Sherry Yang 0001

dblp:90/1394-1 · also Mengjiao Yang 0001 · DBLP profile ↗
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30ranked-venue papers
12as first author
27since 2021 · last 2025
0009-0000-0172-0577ORCID · corroborated

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

Artificial intelligence and machine learning · 29 · 12 first-author · 27 since 2021Software engineering, systems software and programming languages · 1
YearPublicationVenuePosition
2025 Value-Incentivized Preference Optimization: A Unified Approach to Online and Offline RLHF
abstract
Reinforcement learning from human feedback (RLHF) has demonstrated great promise in aligning large language models (LLMs) with human preference. Depending on the availability of preference data, both online and offline RLHF are active areas of investigation. A key bottleneck is understanding how to incorporate uncertainty estimation in the reward function learned from the preference data for RLHF, regardless of how the preference data is collected. While the principles of optimism or pessimism under uncertainty are well-established in standard reinforcement learning (RL), a practically-implementable and theoretically-grounded form amenable to large language models is not yet available, as standard techniques for constructing confidence intervals become intractable under arbitrary policy parameterizations. In this paper, we introduce a unified approach to online and offline RLHF --- value-incentivized preference optimization (VPO) --- which regularizes the maximum-likelihood estimate of the reward function with the corresponding value function, modulated by a sign to indicate whether the optimism or pessimism is chosen. VPO also directly optimizes the policy with implicit reward modeling, and therefore shares a simpler RLHF pipeline similar to direct preference optimization. Theoretical guarantees of VPO are provided for both online and offline settings, matching the rates of their standard RL counterparts. Moreover, experiments on text summarization, dialogue, and standard benchmarks verify the practicality and effectiveness of VPO.
Shicong Cen, Jincheng Mei, Katayoon Goshvadi, Hanjun Dai, Tong Yang 0007, Sherry Yang 0001, Dale Schuurmans, Yuejie Chi, Bo Dai 0001
ICLR6
2025 MLE-Dojo: Interactive Environments for Empowering LLM Agents in Machine Learning Engineering
abstract
We introduce MLE-Dojo, a Gym-style framework for systematically reinforcement learning, evaluating, and improving autonomous large language model (LLM) agents in iterative machine learning engineering (MLE) workflows. Unlike existing benchmarks that primarily rely on static datasets or single-attempt evaluations, MLE-Dojo provides an interactive environment enabling agents to iteratively experiment, debug, and refine solutions through structured feedback loops. Built upon 200+ real-world Kaggle challenges, MLE-Dojo covers diverse, open-ended MLE tasks carefully curated to reflect realistic engineering scenarios such as data processing, architecture search, hyperparameter tuning, and code debugging. Its fully executable environment supports comprehensive agent training via both supervised fine-tuning and reinforcement learning, facilitating iterative experimentation, realistic data sampling, and real-time outcome verification. Extensive evaluations of eight frontier LLMs reveal that while current models achieve meaningful iterative improvements, they still exhibit significant limitations in autonomously generating long-horizon solutions and efficiently resolving complex errors. Furthermore, MLE-Dojo’s flexible and extensible architecture seamlessly integrates diverse data sources, tools, and evaluation protocols, uniquely enabling model-based agent tuning and promoting interoperability, scalability, and reproducibility. We open-source our framework and benchmarks to foster community-driven innovation towards next-generation MLE agents.
Rushi Qiang, Yuchen Zhuang, Dingu Sagar V. K, Rongzhi Zhang, Ian Wong, Sherry Yang 0001, Percy Liang, Chao Zhang 0014, Bo Dai 0001
NeurIPS8
2025 Object-centric 3D Motion Field for Robot Learning from Human Videos
abstract
Learning robot control policies from human videos is a promising direction for scaling up robot learning. However, how to extract action knowledge (or action representations) from videos for policy learning remains a key challenge. Existing action representations such as video frames, pixelflow, and pointcloud flow have inherent limitations such as modeling complexity or loss of information. In this paper, we propose to use object-centric 3D motion field to represent actions for robot learning from human videos, and present a novel framework for extracting this representation from videos for zero-shot control. We introduce two novel components. First, a novel training pipeline for training a ``denoising'' 3D motion field estimator to extract fine object 3D motions from human videos with noisy depth robustly. Second, a dense object-centric 3D motion field prediction architecture that favors both cross-embodiment transfer and policy generalization to background. We evaluate the system in real world setups. Experiments show that our method reduces 3D motion estimation error by over 50% compared to the latest method, achieve 55% average success rate in diverse tasks where prior approaches fail ($\lesssim 10$\%), and can even acquire fine-grained manipulation skills like insertion.
