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Sergey Levine

Publications and source records attributed to Sergey Levine.

At least 325 records · Page 18Linked to original sources

A Workflow for Offline Model-Free Robotic Reinforcement Learning

Offline reinforcement learning (RL) enables learning control policies by utilizing only prior experience, without any online interaction. This can allow robots to acquire generalizable skills from large and diverse datasets, without any costly or unsafe online data collection. Despite recent algorithmic advances in offline RL, applying these methods to real-world problems has proven challenging. Although offline RL methods can learn from prior data, there is no clear and well-understood process for making various design choices, from model architecture to algorithm hyperparameters, without actually evaluating the learned policies online. In this paper, our aim is to develop a practical workflow for using offline RL analogous to the relatively well-understood workflows for supervised learning problems. To this end, we devise a set of metrics and conditions that can be tracked over the course of offline training, and can inform the practitioner about how the algorithm and model architecture should be adjusted to improve final performance. Our workflow is derived from a conceptual understanding of the behavior of conservative offline RL algorithms and cross-validation in supervised learning. We demonstrate the efficacy of this workflow in producing effective policies without any online tuning, both in several simulated robotic learning scenarios and for three tasks on two distinct real robots, focusing on learning manipulation skills with raw image observations with sparse binary rewards. Explanatory video and additional results can be found at sites.google.com/view/offline-rl-workflow

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Conservative Data Sharing for Multi-Task Offline Reinforcement Learning

Offline reinforcement learning (RL) algorithms have shown promising results in domains where abundant pre-collected data is available. However, prior methods focus on solving individual problems from scratch with an offline dataset without considering how an offline RL agent can acquire multiple skills. We argue that a natural use case of offline RL is in settings where we can pool large amounts of data collected in various scenarios for solving different tasks, and utilize all of this data to learn behaviors for all the tasks more effectively rather than training each one in isolation. However, sharing data across all tasks in multi-task offline RL performs surprisingly poorly in practice. Thorough empirical analysis, we find that sharing data can actually exacerbate the distributional shift between the learned policy and the dataset, which in turn can lead to divergence of the learned policy and poor performance. To address this challenge, we develop a simple technique for data-sharing in multi-task offline RL that routes data based on the improvement over the task-specific data. We call this approach conservative data sharing (CDS), and it can be applied with multiple single-task offline RL methods. On a range of challenging multi-task locomotion, navigation, and vision-based robotic manipulation problems, CDS achieves the best or comparable performance compared to prior offline multi-task RL methods and previous data sharing approaches.

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Robust Predictable Control

Many of the challenges facing today's reinforcement learning (RL) algorithms, such as robustness, generalization, transfer, and computational efficiency are closely related to compression. Prior work has convincingly argued why minimizing information is useful in the supervised learning setting, but standard RL algorithms lack an explicit mechanism for compression. The RL setting is unique because (1) its sequential nature allows an agent to use past information to avoid looking at future observations and (2) the agent can optimize its behavior to prefer states where decision making requires few bits. We take advantage of these properties to propose a method (RPC) for learning simple policies. This method brings together ideas from information bottlenecks, model-based RL, and bits-back coding into a simple and theoretically-justified algorithm. Our method jointly optimizes a latent-space model and policy to be self-consistent, such that the policy avoids states where the model is inaccurate. We demonstrate that our method achieves much tighter compression than prior methods, achieving up to 5x higher reward than a standard information bottleneck. We also demonstrate that our method learns policies that are more robust and generalize better to new tasks.

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Model-Based Reinforcement Learning via Latent-Space Collocation

The ability to plan into the future while utilizing only raw high-dimensional observations, such as images, can provide autonomous agents with broad capabilities. Visual model-based reinforcement learning (RL) methods that plan future actions directly have shown impressive results on tasks that require only short-horizon reasoning, however, these methods struggle on temporally extended tasks. We argue that it is easier to solve long-horizon tasks by planning sequences of states rather than just actions, as the effects of actions greatly compound over time and are harder to optimize. To achieve this, we draw on the idea of collocation, which has shown good results on long-horizon tasks in optimal control literature, and adapt it to the image-based setting by utilizing learned latent state space models. The resulting latent collocation method (LatCo) optimizes trajectories of latent states, which improves over previously proposed shooting methods for visual model-based RL on tasks with sparse rewards and long-term goals. Videos and code at https://orybkin.github.io/latco/.

