Abstract:The standard formulation of Reinforcement Learning lacks a practical way of specifying what are admissible and forbidden behaviors. Most often, practitioners go about the task of behavior specification by manually engineering the reward function, a counter-intuitive process that requires several iterations and is prone to reward hacking by the agent. In this work, we argue that constrained RL, which has almost exclusively been used for safe RL, also has the potential to significantly reduce the amount of work spent for reward specification in applied RL projects. To this end, we propose to specify behavioral preferences in the CMDP framework and to use Lagrangian methods to automatically weigh each of these behavioral constraints. Specifically, we investigate how CMDPs can be adapted to solve goal-based tasks while adhering to several constraints simultaneously. We evaluate this framework on a set of continuous control tasks relevant to the application of Reinforcement Learning for NPC design in video games.
Abstract:Pre-trained language models (LMs) often struggle to reason logically or generalize in a compositional fashion. Recent work suggests that incorporating external entity knowledge can improve LMs' abilities to reason and generalize. However, the effect of explicitly providing entity abstraction remains unclear, especially with recent studies suggesting that pre-trained LMs already encode some of that knowledge in their parameters. We study the utility of incorporating entity type abstractions into pre-trained Transformers and test these methods on four NLP tasks requiring different forms of logical reasoning: (1) compositional language understanding with text-based relational reasoning (CLUTRR), (2) abductive reasoning (ProofWriter), (3) multi-hop question answering (HotpotQA), and (4) conversational question answering (CoQA). We propose and empirically explore three ways to add such abstraction: (i) as additional input embeddings, (ii) as a separate sequence to encode, and (iii) as an auxiliary prediction task for the model. Overall, our analysis demonstrates that models with abstract entity knowledge performs better than without it. However, our experiments also show that the benefits strongly depend on the technique used and the task at hand. The best abstraction aware models achieved an overall accuracy of 88.8% and 91.8% compared to the baseline model achieving 62.3% and 89.8% on CLUTRR and ProofWriter respectively. In addition, abstraction-aware models showed improved compositional generalization in both interpolation and extrapolation settings. However, for HotpotQA and CoQA, we find that F1 scores improve by only 0.5% on average. Our results suggest that the benefit of explicit abstraction is significant in formally defined logical reasoning settings requiring many reasoning hops, but point to the notion that it is less beneficial for NLP tasks having less formal logical structure.
Abstract:We are interested in interactive agents that learn to coordinate, namely, a $builder$ -- which performs actions but ignores the goal of the task -- and an $architect$ which guides the builder towards the goal of the task. We define and explore a formal setting where artificial agents are equipped with mechanisms that allow them to simultaneously learn a task while at the same time evolving a shared communication protocol. The field of Experimental Semiotics has shown the extent of human proficiency at learning from a priori unknown instructions meanings. Therefore, we take inspiration from it and present the Architect-Builder Problem (ABP): an asymmetrical setting in which an architect must learn to guide a builder towards constructing a specific structure. The architect knows the target structure but cannot act in the environment and can only send arbitrary messages to the builder. The builder on the other hand can act in the environment but has no knowledge about the task at hand and must learn to solve it relying only on the messages sent by the architect. Crucially, the meaning of messages is initially not defined nor shared between the agents but must be negotiated throughout learning. Under these constraints, we propose Architect-Builder Iterated Guiding (ABIG), a solution to the Architect-Builder Problem where the architect leverages a learned model of the builder to guide it while the builder uses self-imitation learning to reinforce its guided behavior. We analyze the key learning mechanisms of ABIG and test it in a 2-dimensional instantiation of the ABP where tasks involve grasping cubes, placing them at a given location, or building various shapes. In this environment, ABIG results in a low-level, high-frequency, guiding communication protocol that not only enables an architect-builder pair to solve the task at hand, but that can also generalize to unseen tasks.
Abstract:Machine learning has long since become a keystone technology, accelerating science and applications in a broad range of domains. Consequently, the notion of applying learning methods to a particular problem set has become an established and valuable modus operandi to advance a particular field. In this article we argue that such an approach does not straightforwardly extended to robotics -- or to embodied intelligence more generally: systems which engage in a purposeful exchange of energy and information with a physical environment. In particular, the purview of embodied intelligent agents extends significantly beyond the typical considerations of main-stream machine learning approaches, which typically (i) do not consider operation under conditions significantly different from those encountered during training; (ii) do not consider the often substantial, long-lasting and potentially safety-critical nature of interactions during learning and deployment; (iii) do not require ready adaptation to novel tasks while at the same time (iv) effectively and efficiently curating and extending their models of the world through targeted and deliberate actions. In reality, therefore, these limitations result in learning-based systems which suffer from many of the same operational shortcomings as more traditional, engineering-based approaches when deployed on a robot outside a well defined, and often narrow operating envelope. Contrary to viewing embodied intelligence as another application domain for machine learning, here we argue that it is in fact a key driver for the advancement of machine learning technology. In this article our goal is to highlight challenges and opportunities that are specific to embodied intelligence and to propose research directions which may significantly advance the state-of-the-art in robot learning.