Zhao-Heng Yin, Sherry Yang 0001, Pieter Abbeel
NeurIPS2
2024 Video Language Planning
abstract
We are interested in enabling visual planning for complex long-horizon tasks in the space of generated videos and language, leveraging recent advances in large generative models pretrained on Internet-scale data. To this end, we present video language planning (VLP), an algorithm that consists of a tree search procedure, where we train (i) vision-language models to serve as both policies and value functions, and (ii) text-to-video models as dynamics models. VLP takes as input a long-horizon task instruction and current image observation, and outputs a long video plan that provides detailed multimodal (video and language) specifications that describe how to complete the final task. VLP scales with increasing computation budget where more computation time results in improved video plans, and is able to synthesize long-horizon video plans across different robotics domains -- from multi-object rearrangement, to multi-camera bi-arm dexterous manipulation. Generated video plans can be translated into real robot actions via goal-conditioned policies, conditioned on each intermediate frame of the generated video. Experiments show that VLP substantially improves long-horizon task success rates compared to prior methods on both simulated and real robots (across 3 hardware platforms).
Yilun Du, Sherry Yang 0001, Peter R. Florence, Fei Xia 0002, Ayzaan Wahid, Brian Ichter, Pierre Sermanet, Tianhe Yu, Pieter Abbeel, Josh Tenenbaum, Leslie Pack Kaelbling, Andy Zeng 0001, Jonathan Tompson
ICLR2
2024 Scalable Diffusion for Materials Generation
abstract
​​​​Generative models trained on internet-scale data are capable of generating novel and realistic texts, images, and videos. A natural next question is whether these models can advance science, for example by generating novel stable materials. Traditionally, models with explicit structures (e.g., graphs) have been used in modeling structural relationships in scientific data (e.g., atoms and bonds in crystals), but generating structures can be difficult to scale to large and complex systems. Another challenge in generating materials is the mismatch between standard generative modeling metrics and downstream applications. For instance, common metrics such as the reconstruction error do not correlate well with the downstream goal of discovering novel stable materials. In this work, we tackle the scalability challenge by developing a unified crystal representation that can represent any crystal structure (UniMat), followed by training a diffusion probabilistic model on these UniMat representations. Our empirical results suggest that despite the lack of explicit structure modeling, UniMat can generate high fidelity crystal structures from larger and more complex chemical systems, outperforming previous graph-based approaches under various generative modeling metrics. To better connect the generation quality of materials to downstream applications, such as discovering novel stable materials, we propose additional metrics for evaluating generative models of materials, including per-composition formation energy and stability with respect to convex hulls through decomposition energy from Density Function Theory (DFT). Lastly, we show that conditional generation with UniMat can scale to previously established crystal datasets with up to millions of crystals structures, outperforming random structure search (the current leading method for structure discovery) in discovering new stable materials.
Sherry Yang 0001, KwangHwan Cho, Amil Merchant, Pieter Abbeel, Dale Schuurmans, Igor Mordatch, Ekin Dogus Cubuk
ICLR1
2024 Probabilistic Adaptation of Black-Box Text-to-Video Models
abstract
Large text-to-video models trained on internet-scale data have demonstrated exceptional capabilities in generating high-fidelity videos from arbitrary textual descriptions. However, similar to proprietary language models, large text-to-video models are often black boxes whose weight parameters are not publicly available, posing a significant challenge to adapting these models to specific domains such as robotics, animation, and personalized stylization. Inspired by how a large language model can be prompted to perform new tasks without access to the model weights, we investigate how to adapt a black-box pretrained text-to-video model to a variety of downstream domains without weight access to the pretrained model. In answering this question, we propose \emph{\methodname}, which leverages the score function of a large pretrained video diffusion model as a probabilistic prior to guide the generation of a task-specific small video model. Our experiments show that, by incorporating broad knowledge and fidelity of the pretrained model probabilistically, a small model with as few as 1.25% parameters of the pretrained model can generate high-quality yet domain-specific videos for a variety of downstream domains such as animation, egocentric modeling, and modeling of simulated and real-world robotics data. As large text-to-video models starting to become available as a service similar to large language models, we advocate for private institutions to expose scores of video diffusion models as outputs in addition to generated videos to allow flexible adaptation of large pretrained text-to-video models by the general public.
