NeurIPS 2023 论文列表

Conference on Neural Information Processing Systems

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3,584篇论文

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主题: 强化学习 · 484 篇论文 · 重置筛选

A Trichotomy for Transductive Online Learning

Steve Hanneke, Shay Moran, Jonathan Shafer

展开摘要

We present new upper and lower bounds on the number of learner mistakes in the `transductive' online learning setting of Ben-David, Kushilevitz and Mansour (1997). This setting is similar to standard online learning, except that the adversary fixes a sequence of instances $x_1,\dots,x_n$ to be labeled at the start of the game, and this sequence is known to the learner. Qualitatively, we prove a \emph{trichotomy}, stating that the minimal number of mistakes made by the learner as $n$ grows can take only one of precisely three possible values: $n$, $\Theta\left(\log (n)\right)$, or $\Theta(1)$. Furthermore, this behavior is determined by a combination of the VC dimension and the Littlestone dimension. Quantitatively, we show a variety of bounds relating the number of mistakes to well-known combinatorial dimensions. In particular, we improve the known lower bound on the constant in the $\Theta(1)$ case from $\Omega\left(\sqrt{\log(d)}\right)$ to $\Omega(\log(d))$ where $d$ is the Littlestone dimension. Finally, we extend our results to cover multiclass classification and the agnostic setting.

Poster
Cinematic Mindscapes: High-quality Video Reconstruction from Brain Activity

Zijiao Chen, Jiaxin Qing, Juan Helen Zhou

展开摘要

Reconstructing human vision from brain activities has been an appealing task that helps to understand our cognitive process. Even though recent research has seen great success in reconstructing static images from non-invasive brain recordings, work on recovering continuous visual experiences in the form of videos is limited. In this work, we propose Mind-Video that learns spatiotemporal information from continuous fMRI data of the cerebral cortex progressively through masked brain modeling, multimodal contrastive learning with spatiotemporal attention, and co-training with an augmented Stable Diffusion model that incorporates network temporal inflation. We show that high-quality videos of arbitrary frame rates can be reconstructed with Mind-Video using adversarial guidance. The recovered videos were evaluated with various semantic and pixel-level metrics. We achieved an average accuracy of 85% in semantic classification tasks and 0.19 in structural similarity index (SSIM), outperforming the previous state-of-the-art by 45%. We also show that our model is biologically plausible and interpretable, reflecting established physiological processes.

Oral
Learning to Influence Human Behavior with Offline Reinforcement Learning

Joey Hong, Sergey Levine, Anca Dragan

展开摘要

When interacting with people, AI agents do not just influence the state of the world -- they also influence the actions people take in response to the agent, and even their underlying intentions and strategies. Accounting for and leveraging this influence has mostly been studied in settings where it is sufficient to assume that human behavior is near-optimal: competitive games, or general-sum settings like autonomous driving alongside human drivers. Instead, we focus on influence in settings where there is a need to capture human suboptimality. For instance, imagine a collaborative task in which, due either to cognitive biases or lack of information, people do not perform very well -- how could an agent influence them towards more optimal behavior? Assuming near-optimal human behavior will not work here, and so the agent needs to learn from real human data. But experimenting online with humans is potentially unsafe, and creating a high-fidelity simulator of the environment is often impractical. Hence, we focus on learning from an offline dataset of human-human interactions. Our observation is that offline reinforcement learning (RL) can learn to effectively influence suboptimal humans by extending and combining elements of observed human-human behavior. We demonstrate that offline RL can solve two challenges with effective influence. First, we show that by learning from a dataset of suboptimal human-human interaction on a variety of tasks -- none of which contains examples of successful influence -- an agent can learn influence strategies to steer humans towards better performance even on new tasks. Second, we show that by also modeling and conditioning on human behavior, offline RL can learn to affect not just the human's actions but also their underlying strategy, and adapt to changes in their strategy.

