EDBT 2026 Demo / reviewers in the wild / expert
Minqi Jiang
dblp:270/7949
· DBLP profile ↗
23ranked-venue papers
5as first author
23since 2021 · last 2025
0000-0003-1285-0208ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 23 · 5 first-author · 23 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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 | 6 |
| 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 | 9 |
| 2025 | The Automated LLM Speedrunning Benchmark: Reproducing NanoGPT ImprovementsabstractRapidly improving large language models (LLMs) have the potential to assist in scientific progress. One critical skill in this endeavor is the ability to faithfully reproduce existing work. To evaluate the capability of AI agents to reproduce complex code in an active research area, we introduce the Automated LLM Speedrunning Benchmark, leveraging the research community's contributions to the $\textit{NanoGPT speedrun}$, a competition to train a GPT-2 model in the shortest time. Each of the 19 speedrun tasks provides the agent with the previous record's training script, optionally paired with one of three hint formats, ranging from pseudocode to paper-like descriptions of the new record's improvements. Records execute quickly by design and speedrun improvements encompass diverse code-level changes, ranging from high-level algorithmic advancements to hardware-aware optimizations. These features make the benchmark both accessible and realistic for the frontier problem of improving LLM training. We find that recent frontier reasoning LLMs combined with SoTA scaffolds struggle to reimplement already-known innovations in our benchmark, even when given detailed hints. Our benchmark thus provides a simple, non-saturated measure of an LLM's ability to automate scientific reproduction, a necessary (but not sufficient) skill for an autonomous research agent. Bingchen Zhao, Despoina Magka, Minqi Jiang, Xian Li 0003, Roberta Raileanu, Tatiana Shavrina, Jean-Christophe Gagnon-Audet, Kelvin Niu, Shagun Sodhani, Michael Shvartsman, Andrei Lupu, Alisia Maria Lupidi, Karen Hambardzumyan, Martin Josifoski, Edan Toledo, Thomas Foster, Lucia Cipolina-Kun, Derek Dunfield, Abhishek Charnalia, Alexander H. Miller, Oisin Mac Aodha, Jakob Foerster, Yoram Bachrach |
NeurIPS | 3 |
| 2024 | Advancing Multivariate Time Series Anomaly Detection: A Comprehensive Benchmark with Real-World Data from Alibaba CloudabstractTime series anomaly detection is of significant importance in many real-world applications, including finance, healthcare, network security, industrial equipment, complex computing systems, and space probes. Most of these applications involve multi-sensor systems, thus how to perform multivariate time series anomaly detection (MTSAD) has garnered widespread attention. This broad attention has fueled extensive research endeavors aimed to innovate and develop methods and techniques to improve the efficiency and precision of anomaly detection on multivariate time series data, including both classic machine learning methods and deep learning methods. However, evaluating the performance of these methods remains challenging due to the limited availability of public benchmark datasets for MTSAD, which are often criticized for various reasons. Additionally, there is no consensus on the best metrics for time series anomaly detection, further complicating MTSAD research. In this paper, we advance the benchmarking of time series anomaly detection by addressing datasets, evaluation metrics, and algorithm comparison. To the best of our knowledge, we have generated the largest real-world datasets for MTSAD using the Hologres AIOps system in the Alibaba Cloud platform. We review and compare popular evaluation metrics including recently proposed ones. To evaluate classic machine learning and recent deep learning methods fairly, we have conducted extensive comparisons of these methods on various datasets. We believe that our benchmarks and datasets will promote reproducible results and accelerate the progress of MTSAD research. Chaoli Zhang 0001, Lanshu Peng, Qingsong Wen, Yiyuan Yang, Chong-Jiong Fan, Minqi Jiang, Lunting Fan, Liang Sun 0001 |
CIKM | 7 |
| 2024 | The Generalization Gap in Offline Reinforcement LearningabstractDespite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area. Ishita Mediratta, Qingfei You, Minqi Jiang, Roberta Raileanu |
ICLR | 3 |
| 2024 | Reward-Free Curricula for Training Robust World ModelsabstractThere has been a recent surge of interest in developing generally-capable agents that can adapt to new tasks without additional training in the environment. Learning world models from reward-free exploration is a promising approach, and enables policies to be trained using imagined experience for new tasks. However, achieving a general agent requires robustness across different environments. In this work, we address the novel problem of generating curricula in the reward-free setting to train robust world models. We consider robustness in terms of minimax regret over all environment instantiations and show that the minimax regret can be connected to minimising the maximum error in the world model across environment instances. This result informs our algorithm, WAKER: Weighted Acquisition of Knowledge across Environments for Robustness. WAKER selects environments for data collection based on the estimated error of the world model for each environment. Our experiments demonstrate that WAKER outperforms naı̈ve domain randomisation, resulting in improved robustness, efficiency, and generalisation. Marc Rigter, Minqi Jiang, Ingmar Posner |