Sherry Yang 0001, Yilun Du, Bo Dai 0001, Dale Schuurmans, Josh Tenenbaum, Pieter Abbeel
ICLR1
2024 Learning Interactive Real-World Simulators
abstract
Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as “open the drawer” and low-level controls such as “move by x,y” from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications.
Sherry Yang 0001, Yilun Du, Seyed Kamyar Seyed Ghasemipour, Jonathan Tompson, Leslie Pack Kaelbling, Dale Schuurmans, Pieter Abbeel
ICLR1
2024 Code as Reward: Empowering Reinforcement Learning with VLMs
abstract
Pre-trained Vision-Language Models (VLMs) are able to understand visual concepts, describe and decompose complex tasks into sub-tasks, and provide feedback on task completion. In this paper, we aim to leverage these capabilities to support the training of reinforcement learning (RL) agents. In principle, VLMs are well suited for this purpose, as they can naturally analyze image-based observations and provide feedback (reward) on learning progress. However, inference in VLMs is computationally expensive, so querying them frequently to compute rewards would significantly slowdown the training of an RL agent. To address this challenge, we propose a framework named Code as Reward (VLM-CaR). VLM-CaR produces dense reward functions from VLMs through code generation, thereby significantly reducing the computational burden of querying the VLM directly. We show that the dense rewards generated through our approach are very accurate across a diverse set of discrete and continuous environments, and can be more effective in training RL policies than the original sparse environment rewards.
David Venuto, Mohammad Sami Nur Islam, Martin Klissarov, Doina Precup, Sherry Yang 0001, Ankit Anand
ICML5
2024 Position: Video as the New Language for Real-World Decision Making
abstract
Both text and video data are abundant on the internet and support large-scale self-supervised learning through next token or frame prediction. However, they have not been equally leveraged: language models have had significant real-world impact, whereas video generation has remained largely limited to media entertainment. Yet video data captures important information about the physical world that is difficult to express in language. To address this gap, we discuss an under-appreciated opportunity to extend video generation to solve tasks in the real world. We observe how, akin to language, video can serve as a unified interface that can absorb internet knowledge and represent diverse tasks. Moreover, we demonstrate how, like language models, video generation can serve as planners, agents, compute engines, and environment simulators through techniques such as in-context learning, planning and reinforcement learning. We identify major impact opportunities in domains such as robotics, self-driving, and science, supported by recent work that demonstrates how such advanced capabilities in video generation are plausibly within reach. Lastly, we identify key challenges in video generation that mitigate progress. Addressing these challenges will enable video generation models to demonstrate unique value alongside language models in a wider array of AI applications.
Sherry Yang 0001, Jacob C. Walker, Jack Parker-Holder, Yilun Du, Jake Bruce, André Barreto 0001, Pieter Abbeel, Dale Schuurmans
ICML1
2024 Generative Hierarchical Materials Search
abstract
Generative models trained at scale can now produce novel text, video, and more recently, scientific data such as crystal structures. The ultimate goal for materials discovery, however, goes beyond generation: we desire a fully automated system that proposes, generates, and verifies crystal structures given a high-level user instruction. In this work, we formulate end-to-end language-to-structure generation as a multi-objective optimization problem, and propose Generative Hierarchical Materials Search (GenMS) for controllable generation of crystal structures. GenMS consists of (1) a language model that takes high-level natural language as input and generates intermediate textual information about a crystal (e.g., chemical formulae), and (2) a diffusion model that takes intermediate information as input and generates low-level continuous value crystal structures. GenMS additionally uses a graph neural network to predict properties (e.g., formation energy) from the generated crystal structures. During inference, GenMS leverages all three components to conduct a forward tree search over the space of possible structures. Experiments show that GenMS outperforms other alternatives both in satisfying user request and in generating low-energy structures. GenMS is able to generate complex structures such as double perovskites (or elpasolites), layered structures, and spinels, solely from natural language input.