Poster
Boosting Verification of Deep Reinforcement Learning via Piece-Wise Linear Decision Neural Networks

Jiaxu Tian, Dapeng Zhi, Si Liu, Peixin Wang, Cheng Chen, Min Zhang

展开摘要

Formally verifying deep reinforcement learning (DRL) systems suffers from both inaccurate verification results and limited scalability. The major obstacle lies in the large overestimation introduced inherently during training and then transforming the inexplicable decision-making models, i.e., deep neural networks (DNNs), into easy-to-verify models. In this paper, we propose an inverse transform-then-train approach, which first encodes a DNN into an equivalent set of efficiently and tightly verifiable linear control policies and then optimizes them via reinforcement learning. We accompany our inverse approach with a novel neural network model called piece-wise linear decision neural networks (PLDNNs), which are compatible with most existing DRL training algorithms with comparable performance against conventional DNNs. Our extensive experiments show that, compared to DNN-based DRL systems, PLDNN-based systems can be more efficiently and tightly verified with up to $438$ times speedup and a significant reduction in overestimation. In particular, even a complex $12$-dimensional DRL system is efficiently verified with up to 7 times deeper computation steps.

Poster
Macro Placement by Wire-Mask-Guided Black-Box Optimization

Yunqi Shi, Ke Xue, Lei Song, Chao Qian

展开摘要

The development of very large-scale integration (VLSI) technology has posed new challenges for electronic design automation (EDA) techniques in chip floorplanning. During this process, macro placement is an important subproblem, which tries to determine the positions of all macros with the aim of minimizing half-perimeter wirelength (HPWL) and avoiding overlapping. Previous methods include packing-based, analytical and reinforcement learning methods. In this paper, we propose a new black-box optimization (BBO) framework (called WireMask-BBO) for macro placement, by using a wire-mask-guided greedy procedure for objective evaluation. Equipped with different BBO algorithms, WireMask-BBO empirically achieves significant improvements over previous methods, i.e., achieves significantly shorter HPWL by using much less time. Furthermore, it can fine-tune existing placements by treating them as initial solutions, which can bring up to 50% improvement in HPWL. WireMask-BBO has the potential to significantly improve the quality and efficiency of chip floorplanning, which makes it appealing to researchers and practitioners in EDA and will also promote the application of BBO. Our code is available at https://github.com/lamda-bbo/WireMask-BBO.

Poster
Iteratively Learn Diverse Strategies with State Distance Information

Wei Fu, Weihua Du, Jingwei Li, Sunli Chen, Jingzhao Zhang, Yi Wu

展开摘要

In complex reinforcement learning (RL) problems, policies with similar rewards may have substantially different behaviors. It remains a fundamental challenge to optimize rewards while also discovering as many *diverse* strategies as possible, which can be crucial in many practical applications. Our study examines two design choices for tackling this challenge, i.e., *diversity measure* and *computation framework*. First, we find that with existing diversity measures, visually indistinguishable policies can still yield high diversity scores. To accurately capture the behavioral difference, we propose to incorporate the state-space distance information into the diversity measure. In addition, we examine two common computation frameworks for this problem, i.e., population-based training (PBT) and iterative learning (ITR). We show that although PBT is the precise problem formulation, ITR can achieve comparable diversity scores with higher computation efficiency, leading to improved solution quality in practice. Based on our analysis, we further combine ITR with two tractable realizations of the state-distance-based diversity measures and develop a novel diversity-driven RL algorithm, *State-based Intrinsic-reward Policy Optimization* (SIPO), with provable convergence properties. We empirically examine SIPO across three domains from robot locomotion to multi-agent games. In all of our testing environments, SIPO consistently produces strategically diverse and human-interpretable policies that cannot be discovered by existing baselines.

Poster
Taylor TD-learning

Michele Garibbo, Maxime Robeyns, Laurence Aitchison

展开摘要

Many reinforcement learning approaches rely on temporal-difference (TD) learning to learn a critic. However, TD-learning updates can be high variance. Here, we introduce a model-based RL framework, Taylor TD, which reduces this variance in continuous state-action settings. Taylor TD uses a first-order Taylor series expansion of TD updates. This expansion allows Taylor TD to analytically integrate over stochasticity in the action-choice, and some stochasticity in the state distribution for the initial state and action of each TD update. We include theoretical and empirical evidence that Taylor TD updates are indeed lower variance than standard TD updates. Additionally, we show Taylor TD has the same stable learning guarantees as standard TD-learning with linear function approximation under a reasonable assumption. Next, we combine Taylor TD with the TD3 algorithm, forming TaTD3. We show TaTD3 performs as well, if not better, than several state-of-the art model-free and model-based baseline algorithms on a set of standard benchmark tasks.

