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Timothy Lillicrap

Publications and source records attributed to Timothy Lillicrap.

At least 37 records · Page 2Linked to original sources

Symbolic Behaviour in Artificial Intelligence

The ability to use symbols is the pinnacle of human intelligence, but has yet to be fully replicated in machines. Here we argue that the path towards symbolically fluent artificial intelligence (AI) begins with a reinterpretation of what symbols are, how they come to exist, and how a system behaves when it uses them. We begin by offering an interpretation of symbols as entities whose meaning is established by convention. But crucially, something is a symbol only for those who demonstrably and actively participate in this convention. We then outline how this interpretation thematically unifies the behavioural traits humans exhibit when they use symbols. This motivates our proposal that the field place a greater emphasis on symbolic behaviour rather than particular computational mechanisms inspired by more restrictive interpretations of symbols. Finally, we suggest that AI research explore social and cultural engagement as a tool to develop the cognitive machinery necessary for symbolic behaviour to emerge. This approach will allow for AI to interpret something as symbolic on its own rather than simply manipulate things that are only symbols to human onlookers, and thus will ultimately lead to AI with more human-like symbolic fluency.

cs.AI↗

Imitating Interactive Intelligence

A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial agents that can interact naturally with humans using the simplification of a virtual environment. This setting nevertheless integrates a number of the central challenges of artificial intelligence (AI) research: complex visual perception and goal-directed physical control, grounded language comprehension and production, and multi-agent social interaction. To build agents that can robustly interact with humans, we would ideally train them while they interact with humans. However, this is presently impractical. Therefore, we approximate the role of the human with another learned agent, and use ideas from inverse reinforcement learning to reduce the disparities between human-human and agent-agent interactive behaviour. Rigorously evaluating our agents poses a great challenge, so we develop a variety of behavioural tests, including evaluation by humans who watch videos of agents or interact directly with them. These evaluations convincingly demonstrate that interactive training and auxiliary losses improve agent behaviour beyond what is achieved by supervised learning of actions alone. Further, we demonstrate that agent capabilities generalise beyond literal experiences in the dataset. Finally, we train evaluation models whose ratings of agents agree well with human judgement, thus permitting the evaluation of new agent models without additional effort. Taken together, our results in this virtual environment provide evidence that large-scale human behavioural imitation is a promising tool to create intelligent, interactive agents, and the challenge of reliably evaluating such agents is possible to surmount.

cs.LG↗

Physically Embedded Planning Problems: New Challenges for Reinforcement Learning

Recent work in deep reinforcement learning (RL) has produced algorithms capable of mastering challenging games such as Go, chess, or shogi. In these works the RL agent directly observes the natural state of the game and controls that state directly with its actions. However, when humans play such games, they do not just reason about the moves but also interact with their physical environment. They understand the state of the game by looking at the physical board in front of them and modify it by manipulating pieces using touch and fine-grained motor control. Mastering complicated physical systems with abstract goals is a central challenge for artificial intelligence, but it remains out of reach for existing RL algorithms. To encourage progress towards this goal we introduce a set of physically embedded planning problems and make them publicly available. We embed challenging symbolic tasks (Sokoban, tic-tac-toe, and Go) in a physics engine to produce a set of tasks that require perception, reasoning, and motor control over long time horizons. Although existing RL algorithms can tackle the symbolic versions of these tasks, we find that they struggle to master even the simplest of their physically embedded counterparts. As a first step towards characterizing the space of solution to these tasks, we introduce a strong baseline that uses a pre-trained expert game player to provide hints in the abstract space to an RL agent's policy while training it on the full sensorimotor control task. The resulting agent solves many of the tasks, underlining the need for methods that bridge the gap between abstract planning and embodied control. See illustrating video at https://youtu.be/RwHiHlym_1k.

cs.AI↗

Beyond Tabula-Rasa: a Modular Reinforcement Learning Approach for Physically Embedded 3D Sokoban