Sherry Yang 0001, Simon L. Batzner, Ruiqi Gao, Muratahan Aykol, Alexander L. Gaunt, Brendan McMorrow, Danilo Jimenez Rezende, Dale Schuurmans, Igor Mordatch, Ekin Dogus Cubuk
NeurIPS1
2024 UQE: A Query Engine for Unstructured Databases
abstract
Analytics on structured data is a mature field with many successful methods. However, most real world data exists in unstructured form, such as images and conversations. We investigate the potential of Large Language Models (LLMs) to enable unstructured data analytics. In particular, we propose a new Universal Query Engine (UQE) that directly interrogates and draws insights from unstructured data collections. This engine accepts queries in a Universal Query Language (UQL), a dialect of SQL that provides full natural language flexibility in specifying conditions and operators. The new engine leverages the ability of LLMs to conduct analysis of unstructured data, while also allowing us to exploit advances in sampling and optimization techniques to achieve efficient and accurate query execution. In addition, we borrow techniques from classical compiler theory to better orchestrate the workflow between sampling methods and foundation model calls. We demonstrate the efficiency of UQE on data analytics across different modalities, including images, dialogs and reviews, across a range of useful query types, including conditional aggregation, semantic retrieval and abstraction aggregation.
Hanjun Dai, Bethany Wang, Xingchen Wan, Bo Dai 0001, Sherry Yang 0001, Azade Nova, Phitchaya Mangpo Phothilimthana, Charles Sutton, Dale Schuurmans
NeurIPS5
2023 Offline RL for Natural Language Generation with Implicit Language Q Learning
Charlie Snell, Ilya Kostrikov, Sherry Yang 0001, Sergey Levine
ICLR4
2023 Dichotomy of Control: Separating What You Can Control from What You Cannot
Sherry Yang 0001, Dale Schuurmans, Pieter Abbeel, Ofir Nachum
ICLR1
2023 Multi-Environment Pretraining Enables Transfer to Action Limited Datasets
abstract
Using massive datasets to train large-scale models has emerged as a dominant approach for broad generalization in natural language and vision applications. In reinforcement learning, however, a key challenge is that available data of sequential decision making is often not annotated with actions - for example, videos of game-play are much more available than sequences of frames paired with their logged game controls. We propose to circumvent this challenge by combining large but sparsely-annotated datasets from a target environment of interest with fully-annotated datasets from various other source environments. Our method, Action Limited PreTraining (ALPT), leverages the generalization capabilities of inverse dynamics modelling (IDM) to label missing action data in the target environment. We show that utilizing even one additional environment dataset of labelled data during IDM pretraining gives rise to substantial improvements in generating action labels for unannotated sequences. We evaluate our method on benchmark game-playing environments and show that we can significantly improve game performance and generalization capability compared to other approaches, using annotated datasets equivalent to only $12$ minutes of gameplay. Highlighting the power of IDM, we show that these benefits remain even when target and source environments share no common actions.
David Venuto, Sherry Yang 0001, Pieter Abbeel, Doina Precup, Igor Mordatch, Ofir Nachum
ICML2
2023 Learning Universal Policies via Text-Guided Video Generation
abstract
A goal of artificial intelligence is to construct an agent that can solve a wide variety of tasks. Recent progress in text-guided image synthesis has yielded models with an impressive ability to generate complex novel images, exhibiting combinatorial generalization across domains. Motivated by this success, we investigate whether such tools can be used to construct more general-purpose agents. Specifically, we cast the sequential decision making problem as a text-conditioned video generation problem, where, given a text-encoded specification of a desired goal, a planner synthesizes a set of future frames depicting its planned actions in the future, after which control actions are extracted from the generated video. By leveraging text as the underlying goal specification, we are able to naturally and combinatorially generalize to novel goals. The proposed policy-as-video formulation can further represent environments with different state and action spaces in a unified space of images, which, for example, enables learning and generalization across a variety of robot manipulation tasks. Finally, by leveraging pretrained language embeddings and widely available videos from the internet, the approach enables knowledge transfer through predicting highly realistic video plans for real robots.