ICLR | 2 |
| 2024 | Learning to Act without ActionsabstractPre-training large models on vast amounts of web data has proven to be an effective approach for obtaining powerful, general models in domains such as language and vision. However, this paradigm has not yet taken hold in reinforcement learning. This is because videos, the most abundant form of embodied behavioral data on the web, lack the action labels required by existing methods for imitating behavior from demonstrations. We introduce **Latent Action Policies** (LAPO), a method for recovering latent action information—and thereby latent-action policies, world models, and inverse dynamics models—purely from videos. LAPO is the first method able to recover the structure of the true action space just from observed dynamics, even in challenging procedurally-generated environments. LAPO enables training latent-action policies that can be rapidly fine-tuned into expert-level policies, either offline using a small action-labeled dataset, or online with rewards. LAPO takes a first step towards pre-training powerful, generalist policies and world models on the vast amounts of videos readily available on the web. Our code is available here:
[https://github.com/schmidtdominik/LAPO](https://github.com/schmidtdominik/LAPO). Dominik Schmidt, Minqi Jiang |
ICLR | 2 |
| 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 | 5 |
| 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 | 14 |
| 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 | 8 |
| 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 | 4 |
| 2023 | A Study of Global and Episodic Bonuses for Exploration in Contextual MDPsabstractExploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and episodic novelty bonuses, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge. Mikael Henaff, Minqi Jiang, Roberta Raileanu |
ICML | 2 |
| 2023 | Anomaly Detection with Score Distribution DiscriminationabstractRecent studies give more attention to the anomaly detection (AD) methods that can leverage a handful of labeled anomalies along with abundant unlabeled data. These existing anomaly-informed AD methods rely on manually predefined score target(s), e.g., prior constant or margin hyperparameter(s), to realize discrimination in anomaly scores between normal and abnormal data. However, such methods would be vulnerable to the existence of anomaly contamination in the unlabeled data, and also lack adaptation to different data scenarios. Minqi Jiang, Songqiao Han, Hailiang Huang 0003 |
KDD | 1 |
| 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 | 2 |
| 2023 | ADGym: Design Choices for Deep Anomaly DetectionabstractDeep learning (DL) techniques have recently found success in anomaly detection (AD) across various fields such as finance, medical services, and cloud computing. However, most of the current research tends to view deep AD algorithms as a whole, without dissecting the contributions of individual design choices like loss functions and network architectures. This view tends to diminish the value of preliminary steps like data preprocessing, as more attention is given to newly designed loss functions, network architectures, and learning paradigms. In this paper, we aim to bridge this gap by asking two key questions: (i) Which design choices in deep AD methods are crucial for detecting anomalies? (ii) How can we automatically select the optimal design choices for a given AD dataset, instead of relying on generic, pre-existing solutions? To address these questions, we introduce ADGym, a platform specifically crafted for comprehensive evaluation and automatic selection of AD design elements in deep methods. Our extensive experiments reveal that relying solely on existing leading methods is not sufficient. In contrast, models developed using ADGym significantly surpass current state-of-the-art techniques. Minqi Jiang, Chaochuan Hou, Ao Zheng, Songqiao Han, Hailiang Huang 0003, Qingsong Wen, Xiyang Hu, Yue Zhao 0016 |
NeurIPS | 1 |
| 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 | 2 |
| 2022 | GriddlyJS: A Web IDE for Reinforcement LearningabstractProgress in reinforcement learning (RL) research is often driven by the design of new, challenging environments---a costly undertaking requiring skills orthogonal to that of a typical machine learning researcher. The complexity of environment development has only increased with the rise of procedural-content generation (PCG) as the prevailing paradigm for producing varied environments capable of testing the robustness and generalization of RL agents. Moreover, existing environments often require complex build processes, making reproducing results difficult. To address these issues, we introduce GriddlyJS, a web-based Integrated Development Environment (IDE) based on the Griddly engine. GriddlyJS allows researchers to easily design and debug arbitrary, complex PCG grid-world environments, as well as visualize, evaluate, and record the performance of trained agent models. By connecting the RL workflow to the advanced functionality enabled by modern web standards, GriddlyJS allows publishing interactive agent-environment demos that reproduce experimental results directly to the web. To demonstrate the versatility of GriddlyJS, we use it to quickly develop a complex compositional puzzle-solving environment alongside arbitrary human-designed environment configurations and their solutions for use in a automatic curriculum learning and offline RL context. The GriddlyJS IDE is open source and freely available at https://griddly.ai. Chris Bamford 0001, Minqi Jiang, Mikayel Samvelyan, Tim Rocktäschel |
