Learn how to leverage generative AI to support and improve your productivity at work. The next cohort will take place online on April 28 and 30, 2026, in French.
We use cookies to analyze the browsing and usage of our website and to personalize your experience. You can disable these technologies at any time, but this may limit certain functionalities of the site. Read our Privacy Policy for more information.
Setting cookies
You can enable and disable the types of cookies you wish to accept. However certain choices you make could affect the services offered on our sites (e.g. suggestions, personalised ads, etc.).
Essential cookies
These cookies are necessary for the operation of the site and cannot be deactivated. (Still active)
Analytics cookies
Do you accept the use of cookies to measure the audience of our sites?
Multimedia Player
Do you accept the use of cookies to display and allow you to watch the video content hosted by our partners (YouTube, etc.)?
Zafarali Ahmed
Alumni
Publications
Gemini: A Family of Highly Capable Multimodal Models
Hierarchical Reinforcement Learning (HRL) allows interactive agents to decompose complex problems into a hierarchy of sub-tasks. Higher-leve… (see more)l tasks can invoke the solutions of lower-level tasks as if they were primitive actions. In this work, we study the utility of hierarchical decompositions for learning an appropriate way to interact with a complex interface. Specifically, we train HRL agents that can interface with applications in a simulated Android device. We introduce a Hierarchical Distributed Deep Reinforcement Learning architecture that learns (1) subtasks corresponding to simple finger gestures, and (2) how to combine these gestures to solve several Android tasks. Our approach relies on goal conditioning and can be used more generally to convert any base RL agent into an HRL agent. We use the AndroidEnv environment to evaluate our approach. For the experiments, the HRL agent uses a distributed version of the popular DQN algorithm to train different components of the hierarchy. While the native action space is completely intractable for simple DQN agents, our architecture can be used to establish an effective way to interact with different tasks, significantly improving the performance of the same DQN agent over different levels of abstraction.
We introduce AndroidEnv, an open-source platform for Reinforcement Learning (RL) research built on top of the Android ecosystem. AndroidEnv … (see more)allows RL agents to interact with a wide variety of apps and services commonly used by humans through a universal touchscreen interface. Since agents train on a realistic simulation of an Android device, they have the potential to be deployed on real devices. In this report, we give an overview of the environment, highlighting the significant features it provides for research, and we present an empirical evaluation of some popular reinforcement learning agents on a set of tasks built on this platform.
Humans and animals have the ability to reason and make predictions about different courses of action at many time scales. In reinforcement l… (see more)earning, option models (Sutton, Precup \& Singh, 1999; Precup, 2000) provide the framework for this kind of temporally abstract prediction and reasoning. Natural intelligent agents are also able to focus their attention on courses of action that are relevant or feasible in a given situation, sometimes termed affordable actions. In this paper, we define a notion of affordances for options, and develop temporally abstract partial option models, that take into account the fact that an option might be affordable only in certain situations. We analyze the trade-offs between estimation and approximation error in planning and learning when using such models, and identify some interesting special cases. Additionally, we demonstrate empirically the potential impact of partial option models on the efficiency of planning.
2020-12-31
Advances in Neural Information Processing Systems 34 (NeurIPS 2021) (published)
Reinforcement learning algorithms usually assume that all actions are always available to an agent. However, both people and animals underst… (see more)and the general link between the features of their environment and the actions that are feasible. Gibson (1977) coined the term "affordances" to describe the fact that certain states enable an agent to do certain actions, in the context of embodied agents. In this paper, we develop a theory of affordances for agents who learn and plan in Markov Decision Processes. Affordances play a dual role in this case. On one hand, they allow faster planning, by reducing the number of actions available in any given situation. On the other hand, they facilitate more efficient and precise learning of transition models from data, especially when such models require function approximation. We establish these properties through theoretical results as well as illustrative examples. We also propose an approach to learn affordances and use it to estimate transition models that are simpler and generalize better.
2020-11-20
Proceedings of the 37th International Conference on Machine Learning (published)
A major challenge in applying machine learning to automated theorem proving is the scarcity of training data, which is a key ingredient in t… (see more)raining successful deep learning models. To tackle this problem, we propose an approach that relies on training with synthetic theorems, generated from a set of axioms. We show that such theorems can be used to train an automated prover and that the learned prover transfers successfully to human-generated theorems. We demonstrate that a prover trained exclusively on synthetic theorems can solve a substantial fraction of problems in TPTP, a benchmark dataset that is used to compare state-of-the-art heuristic provers. Our approach outperforms a model trained on human-generated problems in most axiom sets, thereby showing the promise of using synthetic data for this task.
Entropy regularization is commonly used to improve policy optimization in reinforcement learning. It is believed to help with \emph{explorat… (see more)ion} by encouraging the selection of more stochastic policies. In this work, we analyze this claim using new visualizations of the optimization landscape based on randomly perturbing the loss function. We first show that even with access to the exact gradient, policy optimization is difficult due to the geometry of the objective function. Then, we qualitatively show that in some environments, a policy with higher entropy can make the optimization landscape smoother, thereby connecting local optima and enabling the use of larger learning rates. This paper presents new tools for understanding the optimization landscape, shows that policy entropy serves as a regularizer, and highlights the challenge of designing general-purpose policy optimization algorithms.
2019-05-23
Proceedings of the 36th International Conference on Machine Learning (published)
A central challenge in reinforcement learning is discovering effective policies for tasks where rewards are sparsely distributed. We postula… (see more)te that in the absence of useful reward signals, an effective exploration strategy should seek out {\it decision states}. These states lie at critical junctions in the state space from where the agent can transition to new, potentially unexplored regions. We propose to learn about decision states from prior experience. By training a goal-conditioned policy with an information bottleneck, we can identify decision states by examining where the model actually leverages the goal state. We find that this simple mechanism effectively identifies decision states, even in partially observed settings. In effect, the model learns the sensory cues that correlate with potential subgoals. In new environments, this model can then identify novel subgoals for further exploration, guiding the agent through a sequence of potential decision states and through new regions of the state space.
The problem of inferring unobserved values in a partially observed trajectory from a stochastic process can be considered as a structured pr… (see more)ediction problem. Traditionally inference is conducted using heuristic-based Monte Carlo methods. This work considers learning heuristics by leveraging a connection between policy optimization reinforcement learning and approximate inference. In particular, we learn proposal distributions used in importance samplers by casting it as a variational inference problem. We then rewrite the variational lower bound as a policy optimization problem similar to Weber et al. (2015) allowing us to transfer techniques from reinforcement learning. We apply this technique to a simple stochastic process as a proof-of-concept and show that while it is viable, it will require more engineering effort to scale inference for rare observations 1 .