EDBT 2026 Demo / reviewers in the wild / expert
Jakob N. Foerster
dblp:176/5095 · also Jakob Nicolaus Foerster
· DBLP profile ↗
97ranked-venue papers
6as first author
75since 2021 · last 2026
0000-0001-9688-2498ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 96 · 6 first-author · 74 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Check Your Work: Structured Checklist Feedback for Improving Large Language ModelsabstractJonathan Cook, Tim Rocktäschel, Jakob Nicolaus Foerster, Dennis Aumiller, Alex Wang. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026. Jonathan Cook 0004, Tim Rocktäschel, Jakob N. Foerster, Dennis Aumiller |
ACL (1) | 3 |
| 2025 | BTS: Harmonizing Specialized Experts into a Generalist LLMabstractQizhen Zhang, Prajjwal Bhargava, Chloe Bi, Chris X. Cai, Jakob Nicolaus Foerster, Jeremy Fu, Punit Singh Koura, Ruan Silva, Sheng Shen, Emily Dinan, Suchin Gururangan, Mike Lewis. Proceedings of the 2025 Conference on Empirical Methods in Natural Language Processing. 2025. Qizhen Zhang 0002, Prajjwal Bhargava, Chloe Bi, Chris X. Cai, Jakob N. Foerster, Jeremy Fu, Punit Singh Koura, Ruan Silva, Sheng Shen 0016, Emily Dinan, Suchin Gururangan, Mike Lewis |
EMNLP | 5 |
| 2025 | Simplifying Deep Temporal Difference Learningabstract$Q$-learning played a foundational role in the field reinforcement learning (RL).
However, TD algorithms with off-policy data, such as $Q$-learning, or nonlinear function approximation like deep neural networks require several additional tricks to stabilise training, primarily a large replay buffer and target networks. Unfortunately, the delayed updating of frozen network parameters in the target network harms the sample efficiency and, similarly, the large replay buffer introduces memory and implementation overheads. In this paper, we investigate whether it is possible to accelerate and simplify off-policy TD training while maintaining its stability. Our key theoretical result demonstrates for the first time that regularisation techniques such as LayerNorm can yield provably convergent TD algorithms without the need for a target network or replay buffer, even with off-policy data. Empirically, we find that online, parallelised sampling enabled by vectorised environments stabilises training without the need for a large replay buffer. Motivated by these findings, we propose PQN, our simplified deep online $Q$-Learning algorithm. Surprisingly, this simple algorithm is competitive with more complex methods like: Rainbow in Atari, PPO-RNN in Craftax, QMix in Smax, and can be up to 50x faster than traditional DQN without sacrificing sample efficiency. In an era where PPO has become the go-to RL algorithm, PQN reestablishes off-policy $Q$-learning as a viable alternative. Matteo Gallici, Mattie Fellows, Benjamin Ellis, Bartomeu Pou, Ivan Masmitja, Jakob N. Foerster, Mario Martin |
ICLR | 6 |
| 2025 | OvercookedV2: Rethinking Overcooked for Zero-Shot CoordinationabstractAI agents hold the potential to transform everyday life by helping humans achieve their goals.
To do this successfully, agents need to be able to coordinate with novel partners without prior interaction, a setting known as zero-shot coordination (ZSC).
Overcooked has become one of the most popular benchmarks for evaluating coordination capabilities of AI agents and learning algorithms.
In this work, we investigate the origins of ZSC challenges in Overcooked.
We introduce a state augmentation mechanism which mixes states that might be encountered when paired with unknown partners into the training distribution, reducing the out-of-distribution challenge associated with ZSC.
We show that independently trained agents under this algorithm coordinate successfully in Overcooked.
Our results suggest that ZSC failure can largely be attributed to poor state coverage under self-play rather than more sophisticated coordination challenges. The Overcooked environment is therefore not suitable as a ZSC benchmark.
To address these shortcomings, we introduce OvercookedV2, a new version of the benchmark, which includes asymmetric information and stochasticity, facilitating the creation of interesting ZSC scenarios.
To validate OvercookedV2, we conduct experiments demonstrating that mere exhaustive state coverage is insufficient to coordinate well. Finally, we use OvercookedV2 to build a new range of coordination challenges, including ones that require test time protocol formation, and we demonstrate the need for new coordination algorithms that can adapt online.
We hope that OvercookedV2 will help benchmark the next generation of ZSC algorithms and advance collaboration between AI agents and humans. Tobias Gessler, Tin Dizdarevic, Ani Calinescu, Benjamin Ellis, Andrei Lupu, Jakob N. Foerster |
ICLR | 6 |
| 2025 | Kinetix: Investigating the Training of General Agents through Open-Ended Physics-Based Control TasksabstractWhile large models trained with self-supervised learning on offline datasets have shown remarkable capabilities in text and image domains, achieving the same generalisation for agents that act in sequential decision problems remains an open challenge.
In this work, we take a step towards this goal by procedurally generating tens of millions of 2D physics-based tasks and using these to train a general reinforcement learning (RL) agent for physical control.
To this end, we introduce Kinetix: an open-ended space of physics-based RL environments that can represent tasks ranging from robotic locomotion and grasping to video games and classic RL environments, all within a unified framework.
Kinetix makes use of our novel hardware-accelerated physics engine Jax2D that allows us to cheaply simulate billions of environment steps during training.
Our trained agent exhibits strong physical reasoning capabilities in 2D space, being able to zero-shot solve unseen human-designed environments. Furthermore, fine-tuning this general agent on tasks of interest shows significantly stronger performance than training an RL agent *tabula rasa*. This includes solving some environments that standard RL training completely fails at.
We believe this demonstrates the feasibility of large scale, mixed-quality pre-training for online RL and we hope that Kinetix will serve as a useful framework to investigate this further. Michael T. Matthews, Michael Beukman, Chris Lu 0001, Jakob N. Foerster |
ICLR | 4 |
| 2025 | Expected Return SymmetriesabstractSymmetry is an important inductive bias that can improve model robustness and generalization across many deep learning domains. In multi-agent settings, a priori known symmetries have been shown to address a fundamental coordination failure mode known as mutually incompatible symmetry breaking; e.g. in a game where two independent agents can choose to move "left" or "right", and where a reward of +1 or -1 is received when the agents choose the same action or different actions, respectively. However, the efficient and automatic discovery of environment symmetries, in particular for decentralized partially observable Markov decision processes, remains an open problem. Furthermore, environmental symmetry breaking constitutes only one type of coordination failure, which motivates the search for a more accessible and broader symmetry class. In this paper, we introduce such a broader group of previously unexplored symmetries, which we call expected return symmetries, which contains environment symmetries as a subgroup. We show that agents trained to be compatible under the group of expected return symmetries achieve better zero-shot coordination results than those using environment symmetries. As an additional benefit, our method makes minimal a priori assumptions about the structure of their environment and does not require access to ground truth symmetries. Darius Muglich, Johannes Forkel, Elise van der Pol, Jakob N. Foerster |
ICLR | 4 |
| 2025 | BALROG: Benchmarking Agentic LLM and VLM Reasoning On GamesabstractLarge Language Models (LLMs) and Vision Language Models (VLMs) possess extensive knowledge and exhibit promising reasoning abilities, however, they still struggle to perform well in complex, dynamic environments. Real-world tasks require handling intricate interactions, advanced spatial reasoning, long-term planning, and continuous exploration of new strategies—areas in which we lack effective methodologies for comprehensively evaluating these capabilities. To address this gap, we introduce BALROG, a novel benchmark designed to assess the agentic capabilities of LLMs and VLMs through a diverse set of challenging games. Our benchmark incorporates a range of existing reinforcement learning environments with varying levels of difficulty, including tasks that are solvable by non-expert humans in seconds to extremely challenging ones that may take years to master (e.g., the NetHack Learning Environment).
We devise fine-grained metrics to measure performance and conduct an extensive evaluation of several popular open-source and closed-source LLMs and VLMs. Our findings indicate that while current models achieve partial success in the easier games, they struggle significantly with more challenging tasks. Notably, we observe severe deficiencies in vision-based decision-making, as several models perform worse when visual representations of the environments are provided. We release BALROG as an open and user-friendly benchmark to facilitate future research and development in the agentic community. Code and Leaderboard at balrogai.com Davide Paglieri, Bartlomiej Cupial, Samuel Coward, Ulyana Piterbarg, Maciej Wolczyk, Akbir Khan, Eduardo Pignatelli, Lukasz Kucinski, Lerrel Pinto, Rob Fergus, Jakob N. Foerster, Jack Parker-Holder, Tim Rocktäschel |
ICLR | 11 |
| 2025 | Ad-Hoc Human-AI Coordination ChallengeabstractAchieving seamless coordination between AI agents and humans is crucial for real-world applications, yet it remains a significant open challenge. Hanabi is a cooperative card game featuring imperfect information, constrained communication, theory of mind requirements, and coordinated action -- making it an ideal testbed for human-AI coordination. However, its use for human-AI interaction has been limited by the challenges of human evaluation. In this work, we introduce the Ad-Hoc Human-AI Coordination Challenge (AH2AC2) to overcome the constraints of costly and difficult-to-reproduce human evaluations. We develop \textit{human proxy agents} on a large-scale human dataset that serve as robust, cheap, and reproducible human-like evaluation partners in AH2AC2. To encourage the development of data-efficient methods, we open-source a dataset of 3,079 games, deliberately limiting the amount of available human gameplay data. We present baseline results for both two- and three- player Hanabi scenarios. To ensure fair evaluation, we host the proxy agents through a controlled evaluation system rather than releasing them publicly. The code is available at \href{https://github.com/FLAIROx/ah2ac2}{https://github.com/FLAIROx/ah2ac2}. Tin Dizdarevic, Ravi Hammond, Tobias Gessler, Ani Calinescu, Jonathan Cook 0004, Matteo Gallici, Andrei Lupu, Jakob N. Foerster |
ICML | 8 |
| 2025 | LOB-Bench: Benchmarking Generative AI for Finance - an Application to Limit Order Book DataabstractWhile financial data presents one of the most challenging and interesting sequence modelling tasks due to high noise, heavy tails, and strategic interactions, progress in this area has been hindered by the lack of consensus on quantitative evaluation paradigms. To address this, we present LOB-Bench, a benchmark, implemented in python, designed to evaluate the quality and realism of generative message-by-order data for limit order books (LOB) in the LOBSTER format. Our framework measures distributional differences in conditional and unconditional statistics between generated and real LOB data, supporting flexible multivariate statistical evaluation. The benchmark also includes features commonly used LOB statistics such as spread, order book volumes, order imbalance, and message inter-arrival times, along with scores from a trained discriminator network. Lastly, LOB-Bench contains "market impact metrics", i.e. the cross-correlations and price response functions for specific events in the data. We benchmark generative autoregressive state-space models, a (C)GAN, as well as a parametric LOB model and find that the autoregressive GenAI approach beats traditional model classes. Peer Nagy, Sascha Frey, Bidipta Sarkar, Svitlana Vyetrenko, Stefan Zohren, Ani Calinescu, Jakob N. Foerster |
ICML | 8 |
| 2025 | ADIOS: Antibody Development via Opponent ShapingabstractAnti-viral therapies are typically designed to target only the current strains of a virus, a myopic response. However, therapy-induced selective pressures drive the emergence of new viral strains, against which the original myopic therapies are no longer effective. This evolutionary response presents an opportunity: our therapies could both defend against and actively influence viral evolution. This motivates our method ADIOS: Antibody Development vIa Opponent Shaping. ADIOS is a meta-learning framework where the process of antibody therapy design, the outer loop, accounts for the virus’s adaptive response, the inner loop. With ADIOS, antibodies are not only robust against potential future variants, they also influence, i.e. shape, which future variants emerge. In line with the opponent shaping literature, we refer to our optimised antibodies as shapers. To demonstrate the value of ADIOS, we build a viral evolution simulator using the Absolut! framework, in which shapers successfully target both current and future viral variants, outperforming myopic antibodies. Furthermore, we show that shapers modify the distribution over viral evolutionary trajectories to result in weaker variants. We believe that our ADIOS paradigm will facilitate the discovery of long-lived vaccines and antibody therapies while also generalising to other domains. Specifically, domains such as antimicrobial resistance, cancer treatment, and others with evolutionarily adaptive opponents. Our code is available at https://github.com/olakalisz/adios. Sebastian Towers, Aleksandra Kalisz, Philippe A. Robert, Alicia Higueruelo, Francesca V. Vianello, Ming-Han Chloe Tsai, Harrison Steel, Jakob N. Foerster |
ICML | 8 |