Intelligent robots need to achieve abstract objectives using concrete, spatiotemporally complex sensory information and motor control. Tabula rasa deep reinforcement learning (RL) has tackled demanding tasks in terms of either visual, abstract, or physical reasoning, but solving these jointly remains a formidable challenge. One recent, unsolved benchmark task that integrates these challenges is Mujoban, where a robot needs to arrange 3D warehouses generated from 2D Sokoban puzzles. We explore whether integrated tasks like Mujoban can be solved by composing RL modules together in a sense-plan-act hierarchy, where modules have well-defined roles similarly to classic robot architectures. Unlike classic architectures that are typically model-based, we use only model-free modules trained with RL or supervised learning. We find that our modular RL approach dramatically outperforms the state-of-the-art monolithic RL agent on Mujoban. Further, learned modules can be reused when, e.g., using a different robot platform to solve the same task. Together our results give strong evidence for the importance of research into modular RL designs. Project website: https://sites.google.com/view/modular-rl/

cs.LG↗

dm_control: Software and Tasks for Continuous Control

The dm_control software package is a collection of Python libraries and task suites for reinforcement learning agents in an articulated-body simulation. A MuJoCo wrapper provides convenient bindings to functions and data structures. The PyMJCF and Composer libraries enable procedural model manipulation and task authoring. The Control Suite is a fixed set of tasks with standardised structure, intended to serve as performance benchmarks. The Locomotion framework provides high-level abstractions and examples of locomotion tasks. A set of configurable manipulation tasks with a robot arm and snap-together bricks is also included. dm_control is publicly available at https://www.github.com/deepmind/dm_control

cs.RO↗

LOGAN: Latent Optimisation for Generative Adversarial Networks

Training generative adversarial networks requires balancing of delicate adversarial dynamics. Even with careful tuning, training may diverge or end up in a bad equilibrium with dropped modes. In this work, we improve CS-GAN with natural gradient-based latent optimisation and show that it improves adversarial dynamics by enhancing interactions between the discriminator and the generator. Our experiments demonstrate that latent optimisation can significantly improve GAN training, obtaining state-of-the-art performance for the ImageNet ($128 \times 128$) dataset. Our model achieves an Inception Score (IS) of $148$ and an Fréchet Inception Distance (FID) of $3.4$, an improvement of $17\%$ and $32\%$ in IS and FID respectively, compared with the baseline BigGAN-deep model with the same architecture and number of parameters.

cs.LG↗

Dream to Control: Learning Behaviors by Latent Imagination

Learned world models summarize an agent's experience to facilitate learning complex behaviors. While learning world models from high-dimensional sensory inputs is becoming feasible through deep learning, there are many potential ways for deriving behaviors from them. We present Dreamer, a reinforcement learning agent that solves long-horizon tasks from images purely by latent imagination. We efficiently learn behaviors by propagating analytic gradients of learned state values back through trajectories imagined in the compact state space of a learned world model. On 20 challenging visual control tasks, Dreamer exceeds existing approaches in data-efficiency, computation time, and final performance.

cs.LG↗

Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model

Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess and Go, where a perfect simulator is available. However, in real-world problems the dynamics governing the environment are often complex and unknown. In this work we present the MuZero algorithm which, by combining a tree-based search with a learned model, achieves superhuman performance in a range of challenging and visually complex domains, without any knowledge of their underlying dynamics. MuZero learns a model that, when applied iteratively, predicts the quantities most directly relevant to planning: the reward, the action-selection policy, and the value function. When evaluated on 57 different Atari games - the canonical video game environment for testing AI techniques, in which model-based planning approaches have historically struggled - our new algorithm achieved a new state of the art. When evaluated on Go, chess and shogi, without any knowledge of the game rules, MuZero matched the superhuman performance of the AlphaZero algorithm that was supplied with the game rules.

cs.LG↗

Deep Learning without Weight Transport

Current algorithms for deep learning probably cannot run in the brain because they rely on weight transport, where forward-path neurons transmit their synaptic weights to a feedback path, in a way that is likely impossible biologically. An algorithm called feedback alignment achieves deep learning without weight transport by using random feedback weights, but it performs poorly on hard visual-recognition tasks. Here we describe two mechanisms - a neural circuit called a weight mirror and a modification of an algorithm proposed by Kolen and Pollack in 1994 - both of which let the feedback path learn appropriate synaptic weights quickly and accurately even in large networks, without weight transport or complex wiring.Tested on the ImageNet visual-recognition task, these mechanisms outperform both feedback alignment and the newer sign-symmetry method, and nearly match backprop, the standard algorithm of deep learning, which uses weight transport.