Abstract:Despite having been studied to a great extent, the task of conditional generation of sequences of frames, or videos, remains extremely challenging. It is a common belief that a key step towards solving this task resides in modelling accurately both spatial and temporal information in video signals. A promising direction to do so has been to learn latent variable models that predict the future in latent space and project back to pixels, as suggested in recent literature. Following this line of work and building on top of a family of models introduced in prior work, Neural ODE, we investigate an approach that models time-continuous dynamics over a continuous latent space with a differential equation with respect to time. The intuition behind this approach is that these trajectories in latent space could then be extrapolated to generate video frames beyond the time steps for which the model is trained. We show that our approach yields promising results in the task of future frame prediction on the Moving MNIST dataset with 1 and 2 digits.
Abstract:Inducing causal relationships from observations is a classic problem in machine learning. Most work in causality starts from the premise that the causal variables themselves are observed. However, for AI agents such as robots trying to make sense of their environment, the only observables are low-level variables like pixels in images. To generalize well, an agent must induce high-level variables, particularly those which are causal or are affected by causal variables. A central goal for AI and causality is thus the joint discovery of abstract representations and causal structure. However, we note that existing environments for studying causal induction are poorly suited for this objective because they have complicated task-specific causal graphs which are impossible to manipulate parametrically (e.g., number of nodes, sparsity, causal chain length, etc.). In this work, our goal is to facilitate research in learning representations of high-level variables as well as causal structures among them. In order to systematically probe the ability of methods to identify these variables and structures, we design a suite of benchmarking RL environments. We evaluate various representation learning algorithms from the literature and find that explicitly incorporating structure and modularity in models can help causal induction in model-based reinforcement learning.
Abstract:Recent work has shown that Neural Ordinary Differential Equations (ODEs) can serve as generative models of images using the perspective of Continuous Normalizing Flows (CNFs). Such models offer exact likelihood calculation, and invertible generation/density estimation. In this work we introduce a Multi-Resolution variant of such models (MRCNF), by characterizing the conditional distribution over the additional information required to generate a fine image that is consistent with the coarse image. We introduce a transformation between resolutions that allows for no change in the log likelihood. We show that this approach yields comparable likelihood values for various image datasets, with improved performance at higher resolutions, with fewer parameters, using only 1 GPU. Further, we examine the out-of-distribution properties of (Multi-Resolution) Continuous Normalizing Flows, and find that they are similar to those of other likelihood-based generative models.
Abstract:Target networks are at the core of recent success in Reinforcement Learning. They stabilize the training by using old parameters to estimate the $Q$-values, but this also limits the propagation of newly-encountered rewards which could ultimately slow down the training. In this work, we propose an alternative training method based on functional regularization which does not have this deficiency. Unlike target networks, our method uses up-to-date parameters to estimate the target $Q$-values, thereby speeding up training while maintaining stability. Surprisingly, in some cases, we can show that target networks are a special, restricted type of functional regularizers. Using this approach, we show empirical improvements in sample efficiency and performance across a range of Atari and simulated robotics environments.
Abstract:In this work we present a novel, robust transition generation technique that can serve as a new tool for 3D animators, based on adversarial recurrent neural networks. The system synthesizes high-quality motions that use temporally-sparse keyframes as animation constraints. This is reminiscent of the job of in-betweening in traditional animation pipelines, in which an animator draws motion frames between provided keyframes. We first show that a state-of-the-art motion prediction model cannot be easily converted into a robust transition generator when only adding conditioning information about future keyframes. To solve this problem, we then propose two novel additive embedding modifiers that are applied at each timestep to latent representations encoded inside the network's architecture. One modifier is a time-to-arrival embedding that allows variations of the transition length with a single model. The other is a scheduled target noise vector that allows the system to be robust to target distortions and to sample different transitions given fixed keyframes. To qualitatively evaluate our method, we present a custom MotionBuilder plugin that uses our trained model to perform in-betweening in production scenarios. To quantitatively evaluate performance on transitions and generalizations to longer time horizons, we present well-defined in-betweening benchmarks on a subset of the widely used Human3.6M dataset and on LaFAN1, a novel high quality motion capture dataset that is more appropriate for transition generation. We are releasing this new dataset along with this work, with accompanying code for reproducing our baseline results.
Abstract:The rapid global spread of COVID-19 has led to an unprecedented demand for effective methods to mitigate the spread of the disease, and various digital contact tracing (DCT) methods have emerged as a component of the solution. In order to make informed public health choices, there is a need for tools which allow evaluation and comparison of DCT methods. We introduce an agent-based compartmental simulator we call COVI-AgentSim, integrating detailed consideration of virology, disease progression, social contact networks, and mobility patterns, based on parameters derived from empirical research. We verify by comparing to real data that COVI-AgentSim is able to reproduce realistic COVID-19 spread dynamics, and perform a sensitivity analysis to verify that the relative performance of contact tracing methods are consistent across a range of settings. We use COVI-AgentSim to perform cost-benefit analyses comparing no DCT to: 1) standard binary contact tracing (BCT) that assigns binary recommendations based on binary test results; and 2) a rule-based method for feature-based contact tracing (FCT) that assigns a graded level of recommendation based on diverse individual features. We find all DCT methods consistently reduce the spread of the disease, and that the advantage of FCT over BCT is maintained over a wide range of adoption rates. Feature-based methods of contact tracing avert more disability-adjusted life years (DALYs) per socioeconomic cost (measured by productive hours lost). Our results suggest any DCT method can help save lives, support re-opening of economies, and prevent second-wave outbreaks, and that FCT methods are a promising direction for enriching BCT using self-reported symptoms, yielding earlier warning signals and a significantly reduced spread of the virus per socioeconomic cost.