| 2025 | Combining Code Generating Large Language Models and Self-Play to Iteratively Refine Strategies in GamesabstractWe propose a self-play approach to generating strategies for playing in multi-player games, where strategies are represented as computer code. We use large language models (LLMs) to generate pieces of code to play in the game, which we refer to as generated bots. We engage the LLM generated bots in competitions, designed to generate increasingly stronger strategies. We follow game theoretic principles in organizing these tournaments, and use a Policy Space Response Oracle (PSRO) approach. We start with an initial set of LLM generated bots, and continue in rounds for adding new bots into the population. Each round adds a bot to the population by asking the LLM to produce code for playing against a bot representing the Nash equilibrium mixture over the current population. Our analysis shows that even a few rounds are sufficient to produces strong bots for playing the game. Our demo shows the process for the game of Checkers. We allow users to select initial bots in the population, run the process, inspect how the bots evolve over time, and play against the generated bots. Yoram Bachrach, Edan Toledo, Karen Hambardzumyan, Despoina Magka, Martin Josifoski, Minqi Jiang, Jakob N. Foerster, Roberta Raileanu, Tatiana Shavrina, Nicola Cancedda, Avraham Ruderman, Katie Millican, Andrei Lupu, Rishi Hazra |
IJCAI | 7 |
| 2025 | Meta-Learning Objectives for Preference OptimizationabstractEvaluating preference optimization (PO) algorithms on LLM alignment is a challenging task that presents prohibitive costs, noise, and several variables like model size and hyper-parameters. In this work, we show that it is possible to gain insights on the efficacy of PO algorithm on simpler benchmarks. We design a diagnostic suite of MuJoCo tasks and datasets, which we use to systematically evaluate PO algorithms, establishing a more controlled and cheaper benchmark. We then propose a novel family of PO algorithms based on mirror descent, which we call Mirror Preference Optimization (MPO). Through evolutionary strategies, we search this class to discover algorithms specialized to specific properties of preference datasets, such as mixed-quality or noisy data. We demonstrate that our discovered PO algorithms outperform all known algorithms in the targeted MuJoCo settings. Finally, based on the insights gained from our MuJoCo experiments, we design a PO algorithm that significantly outperform existing baselines in an LLM alignment task. Carlo Alfano, Silvia Sapora, Jakob N. Foerster, Patrick Rebeschini, Yee Whye Teh |
NeurIPS | 3 |
| 2025 | Measuring what Matters: Construct Validity in Large Language Model BenchmarksabstractEvaluating large language models (LLMs) is crucial for both assessing their capabilities and identifying safety or robustness issues prior to deployment. Reliably measuring abstract and complex phenomena such as safety' androbustness' requires strong construct validity, that is, having measures that represent what matters to the phenomenon. With a team of 29 expert reviewers, we conduct a systematic review of 445 LLM benchmarks from leading conferences in natural language processing and machine learning. Across the reviewed articles, we find patterns related to the measured phenomena, tasks, and scoring metrics which undermine the validity of the resulting claims. To address these shortcomings, we provide eight key recommendations and detailed actionable guidance to researchers and practitioners in developing LLM benchmarks. Andrew M. Bean 0001, Ryan Othniel Kearns, Angelika Romanou, Franziska Sofia Hafner, Harry Mayne, Jan Batzner, Negar Foroutan Eghlidi, Chris Schmitz, Karolina Korgul, Hunar Batra, Oishi Deb, Emma Beharry, Cornelius Emde, Thomas Foster, Anna Gausen, María Grandury, Simeng Han, Valentin Hofmann, Lujain Ibrahim, Hazel Kim, Hannah Kirk, Fangru Lin, Gabrielle K. Liu, Lennart Luettgau, Jabez Magomere, Jonathan Rystrøm, Anna Sotnikova, Yilun Zhao 0001, Adel Bibi, Antoine Bosselut, Ronald Clark, Arman Cohan, Jakob N. Foerster, Yarin Gal, Scott A. Hale, Inioluwa Deborah Raji, Christopher Summerfield, Philip Torr 0001, Cozmin Ududec, Luc Rocher, Adam Mahdi |
NeurIPS | 34 |
| 2025 | LILO: Learning to Reason at the Frontier of LearnabilityabstractReinforcement learning is widely adopted in post-training large language models, especially for reasoning-style tasks such as maths questions. However, as we show, most existing methods will provably fail to learn from questions that are too hard, where the model always fails, or too easy, where the model always succeeds. Much human effort is therefore spent continually producing datasets of questions of a suitable difficulty for state-of-the-art models. Given this, we consider how to algorithmically identify questions that allow for maximally efficient training. We introduce a method, LILO (Learnability Improves LLMs Optimally), that prioritises training on questions with high variance of success, known as learnability, and we provide theory proving LILO maximises the expected improvement of the model. We run a wide range of experiments over multiple base models, algorithms and reasoning datasets to demonstrate that LILO consistently improves final test accuracy and can yield a 3x reduction in the number of training steps required to reach it. We explore how questions with high learnability can be efficiently identified, and discuss how learnability can be scaled to produce LLM agents that autonomously and open-endedly expand the frontier of human knowledge. Thomas Foster, Anya Sims, Johannes Forkel, Jakob N. Foerster |
NeurIPS | 4 |
| 2025 | Imagined AutocurriculaabstractTraining agents to act in embodied environments typically requires vast training data or access to accurate simulation, neither of which exists for many cases in the real world. Instead, world models are emerging as an alternative–leveraging offline, passively collected data, they make it possible to generate diverse worlds for training agents in simulation. In this work, we harness world models to generate “imagined” environments to train robust agents capable of generalizing to novel task variations. One of the challenges in doing this is ensuring the agent trains on useful generated data. We thus propose a novel approach IMAC (Imagined Autocurricula) leveraging Unsupervised Environment Design (UED), induces an automatic curriculum over generated worlds. In a series of challenging, procedurally generated environments, we show it is possible to achieve strong transfer performance on held-out environments having trained only inside a world model learned from a narrower dataset. We believe this opens the path to utilizing larger-scale, foundation world models for generally capable agents. Ahmet Hamdi Güzel, Matthew Thomas Jackson, Jarek Liesen, Tim Rocktäschel, Jakob N. Foerster, Ilija Bogunovic, Jack Parker-Holder |
NeurIPS | 5 |
| 2025 | A Clean Slate for Offline Reinforcement LearningabstractProgress in offline reinforcement learning (RL) has been impeded by ambiguous problem definitions and entangled algorithmic designs, resulting in inconsistent implementations, insufficient ablations, and unfair evaluations. Although offline RL explicitly avoids environment interaction, prior methods frequently employ extensive, undocumented online evaluation for hyperparameter tuning, complicating method comparisons. Moreover, existing reference implementations differ significantly in boilerplate code, obscuring their core algorithmic contributions. We address these challenges by first introducing a rigorous taxonomy and a transparent evaluation protocol that explicitly quantifies online tuning budgets. To resolve opaque algorithmic design, we provide clean, minimalistic, single-file implementations of various model-free and model-based offline RL methods, significantly enhancing clarity and achieving substantial speed-ups. Leveraging these streamlined implementations, we propose Unifloral, a unified algorithm that encapsulates diverse prior approaches and enables development within a single, comprehensive hyperparameter space. Using Unifloral with our rigorous evaluation protocol, we develop two novel algorithms - TD3-AWR (model-free) and MoBRAC (model-based) - which substantially outperform established baselines. Our implementation is publicly available at https://github.com/EmptyJackson/unifloral. Matthew Thomas Jackson, Uljad Berdica, Jarek Liesen, Shimon Whiteson, Jakob N. Foerster |
NeurIPS | 5 |
| 2025 | Improving Regret Approximation for Unsupervised Dynamic Environment GenerationabstractUnsupervised Environment Design (UED) seeks to automatically generate training curricula for reinforcement learning (RL) agents, with the goal of improving generalisation and zero-shot performance. However, designing effective curricula remains a difficult problem, particularly in settings where small subsets of environment parameterisations result in significant increases in the complexity of the required policy. Current methods struggle with a difficult credit assignment problem and rely on regret approximations that fail to identify challenging levels, both of which are compounded as the size of the environment grows. We propose Dynamic Environment Generation for UED (DEGen) to enable a denser level generator reward signal, reducing the difficulty of credit assignment and allowing for UED to scale to larger environment sizes. We also introduce a new regret approximation, Maximised Negative Advantage (MNA), as a significantly improved metric to optimise for, that better identifies more challenging levels. We show empirically that MNA outperforms current regret approximations and when combined with DEGen, consistently outperforms existing methods, especially as the size of the environment grows. We have made all our code available here: \url{https://github.com/HarryMJMead/Dynamic-Environment-Generation-for-UED}. Harry Mead, Bruno Lacerda, Jakob N. Foerster, Nick Hawes |
NeurIPS | 3 |
| 2025 | AgentBreeder: Mitigating the AI Safety Risks of Multi-Agent Scaffolds via Self-ImprovementabstractScaffolding Large Language Models (LLMs) into multi-agent systems often improves performance on complex tasks, but the safety impact of such scaffolds has not been thoroughly explored. We introduce AgentBreeder, a framework for multi-objective self-improving evolutionary search over scaffolds. We evaluate discovered scaffolds on widely recognized reasoning, mathematics, and safety benchmarks and compare them with popular baselines. In "blue" mode, we see a 79.4% average uplift in safety benchmark performance while maintaining or improving capability scores. In "red" mode, we find adversarially weak scaffolds emerging concurrently with capability optimization. Our work demonstrates the risks of multi-agent scaffolding and provides a framework for mitigating them. Code is available at \url{https://github.com/jrosseruk/AgentBreeder}. J. Rosser, Jakob N. Foerster |
NeurIPS | 2 |
| 2025 | AI Research Agents for Machine Learning: Search, Exploration, and Generalization in MLE-benchabstractAI research agents are demonstrating great potential to accelerate scientific progress by automating the design, implementation, and training of machine learning models. We focus on methods for improving agents' performance on MLE-bench, a challenging benchmark where agents compete in Kaggle competitions to solve real-world machine learning problems. We formalize AI research agents as search policies that navigate a space of candidate solutions, iteratively modifying them using operators. By designing and systematically varying different operator sets and search policies (Greedy, MCTS, Evolutionary), we show that their interplay is critical for achieving high performance. Our best pairing of search strategy and operator set achieves a state-of-the-art result on MLE-bench lite, increasing the success rate of achieving a Kaggle medal from 39.6% to 47.7%. Our investigation underscores the importance of jointly considering the search strategy, operator design, and evaluation methodology in advancing automated machine learning. Edan Toledo, Karen Hambardzumyan, Martin Josifoski, Rishi Hazra, Nicolas Mario Baldwin, Alexis Audran-Reiss, Michael Kuchnik, Despoina Magka, Minqi Jiang, Alisia Maria Lupidi, Andrei Lupu, Roberta Raileanu, Tatiana Shavrina, Kelvin Niu, Jean-Christophe Gagnon-Audet, Michael Shvartsman, Shagun Sodhani, Alexander H. Miller, Abhishek Charnalia, Derek Dunfield, Carole-Jean Wu, Pontus Stenetorp, Nicola Cancedda, Jakob N. Foerster, Yoram Bachrach |
NeurIPS | 24 |
| 2024 | Select to Perfect: Imitating desired behavior from large multi-agent dataabstractAI agents are commonly trained with large datasets of demonstrations of human behavior.
However, not all behaviors are equally safe or desirable.
Desired characteristics for an AI agent can be expressed by assigning desirability scores, which we assume are not assigned to individual behaviors but to collective trajectories.
For example, in a dataset of vehicle interactions, these scores might relate to the number of incidents that occurred.
We first assess the effect of each individual agent's behavior on the collective desirability score, e.g., assessing how likely an agent is to cause incidents.
This allows us to selectively imitate agents with a positive effect, e.g., only imitating agents that are unlikely to cause incidents.
To enable this, we propose the concept of an agent's \textit{Exchange Value}, which quantifies an individual agent's contribution to the collective desirability score.
The Exchange Value is the expected change in desirability score when substituting the agent for a randomly selected agent.
We propose additional methods for estimating Exchange Values from real-world datasets, enabling us to learn desired imitation policies that outperform relevant baselines. The project website can be found at https://tinyurl.com/select-to-perfect. Tim Franzmeyer, Edith Elkind, Philip Torr 0001, Jakob N. Foerster, João F. Henriques |
ICLR | 4 |
| 2024 | Illusory Attacks: Information-theoretic detectability matters in adversarial attacksabstractAutonomous agents deployed in the real world need to be robust against adversarial attacks on sensory inputs.
Robustifying agent policies requires anticipating the strongest attacks possible.
We demonstrate that existing observation-space attacks on reinforcement learning agents have a common weakness: while effective, their lack of information-theoretic detectability constraints makes them \textit{detectable} using automated means or human inspection.
Detectability is undesirable to adversaries as it may trigger security escalations.
We introduce \textit{\eattacks{}}, a novel form of adversarial attack on sequential decision-makers that is both effective and of $\epsilon-$bounded statistical detectability.
We propose a novel dual ascent algorithm to learn such attacks end-to-end.
Compared to existing attacks, we empirically find \eattacks{} to be significantly harder to detect with automated methods, and a small study with human participants\footnote{IRB approval under reference R84123/RE001} suggests they are similarly harder to detect for humans.
