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Quentin Delfosse

Publications and source records attributed to Quentin Delfosse.

28 records · Page 2Linked to original sources

HackAtari: Atari Learning Environments for Robust and Continual Reinforcement Learning

Artificial agents' adaptability to novelty and alignment with intended behavior is crucial for their effective deployment. Reinforcement learning (RL) leverages novelty as a means of exploration, yet agents often struggle to handle novel situations, hindering generalization. To address these issues, we propose HackAtari, a framework introducing controlled novelty to the most common RL benchmark, the Atari Learning Environment. HackAtari allows us to create novel game scenarios (including simplification for curriculum learning), to swap the game elements' colors, as well as to introduce different reward signals for the agent. We demonstrate that current agents trained on the original environments include robustness failures, and evaluate HackAtari's efficacy in enhancing RL agents' robustness and aligning behavior through experiments using C51 and PPO. Overall, HackAtari can be used to improve the robustness of current and future RL algorithms, allowing Neuro-Symbolic RL, curriculum RL, causal RL, as well as LLM-driven RL. Our work underscores the significance of developing interpretable in RL agents.

cs.AI↗

Interpretable and Editable Programmatic Tree Policies for Reinforcement Learning

Deep reinforcement learning agents are prone to goal misalignments. The black-box nature of their policies hinders the detection and correction of such misalignments, and the trust necessary for real-world deployment. So far, solutions learning interpretable policies are inefficient or require many human priors. We propose INTERPRETER, a fast distillation method producing INTerpretable Editable tRee Programs for ReinforcEmenT lEaRning. We empirically demonstrate that INTERPRETER compact tree programs match oracles across a diverse set of sequential decision tasks and evaluate the impact of our design choices on interpretability and performances. We show that our policies can be interpreted and edited to correct misalignments on Atari games and to explain real farming strategies.

cs.AI↗

Towards a Research Community in Interpretable Reinforcement Learning: the InterpPol Workshop

Embracing the pursuit of intrinsically explainable reinforcement learning raises crucial questions: what distinguishes explainability from interpretability? Should explainable and interpretable agents be developed outside of domains where transparency is imperative? What advantages do interpretable policies offer over neural networks? How can we rigorously define and measure interpretability in policies, without user studies? What reinforcement learning paradigms,are the most suited to develop interpretable agents? Can Markov Decision Processes integrate interpretable state representations? In addition to motivate an Interpretable RL community centered around the aforementioned questions, we propose the first venue dedicated to Interpretable RL: the InterpPol Workshop.

cs.AI↗

Adaptive Rational Activations to Boost Deep Reinforcement Learning

Latest insights from biology show that intelligence not only emerges from the connections between neurons but that individual neurons shoulder more computational responsibility than previously anticipated. This perspective should be critical in the context of constantly changing distinct reinforcement learning environments, yet current approaches still primarily employ static activation functions. In this work, we motivate why rationals are suitable for adaptable activation functions and why their inclusion into neural networks is crucial. Inspired by recurrence in residual networks, we derive a condition under which rational units are closed under residual connections and formulate a naturally regularised version: the recurrent-rational. We demonstrate that equipping popular algorithms with (recurrent-)rational activations leads to consistent improvements on Atari games, especially turning simple DQN into a solid approach, competitive to DDQN and Rainbow.

cs.LG↗

OCAtari: Object-Centric Atari 2600 Reinforcement Learning Environments

Cognitive science and psychology suggest that object-centric representations of complex scenes are a promising step towards enabling efficient abstract reasoning from low-level perceptual features. Yet, most deep reinforcement learning approaches only rely on pixel-based representations that do not capture the compositional properties of natural scenes. For this, we need environments and datasets that allow us to work and evaluate object-centric approaches. In our work, we extend the Atari Learning Environments, the most-used evaluation framework for deep RL approaches, by introducing OCAtari, that performs resource-efficient extractions of the object-centric states for these games. Our framework allows for object discovery, object representation learning, as well as object-centric RL. We evaluate OCAtari's detection capabilities and resource efficiency. Our source code is available at github.com/k4ntz/OC_Atari.

