ICLR 2023 Papers

International Conference on Learning Representations

Decision breakdown

1,575papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    1,20476.4%
  • Other / unlabeled
    37123.6%

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Topic: Reinforcement Learning · 233 papers · Reset filters

MACTA: A Multi-agent Reinforcement Learning Approach for Cache Timing Attacks and Detection

Jiaxun Cui, Xiaomeng Yang, Mulong Luo, Geunbae Lee, Peter Stone, Hsien-Hsin S. Lee, Benjamin Lee, G. Edward Suh, Wenjie Xiong, Yuandong Tian

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Security vulnerabilities in computer systems raise serious concerns as computers process an unprecedented amount of private and sensitive data today. Cache timing attacks (CTA) pose an important practical threat as they can effectively breach many protection mechanisms in today’s systems. However, the current detection techniques for cache timing attacks heavily rely on heuristics and expert knowledge, which can lead to brittleness and the inability to adapt to new attacks. To mitigate the CTA threat, we propose MACTA, a multi-agent reinforcement learning (MARL) approach that leverages population-based training to train both attackers and detectors. Following best practices, we develop a realistic simulated MARL environment, MA-AUTOCAT, which enables training and evaluation of cache-timing attackers and detectors. Our empirical results suggest that MACTA is an effective solution without any manual input from security experts. MACTA detectors can generalize to a heuristic attack not exposed in training with a 97.8% detection rate and reduce the attack bandwidth of adaptive attackers by 20% on average. In the meantime, MACTA attackers are qualitatively more effective than other attacks studied, and the average evasion rate of MACTA attackers against an unseen state-of-the-art detector can reach up to 99%. Furthermore, we found that agents equipped with a Transformer encoder can learn effective policies in situations when agents with multi-layer perceptron encoders do not in this environment, suggesting the potential of Transformer structures in CTA problems.

Poster
Evolving Populations of Diverse RL Agents with MAP-Elites

Thomas PIERROT, Arthur Flajolet

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Quality Diversity (QD) has emerged as a powerful alternative optimization paradigm that aims at generating large and diverse collections of solutions, notably with its flagship algorithm MAP-ELITES (ME) which evolves solutions through mutations and crossovers. While very effective for some unstructured problems, early ME implementations relied exclusively on random search to evolve the population of solutions, rendering them notoriously sample-inefficient for high-dimensional problems, such as when evolving neural networks. Follow-up works considered exploiting gradient information to guide the search in order to address these shortcomings through techniques borrowed from either Black-Box Optimization (BBO) or Reinforcement Learning (RL). While mixing RL techniques with ME unlocked state-of-the-art performance for robotics control problems that require a good amount of exploration, it also plagued these ME variants with limitations common among RL algorithms that ME was free of, such as hyperparameter sensitivity, high stochasticity as well as training instability, including when the population size increases as some components are shared across the population in recent approaches. Furthermore, existing approaches mixing ME with RL tend to be tied to a specific RL algorithm, which effectively prevents their use on problems where the corresponding RL algorithm fails. To address these shortcomings, we introduce a flexible framework that allows the use of any RL algorithm and alleviates the aforementioned limitations by evolving populations of agents (whose definition include hyperparameters and all learnable parameters) instead of just policies. We demonstrate the benefits brought about by our framework through extensive numerical experiments on a number of robotics control problems, some of which with deceptive rewards, taken from the QD-RL literature. We open source an efficient JAX-based implementation of our algorithm in the QDax library.

Poster
Neural Episodic Control with State Abstraction

Zhuo Li, Derui Zhu, Yujing Hu, Xiaofei Xie, Lei Ma, Yan Zheng, Yan Song, Yingfeng Chen, Jianjun Zhao

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Existing Deep Reinforcement Learning (DRL) algorithms suffer from sample inefficiency. Generally, episodic control-based approaches are solutions that leverage highly rewarded past experiences to improve sample efficiency of DRL algorithms. However, previous episodic control-based approaches fail to utilize the latent information from the historical behaviors (\eg, state transitions, topological similarities, \etc) and lack scalability during DRL training. This work introduces Neural Episodic Control with State Abstraction (NECSA), a simple but effective state abstraction-based episodic control containing a more comprehensive episodic memory, a novel state evaluation, and a multi-step state analysis. We evaluate our approach to the MuJoCo and Atari tasks in OpenAI gym domains. The experimental results indicate that NECSA achieves higher sample efficiency than the state-of-the-art episodic control-based approaches. Our data and code are available at the project website\footnote{\url{https://sites.google.com/view/drl-necsa}}.