Our findings suggest the need for better anomaly detectors, as well as effective hardware- and system-level defenses. The project website can be found at https://tinyurl.com/illusory-attacks. Tim Franzmeyer, Stephen McAleer, João F. Henriques, Jakob N. Foerster, Philip Torr 0001, Adel Bibi, Christian Schröder de Witt |
ICLR | 4 |
| 2024 | Discovering Temporally-Aware Reinforcement Learning AlgorithmsabstractRecent advancements in meta-learning have enabled the automatic discovery of novel reinforcement learning algorithms parameterized by surrogate objective functions. To improve upon manually designed algorithms, the parameterization of this learned objective function must be expressive enough to represent novel principles of learning (instead of merely recovering already established ones) while still generalizing to a wide range of settings outside of its meta-training distribution. However, existing methods focus on discovering objective functions that, like many widely used objective functions in reinforcement learning, do not take into account the total number of steps allowed for training, or “training horizon”. In contrast, humans use a plethora of different learning objectives across the course of acquiring a new ability. For instance, students may alter their studying techniques based on the proximity to exam deadlines and their self-assessed capabilities. This paper contends that ignoring the optimization time horizon significantly restricts the expressive potential of discovered learning algorithms. We propose a simple augmentation to two existing objective discovery approaches that allows the discovered algorithm to dynamically update its objective function throughout the agent’s training procedure, resulting in expressive schedules and increased generalization across different training horizons. In the process, we find that commonly used meta-gradient approaches fail to discover such adaptive objective functions while evolution strategies discover highly dynamic learning rules. We demonstrate the effectiveness of our approach on a wide range of tasks and analyze the resulting learned algorithms, which we find effectively balance exploration and exploitation by modifying the structure of their learning rules throughout the agent’s lifetime. Matthew Thomas Jackson, Chris Lu 0001, Louis Kirsch, Robert T. Lange, Shimon Whiteson, Jakob N. Foerster |
ICLR | 6 |
| 2024 | Learning Multi-Agent Communication with Contrastive LearningabstractCommunication is a powerful tool for coordination in multi-agent RL. But inducing an effective, common language is a difficult challenge, particularly in the decentralized setting. In this work, we introduce an alternative perspective where communicative messages sent between agents are considered as different incomplete views of the environment state. By examining the relationship between messages sent and received, we propose to learn to communicate using contrastive learning to maximize the mutual information between messages of a given trajectory. In communication-essential environments, our method outperforms previous work in both performance and learning speed. Using qualitative metrics and representation probing, we show that our method induces more symmetric communication and captures global state information from the environment. Overall, we show the power of contrastive learning and the importance of leveraging messages as encodings for effective communication. Yat Long Lo, Biswa Sengupta, Jakob N. Foerster, Michael Noukhovitch |
ICLR | 3 |
| 2024 | Behaviour DistillationabstractDataset distillation aims to condense large datasets into a small number of synthetic examples that can be used as drop-in replacements when training new models. It has applications to interpretability, neural architecture search, privacy, and continual learning. Despite strong successes in supervised domains, such methods have not yet been extended to reinforcement learning, where the lack of a fixed dataset renders most distillation methods unusable.
Filling the gap, we formalize $\textit{behaviour distillation}$, a setting that aims to discover and then condense the information required for training an expert policy into a synthetic dataset of state-action pairs, $\textit{without access to expert data}$.
We then introduce Hallucinating Datasets with Evolution Strategies (HaDES), a method for behaviour distillation that can discover datasets of $\textit{just four}$ state-action pairs which, under supervised learning, train agents to competitive performance levels in continuous control tasks.
We show that these datasets generalize out of distribution to training policies with a wide range of architectures and hyperparameters. We also demonstrate application to a downstream task, namely training multi-task agents in a zero-shot fashion.
Beyond behaviour distillation, HaDES provides significant improvements in neuroevolution for RL over previous approaches and achieves SoTA results on one standard supervised dataset distillation task. Finally, we show that visualizing the synthetic datasets can provide human-interpretable task insights. Andrei Lupu, Chris Lu 0001, Jarek Liesen, Robert T. Lange, Jakob N. Foerster |
ICLR | 5 |
| 2024 | Refining Minimax Regret for Unsupervised Environment DesignabstractIn unsupervised environment design, reinforcement learning agents are trained on environment configurations (levels) generated by an adversary that maximises some objective. Regret is a commonly used objective that theoretically results in a minimax regret (MMR) policy with desirable robustness guarantees; in particular, the agent’s maximum regret is bounded. However, once the agent reaches this regret bound on all levels, the adversary will only sample levels where regret cannot be further reduced. Although there may be possible performance improvements to be made outside of these regret-maximising levels, learning stagnates. In this work, we introduce Bayesian level-perfect MMR (BLP), a refinement of the minimax regret objective that overcomes this limitation. We formally show that solving for this objective results in a subset of MMR policies, and that BLP policies act consistently with a Perfect Bayesian policy over all levels. We further introduce an algorithm, ReMiDi, that results in a BLP policy at convergence. We empirically demonstrate that training on levels from a minimax regret adversary causes learning to prematurely stagnate, but that ReMiDi continues learning. Michael Beukman, Samuel Coward, Michael T. Matthews, Mattie Fellows, Minqi Jiang, Michael Dennis 0001, Jakob N. Foerster |
ICML | 7 |
| 2024 | Position: Near to Mid-term Risks and Opportunities of Open-Source Generative AIabstractIn the next few years, applications of Generative AI are expected to revolutionize a number of different areas, ranging from science & medicine to education. The potential for these seismic changes has triggered a lively debate about potential risks and resulted in calls for tighter regulation, in particular from some of the major tech companies who are leading in AI development. While regulation is important, it is key that it does not put at risk the budding field of open-source Generative AI. We argue for the responsible open sourcing of generative AI models in the near and medium term. To set the stage, we first introduce an AI openness taxonomy system and apply it to 40 current large language models. We then outline differential benefits and risks of open versus closed source AI and present potential risk mitigation, ranging from best practices to calls for technical and scientific contributions. We hope that this report will add a much needed missing voice to the current public discourse on near to mid-term AI safety and other societal impact. Francisco Girbal Eiras, Aleksandar Petrov, Bertie Vidgen, Christian Schröder de Witt, Fabio Pizzati, Katherine Elkins, Supratik Mukhopadhyay, Adel Bibi, Botos Csaba, Fabro Steibel, Fazl Barez, Genevieve Smith, Gianluca Guadagni, Jon Chun, Jordi Cabot, Joseph Marvin Imperial, Juan A. Nolazco-Flores, Lori Landay, Matthew Thomas Jackson, Paul Röttger, Philip Torr 0001, Trevor Darrell, Jakob N. Foerster |
ICML | 24 |
| 2024 | ReLU to the Rescue: Improve Your On-Policy Actor-Critic with Positive AdvantagesabstractThis paper proposes a step toward approximate Bayesian inference in on-policy actor-critic deep reinforcement learning. It is implemented through three changes to the Asynchronous Advantage Actor-Critic (A3C) algorithm: (1) applying a ReLU function to advantage estimates, (2) spectral normalization of actor-critic weights, and (3) incorporating *dropout as a Bayesian approximation*. We prove under standard assumptions that restricting policy updates to positive advantages optimizes for value by maximizing a lower bound on the value function plus an additive term. We show that the additive term is bounded proportional to the Lipschitz constant of the value function, which offers theoretical grounding for spectral normalization of critic weights. Finally, our application of dropout corresponds to approximate Bayesian inference over both the actor and critic parameters, which enables *adaptive state-aware* exploration around the modes of the actor via Thompson sampling. We demonstrate significant improvements for median and interquartile mean metrics over A3C, PPO, SAC, and TD3 on the MuJoCo continuous control benchmark and improvement over PPO in the challenging ProcGen generalization benchmark. Andrew Jesson, Chris Lu 0001, Gunshi Gupta, Nicolas Beltran-Velez, Angelos Filos, Jakob N. Foerster, Yarin Gal |
ICML | 6 |
| 2024 | Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement LearningabstractBenchmarks play a crucial role in the development and analysis of reinforcement learning (RL) algorithms. We identify that existing benchmarks used for research into open-ended learning fall into one of two categories. Either they are too slow for meaningful research to be performed without enormous computational resources, like Crafter, NetHack and Minecraft, or they are not complex enough to pose a significant challenge, like Minigrid and Procgen. To remedy this, we first present Craftax-Classic: a ground-up rewrite of Crafter in JAX that runs up to 250x faster than the Python-native original. A run of PPO using 1 billion environment interactions finishes in under an hour using only a single GPU and averages 90% of the optimal reward. To provide a more compelling challenge we present the main Craftax benchmark, a significant extension of the Crafter mechanics with elements inspired from NetHack. Solving Craftax requires deep exploration, long term planning and memory, as well as continual adaptation to novel situations as more of the world is discovered. We show that existing methods including global and episodic exploration, as well as unsupervised environment design fail to make material progress on the benchmark. We therefore believe that Craftax can for the first time allow researchers to experiment in a complex, open-ended environment with limited computational resources. Michael T. Matthews, Michael Beukman, Benjamin Ellis, Mikayel Samvelyan, Matthew Thomas Jackson, Samuel Coward, Jakob N. Foerster |
ICML | 7 |
| 2024 | Mixtures of Experts Unlock Parameter Scaling for Deep RLabstractThe recent rapid progress in (self) supervised learning models is in large part predicted by empirical scaling laws: a model's performance scales proportionally to its size. Analogous scaling laws remain elusive for reinforcement learning domains, however, where increasing the parameter count of a model often hurts its final performance. In this paper, we demonstrate that incorporating Mixture-of-Expert (MoE) modules, and in particular Soft MoEs (Puigcerver et al., 2023), into value-based networks results in more parameter-scalable models, evidenced by substantial performance increases across a variety of training regimes and model sizes. This work thus provides strong empirical evidence towards developing scaling laws for reinforcement learning. Johan S. Obando-Ceron, Ghada Sokar, Timon Willi, Clare Lyle, Jesse Farebrother, Jakob N. Foerster, Gintare Karolina Dziugaite, Doina Precup, Pablo Samuel Castro |
ICML | 6 |
| 2024 | EvIL: Evolution Strategies for Generalisable Imitation LearningabstractOften times in imitation learning (IL), the environment we collect expert demonstrations in and the environment we want to deploy our learned policy in aren’t exactly the same (e.g. demonstrations collected in simulation but deployment in the real world). Compared to policy-centric approaches to IL like behavioural cloning, reward-centric approaches like inverse reinforcement learning (IRL) often better replicate expert behaviour in new environments. This transfer is usually performed by optimising the recovered reward under the dynamics of the target environment. However, (a) we find that modern deep IL algorithms frequently recover rewards which induce policies far weaker than the expert, even in the same environment the demonstrations were collected in. Furthermore, (b) these rewards are often quite poorly shaped, necessitating extensive environment interaction to optimise effectively. We provide simple and scalable fixes to both of these concerns. For (a), we find that reward model ensembles combined with a slightly different training objective significantly improves re-training and transfer performance. For (b), we propose a novel evolution-strategies based method (EvIL) to optimise for a reward-shaping term that speeds up re-training in the target environment, closing a gap left open by the classical theory of IRL. On a suite of continuous control tasks, we are able to re-train policies in target (and source) environments more interaction-efficiently than prior work. Silvia Sapora, Chris Lu 0001, Yee Whye Teh, Jakob N. Foerster |
ICML | 5 |
| 2024 | PARDEN, Can You Repeat That? Defending against Jailbreaks via RepetitionabstractLarge language models (LLMs) have shown success in many natural language processing tasks. Despite rigorous safety alignment processes, supposedly safety-aligned LLMs like Llama 2 and Claude 2 are still susceptible to jailbreaks, leading to security risks and abuse of the models. One option to mitigate such risks is to augment the LLM with a dedicated "safeguard", which checks the LLM's inputs or outputs for undesired behaviour. A promising approach is to use the LLM itself as the safeguard. Nonetheless, baseline methods, such as prompting the LLM to self-classify toxic content, demonstrate limited efficacy. We hypothesise that this is due to domain shift: the alignment training imparts a self-censoring behaviour to the model ("Sorry I can't do that"), while the self-classify approach shifts it to a classification format ("Is this prompt malicious"). In this work, we propose PARDEN, which avoids this domain shift by simply asking the model to repeat its own outputs. PARDEN neither requires finetuning nor white box access to the model. We empirically verify the effectiveness of our method and show that PARDEN significantly outperforms existing jailbreak detection baselines for Llama-2 and Claude-2. We find that PARDEN is particularly powerful in the relevant regime of high True Positive Rate (TPR) and low False Positive Rate (FPR). For instance, for Llama2-7B, at TPR equal to 90%, PARDEN accomplishes a roughly 11x reduction in the FPR from 24.8% to 2.0% on the harmful behaviours dataset. Code and data are available at https://github.com/Ed-Zh/PARDEN. Qizhen Zhang 0002, Jakob N. Foerster |
ICML | 3 |
| 2024 | Discovering Preference Optimization Algorithms with and for Large Language ModelsabstractOffline preference optimization is a key method for enhancing and controlling the quality of Large Language Model (LLM) outputs.
Typically, preference optimization is approached as an offline supervised learning task using manually crafted convex loss functions. While these methods are based on theoretical insights, they are inherently constrained by human creativity, so the large search space of possible loss functions remains under-explored. We address this by performing LLM-driven *objective discovery* to automatically discover new state-of-the-art preference optimization algorithms without (expert) human intervention. Specifically, we iteratively prompt an LLM to propose and implement new preference optimization loss functions based on previously evaluated performance metrics. This process leads to the discovery of previously unknown and performant preference optimization algorithms. The best performing of these we call *Discovered Preference Optimization* (DiscoPOP), a novel algorithm that adaptively blends logistic and exponential losses. Experiments demonstrate the state-of-the-art performance of DiscoPOP and its successful transfer to held-out tasks. Chris Lu 0001, Samuel Holt, Claudio Fanconi, Alex J. Chan, Jakob N. Foerster, Mihaela van der Schaar, Robert T. Lange |
NeurIPS | 5 |
| 2024 | Artificial Generational Intelligence: Cultural Accumulation in Reinforcement LearningabstractCultural accumulation drives the open-ended and diverse progress in capabilities spanning human history. It builds an expanding body of knowledge and skills by combining individual exploration with inter-generational information transmission. Despite its widespread success among humans, the capacity for artificial learning agents to accumulate culture remains under-explored. In particular, approaches to reinforcement learning typically strive for improvements over only a single lifetime. Generational algorithms that do exist fail to capture the open-ended, emergent nature of cultural accumulation, which allows individuals to trade-off innovation and imitation. Building on the previously demonstrated ability for reinforcement learning agents to perform social learning, we find that training setups which balance this with independent learning give rise to cultural accumulation. These accumulating agents outperform those trained for a single lifetime with the same cumulative experience. We explore this accumulation by constructing two models under two distinct notions of a generation: episodic generations, in which accumulation occurs via in-context learning and train-time generations, in which accumulation occurs via in-weights learning. In-context and in-weights cultural accumulation can be interpreted as analogous to knowledge and skill accumulation, respectively. To the best of our knowledge, this work is the first to present general models that achieve emergent cultural accumulation in reinforcement learning, opening up new avenues towards more open-ended learning systems, as well as presenting new opportunities for modelling human culture. Jonathan Cook 0004, Chris Lu 0001, Edward Hughes 0001, Joel Z. Leibo, Jakob N. Foerster |
NeurIPS | 5 |
| 2024 | Adam on Local Time: Addressing Nonstationarity in RL with Relative Adam TimestepsabstractIn reinforcement learning (RL), it is common to apply techniques used broadly in
machine learning such as neural network function approximators and momentum-based optimizers. However, such tools were largely developed for supervised learning rather than nonstationary RL, leading practitioners to adopt target networks, clipped policy updates, and other RL-specific implementation tricks to combat this mismatch, rather than directly adapting this toolchain for use in RL.
