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Lecteur Multimédia
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Anirudh Goyal
Alumni
Publications
A Meta-Transfer Objective for Learning to Disentangle Causal Mechanisms
We propose to meta-learn causal structures based on how fast a learner adapts to new distributions arising from sparse distributional change… (voir plus)s, e.g. due to interventions, actions of agents and other sources of non-stationarities. We show that under this assumption, the correct causal structural choices lead to faster adaptation to modified distributions because the changes are concentrated in one or just a few mechanisms when the learned knowledge is modularized appropriately. This leads to sparse expected gradients and a lower effective number of degrees of freedom needing to be relearned while adapting to the change. It motivates using the speed of adaptation to a modified distribution as a meta-learning objective. We demonstrate how this can be used to determine the cause-effect relationship between two observed variables. The distributional changes do not need to correspond to standard interventions (clamping a variable), and the learner has no direct knowledge of these interventions. We show that causal structures can be parameterized via continuous variables and learned end-to-end. We then explore how these ideas could be used to also learn an encoder that would map low-level observed variables to unobserved causal variables leading to faster adaptation out-of-distribution, learning a representation space where one can satisfy the assumptions of independent mechanisms and of small and sparse changes in these mechanisms due to actions and non-stationarities.
Reinforcement learning agents that operate in diverse and complex environments can benefit from the structured decomposition of their behavi… (voir plus)or. Often, this is addressed in the context of hierarchical reinforcement learning, where the aim is to decompose a policy into lower-level primitives or options, and a higher-level meta-policy that triggers the appropriate behaviors for a given situation. However, the meta-policy must still produce appropriate decisions in all states. In this work, we propose a policy design that decomposes into primitives, similarly to hierarchical reinforcement learning, but without a high-level meta-policy. Instead, each primitive can decide for themselves whether they wish to act in the current state. We use an information-theoretic mechanism for enabling this decentralized decision: each primitive chooses how much information it needs about the current state to make a decision and the primitive that requests the most information about the current state acts in the world. The primitives are regularized to use as little information as possible, which leads to natural competition and specialization. We experimentally demonstrate that this policy architecture improves over both flat and hierarchical policies in terms of generalization.
In many applications, it is desirable to extract only the relevant information from complex input data, which involves making a decision abo… (voir plus)ut which input features are relevant. The information bottleneck method formalizes this as an information-theoretic optimization problem by maintaining an optimal tradeoff between compression (throwing away irrelevant input information), and predicting the target. In many problem settings, including the reinforcement learning problems we consider in this work, we might prefer to compress only part of the input. This is typically the case when we have a standard conditioning input, such as a state observation, and a "privileged" input, which might correspond to the goal of a task, the output of a costly planning algorithm, or communication with another agent. In such cases, we might prefer to compress the privileged input, either to achieve better generalization (e.g., with respect to goals) or to minimize access to costly information (e.g., in the case of communication). Practical implementations of the information bottleneck based on variational inference require access to the privileged input in order to compute the bottleneck variable, so although they perform compression, this compression operation itself needs unrestricted, lossless access. In this work, we propose the variational bandwidth bottleneck, which decides for each example on the estimated value of the privileged information before seeing it, i.e., only based on the standard input, and then accordingly chooses stochastically, whether to access the privileged input or not. We formulate a tractable approximation to this framework and demonstrate in a series of reinforcement learning experiments that it can improve generalization and reduce access to computationally costly information.
Promising results have driven a recent surge of interest in continuous optimization methods for Bayesian network structure learning from obs… (voir plus)ervational data. However, there are theoretical limitations on the identifiability of underlying structures obtained from observational data alone. Interventional data provides much richer information about the underlying data-generating process. However, the extension and application of methods designed for observational data to include interventions is not straightforward and remains an open problem. In this paper we provide a general framework based on continuous optimization and neural networks to create models for the combination of observational and interventional data. The proposed method is even applicable in the challenging and realistic case that the identity of the intervened upon variable is unknown. We examine the proposed method in the setting of graph recovery both de novo and from a partially-known edge set. We establish strong benchmark results on several structure learning tasks, including structure recovery of both synthetic graphs as well as standard graphs from the Bayesian Network Repository.
