A major challenge in the Deep RL (DRL) community is to train agents able to generalize over unseen situations, which is often approached by training them on a diversity of tasks (or environments). A powerful method to foster diversity is to procedurally generate tasks by sampling their parameters from a multi-dimensional distribution, enabling in particular to propose a different task for each training episode. In practice, to get the high diversity of training tasks necessary for generalization, one has to use complex procedural generation systems. With such generators, it is hard to get prior knowledge on the subset of tasks that are actually learnable at all (many generated tasks may be unlearnable), what is their relative difficulty and what is the most efficient task distribution ordering for training. A typical solution in such cases is to rely on some form of Automated Curriculum Learning (ACL) to adapt the sampling distribution. One limit of current approaches is their need to explore the task space to detect progress niches over time, which leads to a loss of time. Additionally, we hypothesize that the induced noise in the training data may impair the performances of brittle DRL learners. We address this problem by proposing a two stage ACL approach where 1) a teacher algorithm first learns to train a DRL agent with a high-exploration curriculum, and then 2) distills learned priors from the first run to generate an "expert curriculum" to re-train the same agent from scratch. Besides demonstrating 50% improvements on average over the current state of the art, the objective of this work is to give a first example of a new research direction oriented towards refining ACL techniques over multiple learners, which we call Classroom Teaching.
Curriculum Is More Influential Than Haptic Information During Reinforcement Learning of Object Manipulation Against Gravity
University of Southern California(南加州大学);University of Wisconsin-Madison(威斯康星大学麦迪逊分校);University of California Santa Cruz(加州大学圣克鲁兹分校);University of Cincinnati(辛辛那提大学)
A major challenge in the Deep RL (DRL) community is to train agents able to generalize their control policy over situations never seen in training. Training on diverse tasks has been identified as a key ingredient for good generalization, which pushed researchers towards using rich procedural task generation systems controlled through complex continuous parameter spaces. In such complex task spaces, it is essential to rely on some form of Automatic Curriculum Learning (ACL) to adapt the task sampling distribution to a given learning agent, instead of randomly sampling tasks, as many could end …
Pommerman is a hybrid cooperative/adversarial multi-agent environment, with challenging characteristics in terms of partial observability, limited or no communication, sparse and delayed rewards, and restrictive computational time limits. This makes it a challenging environment for reinforcement learning (RL) approaches. In this paper, we focus on developing a curriculum for learning a robust and promising policy in a constrained computational budget of 100,000 games, starting from a fixed base policy (which is itself trained to imitate a noisy expert policy). All RL algorithms starting from t…
Offline reinforcement learning (RL) tasks require the agent to learn from a pre-collected dataset with no further interactions with the environment. Despite the potential to surpass the behavioral policies, RL-based methods are generally impractical due to the training instability and bootstrapping the extrapolation errors, which always require careful hyperparameter tuning via online evaluation. In contrast, offline imitation learning (IL) has no such issues since it learns the policy directly without estimating the value function by bootstrapping. However, IL is usually limited in the capabi…
Mila(米拉);Université de Montréal(蒙特利尔大学);Element AI(元素人工智能公司);CIFAR AI Chair(加拿大高级研究院人工智能讲席)
Goal-directed Reinforcement Learning (RL) traditionally considers an agent interacting with an environment, prescribing a real-valued reward to an agent proportional to the completion of some goal. Goal-directed RL has seen large gains in sample efficiency, due to the ease of reusing or generating new experience by proposing goals. One approach,self-play, allows an agent to "play" against itself by alternatively setting and accomplishing goals, creating a learned curriculum through which an agent can learn to accomplish progressively more difficult goals. However, self-play has been limited to…
Centre for Artificial Intelligence, University of Technology Sydney(悉尼科技大学人工智能中心)
Deep neural networks (DNNs) have great expressive power, which can even memorize samples with wrong labels. It is vitally important to reiterate robustness and generalization in DNNs against label corruption. To this end, this paper studies the 0-1 loss, which has a monotonic relationship with an empirical adversary (reweighted) risk~\citep{hu2016does}. Although the 0-1 loss has some robust properties, it is difficult to optimize. To efficiently optimize the 0-1 loss while keeping its robust properties, we propose a very simple and efficient loss, i.e. curriculum loss (CL). Our CL is a tighter…
Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to the best of our knowledge, current research has yet to produce a result that has surpassed human-level performance in modern complex fighting games. This is due to the inherent difficulties with real-time fighting games, including: vast action spaces, action dependencies, and imperfect information. We overcame these challenges and made 1v1 battle AI agents …
Tutor-Student Reinforcement Learning: A Dynamic Curriculum for Robust Deepfake Detection
School of Computer Science, Wuhan University(武汉大学计算机学院);School of Integrated Circuits, Peking University(北京大学集成电路学院);School of Information, Huazhong Agricultural University(华中农业大学信息学院);Cyberspace Institute of Advanced Technology, Guangzhou University(广州大学先进技术网络研究院)