In this paper, we take a different approach and instead address the effect of nonstationarity by adapting the widely used Adam optimiser.
We first analyse the impact of nonstationary gradient magnitude --- such as that caused by a change in target network --- on Adam's update size, demonstrating that such a change can lead to large updates and hence sub-optimal performance.
To address this, we introduce Adam-Rel.
Rather than using the global timestep in the Adam update, Adam-Rel uses the *local* timestep within an epoch, essentially resetting Adam's timestep to 0 after target changes.
We demonstrate that this avoids large updates and reduces to learning rate annealing in the absence of such increases in gradient magnitude. Evaluating Adam-Rel in both on-policy and off-policy RL, we demonstrate improved performance in both Atari and Craftax.
We then show that increases in gradient norm occur in RL in practice, and examine the differences between our
theoretical model and the observed data. Benjamin Ellis, Matthew Thomas Jackson, Andrei Lupu, Alexander David Goldie, Mattie Fellows, Shimon Whiteson, Jakob N. Foerster |
NeurIPS | 7 |
| 2024 | Can Learned Optimization Make Reinforcement Learning Less Difficult?abstractWhile reinforcement learning (RL) holds great potential for decision making in the real world, it suffers from a number of unique difficulties which often need specific consideration. In particular: it is highly non-stationary; suffers from high degrees of plasticity loss; and requires exploration to prevent premature convergence to local optima and maximize return. In this paper, we consider whether learned optimization can help overcome these problems. Our method, Learned **O**ptimization for **P**lasticity, **E**xploration and **N**on-stationarity (*OPEN*), meta-learns an update rule whose input features and output structure are informed by previously proposed solutions to these difficulties. We show that our parameterization is flexible enough to enable meta-learning in diverse learning contexts, including the ability to use stochasticity for exploration. Our experiments demonstrate that when meta-trained on single and small sets of environments, *OPEN* outperforms or equals traditionally used optimizers. Furthermore, *OPEN* shows strong generalization characteristics across a range of environments and agent architectures. Alexander David Goldie, Chris Lu 0001, Matthew Thomas Jackson, Shimon Whiteson, Jakob N. Foerster |
NeurIPS | 5 |
| 2024 | Recurrent Reinforcement Learning with MemoroidsabstractMemory models such as Recurrent Neural Networks (RNNs) and Transformers address Partially Observable Markov Decision Processes (POMDPs) by mapping trajectories to latent Markov states. Neither model scales particularly well to long sequences, especially compared to an emerging class of memory models called Linear Recurrent Models. We discover that the recurrent update of these models resembles a monoid, leading us to reformulate existing models using a novel monoid-based framework that we call memoroids. We revisit the traditional approach to batching in recurrent reinforcement learning, highlighting theoretical and empirical deficiencies. We leverage memoroids to propose a batching method that improves sample efficiency, increases the return, and simplifies the implementation of recurrent loss functions in reinforcement learning. Steven D. Morad, Chris Lu 0001, Ryan Kortvelesy, Stephan Liwicki, Jakob N. Foerster, Amanda Prorok |
NeurIPS | 5 |
| 2024 | No Regrets: Investigating and Improving Regret Approximations for Curriculum DiscoveryabstractWhat data or environments to use for training to improve downstream performance is a longstanding and very topical question in reinforcement learning.
In particular, Unsupervised Environment Design (UED) methods have gained recent attention as their adaptive curricula promise to enable agents to be robust to in- and out-of-distribution tasks.
This work investigates how existing UED methods select training environments, focusing on task prioritisation metrics.
Surprisingly, despite methods aiming to maximise regret in theory, the practical approximations do not correlate with regret but with success rate.
As a result, a significant portion of an agent's experience comes from environments it has already mastered, offering little to no contribution toward enhancing its abilities. Put differently, current methods fail to predict intuitive measures of *learnability*. Specifically, they are unable to consistently identify those scenarios that the agent can sometimes solve, but not always.
Based on our analysis, we develop a method that directly trains on scenarios with high learnability. This simple and intuitive approach outperforms existing UED methods in several binary-outcome environments, including the standard domain of Minigrid and a novel setting closely inspired by a real-world robotics problem.
We further introduce a new adversarial evaluation procedure for directly measuring robustness, closely mirroring the conditional value at risk (CVaR).
We open-source all our code and present visualisations of final policies here: https://github.com/amacrutherford/sampling-for-learnability. Alex Rutherford, Michael Beukman, Timon Willi, Bruno Lacerda, Nick Hawes, Jakob N. Foerster |
NeurIPS | 6 |
| 2024 | JaxMARL: Multi-Agent RL Environments and Algorithms in JAXabstractBenchmarks are crucial in the development of machine learning algorithms, significantly influencing reinforcement learning (RL) research through the available environments. Traditionally, RL environments run on the CPU, which limits their scalability with the computational resources typically available in academia. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, easy-to-use code base that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is up to 12,500 times faster than existing approaches. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl. Alex Rutherford, Benjamin Ellis, Matteo Gallici, Jonathan Cook 0004, Andrei Lupu, Garðar Ingvarsson, Timon Willi, Ravi Hammond, Akbir Khan, Christian Schröder de Witt, Alexandra Souly, Saptarashmi Bandyopadhyay, Mikayel Samvelyan, Minqi Jiang, Robert T. Lange, Shimon Whiteson, Bruno Lacerda, Nick Hawes, Tim Rocktäschel, Chris Lu 0001, Jakob N. Foerster |
NeurIPS | 21 |
| 2024 | Rainbow Teaming: Open-Ended Generation of Diverse Adversarial PromptsabstractAs large language models (LLMs) become increasingly prevalent across many real-world applications, understanding and enhancing their robustness to adversarial attacks is of paramount importance. Existing methods for identifying adversarial prompts tend to focus on specific domains, lack diversity, or require extensive human annotations. To address these limitations, we present Rainbow Teaming, a novel black-box approach for producing a diverse collection of adversarial prompts. Rainbow Teaming casts adversarial prompt generation as a quality-diversity problem and uses open-ended search to generate prompts that are both effective and diverse. Focusing on the safety domain, we use Rainbow Teaming to target various state-of-the-art LLMs, including the Llama 2 and Llama 3 models. Our approach reveals hundreds of effective adversarial prompts, with an attack success rate exceeding 90% across all tested models. Furthermore, we demonstrate that prompts generated by Rainbow Teaming are highly transferable and that fine-tuning models with synthetic data generated by our method significantly enhances their safety without sacrificing general performance or helpfulness. We additionally explore the versatility of Rainbow Teaming by applying it to question answering and cybersecurity, showcasing its potential to drive robust open-ended self-improvement in a wide range of applications. Mikayel Samvelyan, Sharath Chandra, Andrei Lupu, Eric Hambro, Aram H. Markosyan, Manish Bhatt, Yuning Mao, Minqi Jiang, Jack Parker-Holder, Jakob N. Foerster, Tim Rocktäschel, Roberta Raileanu |
NeurIPS | 10 |
| 2024 | The Edge-of-Reach Problem in Offline Model-Based Reinforcement LearningabstractOffline reinforcement learning (RL) aims to train agents from pre-collected datasets. However, this comes with the added challenge of estimating the value of behaviors not covered in the dataset. Model-based methods offer a potential solution by training an approximate dynamics model, which then allows collection of additional synthetic data via rollouts in this model. The prevailing theory treats this approach as online RL in an approximate dynamics model, and any remaining performance gap is therefore understood as being due to dynamics model errors. In this paper, we analyze this assumption and investigate how popular algorithms perform as the learned dynamics model is improved. In contrast to both intuition and theory, if the learned dynamics model is replaced by the true error-free dynamics, existing model-based methods completely fail. This reveals a key oversight: The theoretical foundations assume sampling of full horizon rollouts in the learned dynamics model; however, in practice, the number of model-rollout steps is aggressively reduced to prevent accumulating errors. We show that this truncation of rollouts results in a set of edge-of-reach states at which we are effectively "bootstrapping from the void." This triggers pathological value overestimation and complete performance collapse. We term this the edge-of-reach problem. Based on this new insight, we fill important gaps in existing theory, and reveal how prior model-based methods are primarily addressing the edge-of-reach problem, rather than model-inaccuracy as claimed. Finally, we propose Reach-Aware Value Learning (RAVL), a simple and robust method that directly addresses the edge-of-reach problem and hence - unlike existing methods - does not fail as the dynamics model is improved. Since world models will inevitably improve, we believe this is a key step towards future-proofing offline RL. Anya Sims, Cong Lu, Jakob N. Foerster, Yee Whye Teh |
NeurIPS | 3 |
| 2024 | Melting Pot Contest: Charting the Future of Generalized Cooperative IntelligenceabstractMulti-agent AI research promises a path to develop human-like and human-compatible intelligent technologies that complement the solipsistic view of other approaches, which mostly do not consider interactions between agents. Aiming to make progress in this direction, the Melting Pot contest 2023 focused on the problem of cooperation among interacting agents and challenged researchers to push the boundaries of multi-agent reinforcement learning (MARL) for mixed-motive games. The contest leveraged the Melting Pot environment suite to rigorously evaluate how well agents can adapt their cooperative skills to interact with novel partners in unforeseen situations. Unlike other reinforcement learning challenges, this challenge focused on social rather than environmental generalization. In particular, a population of agents performs well in Melting Pot when its component individuals are adept at finding ways to cooperate both with others in their population and with strangers. Thus Melting Pot measures cooperative intelligence.The contest attracted over 600 participants across 100+ teams globally and was a success on multiple fronts: (i) it contributed to our goal of pushing the frontiers of MARL towards building more cooperatively intelligent agents, evidenced by several submissions that outperformed established baselines; (ii) it attracted a diverse range of participants, from independent researchers to industry affiliates and academic labs, both with strong background and new interest in the area alike, broadening the field’s demographic and intellectual diversity; and (iii) analyzing the submitted agents provided important insights, highlighting areas for improvement in evaluating agents' cooperative intelligence. This paper summarizes the design aspects and results of the contest and explores the potential of Melting Pot as a benchmark for studying Cooperative AI. We further analyze the top solutions and conclude with a discussion on promising directions for future research. Rakshit S. Trivedi, Akbir Khan, Jesse Clifton, Lewis Hammond, Edgar A. Duéñez-Guzmán, Dipam Chakraborty, John P. Agapiou, Jayd Matyas, Alexander Vezhnevets, Barna Pásztor, Yunke Ao, Omar G. Younis, Benjamin Swain, Haoyuan Qin, Mian Deng, Ziwei Deng, Utku Erdoganaras, Yue Zhao 0023, Marko Tesic, Natasha Jaques, Jakob N. Foerster, Vincent Conitzer, José Hernández-Orallo, Dylan Hadfield-Menell, Joel Z. Leibo |
NeurIPS | 22 |
| 2024 | BAM! Just Like That: Simple and Efficient Parameter Upcycling for Mixture of ExpertsabstractMixture of Experts (MoE) framework has become a popular architecture for large language models due to its superior performance compared to dense models. However, training MoEs from scratch in a large-scale regime is prohibitively expensive. Previous work addresses this challenge by independently training multiple dense expert models and using them to initialize an MoE. In particular, state-of-the-art approaches initialize MoE layers using experts' feed-forward parameters while merging all other parameters, limiting the advantages of the specialized dense models when upcycling them as MoEs. We propose BAM (Branch-Attend-Mix), a simple yet effective improvement to MoE training. BAM makes full use of specialized dense models by not only using their feed-forward network (FFN) to initialize the MoE layers but also leveraging experts' attention weights fully by leveraging them as mixture-of-attention (MoA) layers. We explore two methods for upcycling MoA layers: 1) initializing separate attention experts from dense models including key, value, and query matrices; and 2) initializing only Q projections while sharing key-value pairs across all experts to facilitate efficient inference. Our experiments using seed models ranging from 590 million to 2 billion parameters show that our approach outperforms state-of-the-art approaches under the same data and compute budget in both perplexity and downstream tasks evaluations, confirming the effectiveness of BAM. Qizhen Zhang 0002, Nikolas Gritsch, Dwaraknath Gnaneshwar, Simon Guo 0003, David Cairuz, Bharat Venkitesh, Jakob N. Foerster, Phil Blunsom, Sebastian Ruder, Ahmet Üstün, Acyr Locatelli |
NeurIPS | 7 |
| 2024 | Computing Low-Entropy Couplings for Large-Support DistributionsabstractMinimum-entropy coupling (MEC)—the process of finding a joint distribution with minimum entropy for given marginals—has applications in areas such as causality and steganography. However, existing algorithms are either computationally intractable for large-support distributions or limited to specific distribution types and sensitive to hyperparameter choices. This work addresses these limitations by unifying a prior family of iterative MEC (IMEC) approaches into a generalized partition-based formalism. From this framework, we derive a novel IMEC algorithm called ARIMEC, capable of handling arbitrary discrete distributions, and introduce a method to make IMEC robust to suboptimal hyperparameter settings. These innovations facilitate the application of IMEC to high-throughput steganography with language models, among other settings. Samuel Sokota, Dylan Sam, Christian Schröder de Witt, Spencer Compton, Jakob N. Foerster, J. Zico Kolter |
UAI | 5 |