Poster
Game Solving with Online Fine-Tuning

Ti-Rong Wu, Hung Guei, Ting Han Wei, Chung-Chin Shih, Jui-Te Chin, I-Chen Wu

展开摘要

Game solving is a similar, yet more difficult task than mastering a game. Solving a game typically means to find the game-theoretic value (outcome given optimal play), and optionally a full strategy to follow in order to achieve that outcome. The AlphaZero algorithm has demonstrated super-human level play, and its powerful policy and value predictions have also served as heuristics in game solving. However, to solve a game and obtain a full strategy, a winning response must be found for all possible moves by the losing player. This includes very poor lines of play from the losing side, for which the AlphaZero self-play process will not encounter. AlphaZero-based heuristics can be highly inaccurate when evaluating these out-of-distribution positions, which occur throughout the entire search. To address this issue, this paper investigates applying online fine-tuning while searching and proposes two methods to learn tailor-designed heuristics for game solving. Our experiments show that using online fine-tuning can solve a series of challenging 7x7 Killall-Go problems, using only 23.54\% of computation time compared to the baseline without online fine-tuning. Results suggest that the savings scale with problem size. Our method can further be extended to any tree search algorithm for problem solving. Our code is available at https://rlg.iis.sinica.edu.tw/papers/neurips2023-online-fine-tuning-solver.

Poster
Face Reconstruction from Facial Templates by Learning Latent Space of a Generator Network

Hatef Otroshi Shahreza, Sébastien Marcel

展开摘要

In this paper, we focus on the template inversion attack against face recognition systems and propose a new method to reconstruct face images from facial templates. Within a generative adversarial network (GAN)-based framework, we learn a mapping from facial templates to the intermediate latent space of a pre-trained face generation network, from which we can generate high-resolution realistic reconstructed face images. We show that our proposed method can be applied in whitebox and blackbox attacks against face recognition systems. Furthermore, we evaluate the transferability of our attack when the adversary uses the reconstructed face image to impersonate the underlying subject in an attack against another face recognition system. Considering the adversary's knowledge and the target face recognition system, we define five different attacks and evaluate the vulnerability of state-of-the-art face recognition systems. Our experiments show that our proposed method achieves high success attack rates in whitebox and blackbox scenarios. Furthermore, the reconstructed face images are transferable and can be used to enter target face recognition systems with a different feature extractor model. We also explore important areas in the reconstructed face images that can fool the target face recognition system.

Poster
Online Adaptive Policy Selection in Time-Varying Systems: No-Regret via Contractive Perturbations

Yiheng Lin, James A Preiss, Emile Timothy Anand, Yingying Li, Yisong Yue, Adam Wierman

展开摘要

We study online adaptive policy selection in systems with time-varying costs and dynamics. We develop the Gradient-based Adaptive Policy Selection (GAPS) algorithm together with a general analytical framework for online policy selection via online optimization. Under our proposed notion of contractive policy classes, we show that GAPS approximates the behavior of an ideal online gradient descent algorithm on the policy parameters while requiring less information and computation. When convexity holds, our algorithm is the first to achieve optimal policy regret. When convexity does not hold, we provide the first local regret bound for online policy selection. Our numerical experiments show that GAPS can adapt to changing environments more quickly than existing benchmarks.

Poster
Towards robust and generalizable representations of extracellular data using contrastive learning

Ankit Vishnubhotla, Charlotte Loh, Akash Srivastava, Liam Paninski, Cole Lincoln Hurwitz

展开摘要

Contrastive learning is quickly becoming an essential tool in neuroscience for extracting robust and meaningful representations of neural activity. Despite numerous applications to neuronal population data, there has been little exploration of how these methods can be adapted to key primary data analysis tasks such as spike sorting or cell-type classification. In this work, we propose a novel contrastive learning framework, CEED (Contrastive Embeddings for Extracellular Data), for high-density extracellular recordings. We demonstrate that through careful design of the network architecture and data augmentations, it is possible to generically extract representations that far outperform current specialized approaches. We validate our method across multiple high-density extracellular recordings. All code used to run CEED can be found at https://github.com/ankitvishnu23/CEED.

