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Joshua Romoff

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

15 papers
2 author rows

Possible papers

15

ICLR Conference 2024 Conference Paper

Improving Intrinsic Exploration by Creating Stationary Objectives

  • Roger Creus Castanyer
  • Joshua Romoff
  • Glen Berseth

Exploration bonuses in reinforcement learning guide long-horizon exploration by defining custom intrinsic objectives. Count-based methods use the frequency of state visits to derive an exploration bonus. In this paper, we identify that any intrinsic reward function derived from count-based methods is non-stationary and hence induces a difficult objective to optimize for the agent. The key contribution of our work lies in transforming the original non-stationary rewards into stationary rewards through an augmented state representation. For this purpose, we introduce the Stationary Objectives For Exploration (SOFE) framework. SOFE requires *identifying* sufficient statistics for different exploration bonuses and finding an *efficient* encoding of these statistics to use as input to a deep network. SOFE is based on proposing state augmentations that expand the state space but hold the promise of simplifying the optimization of the agent's objective. Our experiments show that SOFE improves the agents' performance in challenging exploration problems, including sparse-reward tasks, pixel-based observations, 3D navigation, and procedurally generated environments.

AAMAS Conference 2024 Conference Paper

Minimax Exploiter: A Data Efficient Approach for Competitive Self-Play

  • Daniel Bairamian
  • Philippe Marcotte
  • Joshua Romoff
  • Gabriel Robert
  • Derek Nowrouzezahrai

Recent advances in Competitive Self-Play (CSP) have achieved, or even surpassed, human level performance in complex game environments such as Dota 2 and StarCraft II using Distributed Multi-Agent Reinforcement Learning (MARL). One core component of these methods relies on creating a pool of learning agents – consisting of the Main Agent, past versions of this agent, and Exploiter Agents – where Exploiter Agents learn counter-strategies to the Main Agents. A key drawback of these approaches is the large computational cost and physical time that is required to train the system, making them impractical to deploy in highly iterative real-life settings such as video game productions. In this paper, we propose the Minimax Exploiter, a game theoretic approach to exploiting Main Agents that leverages knowledge of its opponents, leading to significant increases in data efficiency. We validate our approach in a diversity of settings, including simple turn based games, the arcade learning environment, and For Honor, a modern video game. The Minimax Exploiter consistently outperforms strong baselines, demonstrating improved stability and data efficiency, leading to a robust CSP-MARL method that is both flexible and easy to deploy.

ICML Conference 2022 Conference Paper

Direct Behavior Specification via Constrained Reinforcement Learning

  • Julien Roy
  • Roger Girgis
  • Joshua Romoff
  • Pierre-Luc Bacon
  • Christopher Pal

The standard formulation of Reinforcement Learning lacks a practical way of specifying what are admissible and forbidden behaviors. Most often, practitioners go about the task of behavior specification by manually engineering the reward function, a counter-intuitive process that requires several iterations and is prone to reward hacking by the agent. In this work, we argue that constrained RL, which has almost exclusively been used for safe RL, also has the potential to significantly reduce the amount of work spent for reward specification in applied RL projects. To this end, we propose to specify behavioral preferences in the CMDP framework and to use Lagrangian methods to automatically weigh each of these behavioral constraints. Specifically, we investigate how CMDPs can be adapted to solve goal-based tasks while adhering to several constraints simultaneously. We evaluate this framework on a set of continuous control tasks relevant to the application of Reinforcement Learning for NPC design in video games.

IJCAI Conference 2021 Conference Paper

Deep Reinforcement Learning for Navigation in AAA Video Games

  • Eloi Alonso
  • Maxim Peter
  • David Goumard
  • Joshua Romoff

In video games, \non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e. g. , as enemies, allies, or innocent bystanders. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e. g. , grappling hooks, jetpacks, teleportation, or double-jumps, increase the complexity of the NavMesh, making it intractable in many practical scenarios. Game designers are thus constrained to only add abilities that can be handled by a NavMesh. As an alternative to the NavMesh, we propose to use Deep Reinforcement Learning (Deep RL) to learn how to navigate 3D maps in video games using any navigation ability. We test our approach on complex 3D environments that are notably an order of magnitude larger than maps typically used in the Deep RL literature. One of these environments is from a recently released AAA video game called Hyper Scape. We find that our approach performs surprisingly well, achieving at least 90% success rate in a variety of scenarios using complex navigation abilities.

AAMAS Conference 2021 Conference Paper

TDprop: Does Adaptive Optimization With Jacobi Preconditioning Help Temporal Difference Learning?