| 2024 | Optimisation strategies for directed evolution without sequencingabstractDirected evolution can enable engineering of biological systems with minimal knowledge of their underlying sequence-to-function relationships. A typical directed evolution process consists of iterative rounds of mutagenesis and selection that are designed to steer changes in a biological system (e.g. a protein) towards some functional goal. Much work has been done, particularly leveraging advancements in machine learning, to optimise the process of directed evolution. Many of these methods, however, require DNA sequencing and synthesis, making them resource-intensive and incompatible with developments in targeted in vivo mutagenesis. Operating within the experimental constraints of established sorting-based directed evolution techniques (e.g. Fluorescence-Activated Cell Sorting, FACS), we explore approaches for optimisation of directed evolution that could in future be implemented without sequencing information. We then expand our methods to the context of emerging experimental techniques in directed evolution, which allow for single-cell selection based on fitness objectives defined from any combination of measurable traits. Finally, we explore these alternative strategies on the GB1 and TrpB empirical landscapes, demonstrating that they could lead to up to 19-fold and 7-fold increases respectively in the probability of attaining the global fitness peak. Jessica James, Sebastian Towers, Jakob N. Foerster, Harrison Steel |
PLoS Comput. Biol. | 3 |
| 2023 | Adversarial Diversity in Hanabi
Brandon Cui, Andrei Lupu, Samuel Sokota, Hengyuan Hu, David J. Wu 0002, Jakob N. Foerster |
ICLR | 6 |
| 2023 | Cheap Talk Discovery and Utilization in Multi-Agent Reinforcement Learning
Yat Long Lo, Christian Schröder de Witt, Samuel Sokota, Jakob N. Foerster, Shimon Whiteson |
ICLR | 4 |
| 2023 | MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning
Mikayel Samvelyan, Akbir Khan, Michael Dennis 0001, Minqi Jiang, Jack Parker-Holder, Jakob N. Foerster, Roberta Raileanu, Tim Rocktäschel |
ICLR | 6 |
| 2023 | Perfectly Secure Steganography Using Minimum Entropy Coupling
Christian Schröder de Witt, Samuel Sokota, J. Zico Kolter, Jakob N. Foerster, Martin Strohmeier |
ICLR | 4 |
| 2023 | Adversarial Cheap TalkabstractAdversarial attacks in reinforcement learning (RL) often assume highly-privileged access to the victim’s parameters, environment, or data. Instead, this paper proposes a novel adversarial setting called a Cheap Talk MDP in which an Adversary can merely append deterministic messages to the Victim’s observation, resulting in a minimal range of influence. The Adversary cannot occlude ground truth, influence underlying environment dynamics or reward signals, introduce non-stationarity, add stochasticity, see the Victim’s actions, or access their parameters. Additionally, we present a simple meta-learning algorithm called Adversarial Cheap Talk (ACT) to train Adversaries in this setting. We demonstrate that an Adversary trained with ACT can still significantly influence the Victim’s training and testing performance, despite the highly constrained setting. Affecting train-time performance reveals a new attack vector and provides insight into the success and failure modes of existing RL algorithms. More specifically, we show that an ACT Adversary is capable of harming performance by interfering with the learner’s function approximation, or instead helping the Victim’s performance by outputting useful features. Finally, we show that an ACT Adversary can manipulate messages during train-time to directly and arbitrarily control the Victim at test-time. Chris Lu 0001, Timon Willi, Alistair Letcher, Jakob N. Foerster |
ICML | 4 |
| 2023 | Learning Intuitive Policies Using Action FeaturesabstractAn unaddressed challenge in multi-agent coordination is to enable AI agents to exploit the semantic relationships between the features of actions and the features of observations. Humans take advantage of these relationships in highly intuitive ways. For instance, in the absence of a shared language, we might point to the object we desire or hold up our fingers to indicate how many objects we want. To address this challenge, we investigate the effect of network architecture on the propensity of learning algorithms to exploit these semantic relationships. Across a procedurally generated coordination task, we find that attention-based architectures that jointly process a featurized representation of observations and actions have a better inductive bias for learning intuitive policies. Through fine-grained evaluation and scenario analysis, we show that the resulting policies are human-interpretable. Moreover, such agents coordinate with people without training on any human data. Mingwei Ma, Jizhou Liu, Samuel Sokota, Max Kleiman-Weiner, Jakob N. Foerster |
ICML | 5 |
| 2023 | Structured State Space Models for In-Context Reinforcement LearningabstractStructured state space sequence (S4) models have recently achieved state-of-the-art performance on long-range sequence modeling tasks. These models also have fast inference speeds and parallelisable training, making them potentially useful in many reinforcement learning settings. We propose a modification to a variant of S4 that enables us to initialise and reset the hidden state in parallel, allowing us to tackle reinforcement learning tasks. We show that our modified architecture runs asymptotically faster than Transformers in sequence length and performs better than RNN's on a simple memory-based task. We evaluate our modified architecture on a set of partially-observable environments and find that, in practice, our model outperforms RNN's while also running over five times faster. Then, by leveraging the model’s ability to handle long-range sequences, we achieve strong performance on a challenging meta-learning task in which the agent is given a randomly-sampled continuous control environment, combined with a randomly-sampled linear projection of the environment's observations and actions. Furthermore, we show the resulting model can adapt to out-of-distribution held-out tasks. Overall, the results presented in this paper show that structured state space models are fast and performant for in-context reinforcement learning tasks. We provide code at https://github.com/luchris429/s5rl. Chris Lu 0001, Yannick Schroecker, Albert Gu, Emilio Parisotto, Jakob N. Foerster, Satinder Singh 0001, Feryal M. P. Behbahani |
NeurIPS | 5 |
| 2023 | SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement LearningabstractThe availability of challenging benchmarks has played a key role in the recent progress of machine learning. In cooperative multi-agent reinforcement learning, the StarCraft Multi-Agent Challenge (SMAC) has become a popular testbed for centralised training with decentralised execution. However, after years of sustained improvement on SMAC, algorithms now achieve near-perfect performance. In this work, we conduct new analysis demonstrating that SMAC lacks the stochasticity and partial observability to require complex closed-loop policies. In particular, we show that an open-loop policy conditioned only on the timestep can achieve non-trivial win rates for many SMAC scenarios. To address this limitation, we introduce SMACv2, a new version of the benchmark where scenarios are procedurally generated and require agents to generalise to previously unseen settings (from the same distribution) during evaluation. We also introduce the extended partial observability challenge (EPO), which augments SMACv2 to ensure meaningful partial observability. We show that these changes ensure the benchmarkrequires the use of closed-loop policies. We evaluate state-of-the-art algorithms on SMACv2 and show that it presents significant challenges not present in the original benchmark. Our analysis illustrates that SMACv2 addresses the discovered deficiencies of SMAC and can help benchmark the next generation of MARL methods. Videos of training are available on our website. Benjamin Ellis, Jonathan Cook 0004, Skander Moalla, Mikayel Samvelyan, Mingfei Sun 0001, Anuj Mahajan, Jakob N. Foerster, Shimon Whiteson |
NeurIPS | 7 |
| 2023 | Discovering General Reinforcement Learning Algorithms with Adversarial Environment DesignabstractThe past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments. Matthew Thomas Jackson, Minqi Jiang, Jack Parker-Holder, Risto Vuorio, Chris Lu 0001, Gregory Farquhar, Shimon Whiteson, Jakob N. Foerster |
NeurIPS | 8 |
| 2023 | Similarity-based cooperative equilibriumabstractAs machine learning agents act more autonomously in the world, they will increasingly interact with each other. Unfortunately, in many social dilemmas like the one-shot Prisoner’s Dilemma, standard game theory predicts that ML agents will fail to cooperate with each other. Prior work has shown that one way to enable cooperative outcomes in the one-shot Prisoner’s Dilemma is to make the agents mutually transparent to each other, i.e., to allow them to access one another’s source code (Rubinstein, 1998; Tennenholtz, 2004) – or weights in the case of ML agents. However, full transparency is often unrealistic, whereas partial transparency is commonplace. Moreover, it is challenging for agents to learn their way to cooperation in the full transparency setting. In this paper, we introduce a more realistic setting in which agents only observe a single number indicating how similar they are to each other. We prove that this allows for the same set of cooperative outcomes as the full transparency setting. We also demonstrate experimentally that cooperation can be learned using simple ML methods. Caspar Oesterheld, Johannes Treutlein, Roger B. Grosse, Vincent Conitzer, Jakob N. Foerster |
NeurIPS | 5 |
| 2022 | A Fine-Tuning Approach to Belief State Modeling
Samuel Sokota, Hengyuan Hu, David J. Wu 0002, J. Zico Kolter, Jakob N. Foerster, Noam Brown |
ICLR | 5 |
| 2022 | Mirror Learning: A Unifying Framework of Policy OptimisationabstractModern deep reinforcement learning (RL) algorithms are motivated by either the general policy improvement (GPI) or trust-region learning (TRL) frameworks. However, algorithms that strictly respect these theoretical frameworks have proven unscalable. Surprisingly, the only known scalable algorithms violate the GPI/TRL assumptions, e.g. due to required regularisation or other heuristics. The current explanation of their empirical success is essentially “by analogy”: they are deemed approximate adaptations of theoretically sound methods. Unfortunately, studies have shown that in practice these algorithms differ greatly from their conceptual ancestors. In contrast, in this paper, we introduce a novel theoretical framework, named Mirror Learning, which provides theoretical guarantees to a large class of algorithms, including TRPO and PPO. While the latter two exploit the flexibility of our framework, GPI and TRL fit in merely as pathologically restrictive corner cases thereof. This suggests that the empirical performance of state-of-the-art methods is a direct consequence of their theoretical properties, rather than of aforementioned approximate analogies. Mirror learning sets us free to boldly explore novel, theoretically sound RL algorithms, a thus far uncharted wonderland. Jakub Grudzien Kuba, Christian Schröder de Witt, Jakob N. Foerster |
ICML | 3 |
| 2022 | Model-Free Opponent ShapingabstractIn general-sum games the interaction of self-interested learning agents commonly leads to collectively worst-case outcomes, such as defect-defect in the iterated prisoner’s dilemma (IPD). To overcome this, some methods, such as Learning with Opponent-Learning Awareness (LOLA), directly shape the learning process of their opponents. However, these methods are myopic since only a small number of steps can be anticipated, are asymmetric since they treat other agents as naive learners, and require the use of higher-order derivatives, which are calculated through white-box access to an opponent’s differentiable learning algorithm. To address these issues, we propose Model-Free Opponent Shaping (M-FOS). M-FOS learns in a meta-game in which each meta-step is an episode of the underlying game. The meta-state consists of the policies in the underlying game and the meta-policy produces a new policy to be used in the next episode. M-FOS then uses generic model-free optimisation methods to learn meta-policies that accomplish long-horizon opponent shaping. Empirically, M-FOS near-optimally exploits naive learners and other, more sophisticated algorithms from the literature. For example, to the best of our knowledge, it is the first method to learn the well-known ZD extortion strategy in the IPD. In the same settings, M-FOS leads to socially optimal outcomes under meta-self-play. Finally, we show that M-FOS can be scaled to high-dimensional settings. Chris Lu 0001, Timon Willi, Christian Schröder de Witt, Jakob N. Foerster |
ICML | 4 |
| 2022 | Generalized Beliefs for Cooperative AIabstractSelf-play is a common method for constructing solutions in Markov games that can yield optimal policies in collaborative settings. However, these policies often adopt highly-specialized conventions that make playing with a novel partner difficult. To address this, recent approaches rely on encoding symmetry and convention-awareness into policy training, but these require strong environmental assumptions and can complicate policy training. To overcome this, we propose moving the learning of conventions to the belief space. Specifically, we propose a belief learning paradigm that can maintain beliefs over rollouts of policies not seen at training time, and can thus decode and adapt to novel conventions at test time. We show how to leverage this belief model for both search and training of a best response over a pool of policies to greatly improve zero-shot coordination. We also show how our paradigm promotes explainability and interpretability of nuanced agent conventions. Darius Muglich, Luisa M. Zintgraf, Christian Schröder de Witt, Shimon Whiteson, Jakob N. Foerster |
ICML | 5 |
| 2022 | Evolving Curricula with Regret-Based Environment DesignabstractTraining generally-capable agents with reinforcement learning (RL) remains a significant challenge. A promising avenue for improving the robustness of RL agents is through the use of curricula. One such class of methods frames environment design as a game between a student and a teacher, using regret-based objectives to produce environment instantiations (or levels) at the frontier of the student agent’s capabilities. These methods benefit from theoretical robustness guarantees at equilibrium, yet they often struggle to find effective levels in challenging design spaces in practice. By contrast, evolutionary approaches incrementally alter environment complexity, resulting in potentially open-ended learning, but often rely on domain-specific heuristics and vast amounts of computational resources. This work proposes harnessing the power of evolution in a principled, regret-based curriculum. Our approach, which we call Adversarially Compounding Complexity by Editing Levels (ACCEL), seeks to constantly produce levels at the frontier of an agent’s capabilities, resulting in curricula that start simple but become increasingly complex. ACCEL maintains the theoretical benefits of prior regret-based methods, while providing significant empirical gains in a diverse set of environments. An interactive version of this paper is available at https://accelagent.github.io. Jack Parker-Holder, Minqi Jiang, Michael Dennis 0001, Mikayel Samvelyan, Jakob N. Foerster, Edward Grefenstette, Tim Rocktäschel |
ICML | 5 |