Poster
Use perturbations when learning from explanations

Juyeon Heo, Vihari Piratla, Matthew Robert Wicker, Adrian Weller

展开摘要

Machine learning from explanations (MLX) is an approach to learning that uses human-provided explanations of relevant or irrelevant features for each input to ensure that model predictions are right for the right reasons. Existing MLX approaches rely on local model interpretation methods and require strong model smoothing to align model and human explanations, leading to sub-optimal performance. We recast MLX as a robustness problem, where human explanations specify a lower dimensional manifold from which perturbations can be drawn, and show both theoretically and empirically how this approach alleviates the need for strong model smoothing. We consider various approaches to achieving robustness, leading to improved performance over prior MLX methods. Finally, we show how to combine robustness with an earlier MLX method, yielding state-of-the-art results on both synthetic and real-world benchmarks.

Poster
NVFi: Neural Velocity Fields for 3D Physics Learning from Dynamic Videos

Jinxi Li, Ziyang Song, Bo Yang

展开摘要

In this paper, we aim to model 3D scene dynamics from multi-view videos. Unlike the majority of existing works which usually focus on the common task of novel view synthesis within the training time period, we propose to simultaneously learn the geometry, appearance, and physical velocity of 3D scenes only from video frames, such that multiple desirable applications can be supported, including future frame extrapolation, unsupervised 3D semantic scene decomposition, and dynamic motion transfer. Our method consists of three major components, 1) the keyframe dynamic radiance field, 2) the interframe velocity field, and 3) a joint keyframe and interframe optimization module which is the core of our framework to effectively train both networks. To validate our method, we further introduce two dynamic 3D datasets: 1) Dynamic Object dataset, and 2) Dynamic Indoor Scene dataset. We conduct extensive experiments on multiple datasets, demonstrating the superior performance of our method over all baselines, particularly in the critical tasks of future frame extrapolation and unsupervised 3D semantic scene decomposition.

Poster
Contrastive Retrospection: honing in on critical steps for rapid learning and generalization in RL

Chen Sun, Wannan Yang, Thomas Jiralerspong, Dane Malenfant, Benjamin Alsbury-Nealy, Yoshua Bengio, Blake Aaron Richards

展开摘要

In real life, success is often contingent upon multiple critical steps that are distant in time from each other and from the final reward. These critical steps are challenging to identify with traditional reinforcement learning (RL) methods that rely on the Bellman equation for credit assignment. Here, we present a new RL algorithm that uses offline contrastive learning to hone in on these critical steps. This algorithm, which we call Contrastive Retrospection (ConSpec), can be added to any existing RL algorithm. ConSpec learns a set of prototypes for the critical steps in a task by a novel contrastive loss and delivers an intrinsic reward when the current state matches one of the prototypes. The prototypes in ConSpec provide two key benefits for credit assignment: (i) They enable rapid identification of all the critical steps. (ii) They do so in a readily interpretable manner, enabling out-of-distribution generalization when sensory features are altered. Distinct from other contemporary RL approaches to credit assignment, ConSpec takes advantage of the fact that it is easier to retrospectively identify the small set of steps that success is contingent upon (and ignoring other states) than it is to prospectively predict reward at every taken step. ConSpec greatly improves learning in a diverse set of RL tasks. The code is available at the link: https://github.com/sunchipsster1/ConSpec

Poster
Creating Multi-Level Skill Hierarchies in Reinforcement Learning

Joshua Benjamin Evans, Özgür Şimşek

展开摘要

What is a useful skill hierarchy for an autonomous agent? We propose an answer based on a graphical representation of how the interaction between an agent and its environment may unfold. Our approach uses modularity maximisation as a central organising principle to expose the structure of the interaction graph at multiple levels of abstraction. The result is a collection of skills that operate at varying time scales, organised into a hierarchy, where skills that operate over longer time scales are composed of skills that operate over shorter time scales. The entire skill hierarchy is generated automatically, with no human input, including the skills themselves (their behaviour, when they can be called, and when they terminate) as well as the dependency structure between them. In a wide range of environments, this approach generates skill hierarchies that are intuitively appealing and that considerably improve the learning performance of the agent.

Poster
Finding Safe Zones of Markov Decision Processes Policies

Lee Cohen, Yishay Mansour, Michal Moshkovitz

展开摘要

Given a policy of a Markov Decision Process, we define a SafeZone as a subset of states, such that most of the policy's trajectories are confined to this subset. The quality of a SafeZone is parameterized by the number of states and the escape probability, i.e., the probability that a random trajectory will leave the subset. SafeZones are especially interesting when they have a small number of states and low escape probability. We study the complexity of finding optimal SafeZones, and show that in general, the problem is computationally hard. For this reason, we concentrate on finding approximate SafeZones. Our main result is a bi-criteria approximation learning algorithm with a factor of almost $2$ approximation for both the escape probability and \newprob size, using a polynomial size sample complexity.