Yilun Du, Sherry Yang 0001, Bo Dai 0001, Hanjun Dai, Ofir Nachum, Josh Tenenbaum, Dale Schuurmans, Pieter Abbeel
NeurIPS2
2022 Offline Policy Selection under Uncertainty
abstract
The presence of uncertainty in policy evaluation significantly complicates the process of policy ranking and selection in real-world settings. We formally consider offline policy selection as learning preferences over a set of policy prospects given a fixed experience dataset. While one can select or rank policies based on point estimates of their expected values or high-confidence intervals, access to the full distribution over one’s belief of the policy value enables more flexible selection algorithms under a wider range of downstream evaluation metrics. We propose a Bayesian approach for estimating this belief distribution in terms of posteriors of distribution correction ratios derived from stochastic constraints. Empirically, despite being Bayesian, the credible intervals obtained are competitive with state-of-the-art frequentist approaches in confidence interval estimation. More importantly, we show how the belief distribution may be used to rank policies with respect to arbitrary downstream policy selection metrics, and empirically demonstrate that this selection procedure significantly outperforms existing approaches, such as ranking policies according to mean or high-confidence lower bound value estimates.
Sherry Yang 0001, Bo Dai 0001, Ofir Nachum, George Tucker, Dale Schuurmans
AISTATS1
2022 TRAIL: Near-Optimal Imitation Learning with Suboptimal Data
Sherry Yang 0001, Sergey Levine, Ofir Nachum
ICLR1
2022 Marginal Distribution Adaptation for Discrete Sets via Module-Oriented Divergence Minimization
abstract
Distributions over discrete sets capture the essential statistics including the high-order correlation among elements. Such information provides powerful insight for decision making across various application domains, e.g., product assortment based on product distribution in shopping carts. While deep generative models trained on pre-collected data can capture existing distributions, such pre-trained models are usually not capable of aligning with a target domain in the presence of distribution shift due to reasons such as temporal shift or the change in the population mix. We develop a general framework to adapt a generative model subject to a (possibly counterfactual) target data distribution with both sampling and computation efficiency. Concretely, instead of re-training a full model from scratch, we reuse the learned modules to preserve the correlations between set elements, while only adjusting corresponding components to align with target marginal constraints. We instantiate the approach for three commonly used forms of discrete set distribution—latent variable, autoregressive, and energy based models—and provide efficient solutions for marginal-constrained optimization in either primal or dual forms. Experiments on both synthetic and real-world e-commerce and EHR datasets show that the proposed framework is able to practically align a generative model to match marginal constraints under distribution shift.
Hanjun Dai, Sherry Yang 0001, Yuan Xue 0001, Dale Schuurmans, Bo Dai 0001
ICML2
2022 Making Linear MDPs Practical via Contrastive Representation Learning
abstract
It is common to address the curse of dimensionality in Markov decision processes (MDPs) by exploiting low-rank representations. This motivates much of the recent theoretical study on linear MDPs. However, most approaches require a given representation under unrealistic assumptions about the normalization of the decomposition or introduce unresolved computational challenges in practice. Instead, we consider an alternative definition of linear MDPs that automatically ensures normalization while allowing efficient representation learning via contrastive estimation. The framework also admits confidence-adjusted index algorithms, enabling an efficient and principled approach to incorporating optimism or pessimism in the face of uncertainty. To the best of our knowledge, this provides the first practical representation learning method for linear MDPs that achieves both strong theoretical guarantees and empirical performance. Theoretically, we prove that the proposed algorithm is sample efficient in both the online and offline settings. Empirically, we demonstrate superior performance over existing state-of-the-art model-based and model-free algorithms on several benchmarks.