| 2022 | Communicating via Markov Decision ProcessesabstractWe consider the problem of communicating exogenous information by means of Markov decision process trajectories. This setting, which we call a Markov coding game (MCG), generalizes both source coding and a large class of referential games. MCGs also isolate a problem that is important in decentralized control settings in which cheap-talk is not available—namely, they require balancing communication with the associated cost of communicating. We contribute a theoretically grounded approach to MCGs based on maximum entropy reinforcement learning and minimum entropy coupling that we call MEME. Due to recent breakthroughs in approximation algorithms for minimum entropy coupling, MEME is not merely a theoretical algorithm, but can be applied to practical settings. Empirically, we show both that MEME is able to outperform a strong baseline on small MCGs and that MEME is able to achieve strong performance on extremely large MCGs. To the latter point, we demonstrate that MEME is able to losslessly communicate binary images via trajectories of Cartpole and Pong, while simultaneously achieving the maximal or near maximal expected returns, and that it is even capable of performing well in the presence of actuator noise. Samuel Sokota, Christian Schröder de Witt, Maximilian Igl, Luisa M. Zintgraf, Philip Torr 0001, Martin Strohmeier, J. Zico Kolter, Shimon Whiteson, Jakob N. Foerster |
ICML | 9 |
| 2022 | COLA: Consistent Learning with Opponent-Learning AwarenessabstractLearning in general-sum games is unstable and frequently leads to socially undesirable (Pareto-dominated) outcomes. To mitigate this, Learning with Opponent-Learning Awareness (LOLA) introduced opponent shaping to this setting, by accounting for each agent’s influence on their opponents’ anticipated learning steps. However, the original LOLA formulation (and follow-up work) is inconsistent because LOLA models other agents as naive learners rather than LOLA agents. In previous work, this inconsistency was suggested as a cause of LOLA’s failure to preserve stable fixed points (SFPs). First, we formalize consistency and show that higher-order LOLA (HOLA) solves LOLA’s inconsistency problem if it converges. Second, we correct a claim made in the literature by Sch{ä}fer and Anandkumar (2019), proving that Competitive Gradient Descent (CGD) does not recover HOLA as a series expansion (and fails to solve the consistency problem). Third, we propose a new method called Consistent LOLA (COLA), which learns update functions that are consistent under mutual opponent shaping. It requires no more than second-order derivatives and learns consistent update functions even when HOLA fails to converge. However, we also prove that even consistent update functions do not preserve SFPs, contradicting the hypothesis that this shortcoming is caused by LOLA’s inconsistency. Finally, in an empirical evaluation on a set of general-sum games, we find that COLA finds prosocial solutions and that it converges under a wider range of learning rates than HOLA and LOLA. We support the latter finding with a theoretical result for a simple game. Timon Willi, Alistair Letcher, Johannes Treutlein, Jakob N. Foerster |
ICML | 4 |
| 2022 | Discovered Policy OptimisationabstractTremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms. Mirror Learning, which includes RL algorithms, such as PPO, offers a potential middle-ground starting point: while every method in this framework comes with theoretical guarantees, components that differentiate them are subject to design. In this paper we explore the Mirror Learning space by meta-learning a “drift” function. We refer to the immediate result as Learnt Policy Optimisation (LPO). By analysing LPO we gain original insights into policy optimisation which we use to formulate a novel, closed-form RL algorithm, Discovered Policy Optimisation (DPO). Our experiments in Brax environments confirm state-of-the-art performance of LPO and DPO, as well as their transfer to unseen settings. Chris Lu 0001, Jakub Grudzien Kuba, Alistair Letcher, Luke Metz, Christian Schröder de Witt, Jakob N. Foerster |
NeurIPS | 6 |
| 2022 | Off-Team LearningabstractZero-shot coordination (ZSC) evaluates an algorithm by the performance of a team of agents that were trained independently under that algorithm. Off-belief learning (OBL) is a recent method that achieves state-of-the-art results in ZSC in the game Hanabi. However, the implementation of OBL relies on a belief model that experiences covariate shift. Moreover, during ad-hoc coordination, OBL or any other neural policy may experience test-time covariate shift. We present two methods addressing these issues. The first method, off-team belief learning (OTBL), attempts to improve the accuracy of the belief model of a target policy πT on a broader range of inputs by weighting trajectories approximately according to the distribution induced by a different policy πb. The second, off-team off-belief learning (OT-OBL), attempts to compute an OBL equilibrium, where fixed point error is weighted according to the distribution induced by cross-play between the training policy π and a different fixed policy πb instead of self-play of π. We investigate these methods in variants of Hanabi. Brandon Cui, Hengyuan Hu, Andrei Lupu, Samuel Sokota, Jakob N. Foerster |
NeurIPS | 5 |
| 2022 | Self-Explaining Deviations for CoordinationabstractFully cooperative, partially observable multi-agent problems are ubiquitous in the real world. In this paper, we focus on a specific subclass of coordination problems in which humans are able to discover self-explaining deviations (SEDs). SEDs are actions that deviate from the common understanding of what reasonable behavior would be in normal circumstances. They are taken with the intention of causing another agent or other agents to realize, using theory of mind, that the circumstance must be abnormal. We motivate this idea with a real world example and formalize its definition. Next, we introduce an algorithm for improvement maximizing SEDs (IMPROVISED). Lastly, we evaluate IMPROVISED both in an illustrative toy setting and the popular benchmark setting Hanabi, where we show that it can produce so called finesse plays. Hengyuan Hu, Samuel Sokota, David J. Wu 0002, Anton Bakhtin, Andrei Lupu, Brandon Cui, Jakob N. Foerster |
NeurIPS | 7 |
| 2022 | Grounding Aleatoric Uncertainty for Unsupervised Environment DesignabstractAdaptive curricula in reinforcement learning (RL) have proven effective for producing policies robust to discrepancies between the train and test environment. Recently, the Unsupervised Environment Design (UED) framework generalized RL curricula to generating sequences of entire environments, leading to new methods with robust minimax regret properties. Problematically, in partially-observable or stochastic settings, optimal policies may depend on the ground-truth distribution over aleatoric parameters of the environment in the intended deployment setting, while curriculum learning necessarily shifts the training distribution. We formalize this phenomenon as curriculum-induced covariate shift (CICS), and describe how its occurrence in aleatoric parameters can lead to suboptimal policies. Directly sampling these parameters from the ground-truth distribution avoids the issue, but thwarts curriculum learning. We propose SAMPLR, a minimax regret UED method that optimizes the ground-truth utility function, even when the underlying training data is biased due to CICS. We prove, and validate on challenging domains, that our approach preserves optimality under the ground-truth distribution, while promoting robustness across the full range of environment settings. Minqi Jiang, Michael Dennis 0001, Jack Parker-Holder, Andrei Lupu, Heinrich Küttler, Edward Grefenstette, Tim Rocktäschel, Jakob N. Foerster |
NeurIPS | 8 |
| 2022 | Influencing Long-Term Behavior in Multiagent Reinforcement LearningabstractThe main challenge of multiagent reinforcement learning is the difficulty of learning useful policies in the presence of other simultaneously learning agents whose changing behaviors jointly affect the environment's transition and reward dynamics. An effective approach that has recently emerged for addressing this non-stationarity is for each agent to anticipate the learning of other agents and influence the evolution of future policies towards desirable behavior for its own benefit. Unfortunately, previous approaches for achieving this suffer from myopic evaluation, considering only a finite number of policy updates. As such, these methods can only influence transient future policies rather than achieving the promise of scalable equilibrium selection approaches that influence the behavior at convergence. In this paper, we propose a principled framework for considering the limiting policies of other agents as time approaches infinity. Specifically, we develop a new optimization objective that maximizes each agent's average reward by directly accounting for the impact of its behavior on the limiting set of policies that other agents will converge to. Our paper characterizes desirable solution concepts within this problem setting and provides practical approaches for optimizing over possible outcomes. As a result of our farsighted objective, we demonstrate better long-term performance than state-of-the-art baselines across a suite of diverse multiagent benchmark domains. Dong-Ki Kim, Matthew Riemer, Miao Liu 0001, Jakob N. Foerster, Michael Everett, Chuangchuang Sun, Gerald Tesauro, Jonathan P. How |
NeurIPS | 4 |
| 2022 | Equivariant Networks for Zero-Shot CoordinationabstractSuccessful coordination in Dec-POMDPs requires agents to adopt robust strategies and interpretable styles of play for their partner. A common failure mode is symmetry breaking, when agents arbitrarily converge on one out of many equivalent but mutually incompatible policies. Commonly these examples include partial observability, e.g. waving your right hand vs. left hand to convey a covert message. In this paper, we present a novel equivariant network architecture for use in Dec-POMDPs that prevents the agent from learning policies which break symmetries, doing so more effectively than prior methods. Our method also acts as a "coordination-improvement operator" for generic, pre-trained policies, and thus may be applied at test-time in conjunction with any self-play algorithm. We provide theoretical guarantees of our work and test on the AI benchmark task of Hanabi, where we demonstrate our methods outperforming other symmetry-aware baselines in zero-shot coordination, as well as able to improve the coordination ability of a variety of pre-trained policies. In particular, we show our method can be used to improve on the state of the art for zero-shot coordination on the Hanabi benchmark. Darius Muglich, Christian Schröder de Witt, Elise van der Pol, Shimon Whiteson, Jakob N. Foerster |
NeurIPS | 5 |
| 2022 | Nocturne: a scalable driving benchmark for bringing multi-agent learning one step closer to the real worldabstractWe introduce \textit{Nocturne}, a new 2D driving simulator for investigating multi-agent coordination under partial observability. The focus of Nocturne is to enable research into inference and theory of mind in real-world multi-agent settings without the computational overhead of computer vision and feature extraction from images. Agents in this simulator only observe an obstructed view of the scene, mimicking human visual sensing constraints. Unlike existing benchmarks that are bottlenecked by rendering human-like observations directly using a camera input, Nocturne uses efficient intersection methods to compute a vectorized set of visible features in a C++ back-end, allowing the simulator to run at $2000+$ steps-per-second. Using open-source trajectory and map data, we construct a simulator to load and replay arbitrary trajectories and scenes from real-world driving data. Using this environment, we benchmark reinforcement-learning and imitation-learning agents and demonstrate that the agents are quite far from human-level coordination ability and deviate significantly from the expert trajectories. Eugene Vinitsky, Nathan Lichtle, Brandon Amos, Jakob N. Foerster |
NeurIPS | 5 |
| 2022 | Proximal Learning With Opponent-Learning AwarenessabstractLearning With Opponent-Learning Awareness (LOLA) (Foerster et al. [2018a]) is a multi-agent reinforcement learning algorithm that typically learns reciprocity-based cooperation in partially competitive environments. However, LOLA often fails to learn such behaviour on more complex policy spaces parameterized by neural networks, partly because the update rule is sensitive to the policy parameterization. This problem is especially pronounced in the opponent modeling setting, where the opponent's policy is unknown and must be inferred from observations; in such settings, LOLA is ill-specified because behaviorally equivalent opponent policies can result in non-equivalent updates. To address this shortcoming, we reinterpret LOLA as approximating a proximal operator, and then derive a new algorithm, proximal LOLA (POLA), which uses the proximal formulation directly. Unlike LOLA, the POLA updates are parameterization invariant, in the sense that when the proximal objective has a unique optimum, behaviorally equivalent policies result in behaviorally equivalent updates. We then present practical approximations to the ideal POLA update, which we evaluate in several partially competitive environments with function approximation and opponent modeling. This empirically demonstrates that POLA achieves reciprocity-based cooperation more reliably than LOLA. Stephen Zhao, Chris Lu 0001, Roger B. Grosse, Jakob N. Foerster |
NeurIPS | 4 |
| 2021 | Off-Belief LearningabstractThe standard problem setting in Dec-POMDPs is self-play, where the goal is to find a set of policies that play optimally together. Policies learned through self-play may adopt arbitrary conventions and implicitly rely on multi-step reasoning based on fragile assumptions about other agents’ actions and thus fail when paired with humans or independently trained agents at test time. To address this, we present off-belief learning (OBL). At each timestep OBL agents follow a policy $\pi_1$ that is optimized assuming past actions were taken by a given, fixed policy ($\pi_0$), but assuming that future actions will be taken by $\pi_1$. When $\pi_0$ is uniform random, OBL converges to an optimal policy that does not rely on inferences based on other agents’ behavior (an optimal grounded policy). OBL can be iterated in a hierarchy, where the optimal policy from one level becomes the input to the next, thereby introducing multi-level cognitive reasoning in a controlled manner. Unlike existing approaches, which may converge to any equilibrium policy, OBL converges to a unique policy, making it suitable for zero-shot coordination (ZSC). OBL can be scaled to high-dimensional settings with a fictitious transition mechanism and shows strong performance in both a toy-setting and the benchmark human-AI & ZSC problem Hanabi. Hengyuan Hu, Adam Lerer, Brandon Cui, Luis Pineda, Noam Brown, Jakob N. Foerster |
ICML | 6 |
| 2021 | Trajectory Diversity for Zero-Shot CoordinationabstractWe study the problem of zero-shot coordination (ZSC), where agents must independently produce strategies for a collaborative game that are compatible with novel partners not seen during training. Our first contribution is to consider the need for diversity in generating such agents. Because self-play (SP) agents control their own trajectory distribution during training, each policy typically only performs well on this exact distribution. As a result, they achieve low scores in ZSC, since playing with another agent is likely to put them in situations they have not encountered during training. To address this issue, we train a common best response (BR) to a population of agents, which we regulate to be diverse. To this end, we introduce \textit{Trajectory Diversity} (TrajeDi) – a differentiable objective for generating diverse reinforcement learning policies. We derive TrajeDi as a generalization of the Jensen-Shannon divergence between policies and motivate it experimentally in two simple settings. We then focus on the collaborative card game Hanabi, demonstrating the scalability of our method and improving upon the cross-play scores of both independently trained SP agents and BRs to unregularized populations. Andrei Lupu, Brandon Cui, Hengyuan Hu, Jakob N. Foerster |