NeurIPS | 2 |
| 2022 | ADBench: Anomaly Detection BenchmarkabstractGiven a long list of anomaly detection algorithms developed in the last few decades, how do they perform with regard to (i) varying levels of supervision, (ii) different types of anomalies, and (iii) noisy and corrupted data? In this work, we answer these key questions by conducting (to our best knowledge) the most comprehensive anomaly detection benchmark with 30 algorithms on 57 benchmark datasets, named ADBench. Our extensive experiments (98,436 in total) identify meaningful insights into the role of supervision and anomaly types, and unlock future directions for researchers in algorithm selection and design. With ADBench, researchers can easily conduct comprehensive and fair evaluations for newly proposed methods on the datasets (including our contributed ones from natural language and computer vision domains) against the existing baselines. To foster accessibility and reproducibility, we fully open-source ADBench and the corresponding results. Songqiao Han, Xiyang Hu, Hailiang Huang 0003, Minqi Jiang, Yue Zhao 0016 |
NeurIPS | 4 |
| 2022 | Exploration via Elliptical Episodic BonusesabstractIn recent years, a number of reinforcement learning (RL) methods have been pro- posed to explore complex environments which differ across episodes. In this work, we show that the effectiveness of these methods critically relies on a count-based episodic term in their exploration bonus. As a result, despite their success in relatively simple, noise-free settings, these methods fall short in more realistic scenarios where the state space is vast and prone to noise. To address this limitation, we introduce Exploration via Elliptical Episodic Bonuses (E3B), a new method which extends count-based episodic bonuses to continuous state spaces and encourages an agent to explore states that are diverse under a learned embed- ding within each episode. The embedding is learned using an inverse dynamics model in order to capture controllable aspects of the environment. Our method sets a new state-of-the-art across 16 challenging tasks from the MiniHack suite, without requiring task-specific inductive biases. E3B also outperforms existing methods in reward-free exploration on Habitat, demonstrating that it can scale to high-dimensional pixel-based observations and realistic environments. Mikael Henaff, Roberta Raileanu, Minqi Jiang, Tim Rocktäschel |
NeurIPS | 3 |
| 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 | 1 |
| 2022 | Improving Intrinsic Exploration with Language AbstractionsabstractReinforcement learning (RL) agents are particularly hard to train when rewards are sparse. One common solution is to use intrinsic rewards to encourage agents to explore their environment. However, recent intrinsic exploration methods often use state-based novelty measures which reward low-level exploration and may not scale to domains requiring more abstract skills. Instead, we explore natural language as a general medium for highlighting relevant abstractions in an environment. Unlike previous work, we evaluate whether language can improve over existing exploration methods by directly extending (and comparing to) competitive intrinsic exploration baselines: AMIGo (Campero et al., 2021) and NovelD (Zhang et al., 2021). These language-based variants outperform their non-linguistic forms by 47-85% across 13 challenging tasks from the MiniGrid and MiniHack environment suites. Jesse Mu, Victor Zhong, Roberta Raileanu, Minqi Jiang, Noah D. Goodman, Tim Rocktäschel, Edward Grefenstette |
NeurIPS | 4 |
| 2021 | Prioritized Level ReplayabstractEnvironments with procedurally generated content serve as important benchmarks for testing systematic generalization in deep reinforcement learning. In this setting, each level is an algorithmically created environment instance with a unique configuration of its factors of variation. Training on a prespecified subset of levels allows for testing generalization to unseen levels. What can be learned from a level depends on the current policy, yet prior work defaults to uniform sampling of training levels independently of the policy. We introduce Prioritized Level Replay (PLR), a general framework for selectively sampling the next training level by prioritizing those with higher estimated learning potential when revisited in the future. We show TD-errors effectively estimate a level’s future learning potential and, when used to guide the sampling procedure, induce an emergent curriculum of increasingly difficult levels. By adapting the sampling of training levels, PLR significantly improves sample-efficiency and generalization on Procgen Benchmark—matching the previous state-of-the-art in test return—and readily combines with other methods. Combined with the previous leading method, PLR raises the state-of-the-art to over 76% improvement in test return relative to standard RL baselines. Minqi Jiang, Edward Grefenstette, Tim Rocktäschel |
ICML | 1 |
| 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 | 1 |