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DEP-RL: Embodied Exploration for Reinforcement Learning in Overactuated and Musculoskeletal Systems

Pierre Schumacher, Daniel Haeufle, Dieter Büchler, Syn Schmitt, Georg Martius

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Muscle-actuated organisms are capable of learning an unparalleled diversity of dexterous movements despite their vast amount of muscles. Reinforcement learning (RL) on large musculoskeletal models, however, has not been able to show similar performance. We conjecture that ineffective exploration in large overactuated action spaces is a key problem. This is supported by the finding that common exploration noise strategies are inadequate in synthetic examples of overactuated systems. We identify differential extrinsic plasticity (DEP), a method from the domain of self-organization, as being able to induce state-space covering exploration within seconds of interaction. By integrating DEP into RL, we achieve fast learning of reaching and locomotion in musculoskeletal systems, outperforming current approaches in all considered tasks in sample efficiency and robustness.

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From $t$-SNE to UMAP with contrastive learning

Sebastian Damrich, Niklas Böhm, Fred A Hamprecht, Dmitry Kobak

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Neighbor embedding methods $t$-SNE and UMAP are the de facto standard for visualizing high-dimensional datasets. Motivated from entirely different viewpoints, their loss functions appear to be unrelated. In practice, they yield strongly differing embeddings and can suggest conflicting interpretations of the same data. The fundamental reasons for this and, more generally, the exact relationship between $t$-SNE and UMAP have remained unclear. In this work, we uncover their conceptual connection via a new insight into contrastive learning methods. Noise-contrastive estimation can be used to optimize $t$-SNE, while UMAP relies on negative sampling, another contrastive method. We find the precise relationship between these two contrastive methods, and provide a mathematical characterization of the distortion introduced by negative sampling. Visually, this distortion results in UMAP generating more compact embeddings with tighter clusters compared to $t$-SNE. We exploit this new conceptual connection to propose and implement a generalization of negative sampling, allowing us to interpolate between (and even extrapolate beyond) $t$-SNE and UMAP and their respective embeddings. Moving along this spectrum of embeddings leads to a trade-off between discrete / local and continuous / global structures, mitigating the risk of over-interpreting ostensible features of any single embedding. We provide a PyTorch implementation.

Poster
Stateful Active Facilitator: Coordination and Environmental Heterogeneity in Cooperative Multi-Agent Reinforcement Learning

Dianbo Liu, Vedant Shah, Oussama Boussif, Cristian Meo, Anirudh Goyal, Tianmin Shu, Michael Curtis Mozer, Nicolas Heess, Yoshua Bengio

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In cooperative multi-agent reinforcement learning, a team of agents works together to achieve a common goal. Different environments or tasks may require varying degrees of coordination among agents in order to achieve the goal in an optimal way. The nature of coordination will depend on properties of the environment—its spatial layout, distribution of obstacles, dynamics, etc. We term this variation of properties within an environment as heterogeneity. Existing literature has not sufficiently addressed the fact that different environments may have different levels of heterogeneity. We formalize the notions of coordination level and heterogeneity level of an environment and present HECOGrid, a suite of multi-agent RL environments that facilitates empirical evaluation of different MARL approaches across different levels of coordination and environmental heterogeneity by providing a quantitative control over coordination and heterogeneity levels of the environment. Further, we propose a Centralized Training Decentralized Execution learning approach called Stateful Active Facilitator (SAF) that enables agents to work efficiently in high-coordination and high-heterogeneity environments through a differentiable and shared knowledge source used during training and dynamic selection from a shared pool of policies. We evaluate SAF and compare its performance against baselines IPPO and MAPPO on HECOGrid. Our results show that SAF consistently outperforms the baselines across different tasks and different heterogeneity and coordination levels.