  • Joshua Romoff
  • Peter Henderson
  • David Kanaa
  • Emmanuel Bengio
  • Ahmed Touati
  • Pierre-Luc Bacon
  • Joelle Pineau

We investigate whether Jacobi preconditioning, accounting for the bootstrap term in temporal difference (TD) learning, can help boost performance of adaptive optimizers. Our method, TDprop, computes a per-parameter learning rate based on the diagonal preconditioning of the TD update rule. We show how this can be used in both n-step returns and TD(λ). Our theoretical findings demonstrate that including this additional preconditioning information is comparable to normal semi-gradient TD if the optimal learning rate is found for both via a hyperparameter search. This matches our experimental results. In Deep RL experiments using Expected SARSA, TDprop meets or exceeds the performance of Adam in all tested games under near-optimal learning rates, but a well-tuned SGD can yield similar performance in most settings. Our findings suggest that Jacobi preconditioning may improve upon Adam in Deep RL, but despite incorporating additional information from the TD bootstrap term, may not always be better than SGD. Moreover, they suggest that more theoretical investigations are needed to understand adaptive optimizers under optimal hyperparameter regimes in TD learning: simpler methods may, surprisingly, be theoretically comparable after a hyperparameter search.

JMLR Journal 2020 Journal Article

Towards the Systematic Reporting of the Energy and Carbon Footprints of Machine Learning

  • Peter Henderson
  • Jieru Hu
  • Joshua Romoff
  • Emma Brunskill
  • Dan Jurafsky
  • Joelle Pineau

Accurate reporting of energy and carbon usage is essential for understanding the potential climate impacts of machine learning research. We introduce a framework that makes this easier by providing a simple interface for tracking realtime energy consumption and carbon emissions, as well as generating standardized online appendices. Utilizing this framework, we create a leaderboard for energy efficient reinforcement learning algorithms to incentivize responsible research in this area as an example for other areas of machine learning. Finally, based on case studies using our framework, we propose strategies for mitigation of carbon emissions and reduction of energy consumption. By making accounting easier, we hope to further the sustainable development of machine learning experiments and spur more research into energy efficient algorithms. [abs] [ pdf ][ bib ] [ code ] &copy JMLR 2020. ( edit, beta )

NeurIPS Conference 2019 Conference Paper

Gossip-based Actor-Learner Architectures for Deep Reinforcement Learning

  • Mahmoud Assran
  • Joshua Romoff
  • Nicolas Ballas
  • Joelle Pineau
  • Michael Rabbat

Multi-simulator training has contributed to the recent success of Deep Reinforcement Learning (Deep RL) by stabilizing learning and allowing for higher training throughputs. In this work, we propose Gossip-based Actor-Learner Architectures (GALA) where several actor-learners (such as A2C agents) are organized in a peer-to-peer communication topology, and exchange information through asynchronous gossip in order to take advantage of a large number of distributed simulators. We prove that GALA agents remain within an epsilon-ball of one-another during training when using loosely coupled asynchronous communication. By reducing the amount of synchronization between agents, GALA is more computationally efficient and scalable compared to A2C, its fully-synchronous counterpart. GALA also outperforms A2C, being more robust and sample efficient. We show that we can run several loosely coupled GALA agents in parallel on a single GPU and achieve significantly higher hardware utilization and frame-rates than vanilla A2C at comparable power draws.

UAI Conference 2019 Conference Paper

Randomized Value Functions via Multiplicative Normalizing Flows

  • Ahmed Touati
  • Harsh Satija
  • Joshua Romoff
  • Joelle Pineau
  • Pascal Vincent

Randomized value functions offer a promising approach towards the challenge of efficient exploration in complex environments with high dimensional state and action spaces. Unlike traditional point estimate methods, randomized value functions maintain a posterior distribution over action-space values. This prevents the agent’s behavior policy from prematurely exploiting early estimates and falling into local optima. In this work, we leverage recent advances in variational Bayesian neural networks and combine these with traditional Deep Q-Networks (DQN) and Deep Deterministic Policy Gradient (DDPG) to achieve randomized value functions for high-dimensional domains. In particular, we augment DQN and DDPG with multiplicative normalizing flows in order to track a rich approximate posterior distribution over the parameters of the value function. This allows the agent to perform approximate Thompson sampling in a computationally efficient manner via stochastic gradient methods. We demonstrate the benefits of our approach through an empirical comparison in high dimensional environments.

ICML Conference 2019 Conference Paper

Separable value functions across time-scales

  • Joshua Romoff
  • Peter Henderson 0002
  • Ahmed Touati
  • Yann Ollivier
  • Joelle Pineau
  • Emma Brunskill

In many finite horizon episodic reinforcement learning (RL) settings, it is desirable to optimize for the undiscounted return - in settings like Atari, for instance, the goal is to collect the most points while staying alive in the long run. Yet, it may be difficult (or even intractable) mathematically to learn with this target. As such, temporal discounting is often applied to optimize over a shorter effective planning horizon. This comes at the cost of potentially biasing the optimization target away from the undiscounted goal. In settings where this bias is unacceptable - where the system must optimize for longer horizons at higher discounts - the target of the value function approximator may increase in variance leading to difficulties in learning. We present an extension of temporal difference (TD) learning, which we call TD($\Delta$), that breaks down a value function into a series of components based on the differences between value functions with smaller discount factors. The separation of a longer horizon value function into these components has useful properties in scalability and performance. We discuss these properties and show theoretic and empirical improvements over standard TD learning in certain settings.

