Portrait of Marc Gendron-Bellemare is unavailable

Marc Gendron-Bellemare

Core Industry Member
Canada CIFAR AI Chair
Associate Professor, McGill University, School of Computer Science
Adjunct Professor, Université de Montréal, Department of Computer Science and Operations Research
Chief Scientific Officer, Reliant AI
Research Topics
Large Language Models (LLM)
Reinforcement Learning
Representation Learning

Biography

I am Chief Scientific Officer at Reliant AI, an adjunct professor at the School of Computer and Science at McGill University, and an adjunct professor at the Department of Computer Science and Operations Research (DIRO) at Université de Montréal.

Previously, I was a research scientist at Google Brain in Montréal, where my research focused on reinforcement learning effort. From 2013 to 2017, I worked at DeepMind in the U.K. I received my PhD from the University of Alberta under the supervision of Michael Bowling and Joel Veness.

My research lies at the intersection of reinforcement learning and probabilistic prediction. I am also interested in deep learning, generative modelling, online learning and information theory.

Current Students

PhD - McGill University
Co-supervisor :
PhD - McGill University
Co-supervisor :
PhD - Université de Montréal
Principal supervisor :
PhD - McGill University
Principal supervisor :

Publications

On Catastrophic Interference in Atari 2600 Games
William Fedus
Dibya Ghosh
John D. Martin
Model-free deep reinforcement learning is sample inefficient. One hypothesis -- speculated, but not confirmed -- is that catastrophic interf… (see more)erence within an environment inhibits learning. We test this hypothesis through a large-scale empirical study in the Arcade Learning Environment (ALE) and, indeed, find supporting evidence. We show that interference causes performance to plateau; the network cannot train on segments beyond the plateau without degrading the policy used to reach there. By synthetically controlling for interference, we demonstrate performance boosts across architectures, learning algorithms and environments. A more refined analysis shows that learning one segment of a game often increases prediction errors elsewhere. Our study provides a clear empirical link between catastrophic interference and sample efficiency in reinforcement learning.
On Bonus Based Exploration Methods In The Arcade Learning Environment
Adrien Ali Taiga
William Fedus
Marlos C. Machado
Research on exploration in reinforcement learning, as applied to Atari 2600 game-playing, has emphasized tackling difficult exploration prob… (see more)lems such as Montezuma's Revenge (Bellemare et al., 2016). Recently, bonus-based exploration methods, which explore by augmenting the environment reward, have reached above-human average performance on such domains. In this paper we reassess popular bonus-based exploration methods within a common evaluation framework. We combine Rainbow (Hessel et al., 2018) with different exploration bonuses and evaluate its performance on Montezuma's Revenge, Bellemare et al.'s set of hard of exploration games with sparse rewards, and the whole Atari 2600 suite. We find that while exploration bonuses lead to higher score on Montezuma's Revenge they do not provide meaningful gains over the simpler epsilon-greedy scheme. In fact, we find that methods that perform best on that game often underperform epsilon-greedy on easy exploration Atari 2600 games. We find that our conclusions remain valid even when hyperparameters are tuned for these easy-exploration games. Finally, we find that none of the methods surveyed benefit from additional training samples (1 billion frames, versus Rainbow's 200 million) on Bellemare et al.'s hard exploration games. Our results suggest that recent gains in Montezuma's Revenge may be better attributed to architecture change, rather than better exploration schemes; and that the real pace of progress in exploration research for Atari 2600 games may have been obfuscated by good results on a single domain.
A Distributional Analysis of Sampling-Based Reinforcement Learning Algorithms
An Atari Model Zoo for Analyzing, Visualizing, and Comparing Deep Reinforcement Learning Agents
Felipe Petroski Such
Vashisht Madhavan
Rosanne Liu
Rui Wang
Yulun Li
Jiale Zhi
Ludwig Schubert
Jeff Clune
Joel Lehman
Much human and computational effort has aimed to improve how deep reinforcement learning (DRL) algorithms perform on benchmarks such as the … (see more)Atari Learning Environment. Comparatively less effort has focused on understanding what has been learned by such methods, and investigating and comparing the representations learned by different families of DRL algorithms. Sources of friction include the onerous computational requirements, and general logistical and architectural complications for running DRL algorithms at scale. We lessen this friction, by (1) training several algorithms at scale and releasing trained models, (2) integrating with a previous DRL model release, and (3) releasing code that makes it easy for anyone to load, visualize, and analyze such models. This paper introduces the Atari Zoo framework, which contains models trained across benchmark Atari games, in an easy-to-use format, as well as code that implements common modes of analysis and connects such models to a popular neural network visualization library. Further, to demonstrate the potential of this dataset and software package, we show initial quantitative and qualitative comparisons between the performance and representations of several DRL algorithms, highlighting interesting and previously unknown distinctions between them.
Benchmarking Bonus-Based Exploration Methods on the Arcade Learning Environment
Adrien Ali Taiga
William Fedus
Marlos C. Machado
This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE). We st… (see more)udy the use of different reward bonuses that incentives exploration in reinforcement learning. We do so by fixing the learning algorithm used and focusing only on the impact of the different exploration bonuses in the agent's performance. We use Rainbow, the state-of-the-art algorithm for value-based agents, and focus on some of the bonuses proposed in the last few years. We consider the impact these algorithms have on performance within the popular game Montezuma's Revenge which has gathered a lot of interest from the exploration community, across the the set of seven games identified by Bellemare et al. (2016) as challenging for exploration, and easier games where exploration is not an issue. We find that, in our setting, recently developed bonuses do not provide significantly improved performance on Montezuma's Revenge or hard exploration games. We also find that existing bonus-based methods may negatively impact performance on games in which exploration is not an issue and may even perform worse than