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Offline Meta-Reinforcement Learning with Advantage Weighting

This paper introduces the offline meta-reinforcement learning (offline meta-RL) problem setting and proposes an algorithm that performs well in this setting. Offline meta-RL is analogous to the widely successful supervised learning strategy of pre-training a model on a large batch of fixed, pre-collected data (possibly from various tasks) and fine-tuning the model to a new task with relatively little data. That is, in offline meta-RL, we meta-train on fixed, pre-collected data from several tasks in order to adapt to a new task with a very small amount (less than 5 trajectories) of data from the new task. By nature of being offline, algorithms for offline meta-RL can utilize the largest possible pool of training data available and eliminate potentially unsafe or costly data collection during meta-training. This setting inherits the challenges of offline RL, but it differs significantly because offline RL does not generally consider a) transfer to new tasks or b) limited data from the test task, both of which we face in offline meta-RL. Targeting the offline meta-RL setting, we propose Meta-Actor Critic with Advantage Weighting (MACAW), an optimization-based meta-learning algorithm that uses simple, supervised regression objectives for both the inner and outer loop of meta-training. On offline variants of common meta-RL benchmarks, we empirically find that this approach enables fully offline meta-reinforcement learning and achieves notable gains over prior methods.

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Modularity in Reinforcement Learning via Algorithmic Independence in Credit Assignment

Many transfer problems require re-using previously optimal decisions for solving new tasks, which suggests the need for learning algorithms that can modify the mechanisms for choosing certain actions independently of those for choosing others. However, there is currently no formalism nor theory for how to achieve this kind of modular credit assignment. To answer this question, we define modular credit assignment as a constraint on minimizing the algorithmic mutual information among feedback signals for different decisions. We introduce what we call the modularity criterion for testing whether a learning algorithm satisfies this constraint by performing causal analysis on the algorithm itself. We generalize the recently proposed societal decision-making framework as a more granular formalism than the Markov decision process to prove that for decision sequences that do not contain cycles, certain single-step temporal difference action-value methods meet this criterion while all policy-gradient methods do not. Empirical evidence suggests that such action-value methods are more sample efficient than policy-gradient methods on transfer problems that require only sparse changes to a sequence of previously optimal decisions.

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MURAL: Meta-Learning Uncertainty-Aware Rewards for Outcome-Driven Reinforcement Learning

Exploration in reinforcement learning is a challenging problem: in the worst case, the agent must search for high-reward states that could be hidden anywhere in the state space. Can we define a more tractable class of RL problems, where the agent is provided with examples of successful outcomes? In this problem setting, the reward function can be obtained automatically by training a classifier to categorize states as successful or not. If trained properly, such a classifier can provide a well-shaped objective landscape that both promotes progress toward good states and provides a calibrated exploration bonus. In this work, we show that an uncertainty aware classifier can solve challenging reinforcement learning problems by both encouraging exploration and provided directed guidance towards positive outcomes. We propose a novel mechanism for obtaining these calibrated, uncertainty-aware classifiers based on an amortized technique for computing the normalized maximum likelihood (NML) distribution. To make this tractable, we propose a novel method for computing the NML distribution by using meta-learning. We show that the resulting algorithm has a number of intriguing connections to both count-based exploration methods and prior algorithms for learning reward functions, while also providing more effective guidance towards the goal. We demonstrate that our algorithm solves a number of challenging navigation and robotic manipulation tasks which prove difficult or impossible for prior methods.

