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Sherjil Ozair

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10 papers
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10

ICML Conference 2024 Conference Paper

Genie: Generative Interactive Environments

  • Jake Bruce
  • Michael D. Dennis
  • Ashley Edwards
  • Jack Parker-Holder
  • Yuge Shi
  • Edward Hughes 0001
  • Matthew Lai
  • Aditi Mavalankar

We introduce Genie, the first generative interactive environment trained in an unsupervised manner from unlabelled Internet videos. The model can be prompted to generate an endless variety of action-controllable virtual worlds described through text, synthetic images, photographs, and even sketches. At 11B parameters, Genie can be considered a foundation world model. It is comprised of a spatiotemporal video tokenizer, an autoregressive dynamics model, and a simple and scalable latent action model. Genie enables users to act in the generated environments on a frame-by-frame basis despite training without any ground-truth action labels or other domain specific requirements typically found in the world model literature. Further the resulting learned latent action space facilitates training agents to imitate behaviors from unseen videos, opening the path for training generalist agents of the future.

ICLR Conference 2022 Conference Paper

Planning in Stochastic Environments with a Learned Model

  • Ioannis Antonoglou
  • Julian Schrittwieser
  • Sherjil Ozair
  • Thomas Hubert
  • David Silver 0001

Model-based reinforcement learning has proven highly successful. However, learning a model in isolation from its use during planning is problematic in complex environments. To date, the most effective techniques have instead combined value-equivalent model learning with powerful tree-search methods. This approach is exemplified by MuZero, which has achieved state-of-the-art performance in a wide range of domains, from board games to visually rich environments, with discrete and continuous action spaces, in online and offline settings. However, previous instantiations of this approach were limited to the use of deterministic models. This limits their performance in environments that are inherently stochastic, partially observed, or so large and complex that they appear stochastic to a finite agent. In this paper we extend this approach to learn and plan with stochastic models. Specifically, we introduce a new algorithm, Stochastic MuZero, that learns a stochastic model incorporating afterstates, and uses this model to perform a stochastic tree search. Stochastic MuZero matched or exceeded the state of the art in a set of canonical single and multi-agent environments, including 2048 and backgammon, while maintaining the same performance as standard MuZero in the game of Go.

ICLR Conference 2022 Conference Paper

Procedural generalization by planning with self-supervised world models

  • Ankesh Anand
  • Jacob C. Walker
  • Yazhe Li
  • Eszter Vértes
  • Julian Schrittwieser
  • Sherjil Ozair
  • Theophane Weber
  • Jessica B. Hamrick

One of the key promises of model-based reinforcement learning is the ability to generalize using an internal model of the world to make predictions in novel environments and tasks. However, the generalization ability of model-based agents is not well understood because existing work has focused on model-free agents when benchmarking generalization. Here, we explicitly measure the generalization ability of model-based agents in comparison to their model-free counterparts. We focus our analysis on MuZero (Schrittwieser et al., 2020), a powerful model-based agent, and evaluate its performance on both procedural and task generalization. We identify three factors of procedural generalization---planning, self-supervised representation learning, and procedural data diversity---and show that by combining these techniques, we achieve state-of-the art generalization performance and data efficiency on Procgen (Cobbe et al., 2019). However, we find that these factors do not always provide the same benefits for the task generalization benchmarks in Meta-World (Yu et al., 2019), indicating that transfer remains a challenge and may require different approaches than procedural generalization. Overall, we suggest that building generalizable agents requires moving beyond the single-task, model-free paradigm and towards self-supervised model-based agents that are trained in rich, procedural, multi-task environments.

ICML Conference 2021 Conference Paper

Vector Quantized Models for Planning

  • Sherjil Ozair
  • Yazhe Li
  • Ali Razavi
  • Ioannis Antonoglou
  • Aäron van den Oord
  • Oriol Vinyals

Recent developments in the field of model-based RL have proven successful in a range of environments, especially ones where planning is essential. However, such successes have been limited to deterministic fully-observed environments. We present a new approach that handles stochastic and partially-observable environments. Our key insight is to use discrete autoencoders to capture the multiple possible effects of an action in a stochastic environment. We use a stochastic variant of Monte Carlo tree search to plan over both the agent’s actions and the discrete latent variables representing the environment’s response. Our approach significantly outperforms an offline version of MuZero on a stochastic interpretation of chess where the opponent is considered part of the environment. We also show that our approach scales to DeepMind Lab, a first-person 3D environment with large visual observations and partial observability.

ICML Conference 2019 Conference Paper

On Variational Bounds of Mutual Information

  • Ben Poole
  • Sherjil Ozair
  • Aäron van den Oord
  • Alexander A. Alemi
  • George Tucker

Estimating and optimizing Mutual Information (MI) is core to many problems in machine learning, but bounding MI in high dimensions is challenging. To establish tractable and scalable objectives, recent work has turned to variational bounds parameterized by neural networks. However, the relationships and tradeoffs between these bounds remains unclear. In this work, we unify these recent developments in a single framework. We find that the existing variational lower bounds degrade when the MI is large, exhibiting either high bias or high variance. To address this problem, we introduce a continuum of lower bounds that encompasses previous bounds and flexibly trades off bias and variance. On high-dimensional, controlled problems, we empirically characterize the bias and variance of the bounds and their gradients and demonstrate the effectiveness of these new bounds for estimation and representation learning.