Tianjun Zhang, Tongzheng Ren, Sherry Yang 0001, Joseph Gonzalez 0001, Dale Schuurmans, Bo Dai 0001
ICML3
2022 CHAI: A CHatbot AI for Task-Oriented Dialogue with Offline Reinforcement Learning
abstract
Siddharth Verma, Justin Fu, Sherry Yang, Sergey Levine. Proceedings of the 2022 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies. 2022.
Siddharth Verma, Justin Fu, Sherry Yang 0001, Sergey Levine
NAACL-HLT3
2022 Multi-Game Decision Transformers
abstract
A longstanding goal of the field of AI is a method for learning a highly capable, generalist agent from diverse experience. In the subfields of vision and language, this was largely achieved by scaling up transformer-based models and training them on large, diverse datasets. Motivated by this progress, we investigate whether the same strategy can be used to produce generalist reinforcement learning agents. Specifically, we show that a single transformer-based model – with a single set of weights – trained purely offline can play a suite of up to 46 Atari games simultaneously at close-to-human performance. When trained and evaluated appropriately, we find that the same trends observed in language and vision hold, including scaling of performance with model size and rapid adaptation to new games via fine-tuning. We compare several approaches in this multi-game setting, such as online and offline RL methods and behavioral cloning, and find that our Multi-Game Decision Transformer models offer the best scalability and performance. We release the pre-trained models and code to encourage further research in this direction.
Kuang-Huei Lee, Ofir Nachum, Sherry Yang 0001, Lisa Lee, Daniel Freeman, Sergio Guadarrama, Ian Fischer, Winnie Xu, Eric Jang, Henryk Michalewski, Igor Mordatch
NeurIPS3
2022 Chain of Thought Imitation with Procedure Cloning
abstract
Imitation learning aims to extract high-performance policies from logged demonstrations of expert behavior. It is common to frame imitation learning as a supervised learning problem in which one fits a function approximator to the input-output mapping exhibited by the logged demonstrations (input observations to output actions). While the framing of imitation learning as a supervised input-output learning problem allows for applicability in a wide variety of settings, it is also an overly simplistic view of the problem in situations where the expert demonstrations provide much richer insight into expert behavior. For example, applications such as path navigation, robot manipulation, and strategy games acquire expert demonstrations via planning, search, or some other multi-step algorithm, revealing not just the output action to be imitated but also the procedure for how to determine this action. While these intermediate computations may use tools not available to the agent during inference (e.g., environment simulators), they are nevertheless informative as a way to explain an expert’s mapping of state to actions. To properly leverage expert procedure information without relying on the privileged tools the expert may have used to perform the procedure, we propose procedure cloning, which applies supervised sequence prediction to imitate the complete series of expert computations. This way, procedure cloning learns not only what to do (i.e., the output action), but how and why to do it (i.e., the procedure). Through empirical analysis on navigation, simulated robotic manipulation, and game-playing environments, we show that imitating the intermediate computations of an expert’s behavior enables procedure cloning to learn policies exhibiting significant generalization to unseen environment configurations, including those configurations for which running the expert’s procedure directly is infeasible.
Sherry Yang 0001, Dale Schuurmans, Pieter Abbeel, Ofir Nachum
NeurIPS1
2021 Towards Automatic Evaluation of Dialog Systems: A Model-Free Off-Policy Evaluation Approach
abstract
Reliable automatic evaluation of dialogue systems under an interactive environment has long been overdue.An ideal environment for evaluating dialog systems, also known as the Turing test, needs to involve human interaction, which is usually not affordable for large scale experiments.Though researchers have attempted to use metrics for language generation tasks (e.g., perplexity, BLEU) or some model-based reinforcement learning methods (e.g., self-play evaluation) for automatic evaluation, these methods only show very weak correlation with the actual human evaluation in practice.To bridge such a gap, we propose a new framework named ENIGMA for estimating human evaluation scores based on recent advances of off-policy evaluation in reinforcement learning.ENIGMA only requires a handful of pre-collected experience data, and therefore does not involve human interaction with the target policy during the evaluation, making automatic evaluations feasible.More importantly, ENIGMA is model-free and agnostic to the behavior policies for collecting the experience data (see details in Section 2), which significantly alleviates the technical difficulties of modeling complex dialogue environments and human behaviors.Our experiments show that ENIGMA significantly outperforms existing methods in terms of correlation with human evaluation scores.
