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Adrien Ecoffet

dblp:234/9012 · DBLP profile ↗
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5ranked-venue papers
1as first author
3since 2021 · last 2024
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
5 papers
Reinforcement learning · 57% Language models and text generation · 18% Trustworthy machine learning · 8%

Topics — the 19 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
1.022022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Exploration Based Language Learning for Text-Based Games · IJCAI 2020
Natural language and speech › Language models and text generation
alignment
0.812024
Weak-to-Strong Generalization: Eliciting Strong Capabilities With Weak Supervision · ICML 2024
Machine learning › Trustworthy machine learning
robustness
0.812024
Weak-to-Strong Generalization: Eliciting Strong Capabilities With Weak Supervision · ICML 2024
Machine learning › Learning paradigms
weakly supervised learning
0.812024
Weak-to-Strong Generalization: Eliciting Strong Capabilities With Weak Supervision · ICML 2024
Natural language and speech › Language models and text generation › alignment › scalable oversight
weak-to-strong generalization
0.812024
Weak-to-Strong Generalization: Eliciting Strong Capabilities With Weak Supervision · ICML 2024
Machine learning › Reinforcement learning
behavioral prior
0.612022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Machine learning › Reinforcement learning › imitation learning › sample-efficient imitation learning
semi-supervised imitation learning
0.612022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Machine learning › Reinforcement learning
multi-objective reinforcement learning
0.512021
Reinforcement Learning Under Moral Uncertainty · ICML 2021
Machine learning › Reinforcement learning
safe reinforcement learning
0.512021
Reinforcement Learning Under Moral Uncertainty · ICML 2021
Robotics › Motion planning and robot control
dynamic modeling
0.412020
Estimating Q(s,s') with Deep Deterministic Dynamics Gradients · ICML 2020
Machine learning › Reinforcement learning
exploration
0.412020
Exploration Based Language Learning for Text-Based Games · IJCAI 2020
Robotics › Robot manipulation
learning from demonstration
0.412020
Exploration Based Language Learning for Text-Based Games · IJCAI 2020
Machine learning › Reinforcement learning
model-based reinforcement learning
0.412020
Estimating Q(s,s') with Deep Deterministic Dynamics Gradients · ICML 2020
Machine learning › Reinforcement learning
value-based reinforcement learning
0.412020
Estimating Q(s,s') with Deep Deterministic Dynamics Gradients · ICML 2020
Machine learning › Reinforcement learning
value function estimation
0.412020
Estimating Q(s,s') with Deep Deterministic Dynamics Gradients · ICML 2020
Machine learning › Reinforcement learning
reinforcement learning from human feedback
0.212024
Weak-to-Strong Generalization: Eliciting Strong Capabilities With Weak Supervision · ICML 2024
Natural language and speech › Language models and text generation › alignment
scalable oversight
0.212024
Weak-to-Strong Generalization: Eliciting Strong Capabilities With Weak Supervision · ICML 2024
Machine learning › Reinforcement learning › exploration › exploration in markov decision processes
hard exploration
0.212022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Machine learning › Reinforcement learning › reinforcement learning environment
text-based games
0.112020
Exploration Based Language Learning for Text-Based Games · IJCAI 2020