Poster
Causal Imitation Learning via Inverse Reinforcement Learning

Kangrui Ruan, Junzhe Zhang, Xuan Di, Elias Bareinboim

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One of the most common ways children learn when unfamiliar with the environment is by mimicking adults. Imitation learning concerns an imitator learning to behave in an unknown environment from an expert's demonstration; reward signals remain latent to the imitator. This paper studies imitation learning through causal lenses and extends the analysis and tools developed for behavior cloning (Zhang, Kumor, Bareinboim, 2020) to inverse reinforcement learning. First, we propose novel graphical conditions that allow the imitator to learn a policy performing as well as the expert's behavior policy, even when the imitator and the expert's state-action space disagree, and unobserved confounders (UCs) are present. When provided with parametric knowledge about the unknown reward function, such a policy may outperform the expert's. Also, our method is easily extensible and allows one to leverage existing IRL algorithms even when UCs are present, including the multiplicative-weights algorithm (MWAL) (Syed & Schapire, 2008) and the generative adversarial imitation learning (GAIL) (Ho & Ermon, 2016). Finally, we validate our framework by simulations using real-world and synthetic data.

Poster
Q-Pensieve: Boosting Sample Efficiency of Multi-Objective RL Through Memory Sharing of Q-Snapshots

Wei Hung, Bo Kai Huang, Ping-Chun Hsieh, Xi Liu

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Many real-world continuous control problems are in the dilemma of weighing the pros and cons, multi-objective reinforcement learning (MORL) serves as a generic framework of learning control policies for different preferences over objectives. However, the existing MORL methods either rely on multiple passes of explicit search for finding the Pareto front and therefore are not sample-efficient, or utilizes a shared policy network for coarse knowledge sharing among policies. To boost the sample efficiency of MORL, we propose $Q$-Pensieve, a policy improvement scheme that stores a collection of $Q$-snapshots to jointly determine the policy update direction and thereby enables data sharing at the policy level. We show that $Q$-Pensieve can be naturally integrated with soft policy iteration with convergence guarantee. To substantiate this concept, we propose the technique of $Q$ replay buffer, which stores the learned $Q$-networks from the past iterations, and arrive at a practical actor-critic implementation. Through extensive experiments and an ablation study, we demonstrate that with much fewer samples, the proposed algorithm can outperform the benchmark MORL methods on a variety of MORL benchmark tasks.

Poster
Hyper-Decision Transformer for Efficient Online Policy Adaptation

Mengdi Xu, Yuchen Lu, Yikang Shen, Shun Zhang, Ding Zhao, Chuang Gan

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Decision Transformers (DT) have demonstrated strong performances in offline reinforcement learning settings, but quickly adapting to unseen novel tasks remains challenging. To address this challenge, we propose a new framework, called Hyper-Decision Transformer (HDT), that can generalize to novel tasks from a handful of demonstrations in a data- and parameter-efficient manner. To achieve such a goal, we propose to augment the base DT with an adaptation module, whose parameters are initialized by a hyper-network. When encountering unseen tasks, the hyper-network takes a handful of demonstrations as inputs and initializes the adaptation module accordingly. This initialization enables HDT to efficiently adapt to novel tasks by only fine-tuning the adaptation module. We validate HDT's generalization capability on object manipulation tasks. We find that with a single expert demonstration and fine-tuning only 0.5% of DT parameters, HDT adapts faster to unseen tasks than fine-tuning the whole DT model. Finally, we explore a more challenging setting where expert actions are not available, and we show that HDT outperforms state-of-the-art baselines in terms of task success rates by a large margin. Demos are available on our project page: https://sites.google.com/view/hdtforiclr2023/home.

Poster
Powderworld: A Platform for Understanding Generalization via Rich Task Distributions

Kevin Frans, Phillip Isola

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One of the grand challenges of reinforcement learning is the ability to generalize to new tasks. However, general agents require a set of rich, diverse tasks to train on. Designing a `foundation environment' for such tasks is tricky -- the ideal environment would support a range of emergent phenomena, an expressive task space, and fast runtime. To take a step towards addressing this research bottleneck, this work presents Powderworld, a lightweight yet expressive simulation environment running directly on the GPU. Within Powderworld, two motivating task distributions are presented, one for world-modelling and one for reinforcement learning. Each contains hand-designed test tasks to examine generalization. Experiments indicate that increasing the environment's complexity improves generalization for world models, yet causes reinforcement learning agents to struggle. Powderworld aims to support the study of generalization by providing a source of diverse tasks arising from the same core rules.