Haoming Jiang, Bo Dai 0001, Sherry Yang 0001, Tuo Zhao, Wei Wei 0019
EMNLP (1)3
2021 Benchmarks for Deep Off-Policy Evaluation
Justin Fu, Mohammad Norouzi 0002, Ofir Nachum, George Tucker, Ziyu Wang 0001, Alexander Novikov 0001, Sherry Yang 0001, Michael R. Zhang, Yutian Chen 0001, Aviral Kumar, Cosmin Paduraru, Sergey Levine, Tom Le Paine
ICLR7
2021 Representation Matters: Offline Pretraining for Sequential Decision Making
abstract
The recent success of supervised learning methods on ever larger offline datasets has spurred interest in the reinforcement learning (RL) field to investigate whether the same paradigms can be translated to RL algorithms. This research area, known as offline RL, has largely focused on offline policy optimization, aiming to find a return-maximizing policy exclusively from offline data. In this paper, we consider a slightly different approach to incorporating offline data into sequential decision-making. We aim to answer the question, what unsupervised objectives applied to offline datasets are able to learn state representations which elevate performance on downstream tasks, whether those downstream tasks be online RL, imitation learning from expert demonstrations, or even offline policy optimization based on the same offline dataset? Through a variety of experiments utilizing standard offline RL datasets, we find that the use of pretraining with unsupervised learning objectives can dramatically improve the performance of policy learning algorithms that otherwise yield mediocre performance on their own. Extensive ablations further provide insights into what components of these unsupervised objectives {–} e.g., reward prediction, continuous or discrete representations, pretraining or finetuning {–} are most important and in which settings.
Sherry Yang 0001, Ofir Nachum
ICML1
2021 Provable Representation Learning for Imitation with Contrastive Fourier Features
abstract
In imitation learning, it is common to learn a behavior policy to match an unknown target policy via max-likelihood training on a collected set of target demonstrations. In this work, we consider using offline experience datasets -- potentially far from the target distribution -- to learn low-dimensional state representations that provably accelerate the sample-efficiency of downstream imitation learning. A central challenge in this setting is that the unknown target policy itself may not exhibit low-dimensional behavior, and so there is a potential for the representation learning objective to alias states in which the target policy acts differently. Circumventing this challenge, we derive a representation learning objective that provides an upper bound on the performance difference between the target policy and a low-dimensional policy trained with max-likelihood, and this bound is tight regardless of whether the target policy itself exhibits low-dimensional structure. Moving to the practicality of our method, we show that our objective can be implemented as contrastive learning, in which the transition dynamics are approximated by either an implicit energy-based model or, in some special cases, an implicit linear model with representations given by random Fourier features. Experiments on both tabular environments and high-dimensional Atari games provide quantitative evidence for the practical benefits of our proposed objective.
Ofir Nachum, Sherry Yang 0001
NeurIPS2
2021 Combiner: Full Attention Transformer with Sparse Computation Cost
abstract
Transformers provide a class of expressive architectures that are extremely effective for sequence modeling. However, the key limitation of transformers is their quadratic memory and time complexity $\mathcal{O}(L^2)$ with respect to the sequence length in attention layers, which restricts application in extremely long sequences. Most existing approaches leverage sparsity or low-rank assumptions in the attention matrix to reduce cost, but sacrifice expressiveness. Instead, we propose Combiner, which provides full attention capability in each attention head while maintaining low computation and memory complexity. The key idea is to treat the self-attention mechanism as a conditional expectation over embeddings at each location, and approximate the conditional distribution with a structured factorization. Each location can attend to all other locations, either via direct attention, or through indirect attention to abstractions, which are again conditional expectations of embeddings from corresponding local regions. We show that most sparse attention patterns used in existing sparse transformers are able to inspire the design of such factorization for full attention, resulting in the same sub-quadratic cost ($\mathcal{O}(L\log(L))$ or $\mathcal{O}(L\sqrt{L})$). Combiner is a drop-in replacement for attention layers in existing transformers and can be easily implemented in common frameworks. An experimental evaluation on both autoregressive and bidirectional sequence tasks demonstrates the effectiveness of this approach, yielding state-of-the-art results on several image and text modeling tasks.
