We present JaxUED, an open-source library providing minimal dependency implementations of modern Unsupervised Environment Design (UED) algorithms in Jax. JaxUED leverages hardware acceleration to obtain on the order of 100x speedups compared to prior, CPU-based implementations. Inspired by CleanRL, we provide fast, clear, understandable, and easily modifiable implementations, with the aim of accelerating research into UED. This paper describes our library and contains baseline results. Code can be found at https://github.com/DramaCow/jaxued.
Benchmarks play a crucial role in the development and analysis of reinforcement learning (RL) algorithms. We identify that existing benchmarks used for research into open-ended learning fall into one of two categories. Either they are too slow for meaningful research to be performed without enormous computational resources, like Crafter, NetHack and Minecraft, or they are not complex enough to pose a significant challenge, like Minigrid and Procgen. To remedy this, we first present Craftax-Classic: a ground-up rewrite of Crafter in JAX that runs up to 250x faster than the Python-native original. A run of PPO using 1 billion environment interactions finishes in under an hour using only a single GPU and averages 90% of the optimal reward. To provide a more compelling challenge we present the main Craftax benchmark, a significant extension of the Crafter mechanics with elements inspired from NetHack. Solving Craftax requires deep exploration, long term planning and memory, as well as continual adaptation to novel situations as more of the world is discovered. We show that existing methods including global and episodic exploration, as well as unsupervised environment design fail to make material progress on the benchmark. We believe that Craftax can for the first time allow researchers to experiment in a complex, open-ended environment with limited computational resources.
In unsupervised environment design, reinforcement learning agents are trained on environment configurations (levels) generated by an adversary that maximises some objective. Regret is a commonly used objective that theoretically results in a minimax regret (MMR) policy with desirable robustness guarantees; in particular, the agent's maximum regret is bounded. However, once the agent reaches this regret bound on all levels, the adversary will only sample levels where regret cannot be further reduced. Although there are possible performance improvements to be made outside of these regret-maximising levels, learning stagnates. In this work, we introduce Bayesian level-perfect MMR (BLP), a refinement of the minimax regret objective that overcomes this limitation. We formally show that solving for this objective results in a subset of MMR policies, and that BLP policies act consistently with a Perfect Bayesian policy over all levels. We further introduce an algorithm, ReMiDi, that results in a BLP policy at convergence. We empirically demonstrate that training on levels from a minimax regret adversary causes learning to prematurely stagnate, but that ReMiDi continues learning.
While reinforcement learning has achieved remarkable successes in several domains, its real-world application is limited due to many methods failing to generalise to unfamiliar conditions. In this work, we consider the problem of generalising to new transition dynamics, corresponding to cases in which the environment's response to the agent's actions differs. For example, the gravitational force exerted on a robot depends on its mass and changes the robot's mobility. Consequently, in such cases, it is necessary to condition an agent's actions on extrinsic state information and pertinent contextual information reflecting how the environment responds. While the need for context-sensitive policies has been established, the manner in which context is incorporated architecturally has received less attention. Thus, in this work, we present an investigation into how context information should be incorporated into behaviour learning to improve generalisation. To this end, we introduce a neural network architecture, the Decision Adapter, which generates the weights of an adapter module and conditions the behaviour of an agent on the context information. We show that the Decision Adapter is a useful generalisation of a previously proposed architecture and empirically demonstrate that it results in superior generalisation performance compared to previous approaches in several environments. Beyond this, the Decision Adapter is more robust to irrelevant distractor variables than several alternative methods.
Transfer learning has led to large gains in performance for nearly all NLP tasks while making downstream models easier and faster to train. This has also been extended to low-resourced languages, with some success. We investigate the properties of cross-lingual transfer learning between ten low-resourced languages, from the perspective of a named entity recognition task. We specifically investigate how much adaptive fine-tuning and the choice of transfer language affect zero-shot transfer performance. We find that models that perform well on a single language often do so at the expense of generalising to others, while models with the best generalisation to other languages suffer in individual language performance. Furthermore, the amount of data overlap between the source and target datasets is a better predictor of transfer performance than either the geographical or genetic distance between the languages.
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry, and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method, which recursively composes simple, low-level generators together to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.
In this work, we tackle the problem of open-ended learning by introducing a method that simultaneously evolves agents and increasingly challenging environments. Unlike previous open-ended approaches that optimize agents using a fixed neural network topology, we hypothesize that generalization can be improved by allowing agents' controllers to become more complex as they encounter more difficult environments. Our method, Augmentative Topology EPOET (ATEP), extends the Enhanced Paired Open-Ended Trailblazer (EPOET) algorithm by allowing agents to evolve their own neural network structures over time, adding complexity and capacity as necessary. Empirical results demonstrate that ATEP results in general agents capable of solving more environments than a fixed-topology baseline. We also investigate mechanisms for transferring agents between environments and find that a species-based approach further improves the performance and generalization of agents.
We participated in the WMT 2022 Large-Scale Machine Translation Evaluation for the African Languages Shared Task. This work describes our approach, which is based on filtering the given noisy data using a sentence-pair classifier that was built by fine-tuning a pre-trained language model. To train the classifier, we obtain positive samples (i.e. high-quality parallel sentences) from a gold-standard curated dataset and extract negative samples (i.e. low-quality parallel sentences) from automatically aligned parallel data by choosing sentences with low alignment scores. Our final machine translation model was then trained on filtered data, instead of the entire noisy dataset. We empirically validate our approach by evaluating on two common datasets and show that data filtering generally improves overall translation quality, in some cases even significantly.
Recent advances in the pre-training of language models leverage large-scale datasets to create multilingual models. However, low-resource languages are mostly left out in these datasets. This is primarily because many widely spoken languages are not well represented on the web and therefore excluded from the large-scale crawls used to create datasets. Furthermore, downstream users of these models are restricted to the selection of languages originally chosen for pre-training. This work investigates how to optimally leverage existing pre-trained models to create low-resource translation systems for 16 African languages. We focus on two questions: 1) How can pre-trained models be used for languages not included in the initial pre-training? and 2) How can the resulting translation models effectively transfer to new domains? To answer these questions, we create a new African news corpus covering 16 languages, of which eight languages are not part of any existing evaluation dataset. We demonstrate that the most effective strategy for transferring both to additional languages and to additional domains is to fine-tune large pre-trained models on small quantities of high-quality translation data.
Using function approximation to represent a value function is necessary for continuous and high-dimensional state spaces. Linear function approximation has desirable theoretical guarantees and often requires less compute and samples than neural networks, but most approaches suffer from an exponential growth in the number of functions as the dimensionality of the state space increases. In this work, we introduce the wavelet basis for reinforcement learning. Wavelets can effectively be used as a fixed basis and additionally provide the ability to adaptively refine the basis set as learning progresses, making it feasible to start with a minimal basis set. This adaptive method can either increase the granularity of the approximation at a point in state space, or add in interactions between different dimensions as necessary. We prove that wavelets are both necessary and sufficient if we wish to construct a function approximator that can be adaptively refined without loss of precision. We further demonstrate that a fixed wavelet basis set performs comparably against the high-performing Fourier basis on Mountain Car and Acrobot, and that the adaptive methods provide a convenient approach to addressing an oversized initial basis set, while demonstrating performance comparable to, or greater than, the fixed wavelet basis.