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WILDS: A Benchmark of in-the-Wild Distribution Shifts

Distribution shifts -- where the training distribution differs from the test distribution -- can substantially degrade the accuracy of machine learning (ML) systems deployed in the wild. Despite their ubiquity in the real-world deployments, these distribution shifts are under-represented in the datasets widely used in the ML community today. To address this gap, we present WILDS, a curated benchmark of 10 datasets reflecting a diverse range of distribution shifts that naturally arise in real-world applications, such as shifts across hospitals for tumor identification; across camera traps for wildlife monitoring; and across time and location in satellite imaging and poverty mapping. On each dataset, we show that standard training yields substantially lower out-of-distribution than in-distribution performance. This gap remains even with models trained by existing methods for tackling distribution shifts, underscoring the need for new methods for training models that are more robust to the types of distribution shifts that arise in practice. To facilitate method development, we provide an open-source package that automates dataset loading, contains default model architectures and hyperparameters, and standardizes evaluations. Code and leaderboards are available at https://wilds.stanford.edu.

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Conservative Objective Models for Effective Offline Model-Based Optimization

Computational design problems arise in a number of settings, from synthetic biology to computer architectures. In this paper, we aim to solve data-driven model-based optimization (MBO) problems, where the goal is to find a design input that maximizes an unknown objective function provided access to only a static dataset of prior experiments. Such data-driven optimization procedures are the only practical methods in many real-world domains where active data collection is expensive (e.g., when optimizing over proteins) or dangerous (e.g., when optimizing over aircraft designs). Typical methods for MBO that optimize the design against a learned model suffer from distributional shift: it is easy to find a design that "fools" the model into predicting a high value. To overcome this, we propose conservative objective models (COMs), a method that learns a model of the objective function that lower bounds the actual value of the ground-truth objective on out-of-distribution inputs, and uses it for optimization. Structurally, COMs resemble adversarial training methods used to overcome adversarial examples. COMs are simple to implement and outperform a number of existing methods on a wide range of MBO problems, including optimizing protein sequences, robot morphologies, neural network weights, and superconducting materials.

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Why Generalization in RL is Difficult: Epistemic POMDPs and Implicit Partial Observability

Generalization is a central challenge for the deployment of reinforcement learning (RL) systems in the real world. In this paper, we show that the sequential structure of the RL problem necessitates new approaches to generalization beyond the well-studied techniques used in supervised learning. While supervised learning methods can generalize effectively without explicitly accounting for epistemic uncertainty, we show that, perhaps surprisingly, this is not the case in RL. We show that generalization to unseen test conditions from a limited number of training conditions induces implicit partial observability, effectively turning even fully-observed MDPs into POMDPs. Informed by this observation, we recast the problem of generalization in RL as solving the induced partially observed Markov decision process, which we call the epistemic POMDP. We demonstrate the failure modes of algorithms that do not appropriately handle this partial observability, and suggest a simple ensemble-based technique for approximately solving the partially observed problem. Empirically, we demonstrate that our simple algorithm derived from the epistemic POMDP achieves significant gains in generalization over current methods on the Procgen benchmark suite.

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Simple and Effective VAE Training with Calibrated Decoders

Variational autoencoders (VAEs) provide an effective and simple method for modeling complex distributions. However, training VAEs often requires considerable hyperparameter tuning to determine the optimal amount of information retained by the latent variable. We study the impact of calibrated decoders, which learn the uncertainty of the decoding distribution and can determine this amount of information automatically, on the VAE performance. While many methods for learning calibrated decoders have been proposed, many of the recent papers that employ VAEs rely on heuristic hyperparameters and ad-hoc modifications instead. We perform the first comprehensive comparative analysis of calibrated decoder and provide recommendations for simple and effective VAE training. Our analysis covers a range of image and video datasets and several single-image and sequential VAE models. We further propose a simple but novel modification to the commonly used Gaussian decoder, which computes the prediction variance analytically. We observe empirically that using heuristic modifications is not necessary with our method. Project website is at https://orybkin.github.io/sigma-vae/