RLDM Conference 2019 Conference Abstract

Separating value functions across time-scales

  • Joshua Romoff
  • Peter Henderson
  • Ahmed Touati
  • Joelle Pineau

In many finite horizon episodic reinforcement learning (RL) settings, it is desirable to optimize for the undiscounted return – in settings like Atari, for instance, the goal is to collect the most points while staying alive in the long run. Yet, it may be difficult (or even intractable) mathematically to learn with this target. As such, temporal discounting is often applied to optimize over a shorter effective planning horizon. This comes at the cost of potentially biasing the optimization target away from the undiscounted goal. In settings where this bias is unacceptable – where the system MUST optimize for longer horizons at higher discounts – the target of the value function approximator may increase in variance leading to difficulties in learning. We present an extension of temporal difference (TD) learning, which we call TD(Delta), that breaks down a value function into a series of components based on the differences between value functions with smaller discount factors. The separation of a longer horizon value function into these components has useful properties in scalability and performance. We discuss these properties and show theoretic and empirical improvements over standard TD learning in certain settings.

ICML Conference 2019 Conference Paper

TarMAC: Targeted Multi-Agent Communication

  • Abhishek Das
  • Théophile Gervet
  • Joshua Romoff
  • Dhruv Batra
  • Devi Parikh
  • Mike Rabbat
  • Joelle Pineau

We propose a targeted communication architecture for multi-agent reinforcement learning, where agents learn both what messages to send and whom to address them to while performing cooperative tasks in partially-observable environments. This targeting behavior is learnt solely from downstream task-specific reward without any communication supervision. We additionally augment this with a multi-round communication approach where agents coordinate via multiple rounds of communication before taking actions in the environment. We evaluate our approach on a diverse set of cooperative multi-agent tasks, of varying difficulties, with varying number of agents, in a variety of environments ranging from 2D grid layouts of shapes and simulated traffic junctions to 3D indoor environments, and demonstrate the benefits of targeted and multi-round communication. Moreover, we show that the targeted communication strategies learned by agents are interpretable and intuitive. Finally, we show that our architecture can be easily extended to mixed and competitive environments, leading to improved performance and sample complexity over recent state-of-the-art approaches.

EWRL Workshop 2018 Workshop Paper

Randomized Value Functions via Multiplicative Normalizing Flows

  • Ahmed Touati
  • Harsh Satija
  • Joshua Romoff
  • Joelle Pineau
  • Pascal Vincent

Randomized value functions offer a promising approach towards the challenge of efficient exploration in complex environments with high dimensional state and action spaces. Unlike traditional point estimate methods, randomized value functions maintain a posterior distribution over action-space values. This prevents the agent’s behavior policy from prematurely exploiting early estimates and falling into local optima. In this work, we leverage recent advances in variational Bayesian neural networks and combine these with traditional Deep Q-Networks (DQN) to achieve randomized value functions for high-dimensional domains. In particular, we augment DQN with multiplicative normalizing flows in order to track an approximate posterior distribution over its parameters. This allows the agent to perform approximate Thompson sampling in a computationally efficient manner via stochastic gradient methods. We demonstrate the benefits of our approach through an empirical comparison in high dimensional environments.

EWRL Workshop 2018 Workshop Paper

Where Did My Optimum Go? : An Empirical Analysis of Gradient Descent Optimization in Policy Gradient Methods

  • Peter Henderson
  • Joshua Romoff
  • Joelle Pineau

Recent analyses of certain gradient descent optimization methods have shown that performance can degrade in some settings – such as with stochasticity or implicit momentum. In deep reinforcement learning (Deep RL), such optimization methods are often used for training neural networks via the temporal difference error or policy gradient. As an agent improves over time, the optimization target changes and thus the loss landscape (and local optima) change. Due to the failure modes of those methods, the ideal choice of optimizer for Deep RL remains unclear. As such, we provide an empirical analysis of the effects that a wide range of gradient descent optimizers and their hyperparameters have on policy gradient methods, a subset of Deep RL algorithms, for benchmark continuous control tasks. We find that adaptive optimizers have a narrow window of effective learning rates, diverging in other cases, and that the effectiveness of momentum varies depending on the properties of the environment. Our analysis suggests that there is significant interplay between the dynamics of the environment and Deep RL algorithm properties which aren’t necessarily accounted for by traditional adaptive gradient methods. We provide suggestions for optimal settings of current methods and further lines of research based on our findings.

NeurIPS Conference 2017 Conference Paper

Hybrid Reward Architecture for Reinforcement Learning

  • Harm van Seijen
  • Mehdi Fatemi
  • Joshua Romoff
  • Romain Laroche
  • Tavian Barnes
  • Jeffrey Tsang

One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.

RLDM Conference 2017 Conference Abstract

Separation of Concerns in Reinforcement Learning

  • Harm van Seijen
  • Mehdi Fatemi
  • Joshua Romoff

In this paper, we propose a model for solving a single-agent task by using multiple agents, each focusing on a different aspect of the task. This approach has two main advantages: 1) it allows for training specialized agents on different parts of the task, and 2) it provides a new way to transfer knowledge, by transferring trained agents. Our model generalizes the traditional hierarchical decomposition, where agents are organized in a hierarchical way. We validate our model empirically, by showing that it can beat a single- agent state-of-the-art method on a challenging domain.

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