We humans seem to have an innate understanding of the asymmetric progression of time, which we use to efficiently and safely perceive and ma… (voir plus)nipulate our environment. Drawing inspiration from that, we address the problem of learning an arrow of time in a Markov (Decision) Process. We illustrate how a learned arrow of time can capture meaningful information about the environment, which in turn can be used to measure reachability, detect side-effects and to obtain an intrinsic reward signal. We show empirical results on a selection of discrete and continuous environments, and demonstrate for a class of stochastic processes that the learned arrow of time agrees reasonably well with a known notion of an arrow of time given by the celebrated Jordan-Kinderlehrer-Otto result.
Model-based Reinforcement Learning approaches have the promise of being sample efficient. Much of the progress in learning dynamics models i… (voir plus)n RL has been made by learning models via supervised learning. But traditional model-based approaches lead to `compounding errors' when the model is unrolled step by step. Essentially, the state transitions that the learner predicts (by unrolling the model for multiple steps) and the state transitions that the learner experiences (by acting in the environment) may not be consistent. There is enough evidence that humans build a model of the environment, not only by observing the environment but also by interacting with the environment. Interaction with the environment allows humans to carry out experiments: taking actions that help uncover true causal relationships which can be used for building better dynamics models. Analogously, we would expect such interactions to be helpful for a learning agent while learning to model the environment dynamics. In this paper, we build upon this intuition by using an auxiliary cost function to ensure consistency between what the agent observes (by acting in the real world) and what it imagines (by acting in the `learned' world). We consider several tasks - Mujoco based control tasks and Atari games - and show that the proposed approach helps to train powerful policies and better dynamics models.
Machine learning promises methods that generalize well from finite labeled data. However, the brittleness of existing neural net approaches … (voir plus)is revealed by notable failures, such as the existence of adversarial examples that are misclassified despite being nearly identical to a training example, or the inability of recurrent sequence-processing nets to stay on track without teacher forcing. We introduce a method, which we refer to as \emph{state reification}, that involves modeling the distribution of hidden states over the training data and then projecting hidden states observed during testing toward this distribution. Our intuition is that if the network can remain in a familiar manifold of hidden space, subsequent layers of the net should be well trained to respond appropriately. We show that this state-reification method helps neural nets to generalize better, especially when labeled data are sparse, and also helps overcome the challenge of achieving robust generalization with adversarial training.
2019-05-23
International Conference on Machine Learning (inconnu)
In model-based reinforcement learning, the agent interleaves between model learning and planning. These two components are inextricably inte… (voir plus)rtwined. If the model is not able to provide sensible long-term prediction, the executed planner would exploit model flaws, which can yield catastrophic failures. This paper focuses on building a model that reasons about the long-term future and demonstrates how to use this for efficient planning and exploration. To this end, we build a latent-variable autoregressive model by leveraging recent ideas in variational inference. We argue that forcing latent variables to carry future information through an auxiliary task substantially improves long-term predictions. Moreover, by planning in the latent space, the planner's solution is ensured to be within regions where the model is valid. An exploration strategy can be devised by searching for unlikely trajectories under the model. Our method achieves higher reward faster compared to baselines on a variety of tasks and environments in both the imitation learning and model-based reinforcement learning settings.
Maximum likelihood estimation of energy-based models is a challenging problem due to the intractability of the log-likelihood gradient. In t… (voir plus)his work, we propose learning both the energy function and an amortized approximate sampling mechanism using a neural generator network, which provides an efficient approximation of the log-likelihood gradient. The resulting objective requires maximizing entropy of the generated samples, which we perform using recently proposed nonparametric mutual information estimators. Finally, to stabilize the resulting adversarial game, we use a zero-centered gradient penalty derived as a necessary condition from the score matching literature. The proposed technique can generate sharp images with Inception and FID scores competitive with recent GAN techniques, does not suffer from mode collapse, and is competitive with state-of-the-art anomaly detection techniques.
A central challenge in reinforcement learning is discovering effective policies for tasks where rewards are sparsely distributed. We postula… (voir plus)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.