cs.LG↗

Boosting Object Representation Learning via Motion and Object Continuity

Recent unsupervised multi-object detection models have shown impressive performance improvements, largely attributed to novel architectural inductive biases. Unfortunately, they may produce suboptimal object encodings for downstream tasks. To overcome this, we propose to exploit object motion and continuity, i.e., objects do not pop in and out of existence. This is accomplished through two mechanisms: (i) providing priors on the location of objects through integration of optical flow, and (ii) a contrastive object continuity loss across consecutive image frames. Rather than developing an explicit deep architecture, the resulting Motion and Object Continuity (MOC) scheme can be instantiated using any baseline object detection model. Our results show large improvements in the performances of a SOTA model in terms of object discovery, convergence speed and overall latent object representations, particularly for playing Atari games. Overall, we show clear benefits of integrating motion and object continuity for downstream tasks, moving beyond object representation learning based only on reconstruction.

cs.CV↗

Interpretable and Explainable Logical Policies via Neurally Guided Symbolic Abstraction

The limited priors required by neural networks make them the dominating choice to encode and learn policies using reinforcement learning (RL). However, they are also black-boxes, making it hard to understand the agent's behaviour, especially when working on the image level. Therefore, neuro-symbolic RL aims at creating policies that are interpretable in the first place. Unfortunately, interpretability is not explainability. To achieve both, we introduce Neurally gUided Differentiable loGic policiEs (NUDGE). NUDGE exploits trained neural network-based agents to guide the search of candidate-weighted logic rules, then uses differentiable logic to train the logic agents. Our experimental evaluation demonstrates that NUDGE agents can induce interpretable and explainable policies while outperforming purely neural ones and showing good flexibility to environments of different initial states and problem sizes.

cs.LG↗

Adaptable Adapters

State-of-the-art pretrained NLP models contain a hundred million to trillion parameters. Adapters provide a parameter-efficient alternative for the full finetuning in which we can only finetune lightweight neural network layers on top of pretrained weights. Adapter layers are initialized randomly. However, existing work uses the same adapter architecture -- i.e., the same adapter layer on top of each layer of the pretrained model -- for every dataset, regardless of the properties of the dataset or the amount of available training data. In this work, we introduce adaptable adapters that contain (1) learning different activation functions for different layers and different input data, and (2) a learnable switch to select and only use the beneficial adapter layers. We show that adaptable adapters achieve on-par performances with the standard adapter architecture while using a considerably smaller number of adapter layers. In addition, we show that the selected adapter architecture by adaptable adapters transfers well across different data settings and similar tasks. We propose to use adaptable adapters for designing efficient and effective adapter architectures. The resulting adapters (a) contain about 50% of the learning parameters of the standard adapter and are therefore more efficient at training and inference, and require less storage space, and (b) achieve considerably higher performances in low-data settings.

cs.CL↗

CLEVA-Compass: A Continual Learning EValuation Assessment Compass to Promote Research Transparency and Comparability

What is the state of the art in continual machine learning? Although a natural question for predominant static benchmarks, the notion to train systems in a lifelong manner entails a plethora of additional challenges with respect to set-up and evaluation. The latter have recently sparked a growing amount of critiques on prominent algorithm-centric perspectives and evaluation protocols being too narrow, resulting in several attempts at constructing guidelines in favor of specific desiderata or arguing against the validity of prevalent assumptions. In this work, we depart from this mindset and argue that the goal of a precise formulation of desiderata is an ill-posed one, as diverse applications may always warrant distinct scenarios. Instead, we introduce the Continual Learning EValuation Assessment Compass: the CLEVA-Compass. The compass provides the visual means to both identify how approaches are practically reported and how works can simultaneously be contextualized in the broader literature landscape. In addition to promoting compact specification in the spirit of recent replication trends, it thus provides an intuitive chart to understand the priorities of individual systems, where they resemble each other, and what elements are missing towards a fair comparison.

cs.LG↗

Generative Adversarial Neural Cellular Automata

Motivated by the interaction between cells, the recently introduced concept of Neural Cellular Automata shows promising results in a variety of tasks. So far, this concept was mostly used to generate images for a single scenario. As each scenario requires a new model, this type of generation seems contradictory to the adaptability of cells in nature. To address this contradiction, we introduce a concept using different initial environments as input while using a single Neural Cellular Automata to produce several outputs. Additionally, we introduce GANCA, a novel algorithm that combines Neural Cellular Automata with Generative Adversarial Networks, allowing for more generalization through adversarial training. The experiments show that a single model is capable of learning several images when presented with different inputs, and that the adversarially trained model improves drastically on out-of-distribution data compared to a supervised trained model.

cs.NE↗