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Diffusion Policies as an Expressive Policy Class for Offline Reinforcement Learning

Zhendong Wang, Jonathan J Hunt, Mingyuan Zhou

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Offline reinforcement learning (RL), which aims to learn an optimal policy using a previously collected static dataset, is an important paradigm of RL. Standard RL methods often perform poorly in this regime due to the function approximation errors on out-of-distribution actions. While a variety of regularization methods have been proposed to mitigate this issue, they are often constrained by policy classes with limited expressiveness that can lead to highly suboptimal solutions. In this paper, we propose representing the policy as a diffusion model, a recent class of highly-expressive deep generative models. We introduce Diffusion Q-learning (Diffusion-QL) that utilizes a conditional diffusion model to represent the policy. In our approach, we learn an action-value function and we add a term maximizing action-values into the training loss of the conditional diffusion model, which results in a loss that seeks optimal actions that are near the behavior policy. We show the expressiveness of the diffusion model-based policy, and the coupling of the behavior cloning and policy improvement under the diffusion model both contribute to the outstanding performance of Diffusion-QL. We illustrate the superiority of our method compared to prior works in a simple 2D bandit example with a multimodal behavior policy. We then show that our method can achieve state-of-the-art performance on the majority of the D4RL benchmark tasks.

Poster
Sample Complexity of Nonparametric Off-Policy Evaluation on Low-Dimensional Manifolds using Deep Networks

Xiang Ji, Minshuo Chen, Mengdi Wang, Tuo Zhao

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We consider the off-policy evaluation problem of reinforcement learning using deep convolutional neural networks. We analyze the deep fitted Q-evaluation method for estimating the expected cumulative reward of a target policy, when the data are generated from an unknown behavior policy. We show that, by choosing network size appropriately, one can leverage any low-dimensional manifold structure in the Markov decision process and obtain a sample-efficient estimator without suffering from the curse of high data ambient dimensionality. Specifically, we establish a sharp error bound for fitted Q-evaluation, which depends on the intrinsic dimension of the state-action space, the smoothness of Bellman operator, and a function class-restricted $\chi^2$-divergence. It is noteworthy that the restricted $\chi^2$-divergence measures the behavior and target policies' {\it mismatch in the function space}, which can be small even if the two policies are not close to each other in their tabular forms. We also develop a novel approximation result for convolutional neural networks in Q-function estimation. Numerical experiments are provided to support our theoretical analysis.

Poster
SMART: Self-supervised Multi-task pretrAining with contRol Transformers

Yanchao Sun, Shuang Ma, Ratnesh Madaan, Rogerio Bonatti, Furong Huang, Ashish Kapoor

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Self-supervised pretraining has been extensively studied in language and vision domains, where a unified model can be easily adapted to various downstream tasks by pretraining representations without explicit labels. When it comes to sequential decision-making tasks, however, it is difficult to properly design such a pretraining approach that can cope with both high-dimensional perceptual information and the complexity of sequential control over long interaction horizons. The challenge becomes combinatorially more complex if we want to pretrain representations amenable to a large variety of tasks. To tackle this problem, in this work, we formulate a general pretraining-finetuning pipeline for sequential decision making, under which we propose a generic pretraining framework \textit{Self-supervised Multi-task pretrAining with contRol Transformer (SMART)}. By systematically investigating pretraining regimes, we carefully design a Control Transformer (CT) coupled with a novel control-centric pretraining objective in a self-supervised manner. SMART encourages the representation to capture the common essential information relevant to short-term control and long-term control, which is transferrable across tasks. We show by extensive experiments in DeepMind Control Suite that SMART significantly improves the learning efficiency among seen and unseen downstream tasks and domains under different learning scenarios including Imitation Learning (IL) and Reinforcement Learning (RL). Benefiting from the proposed control-centric objective, SMART is resilient to distribution shift between pretraining and finetuning, and even works well with low-quality pretraining datasets that are randomly collected. The codebase, pretrained models and datasets are provided at https://github.com/microsoft/smart.

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Optimistic Exploration with Learned Features Provably Solves Markov Decision Processes with Neural Dynamics

Sirui Zheng, Lingxiao Wang, Shuang Qiu, Zuyue Fu, Zhuoran Yang, Csaba Szepesvari, Zhaoran Wang

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Incorporated with the recent advances in deep learning, deep reinforcement learning (DRL) has achieved tremendous success in empirical study. However, analyzing DRL is still challenging due to the complexity of the neural network class. In this paper, we address such a challenge by analyzing the Markov decision process (MDP) with neural dynamics, which covers several existing models as special cases, including the kernelized nonlinear regulator (KNR) model and the linear MDP. We propose a novel algorithm that designs exploration incentives via learnable representations of the dynamics model by embedding the neural dynamics into a kernel space induced by the system noise. We further establish an upper bound on the sample complexity of the algorithm, which demonstrates the sample efficiency of the algorithm. We highlight that, unlike previous analyses of RL algorithms with function approximation, our bound on the sample complexity does not depend on the Eluder dimension of the neural network class, which is known to be exponentially large (Dong et al., 2021).