ICML | 4 |
| 2021 | A New Formalism, Method and Open Issues for Zero-Shot CoordinationabstractIn many coordination problems, independently reasoning humans are able to discover mutually compatible policies. In contrast, independently trained self-play policies are often mutually incompatible. Zero-shot coordination (ZSC) has recently been proposed as a new frontier in multi-agent reinforcement learning to address this fundamental issue. Prior work approaches the ZSC problem by assuming players can agree on a shared learning algorithm but not on labels for actions and observations, and proposes other-play as an optimal solution. However, until now, this “label-free” problem has only been informally defined. We formalize this setting as the label-free coordination (LFC) problem by defining the label-free coordination game. We show that other-play is not an optimal solution to the LFC problem as it fails to consistently break ties between incompatible maximizers of the other-play objective. We introduce an extension of the algorithm, other-play with tie-breaking, and prove that it is optimal in the LFC problem and an equilibrium in the LFC game. Since arbitrary tie-breaking is precisely what the ZSC setting aims to prevent, we conclude that the LFC problem does not reflect the aims of ZSC. To address this, we introduce an alternative informal operationalization of ZSC as a starting point for future work. Johannes Treutlein, Michael Dennis 0001, Caspar Oesterheld, Jakob N. Foerster |
ICML | 4 |
| 2021 | K-level Reasoning for Zero-Shot Coordination in HanabiabstractThe standard problem setting in cooperative multi-agent settings is \emph{self-play} (SP), where the goal is to train a \emph{team} of agents that works well together. However, optimal SP policies commonly contain arbitrary conventions (``handshakes'') and are not compatible with other, independently trained agents or humans. This latter desiderata was recently formalized by \cite{Hu2020-OtherPlay} as the \emph{zero-shot coordination} (ZSC) setting and partially addressed with their \emph{Other-Play} (OP) algorithm, which showed improved ZSC and human-AI performance in the card game Hanabi. OP assumes access to the symmetries of the environment and prevents agents from breaking these in a mutually \emph{incompatible} way during training. However, as the authors point out, discovering symmetries for a given environment is a computationally hard problem. Instead, we show that through a simple adaption of k-level reasoning (KLR) \cite{Costa-Gomes2006-K-level}, synchronously training all levels, we can obtain competitive ZSC and ad-hoc teamplay performance in Hanabi, including when paired with a human-like proxy bot. We also introduce a new method, synchronous-k-level reasoning with a best response (SyKLRBR), which further improves performance on our synchronous KLR by co-training a best response. Brandon Cui, Hengyuan Hu, Luis Pineda, Jakob N. Foerster |
NeurIPS | 4 |
| 2021 | Replay-Guided Adversarial Environment DesignabstractDeep reinforcement learning (RL) agents may successfully generalize to new settings if trained on an appropriately diverse set of environment and task configurations. Unsupervised Environment Design (UED) is a promising self-supervised RL paradigm, wherein the free parameters of an underspecified environment are automatically adapted during training to the agent's capabilities, leading to the emergence of diverse training environments. Here, we cast Prioritized Level Replay (PLR), an empirically successful but theoretically unmotivated method that selectively samples randomly-generated training levels, as UED. We argue that by curating completely random levels, PLR, too, can generate novel and complex levels for effective training. This insight reveals a natural class of UED methods we call Dual Curriculum Design (DCD). Crucially, DCD includes both PLR and a popular UED algorithm, PAIRED, as special cases and inherits similar theoretical guarantees. This connection allows us to develop novel theory for PLR, providing a version with a robustness guarantee at Nash equilibria. Furthermore, our theory suggests a highly counterintuitive improvement to PLR: by stopping the agent from updating its policy on uncurated levels (training on less data), we can improve the convergence to Nash equilibria. Indeed, our experiments confirm that our new method, PLR$^{\perp}$, obtains better results on a suite of out-of-distribution, zero-shot transfer tasks, in addition to demonstrating that PLR$^{\perp}$ improves the performance of PAIRED, from which it inherited its theoretical framework. Minqi Jiang, Michael Dennis 0001, Jack Parker-Holder, Jakob N. Foerster, Edward Grefenstette, Tim Rocktäschel |
NeurIPS | 4 |
| 2021 | Neural Pseudo-Label Optimism for the Bank Loan ProblemabstractWe study a class of classification problems best exemplified by the \emph{bank loan} problem, where a lender decides whether or not to issue a loan. The lender only observes whether a customer will repay a loan if the loan is issued to begin with, and thus modeled decisions affect what data is available to the lender for future decisions. As a result, it is possible for the lender's algorithm to ``get stuck'' with a self-fulfilling model. This model never corrects its false negatives, since it never sees the true label for rejected data, thus accumulating infinite regret. In the case of linear models, this issue can be addressed by adding optimism directly into the model predictions. However, there are few methods that extend to the function approximation case using Deep Neural Networks. We present Pseudo-Label Optimism (PLOT), a conceptually and computationally simple method for this setting applicable to DNNs. \PLOT{} adds an optimistic label to the subset of decision points the current model is deciding on, trains the model on all data so far (including these points along with their optimistic labels), and finally uses the resulting \emph{optimistic} model for decision making. \PLOT{} achieves competitive performance on a set of three challenging benchmark problems, requiring minimal hyperparameter tuning. We also show that \PLOT{} satisfies a logarithmic regret guarantee, under a Lipschitz and logistic mean label model, and under a separability condition on the data. Aldo Pacchiano, Shaun Singh, Edward Chou, Alexander C. Berg, Jakob N. Foerster |
NeurIPS | 5 |
| 2020 | Exploratory Combinatorial Optimization with Reinforcement LearningabstractMany real-world problems can be reduced to combinatorial optimization on a graph, where the subset or ordering of vertices that maximize some objective function must be found. With such tasks often NP-hard and analytically intractable, reinforcement learning (RL) has shown promise as a framework with which efficient heuristic methods to tackle these problems can be learned. Previous works construct the solution subset incrementally, adding one element at a time, however, the irreversible nature of this approach prevents the agent from revising its earlier decisions, which may be necessary given the complexity of the optimization task. We instead propose that the agent should seek to continuously improve the solution by learning to explore at test time. Our approach of exploratory combinatorial optimization (ECO-DQN) is, in principle, applicable to any combinatorial problem that can be defined on a graph. Experimentally, we show our method to produce state-of-the-art RL performance on the Maximum Cut problem. Moreover, because ECO-DQN can start from any arbitrary configuration, it can be combined with other search methods to further improve performance, which we demonstrate using a simple random search. Thomas D. Barrett, William R. Clements, Jakob N. Foerster, A. I. Lvovsky 0001 |
AAAI | 3 |
| 2020 | Improving Policies via Search in Cooperative Partially Observable GamesabstractRecent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and communicate with other agents in cooperative partially observable environments as well. These settings commonly require participants to both interpret the actions of others and to act in a way that is informative when being interpreted. Those abilities are typically summarized as theory of mind and are seen as crucial for social interactions. In this paper we propose two different search techniques that can be applied to improve an arbitrary agreed-upon policy in a cooperative partially observable game. The first one, single-agent search, effectively converts the problem into a single agent setting by making all but one of the agents play according to the agreed-upon policy. In contrast, in multi-agent search all agents carry out the same common-knowledge search procedure whenever doing so is computationally feasible, and fall back to playing according to the agreed-upon policy otherwise. We prove that these search procedures are theoretically guaranteed to at least maintain the original performance of the agreed-upon policy (up to a bounded approximation error). In the benchmark challenge problem of Hanabi, our search technique greatly improves the performance of every agent we tested and when applied to a policy trained using RL achieves a new state-of-the-art score of 24.61 / 25 in the game, compared to a previous-best of 24.08 / 25. Adam Lerer, Hengyuan Hu, Jakob N. Foerster, Noam Brown |
AAAI | 3 |
| 2020 | Simplified Action Decoder for Deep Multi-Agent Reinforcement Learning
Hengyuan Hu, Jakob N. Foerster |
ICLR | 2 |
| 2020 | On the interaction between supervision and self-play in emergent communication
Ryan Lowe, Abhinav Gupta 0002, Jakob N. Foerster, Douwe Kiela, Joelle Pineau |
ICLR | 3 |
| 2020 | "Other-Play" for Zero-Shot CoordinationabstractWe consider the problem of zero-shot coordination - constructing AI agents that can coordinate with novel partners they have not seen before (e.g.humans). Standard Multi-Agent Reinforcement Learning (MARL) methods typically focus on the self-play (SP) setting where agents construct strategies by playing the game with themselves repeatedly. Unfortunately, applying SP naively to the zero-shot coordination problem can produce agents that establish highly specialized conventions that do not carry over to novel partners they have not been trained with. We introduce a novel learning algorithm called other-play (OP), that enhances self-play by looking for more robust strategies. We characterize OP theoretically as well as experimentally. We study the cooperative card game Hanabi and show that OP agents achieve higher scores when paired with independently trained agents as well as with human players than SP agents. Hengyuan Hu, Adam Lerer, Alexander Peysakhovich, Jakob N. Foerster |
ICML | 4 |
| 2020 | Ridge Rider: Finding Diverse Solutions by Following Eigenvectors of the HessianabstractOver the last decade, a single algorithm has changed many facets of our lives - Stochastic Gradient Descent (SGD). In the era of ever decreasing loss functions, SGD and its various offspring have become the go-to optimization tool in machine learning and are a key component of the success of deep neural networks (DNNs). While SGD is guaranteed to converge to a local optimum (under loose assumptions), in some cases it may matter which local optimum is found, and this is often context-dependent. Examples frequently arise in machine learning, from shape-versus-texture-features to ensemble methods and zero-shot coordination. In these settings, there are desired solutions which SGD on standard' loss functions will not find, since it instead converges to theeasy' solutions. In this paper, we present a different approach. Rather than following the gradient, which corresponds to a locally greedy direction, we instead follow the eigenvectors of the Hessian. By iteratively following and branching amongst the ridges, we effectively span the loss surface to find qualitatively different solutions. We show both theoretically and experimentally that our method, called Ridge Rider (RR), offers a promising direction for a variety of challenging problems. Jack Parker-Holder, Luke Metz, Cinjon Resnick, Hengyuan Hu, Adam Lerer, Alistair Letcher, Alexander Peysakhovich, Aldo Pacchiano, Jakob N. Foerster |
NeurIPS | 9 |
| 2020 | The Hanabi challenge: A new frontier for AI researchabstractFrom the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques. Nolan Bard, Jakob N. Foerster, Sarath Chandar, Neil Burch, Marc Lanctot, H. Francis Song, Emilio Parisotto, Vincent Dumoulin, Subhodeep Moitra, Edward Hughes 0001, Iain Dunning, Shibl Mourad, Hugo Larochelle, Marc G. Bellemare, Michael H. Bowling |
Artif. Intell. | 2 |
| 2020 | Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement LearningabstractIn many real-world settings, a team of agents must coordinate its behaviour while acting in a decentralised fashion. At the same time, it is often possible to train the agents in a centralised fashion where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a mixing network that estimates joint action-values as a monotonic combination of per-agent values. We structurally enforce that the joint-action value is monotonic in the per-agent values, through the use of non-negative weights in the mixing network, which guarantees consistency between the centralised and decentralised policies. To evaluate the performance of QMIX, we propose the StarCraft Multi-Agent Challenge (SMAC) as a new benchmark for deep multi-agent reinforcement learning. We evaluate QMIX on a challenging set of SMAC scenarios and show that it significantly outperforms existing multi-agent reinforcement learning methods. Tabish Rashid, Mikayel Samvelyan, Christian Schröder de Witt, Gregory Farquhar, Jakob N. Foerster, Shimon Whiteson |
J. Mach. Learn. Res. | 5 |
| 2019 | Stable Opponent Shaping in Differentiable Games
Alistair Letcher, Jakob N. Foerster, David Balduzzi, Tim Rocktäschel, Shimon Whiteson |
ICLR (Poster) | 2 |
| 2019 | Bayesian Action Decoder for Deep Multi-Agent Reinforcement LearningabstractWhen observing the actions of others, humans make inferences about why they acted as they did, and what this implies about the world; humans also use the fact that their actions will be interpreted in this manner, allowing them to act informatively and thereby communicate efficiently with others. Although learning algorithms have recently achieved superhuman performance in a number of two-player, zero-sum games, scalable multi-agent reinforcement learning algorithms that can discover effective strategies and conventions in complex, partially observable settings have proven elusive. We present the Bayesian action decoder (BAD), a new multi-agent learning method that uses an approximate Bayesian update to obtain a public belief that conditions on the actions taken by all agents in the environment. BAD introduces a new Markov decision process, the public belief MDP, in which the action space consists of all deterministic partial policies, and exploits the fact that an agent acting only on this public belief state can still learn to use its private information if the action space is augmented to be over all partial policies mapping private information into environment actions. The Bayesian update is closely related to the theory of mind reasoning that humans carry out when observing others’ actions. We first validate BAD on a proof-of-principle two-step matrix game, where it outperforms policy gradient methods; we then evaluate BAD on the challenging, cooperative partial-information card game Hanabi, where, in the two-player setting, it surpasses all previously published learning and hand-coded approaches, establishing a new state of the art. Jakob N. Foerster, H. Francis Song, Edward Hughes 0001, Neil Burch, Iain Dunning, Shimon Whiteson, Matt M. Botvinick, Michael H. Bowling |