Poster
Inverse Preference Learning: Preference-based RL without a Reward Function

Joey Hejna, Dorsa Sadigh

展开摘要

Reward functions are difficult to design and often hard to align with human intent. Preference-based Reinforcement Learning (RL) algorithms address these problems by learning reward functions from human feedback. However, the majority of preference-based RL methods na\"ively combine supervised reward models with off-the-shelf RL algorithms. Contemporary approaches have sought to improve performance and query complexity by using larger and more complex reward architectures such as transformers. Instead of using highly complex architectures, we develop a new and parameter-efficient algorithm, Inverse Preference Learning (IPL), specifically designed for learning from offline preference data. Our key insight is that for a fixed policy, the $Q$-function encodes all information about the reward function, effectively making them interchangeable. Using this insight, we completely eliminate the need for a learned reward function. Our resulting algorithm is simpler and more parameter-efficient. Across a suite of continuous control and robotics benchmarks, IPL attains competitive performance compared to more complex approaches that leverage transformer-based and non-Markovian reward functions while having fewer algorithmic hyperparameters and learned network parameters. Our code is publicly released.

Poster
Prioritizing Samples in Reinforcement Learning with Reducible Loss

Shiva Kanth Sujit, Somjit Nath, Pedro Braga, Samira Ebrahimi Kahou

展开摘要

Most reinforcement learning algorithms take advantage of an experience replay buffer to repeatedly train on samples the agent has observed in the past. Not all samples carry the same amount of significance and simply assigning equal importance to each of the samples is a naïve strategy. In this paper, we propose a method to prioritize samples based on how much we can learn from a sample. We define the learn-ability of a sample as the steady decrease of the training loss associated with this sample over time. We develop an algorithm to prioritize samples with high learn-ability, while assigning lower priority to those that are hard-to-learn, typically caused by noise or stochasticity. We empirically show that across multiple domains our method is more robust than random sampling and also better than just prioritizing with respect to the training loss, i.e. the temporal difference loss, which is used in prioritized experience replay.

Poster
MIMEx: Intrinsic Rewards from Masked Input Modeling

Toru Lin, Allan Jabri

展开摘要

Exploring in environments with high-dimensional observations is hard. One promising approach for exploration is to use intrinsic rewards, which often boils down to estimating "novelty" of states, transitions, or trajectories with deep networks. Prior works have shown that conditional prediction objectives such as masked autoencoding can be seen as stochastic estimation of pseudo-likelihood. We show how this perspective naturally leads to a unified view on existing intrinsic reward approaches: they are special cases of conditional prediction, where the estimation of novelty can be seen as pseudo-likelihood estimation with different mask distributions. From this view, we propose a general framework for deriving intrinsic rewards -- Masked Input Modeling for Exploration (MIMEx) -- where the mask distribution can be flexibly tuned to control the difficulty of the underlying conditional prediction task. We demonstrate that MIMEx can achieve superior results when compared against competitive baselines on a suite of challenging sparse-reward visuomotor tasks.

Poster
BeaverTails: Towards Improved Safety Alignment of LLM via a Human-Preference Dataset

Jiaming Ji, Mickel Liu, Juntao Dai, Xuehai Pan, Chi Zhang, Ce Bian, Boyuan Chen, Ruiyang Sun, Yizhou Wang, Yaodong Yang

展开摘要

In this paper, we introduce the BeaverTails dataset, aimed at fostering research on safety alignment in large language models (LLMs). This dataset uniquely separates annotations of helpfulness and harmlessness for question-answering pairs, thus offering distinct perspectives on these crucial attributes. In total, we have gathered safety meta-labels for 333,963 question-answer (QA) pairs and 361,903 pairs of expert comparison data for both the helpfulness and harmlessness metrics. We further showcase applications of BeaverTails in content moderation and reinforcement learning with human feedback (RLHF), emphasizing its potential for practical safety measures in LLMs. We believe this dataset provides vital resources for the community, contributing towards the safe development and deployment of LLMs. Our project page is available at the following URL: https://sites.google.com/view/pku-beavertails.

Poster