Hongyu Ren, Hanjun Dai, Zihang Dai, Sherry Yang 0001, Jure Leskovec, Dale Schuurmans, Bo Dai 0001
NeurIPS4
2020 Energy-Based Processes for Exchangeable Data
abstract
Recently there has been growing interest in modeling sets with exchangeability such as point clouds. A shortcoming of current approaches is that they restrict the cardinality of the sets considered or can only express limited forms of distribution over unobserved data. To overcome these limitations, we introduce Energy-Based Processes (EBPs), which extend energy based models to exchangeable data while allowing neural network parameterizations of the energy function. A key advantage of these models is the ability to express more flexible distributions over sets without restricting their cardinality. We develop an efficient training procedure for EBPs that demonstrates state-of-the-art performance on a variety of tasks such as point cloud generation, classification, denoising, and image completion
Sherry Yang 0001, Bo Dai 0001, Hanjun Dai, Dale Schuurmans
ICML1
2020 Off-Policy Evaluation via the Regularized Lagrangian
abstract
The recently proposed distribution correction estimation (DICE) family of estimators has advanced the state of the art in off-policy evaluation from behavior-agnostic data. While these estimators all perform some form of stationary distribution correction, they arise from different derivations and objective functions. In this paper, we unify these estimators as regularized Lagrangians of the same linear program. The unification allows us to expand the space of DICE estimators to new alternatives that demonstrate improved performance. More importantly, by analyzing the expanded space of estimators both mathematically and empirically we find that dual solutions offer greater flexibility in navigating the tradeoff between optimization stability and estimation bias, and generally provide superior estimates in practice.
Sherry Yang 0001, Ofir Nachum, Bo Dai 0001, Lihong Li 0001, Dale Schuurmans
NeurIPS1
2018 GraphIt: a high-performance graph DSL
abstract
The performance bottlenecks of graph applications depend not only on the algorithm and the underlying hardware, but also on the size and structure of the input graph. As a result, programmers must try different combinations of a large set of techniques, which make tradeoffs among locality, work-efficiency, and parallelism, to develop the best implementation for a specific algorithm and type of graph. Existing graph frameworks and domain specific languages (DSLs) lack flexibility, supporting only a limited set of optimizations. This paper introduces GraphIt, a new DSL for graph computations that generates fast implementations for algorithms with different performance characteristics running on graphs with different sizes and structures. GraphIt separates what is computed (algorithm) from how it is computed (schedule). Programmers specify the algorithm using an algorithm language, and performance optimizations are specified using a separate scheduling language. The algorithm language simplifies expressing the algorithms, while exposing opportunities for optimizations. We formulate graph optimizations, including edge traversal direction, data layout, parallelization, cache, NUMA, and kernel fusion optimizations, as tradeoffs among locality, parallelism, and work-efficiency. The scheduling language enables programmers to easily search through this complicated tradeoff space by composing together a large set of edge traversal, vertex data layout, and program structure optimizations. The separation of algorithm and schedule also enables us to build an autotuner on top of GraphIt to automatically find high-performance schedules. The compiler uses a new scheduling representation, the graph iteration space, to model, compose, and ensure the validity of the large number of optimizations. We evaluate GraphIt’s performance with seven algorithms on graphs with different structures and sizes. GraphIt outperforms the next fastest of six state-of-the-art shared-memory frameworks (Ligra, Green-Marl, GraphMat, Galois, Gemini, and Grazelle) on 24 out of 32 experiments by up to 4.8×, and is never more than 43% slower than the fastest framework on the other experiments. GraphIt also reduces the lines of code by up to an order of magnitude compared to the next fastest framework.
Yunming Zhang, Sherry Yang 0001, Riyadh Baghdadi, Shoaib Kamil 0001, Julian Shun, Saman P. Amarasinghe
Proc. ACM Program. Lang.2