cs.LG↗

Episodic Curiosity through Reachability

Rewards are sparse in the real world and most of today's reinforcement learning algorithms struggle with such sparsity. One solution to this problem is to allow the agent to create rewards for itself - thus making rewards dense and more suitable for learning. In particular, inspired by curious behaviour in animals, observing something novel could be rewarded with a bonus. Such bonus is summed up with the real task reward - making it possible for RL algorithms to learn from the combined reward. We propose a new curiosity method which uses episodic memory to form the novelty bonus. To determine the bonus, the current observation is compared with the observations in memory. Crucially, the comparison is done based on how many environment steps it takes to reach the current observation from those in memory - which incorporates rich information about environment dynamics. This allows us to overcome the known "couch-potato" issues of prior work - when the agent finds a way to instantly gratify itself by exploiting actions which lead to hardly predictable consequences. We test our approach in visually rich 3D environments in ViZDoom, DMLab and MuJoCo. In navigational tasks from ViZDoom and DMLab, our agent outperforms the state-of-the-art curiosity method ICM. In MuJoCo, an ant equipped with our curiosity module learns locomotion out of the first-person-view curiosity only.

cs.LG↗

Noise Contrastive Priors for Functional Uncertainty

Obtaining reliable uncertainty estimates of neural network predictions is a long standing challenge. Bayesian neural networks have been proposed as a solution, but it remains open how to specify their prior. In particular, the common practice of an independent normal prior in weight space imposes relatively weak constraints on the function posterior, allowing it to generalize in unforeseen ways on inputs outside of the training distribution. We propose noise contrastive priors (NCPs) to obtain reliable uncertainty estimates. The key idea is to train the model to output high uncertainty for data points outside of the training distribution. NCPs do so using an input prior, which adds noise to the inputs of the current mini batch, and an output prior, which is a wide distribution given these inputs. NCPs are compatible with any model that can output uncertainty estimates, are easy to scale, and yield reliable uncertainty estimates throughout training. Empirically, we show that NCPs prevent overfitting outside of the training distribution and result in uncertainty estimates that are useful for active learning. We demonstrate the scalability of our method on the flight delays data set, where we significantly improve upon previously published results.

stat.ML↗

Learning Latent Dynamics for Planning from Pixels

Planning has been very successful for control tasks with known environment dynamics. To leverage planning in unknown environments, the agent needs to learn the dynamics from interactions with the world. However, learning dynamics models that are accurate enough for planning has been a long-standing challenge, especially in image-based domains. We propose the Deep Planning Network (PlaNet), a purely model-based agent that learns the environment dynamics from images and chooses actions through fast online planning in latent space. To achieve high performance, the dynamics model must accurately predict the rewards ahead for multiple time steps. We approach this using a latent dynamics model with both deterministic and stochastic transition components. Moreover, we propose a multi-step variational inference objective that we name latent overshooting. Using only pixel observations, our agent solves continuous control tasks with contact dynamics, partial observability, and sparse rewards, which exceed the difficulty of tasks that were previously solved by planning with learned models. PlaNet uses substantially fewer episodes and reaches final performance close to and sometimes higher than strong model-free algorithms.

cs.LG↗

An investigation of model-free planning

The field of reinforcement learning (RL) is facing increasingly challenging domains with combinatorial complexity. For an RL agent to address these challenges, it is essential that it can plan effectively. Prior work has typically utilized an explicit model of the environment, combined with a specific planning algorithm (such as tree search). More recently, a new family of methods have been proposed that learn how to plan, by providing the structure for planning via an inductive bias in the function approximator (such as a tree structured neural network), trained end-to-end by a model-free RL algorithm. In this paper, we go even further, and demonstrate empirically that an entirely model-free approach, without special structure beyond standard neural network components such as convolutional networks and LSTMs, can learn to exhibit many of the characteristics typically associated with a model-based planner. We measure our agent's effectiveness at planning in terms of its ability to generalize across a combinatorial and irreversible state space, its data efficiency, and its ability to utilize additional thinking time. We find that our agent has many of the characteristics that one might expect to find in a planning algorithm. Furthermore, it exceeds the state-of-the-art in challenging combinatorial domains such as Sokoban and outperforms other model-free approaches that utilize strong inductive biases toward planning.