Poster
Learning Soft Constraints From Constrained Expert Demonstrations

Ashish Gaurav, Kasra Rezaee, Guiliang Liu, Pascal Poupart

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Inverse reinforcement learning (IRL) methods assume that the expert data is generated by an agent optimizing some reward function. However, in many settings, the agent may optimize a reward function subject to some constraints, where the constraints induce behaviors that may be otherwise difficult to express with just a reward function. We consider the setting where the reward function is given, and the constraints are unknown, and propose a method that is able to recover these constraints satisfactorily from the expert data. While previous work has focused on recovering hard constraints, our method can recover cumulative soft constraints that the agent satisfies on average per episode. In IRL fashion, our method solves this problem by adjusting the constraint function iteratively through a constrained optimization procedure, until the agent behavior matches the expert behavior. We demonstrate our approach on synthetic environments, robotics environments and real world highway driving scenarios.

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Represent to Control Partially Observed Systems: Representation Learning with Provable Sample Efficiency

Lingxiao Wang, Qi Cai, Zhuoran Yang, Zhaoran Wang

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Reinforcement learning in partially observed Markov decision processes (POMDPs) faces two challenges. (i) It often takes the full history to predict the future, which induces a sample complexity that scales exponentially with the horizon. (ii) The observation and state spaces are often continuous, which induces a sample complexity that scales exponentially with the extrinsic dimension. Addressing such challenges requires learning a minimal but sufficient representation of the observation and state histories by exploiting the structure of the POMDP. To this end, we propose a reinforcement learning algorithm named Represent to Control (RTC), which learns the representation at two levels while optimizing the policy.~(i) For each step, RTC learns to represent the state with a low-dimensional feature, which factorizes the transition kernel. (ii) Across multiple steps, RTC learns to represent the full history with a low-dimensional embedding, which assembles the per-step feature. We integrate (i) and (ii) in a unified framework that allows a variety of estimators (including maximum likelihood estimators and generative adversarial networks). For a class of POMDPs with a low-rank structure in the transition kernel, RTC attains an $O(1/\epsilon^2)$ sample complexity that scales polynomially with the horizon and the intrinsic dimension (that is, the rank). Here $\epsilon$ is the optimality gap. To our best knowledge, RTC is the first sample-efficient algorithm that bridges representation learning and policy optimization in POMDPs with infinite observation and state spaces.

Poster
Is Reinforcement Learning (Not) for Natural Language Processing: Benchmarks, Baselines, and Building Blocks for Natural Language Policy Optimization

Rajkumar Ramamurthy, Prithviraj Ammanabrolu, Kianté Brantley, Jack Hessel, Rafet Sifa, Christian Bauckhage, Hannaneh Hajishirzi, Yejin Choi

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We tackle the problem of aligning pre-trained large language models (LMs) with human preferences. If we view text generation as a sequential decision-making problem, reinforcement learning (RL) appears to be a natural conceptual framework. However, using RL for LM-based generation faces empirical challenges, including training instability due to the combinatorial action space, as well as a lack of open-source libraries and benchmarks customized for LM alignment. Thus, a question rises in the research community: is RL a practical paradigm for NLP? To help answer this, we first introduce an open-source modular library, $RL4LMs$ (Reinforcement Learning for Language Models), for optimizing language generators with RL. The library consists of on-policy RL algorithms that can be used to train any encoder or encoder-decoder LM in the HuggingFace library (Wolf et al. 2020) with an arbitrary reward function. Next, we present the $GRUE$ (General Reinforced-language Understanding Evaluation) benchmark, a set of 6 language generation tasks which are supervised not by target strings, but by reward functions which capture automated measures of human preference.GRUE is the first leaderboard-style evaluation of RL algorithms for NLP tasks. Finally, we introduce an easy-to-use, performant RL algorithm, $NLPO$ (Natural Language Policy Optimization)} that learns to effectively reduce the combinatorial action space in language generation. We show 1) that RL techniques are generally better than supervised methods at aligning LMs to human preferences; and 2) that NLPO exhibits greater stability and performance than previous policy gradient methods (e.g., PPO (Schulman et al. 2017)), based on both automatic and human evaluations.