Methods — techniques the papers use, named apart from their topics

fine-tuning · 0.8auxiliary confidence loss · 0.8reinforcement learning fine-tuning · 0.6inverse dynamics model · 0.6behavioral cloning · 0.6reward shaping · 0.5off-policy learning · 0.4imitation learning · 0.4exploration · 0.4deep deterministic dynamics gradients · 0.4
YearPublicationVenuePosition
2024 Weak-to-Strong Generalization: Eliciting Strong Capabilities With Weak Supervision
abstract
Widely used alignment techniques, such as reinforcement learning from human feedback (RLHF), rely on the ability of humans to supervise model behavior—for example, to evaluate whether a model faithfully followed instructions or generated safe outputs. However, future superhuman models will behave in complex ways too difficult for humans to reliably evaluate; humans will only be able to weakly supervise superhuman models. We study an analogy to this problem: can weak model supervision elicit the full capabilities of a much stronger model? We test this using a range of pretrained language models in the GPT-4 family on natural language processing (NLP), chess, and reward modeling tasks. We find that when we naively finetune strong pretrained models on labels generated by a weak model, they consistently perform better than their weak supervisors, a phenomenon we call weak-to-strong generalization. However, we are still far from recovering the full capabilities of strong models with naive finetuning alone, suggesting that techniques like RLHF may scale poorly to superhuman models without further work. We find that simple methods can often significantly improve weak-to-strong generalization: for example, when finetuning GPT-4 with a GPT-2-level supervisor and an auxiliary confidence loss, we can recover close to GPT-3.5-level performance on NLP tasks. Our results suggest that it is feasible to make empirical progress today on a fundamental challenge of aligning superhuman models.
Collin Burns, Pavel Izmailov, Jan Hendrik Kirchner, Bowen Baker, Leo Gao, Leopold Aschenbrenner, Adrien Ecoffet, Manas Joglekar, Jan Leike, Ilya Sutskever, Jeff Wu 0003
ICML8
2022 Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos
abstract
Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.
Bowen Baker, Ilge Akkaya, Peter Zhokhov, Joost Huizinga, Adrien Ecoffet, Brandon Houghton, Raul Sampedro, Jeff Clune
NeurIPS6
2021 Reinforcement Learning Under Moral Uncertainty
abstract
An ambitious goal for machine learning is to create agents that behave ethically: The capacity to abide by human moral norms would greatly expand the context in which autonomous agents could be practically and safely deployed, e.g. fully autonomous vehicles will encounter charged moral decisions that complicate their deployment. While ethical agents could be trained by rewarding correct behavior under a specific moral theory (e.g. utilitarianism), there remains widespread disagreement about the nature of morality. Acknowledging such disagreement, recent work in moral philosophy proposes that ethical behavior requires acting under moral uncertainty, i.e. to take into account when acting that one’s credence is split across several plausible ethical theories. This paper translates such insights to the field of reinforcement learning, proposes two training methods that realize different points among competing desiderata, and trains agents in simple environments to act under moral uncertainty. The results illustrate (1) how such uncertainty can help curb extreme behavior from commitment to single theories and (2) several technical complications arising from attempting to ground moral philosophy in RL (e.g. how can a principled trade-off between two competing but incomparable reward functions be reached). The aim is to catalyze progress towards morally-competent agents and highlight the potential of RL to contribute towards the computational grounding of moral philosophy.
Adrien Ecoffet, Joel Lehman
ICML1
2020 Estimating Q(s,s') with Deep Deterministic Dynamics Gradients
abstract
In this paper, we introduce a novel form of value function, $Q(s, s’)$, that expresses the utility of transitioning from a state $s$ to a neighboring state $s’$ and then acting optimally thereafter. In order to derive an optimal policy, we develop a forward dynamics model that learns to make next-state predictions that maximize this value. This formulation decouples actions from values while still learning off-policy. We highlight the benefits of this approach in terms of value function transfer, learning within redundant action spaces, and learning off-policy from state observations generated by sub-optimal or completely random policies. Code and videos are available at http://sites.google.com/view/qss-paper.
Ashley D. Edwards, Himanshu Sahni, Rosanne Liu, Jane Hung, Rui Wang 0052, Adrien Ecoffet, Thomas Miconi, Charles L. Isbell Jr., Jason Yosinski
ICML7
2020 Exploration Based Language Learning for Text-Based Games
abstract
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning setting in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories. Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.
Andrea Madotto, Mahdi Namazifar, Joost Huizinga, Piero Molino, Adrien Ecoffet, Huaixiu Zheng, Alexandros Papangelis, Dian Yu 0002, Chandra Khatri, Gökhan Tür
IJCAI5