NeurIPS Conference 2019 Conference Paper

Unsupervised State Representation Learning in Atari

  • Ankesh Anand
  • Evan Racah
  • Sherjil Ozair
  • Yoshua Bengio
  • Marc-Alexandre Côté
  • R Devon Hjelm

State representation learning, or the ability to capture latent generative factors of an environment is crucial for building intelligent agents that can perform a wide variety of tasks. Learning such representations in an unsupervised manner without supervision from rewards is an open problem. We introduce a method that tries to learn better state representations by maximizing mutual information across spatially and temporally distinct features of a neural encoder of the observations. We also introduce a new benchmark based on Atari 2600 games where we evaluate representations based on how well they capture the ground truth state. We believe this new framework for evaluating representation learning models will be crucial for future representation learning research. Finally, we compare our technique with other state-of-the-art generative and contrastive representation learning methods.

NeurIPS Conference 2019 Conference Paper

Wasserstein Dependency Measure for Representation Learning

  • Sherjil Ozair
  • Corey Lynch
  • Yoshua Bengio
  • Aaron van den Oord
  • Sergey Levine
  • Pierre Sermanet

Mutual information maximization has emerged as a powerful learning objective for unsupervised representation learning obtaining state-of-the-art performance in applications such as object recognition, speech recognition, and reinforcement learning. However, such approaches are fundamentally limited since a tight lower bound on mutual information requires sample size exponential in the mutual information. This limits the applicability of these approaches for prediction tasks with high mutual information, such as in video understanding or reinforcement learning. In these settings, such techniques are prone to overfit, both in theory and in practice, and capture only a few of the relevant factors of variation. This leads to incomplete representations that are not optimal for downstream tasks. In this work, we empirically demonstrate that mutual information-based representation learning approaches do fail to learn complete representations on a number of designed and real-world tasks. To mitigate these problems we introduce the Wasserstein dependency measure, which learns more complete representations by using the Wasserstein distance instead of the KL divergence in the mutual information estimator. We show that a practical approximation to this theoretically motivated solution, constructed using Lipschitz constraint techniques from the GAN literature, achieves substantially improved results on tasks where incomplete representations are a major challenge.

ICML Conference 2018 Conference Paper

Mutual Information Neural Estimation

  • Mohamed Ishmael Belghazi
  • Aristide Baratin
  • Sai Rajeswar
  • Sherjil Ozair
  • Yoshua Bengio
  • R. Devon Hjelm
  • Aaron C. Courville

We argue that the estimation of mutual information between high dimensional continuous random variables can be achieved by gradient descent over neural networks. We present a Mutual Information Neural Estimator (MINE) that is linearly scalable in dimensionality as well as in sample size, trainable through back-prop, and strongly consistent. We present a handful of applications on which MINE can be used to minimize or maximize mutual information. We apply MINE to improve adversarially trained generative models. We also use MINE to implement the Information Bottleneck, applying it to supervised classification; our results demonstrate substantial improvement in flexibility and performance in these settings.

ICML Conference 2016 Conference Paper

Deep Speech 2: End-to-End Speech Recognition in English and Mandarin

  • Dario Amodei
  • Sundaram Ananthanarayanan
  • Rishita Anubhai
  • Jingliang Bai
  • Eric Battenberg
  • Carl Case
  • Jared Casper
  • Bryan Catanzaro

We show that an end-to-end deep learning approach can be used to recognize either English or Mandarin Chinese speech–two vastly different languages. Because it replaces entire pipelines of hand-engineered components with neural networks, end-to-end learning allows us to handle a diverse variety of speech including noisy environments, accents and different languages. Key to our approach is our application of HPC techniques, enabling experiments that previously took weeks to now run in days. This allows us to iterate more quickly to identify superior architectures and algorithms. As a result, in several cases, our system is competitive with the transcription of human workers when benchmarked on standard datasets. Finally, using a technique called Batch Dispatch with GPUs in the data center, we show that our system can be inexpensively deployed in an online setting, delivering low latency when serving users at scale.

NeurIPS Conference 2014 Conference Paper

Generative Adversarial Nets

  • Ian Goodfellow
  • Jean Pouget-Abadie
  • Mehdi Mirza
  • Bing Xu
  • David Warde-Farley
  • Sherjil Ozair
  • Aaron Courville
  • Yoshua Bengio

We propose a new framework for estimating generative models via adversarial nets, in which we simultaneously train two models: a generative model G that captures the data distribution, and a discriminative model D that estimates the probability that a sample came from the training data rather than G. The training procedure for G is to maximize the probability of D making a mistake. This framework corresponds to a minimax two-player game. In the space of arbitrary functions G and D, a unique solution exists, with G recovering the training data distribution and D equal to 1/2 everywhere. In the case where G and D are defined by multilayer perceptrons, the entire system can be trained with backpropagation. There is no need for any Markov chains or unrolled approximate inference networks during either training or generation of samples. Experiments demonstrate the potential of the framework through qualitative and quantitatively evaluation of the generated samples.

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