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Thomas Paine

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6 papers
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6

ICLR Conference 2024 Conference Paper

π2vec: Policy Representation with Successor Features

  • Gianluca Scarpellini
  • Ksenia Konyushkova
  • Claudio Fantacci
  • Thomas Paine
  • Yutian Chen 0001
  • Misha Denil

This paper introduces $\pi$2vec, a method for representing black box policies as comparable feature vectors. Our method combines the strengths of foundation models that serve as generic and powerful state representations and successor features that can model the future occurrence of the states for a policy. $\pi$2vec represents the behavior of policies by capturing the statistics of the features from a pretrained model with the help of successor feature framework. We focus on the offline setting where policies and their representations are trained on a fixed dataset of trajectories. Finally, we employ linear regression on $\pi$2vec vector representations to predict the performance of held out policies. The synergy of these techniques results in a method for efficient policy evaluation in resource constrained environments.

NeurIPS Conference 2021 Conference Paper

Active Offline Policy Selection

  • Ksenia Konyushova
  • Yutian Chen
  • Thomas Paine
  • Caglar Gulcehre
  • Cosmin Paduraru
  • Daniel J. Mankowitz
  • Misha Denil
  • Nando de Freitas

This paper addresses the problem of policy selection in domains with abundant logged data, but with a restricted interaction budget. Solving this problem would enable safe evaluation and deployment of offline reinforcement learning policies in industry, robotics, and recommendation domains among others. Several off-policy evaluation (OPE) techniques have been proposed to assess the value of policies using only logged data. However, there is still a big gap between the evaluation by OPE and the full online evaluation in the real environment. Yet, large amounts of online interactions are often not possible in practice. To overcome this problem, we introduce active offline policy selection --- a novel sequential decision approach that combines logged data with online interaction to identify the best policy. This approach uses OPE estimates to warm start the online evaluation. Then, in order to utilize the limited environment interactions wisely we decide which policy to evaluate next based on a Bayesian optimization method with a kernel function that represents policy similarity. We use multiple benchmarks with a large number of candidate policies to show that the proposed approach improves upon state-of-the-art OPE estimates and pure online policy evaluation.

ICLR Conference 2021 Conference Paper

Autoregressive Dynamics Models for Offline Policy Evaluation and Optimization

  • Michael R. Zhang
  • Thomas Paine
  • Ofir Nachum
  • Cosmin Paduraru
  • George Tucker
  • Ziyu Wang 0001
  • Mohammad Norouzi 0002

Standard dynamics models for continuous control make use of feedforward computation to predict the conditional distribution of next state and reward given current state and action using a multivariate Gaussian with a diagonal covariance structure. This modeling choice assumes that different dimensions of the next state and reward are conditionally independent given the current state and action and may be driven by the fact that fully observable physics-based simulation environments entail deterministic transition dynamics. In this paper, we challenge this conditional independence assumption and propose a family of expressive autoregressive dynamics models that generate different dimensions of the next state and reward sequentially conditioned on previous dimensions. We demonstrate that autoregressive dynamics models indeed outperform standard feedforward models in log-likelihood on heldout transitions. Furthermore, we compare different model-based and model-free off-policy evaluation (OPE) methods on RL Unplugged, a suite of offline MuJoCo datasets, and find that autoregressive dynamics models consistently outperform all baselines, achieving a new state-of-the-art. Finally, we show that autoregressive dynamics models are useful for offline policy optimization by serving as a way to enrich the replay buffer through data augmentation and improving performance using model-based planning.

ICML Conference 2020 Conference Paper

Improving the Gating Mechanism of Recurrent Neural Networks

  • Albert Gu
  • Çaglar Gülçehre
  • Thomas Paine
  • Matthew Hoffman 0002
  • Razvan Pascanu

Gating mechanisms are widely used in neural network models, where they allow gradients to backpropagate easily through depth or time. However, their saturation property introduces problems of its own. For example, in recurrent models these gates need to have outputs near 1 to propagate information over long time-delays, which requires them to operate in their saturation regime and hinders gradient-based learning of the gate mechanism. We address this problem by deriving two synergistic modifications to the standard gating mechanism that are easy to implement, introduce no additional hyperparameters, and improve learnability of the gates when they are close to saturation. We show how these changes are related to and improve on alternative recently proposed gating mechanisms such as chrono-initialization and Ordered Neurons. Empirically, our simple gating mechanisms robustly improve the performance of recurrent models on a range of applications, including synthetic memorization tasks, sequential image classification, language modeling, and reinforcement learning, particularly when long-term dependencies are involved.

NeurIPS Conference 2020 Conference Paper

RL Unplugged: A Suite of Benchmarks for Offline Reinforcement Learning

  • Caglar Gulcehre
  • Ziyu Wang
  • Alexander Novikov
  • Thomas Paine
  • Sergio Gómez
  • Konrad Zolna
  • Rishabh Agarwal
  • Josh S. Merel

Offline methods for reinforcement learning have a potential to help bridge the gap between reinforcement learning research and real-world applications. They make it possible to learn policies from offline datasets, thus overcoming concerns associated with online data collection in the real-world, including cost, safety, or ethical concerns. In this paper, we propose a benchmark called RL Unplugged to evaluate and compare offline RL methods. RL Unplugged includes data from a diverse range of domains including games e. g. , Atari benchmark) and simulated motor control problems (e. g. , DM Control Suite). The datasets include domains that are partially or fully observable, use continuous or discrete actions, and have stochastic vs. deterministic dynamics. We propose detailed evaluation protocols for each domain in RL Unplugged and provide an extensive analysis of supervised learning and offline RL methods using these protocols. We will release data for all our tasks and open-source all algorithms presented in this paper. We hope that our suite of benchmarks will increase the reproducibility of experiments and make it possible to study challenging tasks with a limited computational budget, thus making RL research both more systematic and more accessible across the community. Moving forward, we view RL Unplugged as a living benchmark suite that will evolve and grow with datasets contributed by the research community and ourselves. Our project page is available on github.

NeurIPS Conference 2018 Conference Paper

Playing hard exploration games by watching YouTube

  • Yusuf Aytar
  • Tobias Pfaff
  • David Budden
  • Thomas Paine
  • Ziyu Wang
  • Nando de Freitas

Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i. e. with access to the agent’s exact environment setup and the demonstrator’s action and reward trajectories. Here we propose a method that overcomes these limitations in two stages. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i. e. vision and sound). Second, we embed a single YouTube video in this representation to learn a reward function that encourages an agent to imitate human gameplay. This method of one-shot imitation allows our agent to convincingly exceed human-level performance on the infamously hard exploration games Montezuma’s Revenge, Pitfall! and Private Eye for the first time, even if the agent is not presented with any environment rewards.

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