cs.LG↗

Deep Compressed Sensing

Compressed sensing (CS) provides an elegant framework for recovering sparse signals from compressed measurements. For example, CS can exploit the structure of natural images and recover an image from only a few random measurements. CS is flexible and data efficient, but its application has been restricted by the strong assumption of sparsity and costly reconstruction process. A recent approach that combines CS with neural network generators has removed the constraint of sparsity, but reconstruction remains slow. Here we propose a novel framework that significantly improves both the performance and speed of signal recovery by jointly training a generator and the optimisation process for reconstruction via meta-learning. We explore training the measurements with different objectives, and derive a family of models based on minimising measurement errors. We show that Generative Adversarial Nets (GANs) can be viewed as a special case in this family of models. Borrowing insights from the CS perspective, we develop a novel way of improving GANs using gradient information from the discriminator.

cs.LG↗

Learning to Make Analogies by Contrasting Abstract Relational Structure

Analogical reasoning has been a principal focus of various waves of AI research. Analogy is particularly challenging for machines because it requires relational structures to be represented such that they can be flexibly applied across diverse domains of experience. Here, we study how analogical reasoning can be induced in neural networks that learn to perceive and reason about raw visual data. We find that the critical factor for inducing such a capacity is not an elaborate architecture, but rather, careful attention to the choice of data and the manner in which it is presented to the model. The most robust capacity for analogical reasoning is induced when networks learn analogies by contrasting abstract relational structures in their input domains, a training method that uses only the input data to force models to learn about important abstract features. Using this technique we demonstrate capacities for complex, visual and symbolic analogy making and generalisation in even the simplest neural network architectures.

cs.AI↗

Recall Traces: Backtracking Models for Efficient Reinforcement Learning

In many environments only a tiny subset of all states yield high reward. In these cases, few of the interactions with the environment provide a relevant learning signal. Hence, we may want to preferentially train on those high-reward states and the probable trajectories leading to them. To this end, we advocate for the use of a backtracking model that predicts the preceding states that terminate at a given high-reward state. We can train a model which, starting from a high value state (or one that is estimated to have high value), predicts and sample for which the (state, action)-tuples may have led to that high value state. These traces of (state, action) pairs, which we refer to as Recall Traces, sampled from this backtracking model starting from a high value state, are informative as they terminate in good states, and hence we can use these traces to improve a policy. We provide a variational interpretation for this idea and a practical algorithm in which the backtracking model samples from an approximate posterior distribution over trajectories which lead to large rewards. Our method improves the sample efficiency of both on- and off-policy RL algorithms across several environments and tasks.

cs.LG↗

Optimizing Agent Behavior over Long Time Scales by Transporting Value

Humans spend a remarkable fraction of waking life engaged in acts of "mental time travel". We dwell on our actions in the past and experience satisfaction or regret. More than merely autobiographical storytelling, we use these event recollections to change how we will act in similar scenarios in the future. This process endows us with a computationally important ability to link actions and consequences across long spans of time, which figures prominently in addressing the problem of long-term temporal credit assignment; in artificial intelligence (AI) this is the question of how to evaluate the utility of the actions within a long-duration behavioral sequence leading to success or failure in a task. Existing approaches to shorter-term credit assignment in AI cannot solve tasks with long delays between actions and consequences. Here, we introduce a new paradigm for reinforcement learning where agents use recall of specific memories to credit actions from the past, allowing them to solve problems that are intractable for existing algorithms. This paradigm broadens the scope of problems that can be investigated in AI and offers a mechanistic account of behaviors that may inspire computational models in neuroscience, psychology, and behavioral economics.

cs.AI↗