending to the language input and generating FiLM layer parameters, this approach is better able to scale to settings with longer input sequences such as dialogue. We demonstrate that multi-hop FiLM generation achieves state-of-the-art for the short input sequence task ReferIt --- on-par with single-hop FiLM generation --- while also significantly outperforming prior state-of-the-art and single-hop FiLM generation on the GuessWhat?! visual dialogue task.

cs.CV↗

Recurrent Neural Networks for Long and Short-Term Sequential Recommendation

Recommender systems objectives can be broadly characterized as modeling user preferences over short-or long-term time horizon. A large body of previous research studied long-term recommendation through dimensionality reduction techniques applied to the historical user-item interactions. A recently introduced session-based recommendation setting highlighted the importance of modeling short-term user preferences. In this task, Recurrent Neural Networks (RNN) have shown to be successful at capturing the nuances of user's interactions within a short time window. In this paper, we evaluate RNN-based models on both short-term and long-term recommendation tasks. Our experimental results suggest that RNNs are capable of predicting immediate as well as distant user interactions. We also find the best performing configuration to be a stacked RNN with layer normalization and tied item embeddings.

cs.IR↗

A Learning Algorithm for Change Impact Prediction

Change impact analysis consists in predicting the impact of a code change in a software application. In this paper, we take a learning perspective on change impact analysis and consider the problem formulated as follows. The artifacts that are considered are methods of object-oriented software, the change under study is a change in the code of the method, the impact is the test methods that fail because of the change that has been performed. We propose an algorithm, called LCIP that learns from past impacts to predict future impacts. To evaluate our system, we consider 7 Java software applications totaling 214,000+ lines of code. We simulate 17574 changes and their actual impact through code mutations, as done in mutation testing. We find that LCIP can predict the impact with a precision of 69%, a recall of 79%, corresponding to a F-Score of 55%.

cs.SE↗

A generative model for sparse, evolving digraphs

Generating graphs that are similar to real ones is an open problem, while the similarity notion is quite elusive and hard to formalize. In this paper, we focus on sparse digraphs and propose SDG, an algorithm that aims at generating graphs similar to real ones. Since real graphs are evolving and this evolution is important to study in order to understand the underlying dynamical system, we tackle the problem of generating series of graphs. We propose SEDGE, an algorithm meant to generate series of graphs similar to a real series. SEDGE is an extension of SDG. We consider graphs that are representations of software programs and show experimentally that our approach outperforms other existing approaches. Experiments show the performance of both algorithms.

cs.DS↗

Correctness Attraction: A Study of Stability of Software Behavior Under Runtime Perturbation

Can the execution of a software be perturbed without breaking the correctness of the output? In this paper, we devise a novel protocol to answer this rarely investigated question. In an experimental study, we observe that many perturbations do not break the correctness in ten subject programs. We call this phenomenon ``correctness attraction''. The uniqueness of this protocol is that it considers a systematic exploration of the perturbation space as well as perfect oracles to determine the correctness of the output. To this extent, our findings on the stability of software under execution perturbations have a level of validity that has never been reported before in the scarce related work. A qualitative manual analysis enables us to set up the first taxonomy ever of the reasons behind correctness attraction.

cs.SE↗