StarCraft II (SC2) poses a grand challenge for reinforcement learning (RL), of which the main difficulties include huge state space, varying action space, and a long time horizon. In this work, we investigate a set of RL techniques for the full-length game of StarCraft II. We investigate a hierarchical RL approach involving extracted macro-actions and a hierarchical architecture of neural networks. We investigate a curriculum transfer training procedure and train the agent on a single machine with 4 GPUs and 48 CPU threads. On a 64x64 map and using restrictive units, we achieve a win rate of 9…
We consider the problem of learning by demonstration from agents acting in unknown stochastic Markov environments or games. Our aim is to estimate agent preferences in order to construct improved policies for the same task that the agents are trying to solve. To do so, we extend previous probabilistic approaches for inverse reinforcement learning in known MDPs to the case of unknown dynamics or opponents. We do this by deriving two simplified probabilistic models of the demonstrator's policy and utility. For tractability, we use maximum a posteriori estimation rather than full Bayesian inferen…
We consider the problem of learning by demonstration from agents acting in unknown stochastic Markov environments or games. Our aim is to estimate agent preferences in order to construct improved policies for the same task that the agents are trying to solve. To do so, we extend previous probabilistic approaches for inverse reinforcement learning in known MDPs to the case of unknown dynamics or opponents. We do this by deriving two simplified probabilistic models of the demonstrator's policy and utility. For tractability, we use maximum a posteriori estimation rather than full Bayesian inferen…
Johns Hopkins University Applied Physics Lab(约翰斯·霍普金斯大学应用物理实验室)
Training reinforcement learning agents that continually learn across multiple environments is a challenging problem. This is made more difficult by a lack of reproducible experiments and standard metrics for comparing different continual learning approaches. To address this, we present TELLA, a tool for the Test and Evaluation of Lifelong Learning Agents. TELLA provides specified, reproducible curricula to lifelong learning agents while logging detailed data for evaluation and standardized analysis. Researchers can define and share their own curricula over various learning environments or run …
Nanjing University(南京大学);University of Utah(犹他大学);UC Berkeley(加州大学伯克利分校)
Recently, deep learning has been applied to many security-sensitive applications, such as facial authentication. The existence of adversarial examples hinders such applications. The state-of-the-art result on defense shows that adversarial training can be applied to train a robust model on MNIST against adversarial examples; but it fails to achieve a high empirical worst-case accuracy on a more complex task, such as CIFAR-10 and SVHN. In our work, we propose curriculum adversarial training (CAT) to resolve this issue. The basic idea is to develop a curriculum of adversarial examples generated …
New York University(纽约大学);Facebook AI Research(脸书人工智能研究院)
We describe a simple scheme that allows an agent to learn about its environment in an unsupervised manner. Our scheme pits two versions of the same agent, Alice and Bob, against one another. Alice proposes a task for Bob to complete; and then Bob attempts to complete the task. In this work we will focus on two kinds of environments: (nearly) reversible environments and environments that can be reset. Alice will "propose" the task by doing a sequence of actions and then Bob must undo or repeat them, respectively. Via an appropriate reward structure, Alice and Bob automatically generate a curric…
Curriculum-DPO++: Direct Preference Optimization via Data and Model Curricula for Text-to-Image Generation
Department of Computer Science, University of Bucharest(布加勒斯特大学计算机科学系);University of Trento(特伦托大学);Center for Research in Computer Vision (CRCV), University of Central Florida(中央佛罗里达大学计算机视觉研究中心)
Indian Institute of Technology, Hyderabad(印度理工学院海得拉巴分校)
Current SOTA adversarially robust models are mostly based on adversarial training (AT) and differ only by some regularizers either at inner maximization or outer minimization steps. Being repetitive in nature during the inner maximization step, they take a huge time to train. We propose a non-iterative method that enforces the following ideas during training. Attribution maps are more aligned to the actual object in the image for adversarially robust models compared to naturally trained models. Also, the allowed set of pixels to perturb an image (that changes model decision) should be restrict…
Generative Adversarial Networks (GANs) are widely used models to learn complex real-world distributions. In GANs, the training of the generator usually stops when the discriminator can no longer distinguish the generator's output from the set of training examples. A central question of GANs is that when the training stops, whether the generated distribution is actually close to the target distribution, and how the training process reaches to such configurations efficiently? In this paper, we established a theoretical results towards understanding this generator-discriminator training process. …
It has been shown that adversaries can craft example inputs to neural networks which are similar to legitimate inputs but have been created to purposely cause the neural network to misclassify the input. These adversarial examples are crafted, for example, by calculating gradients of a carefully defined loss function with respect to the input. As a countermeasure, some researchers have tried to design robust models by blocking or obfuscating gradients, even in white-box settings. Another line of research proposes introducing a separate detector to attempt to detect adversarial examples. This a…
Harvard University(哈佛大学);UC Santa Cruz(加州大学圣克鲁兹分校)
We address the question of repeatedly learning linear classifiers against agents who are strategically trying to game the deployed classifiers, and we use the Stackelberg regret to measure the performance of our algorithms. First, we show that Stackelberg and external regret for the problem of strategic classification are strongly incompatible: i.e., there exist worst-case scenarios, where any sequence of actions providing sublinear external regret might result in linear Stackelberg regret and vice versa. Second, we present a strategy-aware algorithm for minimizing the Stackelberg regret for w…