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Pragmatic Image Compression for Human-in-the-Loop Decision-Making

Standard lossy image compression algorithms aim to preserve an image's appearance, while minimizing the number of bits needed to transmit it. However, the amount of information actually needed by a user for downstream tasks -- e.g., deciding which product to click on in a shopping website -- is likely much lower. To achieve this lower bitrate, we would ideally only transmit the visual features that drive user behavior, while discarding details irrelevant to the user's decisions. We approach this problem by training a compression model through human-in-the-loop learning as the user performs tasks with the compressed images. The key insight is to train the model to produce a compressed image that induces the user to take the same action that they would have taken had they seen the original image. To approximate the loss function for this model, we train a discriminator that tries to distinguish whether a user's action was taken in response to the compressed image or the original. We evaluate our method through experiments with human participants on four tasks: reading handwritten digits, verifying photos of faces, browsing an online shopping catalogue, and playing a car racing video game. The results show that our method learns to match the user's actions with and without compression at lower bitrates than baseline methods, and adapts the compression model to the user's behavior: it preserves the digit number and randomizes handwriting style in the digit reading task, preserves hats and eyeglasses while randomizing faces in the photo verification task, preserves the perceived price of an item while randomizing its color and background in the online shopping task, and preserves upcoming bends in the road in the car racing game.

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FitVid: Overfitting in Pixel-Level Video Prediction

An agent that is capable of predicting what happens next can perform a variety of tasks through planning with no additional training. Furthermore, such an agent can internally represent the complex dynamics of the real-world and therefore can acquire a representation useful for a variety of visual perception tasks. This makes predicting the future frames of a video, conditioned on the observed past and potentially future actions, an interesting task which remains exceptionally challenging despite many recent advances. Existing video prediction models have shown promising results on simple narrow benchmarks but they generate low quality predictions on real-life datasets with more complicated dynamics or broader domain. There is a growing body of evidence that underfitting on the training data is one of the primary causes for the low quality predictions. In this paper, we argue that the inefficient use of parameters in the current video models is the main reason for underfitting. Therefore, we introduce a new architecture, named FitVid, which is capable of severe overfitting on the common benchmarks while having similar parameter count as the current state-of-the-art models. We analyze the consequences of overfitting, illustrating how it can produce unexpected outcomes such as generating high quality output by repeating the training data, and how it can be mitigated using existing image augmentation techniques. As a result, FitVid outperforms the current state-of-the-art models across four different video prediction benchmarks on four different metrics.

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Emergent Social Learning via Multi-agent Reinforcement Learning

Social learning is a key component of human and animal intelligence. By taking cues from the behavior of experts in their environment, social learners can acquire sophisticated behavior and rapidly adapt to new circumstances. This paper investigates whether independent reinforcement learning (RL) agents in a multi-agent environment can learn to use social learning to improve their performance. We find that in most circumstances, vanilla model-free RL agents do not use social learning. We analyze the reasons for this deficiency, and show that by imposing constraints on the training environment and introducing a model-based auxiliary loss we are able to obtain generalized social learning policies which enable agents to: i) discover complex skills that are not learned from single-agent training, and ii) adapt online to novel environments by taking cues from experts present in the new environment. In contrast, agents trained with model-free RL or imitation learning generalize poorly and do not succeed in the transfer tasks. By mixing multi-agent and solo training, we can obtain agents that use social learning to gain skills that they can deploy when alone, even out-performing agents trained alone from the start.

