We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.
Autoregressive generative models consistently achieve the best results in density estimation tasks involving high dimensional data, such as images or audio. They pose density estimation as a sequence modeling task, where a recurrent neural network (RNN) models the conditional distribution over the next element conditioned on all previous elements. In this paradigm, the bottleneck is the extent to which the RNN can model long-range dependencies, and the most successful approaches rely on causal convolutions, which offer better access to earlier parts of the sequence than conventional RNNs. Taking inspiration from recent work in meta reinforcement learning, where dealing with long-range dependencies is also essential, we introduce a new generative model architecture that combines causal convolutions with self attention. In this note, we describe the resulting model and present state-of-the-art log-likelihood results on CIFAR-10 (2.85 bits per dim) and $32 \times 32$ ImageNet (3.80 bits per dim). Our implementation is available at https://github.com/neocxi/pixelsnail-public
With the increasing commoditization of computer vision, speech recognition and machine translation systems and the widespread deployment of learning-based back-end technologies such as digital advertising and intelligent infrastructures, AI (Artificial Intelligence) has moved from research labs to production. These changes have been made possible by unprecedented levels of data and computation, by methodological advances in machine learning, by innovations in systems software and architectures, and by the broad accessibility of these technologies. The next generation of AI systems promises to accelerate these developments and increasingly impact our lives via frequent interactions and making (often mission-critical) decisions on our behalf, often in highly personalized contexts. Realizing this promise, however, raises daunting challenges. In particular, we need AI systems that make timely and safe decisions in unpredictable environments, that are robust against sophisticated adversaries, and that can process ever increasing amounts of data across organizations and individuals without compromising confidentiality. These challenges will be exacerbated by the end of the Moore's Law, which will constrain the amount of data these technologies can store and process. In this paper, we propose several open research directions in systems, architectures, and security that can address these challenges and help unlock AI's potential to improve lives and society.
Count-based exploration algorithms are known to perform near-optimally when used in conjunction with tabular reinforcement learning (RL) methods for solving small discrete Markov decision processes (MDPs). It is generally thought that count-based methods cannot be applied in high-dimensional state spaces, since most states will only occur once. Recent deep RL exploration strategies are able to deal with high-dimensional continuous state spaces through complex heuristics, often relying on optimism in the face of uncertainty or intrinsic motivation. In this work, we describe a surprising finding: a simple generalization of the classic count-based approach can reach near state-of-the-art performance on various high-dimensional and/or continuous deep RL benchmarks. States are mapped to hash codes, which allows to count their occurrences with a hash table. These counts are then used to compute a reward bonus according to the classic count-based exploration theory. We find that simple hash functions can achieve surprisingly good results on many challenging tasks. Furthermore, we show that a domain-dependent learned hash code may further improve these results. Detailed analysis reveals important aspects of a good hash function: 1) having appropriate granularity and 2) encoding information relevant to solving the MDP. This exploration strategy achieves near state-of-the-art performance on both continuous control tasks and Atari 2600 games, hence providing a simple yet powerful baseline for solving MDPs that require considerable exploration.
Imitation learning has been commonly applied to solve different tasks in isolation. This usually requires either careful feature engineering, or a significant number of samples. This is far from what we desire: ideally, robots should be able to learn from very few demonstrations of any given task, and instantly generalize to new situations of the same task, without requiring task-specific engineering. In this paper, we propose a meta-learning framework for achieving such capability, which we call one-shot imitation learning. Specifically, we consider the setting where there is a very large set of tasks, and each task has many instantiations. For example, a task could be to stack all blocks on a table into a single tower, another task could be to place all blocks on a table into two-block towers, etc. In each case, different instances of the task would consist of different sets of blocks with different initial states. At training time, our algorithm is presented with pairs of demonstrations for a subset of all tasks. A neural net is trained that takes as input one demonstration and the current state (which initially is the initial state of the other demonstration of the pair), and outputs an action with the goal that the resulting sequence of states and actions matches as closely as possible with the second demonstration. At test time, a demonstration of a single instance of a new task is presented, and the neural net is expected to perform well on new instances of this new task. The use of soft attention allows the model to generalize to conditions and tasks unseen in the training data. We anticipate that by training this model on a much greater variety of tasks and settings, we will obtain a general system that can turn any demonstrations into robust policies that can accomplish an overwhelming variety of tasks. Videos available at https://bit.ly/nips2017-oneshot .