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Representation Learning for Low-rank General-sum Markov Games

Chengzhuo Ni, Yuda Song, Xuezhou Zhang, Zihan Ding, Chi Jin, Mengdi Wang

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We study multi-agent general-sum Markov games with nonlinear function approximation. We focus on low-rank Markov games whose transition matrix admits a hidden low-rank structure on top of an unknown non-linear representation. The goal is to design an algorithm that (1) finds an $\varepsilon$-equilibrium policy sample efficiently without prior knowledge of the environment or the representation, and (2) permits a deep-learning friendly implementation. We leverage representation learning and present a model-based and a model-free approach to construct an effective representation from collected data. For both approaches, the algorithm achieves a sample complexity of poly$(H,d,A,1/\varepsilon)$, where $H$ is the game horizon, $d$ is the dimension of the feature vector, $A$ is the size of the joint action space and $\varepsilon$ is the optimality gap. When the number of players is large, the above sample complexity can scale exponentially with the number of players in the worst case. To address this challenge, we consider Markov Games with a factorized transition structure and present an algorithm that escapes such exponential scaling. To our best knowledge, this is the first sample-efficient algorithm for multi-agent general-sum Markov games that incorporates (non-linear) function approximation. We accompany our theoretical result with a neural network-based implementation of our algorithm and evaluate it against the widely used deep RL baseline, DQN with fictitious play.

Poster
Variational Information Pursuit for Interpretable Predictions

Aditya Chattopadhyay, Kwan Ho Ryan Chan, Benjamin David Haeffele, Donald Geman, Rene Vidal

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There is a growing interest in the machine learning community in developing predictive algorithms that are interpretable by design. To this end, recent work proposes to sequentially ask interpretable queries about data until a high confidence prediction can be made based on the answers obtained (the history). To promote short query-answer chains, a greedy procedure called Information Pursuit (IP) is used, which adaptively chooses queries in order of information gain. Generative models are employed to learn the distribution of query-answers and labels, which is in turn used to estimate the most informative query. However, learning and inference with a full generative model of the data is often intractable for complex tasks. In this work, we propose Variational Information Pursuit (V-IP), a variational characterization of IP which bypasses the need to learn generative models. V-IP is based on finding a query selection strategy and a classifier that minimize the expected cross-entropy between true and predicted labels. We prove that the IP strategy is the optimal solution to this problem. Therefore, instead of learning generative models, we can use our optimal strategy to directly pick the most informative query given any history. We then develop a practical algorithm by defining a finite-dimensional parameterization of our strategy and classifier using deep networks and train them end-to-end using our objective. Empirically, V-IP is 10-100x faster than IP on different Vision and NLP tasks with competitive performance. Moreover, V-IP finds much shorter query chains when compared to reinforcement learning which is typically used in sequential-decision-making problems. Finally, we demonstrate the utility of V-IP on challenging tasks like medical diagnosis where the performance is far superior to the generative modeling approach.

Poster
Planning Goals for Exploration

Edward S. Hu, Richard Chang, Oleh Rybkin, Dinesh Jayaraman

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Dropped into an unknown environment, what should an agent do to quickly learn about the environment and how to accomplish diverse tasks within it? We address this question within the goal-conditioned reinforcement learning paradigm, by identifying how the agent should set its goals at training time to maximize exploration. We propose "Planning Exploratory Goals" (PEG), a method that sets goals for each training episode to directly optimize an intrinsic exploration reward. PEG first chooses goal commands such that the agent's goal-conditioned policy, at its current level of training, will end up in states with high exploration potential. It then launches an exploration policy starting at those promising states. To enable this direct optimization, PEG learns world models and adapts sampling-based planning algorithms to "plan goal commands". In challenging simulated robotics environments including a multi-legged ant robot in a maze, and a robot arm on a cluttered tabletop, PEG exploration enables more efficient and effective training of goal-conditioned policies relative to baselines and ablations. Our ant successfully navigates a long maze, and the robot arm successfully builds a stack of three blocks upon command. Website: https://sites.google.com/view/exploratory-goals

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