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Meta-World: A Benchmark and Evaluation for Multi-Task and Meta Reinforcement Learning

Meta-reinforcement learning algorithms can enable robots to acquire new skills much more quickly, by leveraging prior experience to learn how to learn. However, much of the current research on meta-reinforcement learning focuses on task distributions that are very narrow. For example, a commonly used meta-reinforcement learning benchmark uses different running velocities for a simulated robot as different tasks. When policies are meta-trained on such narrow task distributions, they cannot possibly generalize to more quickly acquire entirely new tasks. Therefore, if the aim of these methods is to enable faster acquisition of entirely new behaviors, we must evaluate them on task distributions that are sufficiently broad to enable generalization to new behaviors. In this paper, we propose an open-source simulated benchmark for meta-reinforcement learning and multi-task learning consisting of 50 distinct robotic manipulation tasks. Our aim is to make it possible to develop algorithms that generalize to accelerate the acquisition of entirely new, held-out tasks. We evaluate 7 state-of-the-art meta-reinforcement learning and multi-task learning algorithms on these tasks. Surprisingly, while each task and its variations (e.g., with different object positions) can be learned with reasonable success, these algorithms struggle to learn with multiple tasks at the same time, even with as few as ten distinct training tasks. Our analysis and open-source environments pave the way for future research in multi-task learning and meta-learning that can enable meaningful generalization, thereby unlocking the full potential of these methods.

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Which Mutual-Information Representation Learning Objectives are Sufficient for Control?

Mutual information maximization provides an appealing formalism for learning representations of data. In the context of reinforcement learning (RL), such representations can accelerate learning by discarding irrelevant and redundant information, while retaining the information necessary for control. Much of the prior work on these methods has addressed the practical difficulties of estimating mutual information from samples of high-dimensional observations, while comparatively less is understood about which mutual information objectives yield representations that are sufficient for RL from a theoretical perspective. In this paper, we formalize the sufficiency of a state representation for learning and representing the optimal policy, and study several popular mutual-information based objectives through this lens. Surprisingly, we find that two of these objectives can yield insufficient representations given mild and common assumptions on the structure of the MDP. We corroborate our theoretical results with empirical experiments on a simulated game environment with visual observations.

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What Can I Do Here? Learning New Skills by Imagining Visual Affordances

A generalist robot equipped with learned skills must be able to perform many tasks in many different environments. However, zero-shot generalization to new settings is not always possible. When the robot encounters a new environment or object, it may need to finetune some of its previously learned skills to accommodate this change. But crucially, previously learned behaviors and models should still be suitable to accelerate this relearning. In this paper, we aim to study how generative models of possible outcomes can allow a robot to learn visual representations of affordances, so that the robot can sample potentially possible outcomes in new situations, and then further train its policy to achieve those outcomes. In effect, prior data is used to learn what kinds of outcomes may be possible, such that when the robot encounters an unfamiliar setting, it can sample potential outcomes from its model, attempt to reach them, and thereby update both its skills and its outcome model. This approach, visuomotor affordance learning (VAL), can be used to train goal-conditioned policies that operate on raw image inputs, and can rapidly learn to manipulate new objects via our proposed affordance-directed exploration scheme. We show that VAL can utilize prior data to solve real-world tasks such drawer opening, grasping, and placing objects in new scenes with only five minutes of online experience in the new scene.

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PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning

We study reinforcement learning (RL) with no-reward demonstrations, a setting in which an RL agent has access to additional data from the interaction of other agents with the same environment. However, it has no access to the rewards or goals of these agents, and their objectives and levels of expertise may vary widely. These assumptions are common in multi-agent settings, such as autonomous driving. To effectively use this data, we turn to the framework of successor features. This allows us to disentangle shared features and dynamics of the environment from agent-specific rewards and policies. We propose a multi-task inverse reinforcement learning (IRL) algorithm, called \emph{inverse temporal difference learning} (ITD), that learns shared state features, alongside per-agent successor features and preference vectors, purely from demonstrations without reward labels. We further show how to seamlessly integrate ITD with learning from online environment interactions, arriving at a novel algorithm for reinforcement learning with demonstrations, called $ΨΦ$-learning (pronounced `Sci-Fi'). We provide empirical evidence for the effectiveness of $ΨΦ$-learning as a method for improving RL, IRL, imitation, and few-shot transfer, and derive worst-case bounds for its performance in zero-shot transfer to new tasks.

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