Autonomous agents optimize the reward function we give them. What they don't know is how hard it is for us to design a reward function that actually captures what we want. When designing the reward, we might think of some specific training scenarios, and make sure that the reward will lead to the right behavior in those scenarios. Inevitably, agents encounter new scenarios (e.g., new types of terrain) where optimizing that same reward may lead to undesired behavior. Our insight is that reward functions are merely observations about what the designer actually wants, and that they should be interpreted in the context in which they were designed. We introduce inverse reward design (IRD) as the problem of inferring the true objective based on the designed reward and the training MDP. We introduce approximate methods for solving IRD problems, and use their solution to plan risk-averse behavior in test MDPs. Empirical results suggest that this approach can help alleviate negative side effects of misspecified reward functions and mitigate reward hacking.
We show how an ensemble of $Q^*$-functions can be leveraged for more effective exploration in deep reinforcement learning. We build on well established algorithms from the bandit setting, and adapt them to the $Q$-learning setting. We propose an exploration strategy based on upper-confidence bounds (UCB). Our experiments show significant gains on the Atari benchmark.
We develop a metalearning approach for learning hierarchically structured policies, improving sample efficiency on unseen tasks through the use of shared primitives---policies that are executed for large numbers of timesteps. Specifically, a set of primitives are shared within a distribution of tasks, and are switched between by task-specific policies. We provide a concrete metric for measuring the strength of such hierarchies, leading to an optimization problem for quickly reaching high reward on unseen tasks. We then present an algorithm to solve this problem end-to-end through the use of any off-the-shelf reinforcement learning method, by repeatedly sampling new tasks and resetting task-specific policies. We successfully discover meaningful motor primitives for the directional movement of four-legged robots, solely by interacting with distributions of mazes. We also demonstrate the transferability of primitives to solve long-timescale sparse-reward obstacle courses, and we enable 3D humanoid robots to robustly walk and crawl with the same policy.
Deep reinforcement learning (RL) has proven a powerful technique in many sequential decision making domains. However, Robotics poses many challenges for RL, most notably training on a physical system can be expensive and dangerous, which has sparked significant interest in learning control policies using a physics simulator. While several recent works have shown promising results in transferring policies trained in simulation to the real world, they often do not fully utilize the advantage of working with a simulator. In this work, we exploit the full state observability in the simulator to train better policies which take as input only partial observations (RGBD images). We do this by employing an actor-critic training algorithm in which the critic is trained on full states while the actor (or policy) gets rendered images as input. We show experimentally on a range of simulated tasks that using these asymmetric inputs significantly improves performance. Finally, we combine this method with domain randomization and show real robot experiments for several tasks like picking, pushing, and moving a block. We achieve this simulation to real world transfer without training on any real world data.
We present Synkhronos, an extension to Theano for multi-GPU computations leveraging data parallelism. Our framework provides automated execution and synchronization across devices, allowing users to continue to write serial programs without risk of race conditions. The NVIDIA Collective Communication Library is used for high-bandwidth inter-GPU communication. Further enhancements to the Theano function interface include input slicing (with aggregation) and input indexing, which perform common data-parallel computation patterns efficiently. One example use case is synchronous SGD, which has recently been shown to scale well for a growing set of deep learning problems. When training ResNet-50, we achieve a near-linear speedup of 7.5x on an NVIDIA DGX-1 using 8 GPUs, relative to Theano-only code running a single GPU in isolation. Yet Synkhronos remains general to any data-parallel computation programmable in Theano. By implementing parallelism at the level of individual Theano functions, our framework uniquely addresses a niche between manual multi-device programming and prescribed multi-GPU training routines.