ICML | 1 |
| 2019 | A Baseline for Any Order Gradient Estimation in Stochastic Computation GraphsabstractBy enabling correct differentiation in Stochastic Computation Graphs (SCGs), the infinitely differentiable Monte-Carlo estimator (DiCE) can generate correct estimates for the higher order gradients that arise in, e.g., multi-agent reinforcement learning and meta-learning. However, the baseline term in DiCE that serves as a control variate for reducing variance applies only to first order gradient estimation, limiting the utility of higher-order gradient estimates. To improve the sample efficiency of DiCE, we propose a new baseline term for higher order gradient estimation. This term may be easily included in the objective, and produces unbiased variance-reduced estimators under (automatic) differentiation, without affecting the estimate of the objective itself or of the first order gradient estimate. It reuses the same baseline function (e.g., the state-value function in reinforcement learning) already used for the first order baseline. We provide theoretical analysis and numerical evaluations of this new baseline, which demonstrate that it can dramatically reduce the variance of DiCE’s second order gradient estimators and also show empirically that it reduces the variance of third and fourth order gradients. This computational tool can be easily used to estimate higher order gradients with unprecedented efficiency and simplicity wherever automatic differentiation is utilised, and it has the potential to unlock applications of higher order gradients in reinforcement learning and meta-learning. Jingkai Mao, Jakob N. Foerster, Tim Rocktäschel, Maruan Al-Shedivat, Gregory Farquhar, Shimon Whiteson |
ICML | 2 |
| 2019 | A Survey of Reinforcement Learning Informed by Natural LanguageabstractTo be successful in real-world tasks, Reinforcement Learning (RL) needs to exploit the compositional, relational, and hierarchical structure of the world, and learn to transfer it to the task at hand. Recent advances in representation learning for language make it possible to build models that acquire world knowledge from text corpora and integrate this knowledge into downstream decision making problems. We thus argue that the time is right to investigate a tight integration of natural language understanding into RL in particular. We survey the state of the field, including work on instruction following, text games, and learning from textual domain knowledge. Finally, we call for the development of new environments as well as further investigation into the potential uses of recent Natural Language Processing (NLP) techniques for such tasks. Jelena Luketina, Nantas Nardelli, Gregory Farquhar, Jakob N. Foerster, Jacob Andreas, Edward Grefenstette, Shimon Whiteson, Tim Rocktäschel |
IJCAI | 4 |
| 2019 | Loaded DiCE: Trading off Bias and Variance in Any-Order Score Function Gradient Estimators for Reinforcement LearningabstractGradient-based methods for optimisation of objectives in stochastic settings with unknown or intractable dynamics require estimators of derivatives. We derive an objective that, under automatic differentiation, produces low-variance unbiased estimators of derivatives at any order. Our objective is compatible with arbitrary advantage estimators, which allows the control of the bias and variance of any-order derivatives when using function approximation. Furthermore, we propose a method to trade off bias and variance of higher order derivatives by discounting the impact of more distant causal dependencies. We demonstrate the correctness and utility of our estimator in analytically tractable MDPs and in meta-reinforcement-learning for continuous control. Gregory Farquhar, Shimon Whiteson, Jakob N. Foerster |
NeurIPS | 3 |
| 2019 | Multi-Agent Common Knowledge Reinforcement LearningabstractCooperative multi-agent reinforcement learning often requires decentralised policies, which severely limit the agents' ability to coordinate their behaviour. In this paper, we show that common knowledge between agents allows for complex decentralised coordination. Common knowledge arises naturally in a large number of decentralised cooperative multi-agent tasks, for example, when agents can reconstruct parts of each others' observations. Since agents can independently agree on their common knowledge, they can execute complex coordinated policies that condition on this knowledge in a fully decentralised fashion. We propose multi-agent common knowledge reinforcement learning (MACKRL), a novel stochastic actor-critic algorithm that learns a hierarchical policy tree. Higher levels in the hierarchy coordinate groups of agents by conditioning on their common knowledge, or delegate to lower levels with smaller subgroups but potentially richer common knowledge. The entire policy tree can be executed in a fully decentralised fashion. As the lowest policy tree level consists of independent policies for each agent, MACKRL reduces to independently learnt decentralised policies as a special case. We demonstrate that our method can exploit common knowledge for superior performance on complex decentralised coordination tasks, including a stochastic matrix game and challenging problems in StarCraft II unit micromanagement. Christian Schröder de Witt, Jakob N. Foerster, Gregory Farquhar, Philip Torr 0001, Wendelin Böhmer, Shimon Whiteson |
NeurIPS | 2 |
| 2019 | Differentiable Game MechanicsabstractDeep learning is built on the foundational guarantee that gradient descent on an objective function converges to local minima. Unfortunately, this guarantee fails in settings, such as generative adversarial nets, that exhibit multiple interacting losses. The behavior of gradient-based methods in games is not well understood -- and is becoming increasingly important as adversarial and multi-objective architectures proliferate. In this paper, we develop new tools to understand and control the dynamics in $n$-player differentiable games. The key result is to decompose the game Jacobian into two components. The first, symmetric component, is related to potential games, which reduce to gradient descent on an implicit function. The second, antisymmetric component, relates to Hamiltonian games, a new class of games that obey a conservation law akin to conservation laws in classical mechanical systems. The decomposition motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding stable fixed points in differentiable games. Basic experiments show SGA is competitive with recently proposed algorithms for finding stable fixed points in GANs -- while at the same time being applicable to, and having guarantees in, much more general cases. Alistair Letcher, David Balduzzi, Sébastien Racanière, James Martens, Jakob N. Foerster, Karl Tuyls, Thore Graepel |
J. Mach. Learn. Res. | 5 |
| 2018 | Counterfactual Multi-Agent Policy GradientsabstractMany real-world problems, such as network packet routing and the coordination of autonomous vehicles, are naturally modelled as cooperative multi-agent systems. There is a great need for new reinforcement learning methods that can efficiently learn decentralised policies for such systems. To this end, we propose a new multi-agent actor-critic method called counterfactual multi-agent (COMA) policy gradients. COMA uses a centralised critic to estimate the Q-function and decentralised actors to optimise the agents' policies. In addition, to address the challenges of multi-agent credit assignment, it uses a counterfactual baseline that marginalises out a single agent's action, while keeping the other agents' actions fixed. COMA also uses a critic representation that allows the counterfactual baseline to be computed efficiently in a single forward pass. We evaluate COMA in the testbed of StarCraft unit micromanagement, using a decentralised variant with significant partial observability. COMA significantly improves average performance over other multi-agent actor-critic methods in this setting, and the best performing agents are competitive with state-of-the-art centralised controllers that get access to the full state. Jakob N. Foerster, Gregory Farquhar, Triantafyllos Afouras, Nantas Nardelli, Shimon Whiteson |
AAAI | 1 |
| 2018 | The Mechanics of n-Player Differentiable GamesabstractThe cornerstone underpinning deep learning is the guarantee that gradient descent on an objective converges to local minima. Unfortunately, this guarantee fails in settings, such as generative adversarial nets, where there are multiple interacting losses. The behavior of gradient-based methods in games is not well understood – and is becoming increasingly important as adversarial and multi-objective architectures proliferate. In this paper, we develop new techniques to understand and control the dynamics in general games. The key result is to decompose the second-order dynamics into two components. The first is related to potential games, which reduce to gradient descent on an implicit function; the second relates to Hamiltonian games, a new class of games that obey a conservation law, akin to conservation laws in classical mechanical systems. The decomposition motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding stable fixed points in general games. Basic experiments show SGA is competitive with recently proposed algorithms for finding local Nash equilibria in GANs – whilst at the same time being applicable to – and having guarantees in – much more general games. David Balduzzi, Sébastien Racanière, James Martens, Jakob N. Foerster, Karl Tuyls, Thore Graepel |
ICML | 4 |
| 2018 | DiCE: The Infinitely Differentiable Monte Carlo EstimatorabstractThe score function estimator is widely used for estimating gradients of stochastic objectives in stochastic computation graphs (SCG), eg., in reinforcement learning and meta-learning. While deriving the first-order gradient estimators by differentiating a surrogate loss (SL) objective is computationally and conceptually simple, using the same approach for higher-order derivatives is more challenging. Firstly, analytically deriving and implementing such estimators is laborious and not compliant with automatic differentiation. Secondly, repeatedly applying SL to construct new objectives for each order derivative involves increasingly cumbersome graph manipulations. Lastly, to match the first-order gradient under differentiation, SL treats part of the cost as a fixed sample, which we show leads to missing and wrong terms for estimators of higher-order derivatives. To address all these shortcomings in a unified way, we introduce DiCE, which provides a single objective that can be differentiated repeatedly, generating correct estimators of derivatives of any order in SCGs. Unlike SL, DiCE relies on automatic differentiation for performing the requisite graph manipulations. We verify the correctness of DiCE both through a proof and numerical evaluation of the DiCE derivative estimates. We also use DiCE to propose and evaluate a novel approach for multi-agent learning. Our code is available at https://github.com/alshedivat/lola. Jakob N. Foerster, Gregory Farquhar, Maruan Al-Shedivat, Tim Rocktäschel, Eric P. Xing, Shimon Whiteson |
ICML | 1 |
| 2018 | QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement LearningabstractIn many real-world settings, a team of agents must coordinate their behaviour while acting in a decentralised way. At the same time, it is often possible to train the agents in a centralised fashion in a simulated or laboratory setting, where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a network that estimates joint action-values as a complex non-linear combination of per-agent values that condition only on local observations. We structurally enforce that the joint-action value is monotonic in the per-agent values, which allows tractable maximisation of the joint action-value in off-policy learning, and guarantees consistency between the centralised and decentralised policies. We evaluate QMIX on a challenging set of StarCraft II micromanagement tasks, and show that QMIX significantly outperforms existing value-based multi-agent reinforcement learning methods. Tabish Rashid, Mikayel Samvelyan, Christian Schröder de Witt, Gregory Farquhar, Jakob N. Foerster, Shimon Whiteson |
ICML | 5 |
| 2017 | Input Switched Affine Networks: An RNN Architecture Designed for InterpretabilityabstractThere exist many problem domains where the interpretability of neural network models is essential for deployment. Here we introduce a recurrent architecture composed of input-switched affine transformations – in other words an RNN without any explicit nonlinearities, but with input-dependent recurrent weights. This simple form allows the RNN to be analyzed via straightforward linear methods: we can exactly characterize the linear contribution of each input to the model predictions; we can use a change-of-basis to disentangle input, output, and computational hidden unit subspaces; we can fully reverse-engineer the architecture’s solution to a simple task. Despite this ease of interpretation, the input switched affine network achieves reasonable performance on a text modeling tasks, and allows greater computational efficiency than networks with standard nonlinearities. Jakob N. Foerster, Justin Gilmer, Jascha Sohl-Dickstein, Jan Chorowski, David Sussillo |
ICML | 1 |
| 2017 | Stabilising Experience Replay for Deep Multi-Agent Reinforcement LearningabstractMany real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems. However, existing multi-agent RL methods typically scale poorly in the problem size. Therefore, a key challenge is to translate the success of deep learning on single-agent RL to the multi-agent setting. A major stumbling block is that independent Q-learning, the most popular multi-agent RL method, introduces nonstationarity that makes it incompatible with the experience replay memory on which deep Q-learning relies. This paper proposes two methods that address this problem: 1) using a multi-agent variant of importance sampling to naturally decay obsolete data and 2) conditioning each agent’s value function on a fingerprint that disambiguates the age of the data sampled from the replay memory. Results on a challenging decentralised variant of StarCraft unit micromanagement confirm that these methods enable the successful combination of experience replay with multi-agent RL. Jakob N. Foerster, Nantas Nardelli, Gregory Farquhar, Triantafyllos Afouras, Philip Torr 0001, Pushmeet Kohli, Shimon Whiteson |
ICML | 1 |
| 2016 | Learning to Communicate with Deep Multi-Agent Reinforcement LearningabstractWe consider the problem of multiple agents sensing and acting in environments with the goal of maximising their shared utility. In these environments, agents must learn communication protocols in order to share information that is needed to solve the tasks. By embracing deep neural networks, we are able to demonstrate end-to-end learning of protocols in complex environments inspired by communication riddles and multi-agent computer vision problems with partial observability. We propose two approaches for learning in these domains: Reinforced Inter-Agent Learning (RIAL) and Differentiable Inter-Agent Learning (DIAL). The former uses deep Q-learning, while the latter exploits the fact that, during learning, agents can backpropagate error derivatives through (noisy) communication channels. Hence, this approach uses centralised learning but decentralised execution. Our experiments introduce new environments for studying the learning of communication protocols and present a set of engineering innovations that are essential for success in these domains. Jakob N. Foerster, Yannis M. Assael, Nando de Freitas, Shimon Whiteson |
NIPS | 1 |