A Comparative Analysis of Expected and Distributional Reinforcement Learning
Since their introduction a year ago, distributional approaches to reinforcement learning (distributional RL) have produced strong results re… (see more)lative to the standard approach which models expected values (expected RL). However, aside from convergence guarantees, there have been few theoretical results investigating the reasons behind the improvements distributional RL provides. In this paper we begin the investigation into this fundamental question by analyzing the differences in the tabular, linear approximation, and non-linear approximation settings. We prove that in many realizations of the tabular and linear approximation settings, distributional RL behaves exactly the same as expected RL. In cases where the two methods behave differently, distributional RL can in fact hurt performance when it does not induce identical behaviour. We then continue with an empirical analysis comparing distributional and expected RL methods in control settings with non-linear approximators to tease apart where the improvements from distributional RL methods are coming from.
The Value Function Polytope in Reinforcement Learning
Robert Dadashi
Adrien Ali Taiga
Dale Schuurmans
We establish geometric and topological properties of the space of value functions in finite state-action Markov decision processes. Our main… (see more) contribution is the characterization of the nature of its shape: a general polytope (Aigner et al., 2010). To demonstrate this result, we exhibit several properties of the structural relationship between policies and value functions including the line theorem, which shows that the value functions of policies constrained on all but one state describe a line segment. Finally, we use this novel perspective to introduce visualizations to enhance the understanding of the dynamics of reinforcement learning algorithms.
Distributional reinforcement learning with linear function approximation
Despite many algorithmic advances, our theoretical understanding of practical distributional reinforcement learning methods remains limited.… (see more) One exception is Rowland et al. (2018)'s analysis of the C51 algorithm in terms of the Cramer distance, but their results only apply to the tabular setting and ignore C51's use of a softmax to produce normalized distributions. In this paper we adapt the Cramer distance to deal with arbitrary vectors. From it we derive a new distributional algorithm which is fully Cramer-based and can be combined to linear function approximation, with formal guarantees in the context of policy evaluation. In allowing the model's prediction to be any real vector, we lose the probabilistic interpretation behind the method, but otherwise maintain the appealing properties of distributional approaches. To the best of our knowledge, ours is the first proof of convergence of a distributional algorithm combined with function approximation. Perhaps surprisingly, our results provide evidence that Cramer-based distributional methods may perform worse than directly approximating the value function.
Distributional reinforcement learning with linear function approximation
Despite many algorithmic advances, our theoretical understanding of practical distributional reinforcement learning methods remains limited.… (see more) One exception is Rowland et al. (2018)'s analysis of the C51 algorithm in terms of the Cramer distance, but their results only apply to the tabular setting and ignore C51's use of a softmax to produce normalized distributions. In this paper we adapt the Cramer distance to deal with arbitrary vectors. From it we derive a new distributional algorithm which is fully Cramer-based and can be combined to linear function approximation, with formal guarantees in the context of policy evaluation. In allowing the model's prediction to be any real vector, we lose the probabilistic interpretation behind the method, but otherwise maintain the appealing properties of distributional approaches. To the best of our knowledge, ours is the first proof of convergence of a distributional algorithm combined with function approximation. Perhaps surprisingly, our results provide evidence that Cramer-based distributional methods may perform worse than directly approximating the value function.
Distributional reinforcement learning with linear function approximation
Despite many algorithmic advances, our theoretical understanding of practical distributional reinforcement learning methods remains limited.… (see more) One exception is Rowland et al. (2018)'s analysis of the C51 algorithm in terms of the Cramer distance, but their results only apply to the tabular setting and ignore C51's use of a softmax to produce normalized distributions. In this paper we adapt the Cramer distance to deal with arbitrary vectors. From it we derive a new distributional algorithm which is fully Cramer-based and can be combined to linear function approximation, with formal guarantees in the context of policy evaluation. In allowing the model's prediction to be any real vector, we lose the probabilistic interpretation behind the method, but otherwise maintain the appealing properties of distributional approaches. To the best of our knowledge, ours is the first proof of convergence of a distributional algorithm combined with function approximation. Perhaps surprisingly, our results provide evidence that Cramer-based distributional methods may perform worse than directly approximating the value function.
A Geometric Perspective on Optimal Representations for Reinforcement Learning
Will Dabney
Robert Dadashi
Adrien Ali Taiga
Dale Eric. Schuurmans
Tor Lattimore
Clare Lyle
We propose a new perspective on representation learning in reinforcement learning based on geometric properties of the space of value functi… (see more)ons. We leverage this perspective to provide formal evidence regarding the usefulness of value functions as auxiliary tasks. Our formulation considers adapting the representation to minimize the (linear) approximation of the value function of all stationary policies for a given environment. We show that this optimization reduces to making accurate predictions regarding a special class of value functions which we call adversarial value functions (AVFs). We demonstrate that using value functions as auxiliary tasks corresponds to an expected-error relaxation of our formulation, with AVFs a natural candidate, and identify a close relationship with proto-value functions (Mahadevan, 2005). We highlight characteristics of AVFs and their usefulness as auxiliary tasks in a series of experiments on the four-room domain.
A Geometric Perspective on Optimal Representations for Reinforcement Learning
Will Dabney
Robert Dadashi
Adrien Ali Taiga
Dale Schuurmans
Tor Lattimore
Clare Lyle