648 research outputs found

    FoMo Rewards: Can we cast foundation models as reward functions?

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    We explore the viability of casting foundation models as generic reward functions for reinforcement learning. To this end, we propose a simple pipeline that interfaces an off-the-shelf vision model with a large language model. Specifically, given a trajectory of observations, we infer the likelihood of an instruction describing the task that the user wants an agent to perform. We show that this generic likelihood function exhibits the characteristics ideally expected from a reward function: it associates high values with the desired behaviour and lower values for several similar, but incorrect policies. Overall, our work opens the possibility of designing open-ended agents for interactive tasks via foundation models.Comment: Accepted to NeurIPS FMDM worksho

    From task structures to world models: What do LLMs know?

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    In what sense does a large language model have knowledge? The answer to this question extends beyond the capabilities of a particular AI system, and challenges our assumptions about the nature of knowledge and intelligence. We answer by granting LLMs "instrumental knowledge"; knowledge defined by a certain set of abilities. We then ask how such knowledge is related to the more ordinary, "worldly" knowledge exhibited by human agents, and explore this in terms of the degree to which instrumental knowledge can be said to incorporate the structured world models of cognitive science. We discuss ways LLMs could recover degrees of worldly knowledge, and suggest such recovery will be governed by an implicit, resource-rational tradeoff between world models and task demands

    Sample efficiency, transfer learning and interpretability for deep reinforcement learning

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    Deep learning has revolutionised artificial intelligence, where the application of increased compute to train neural networks on large datasets has resulted in improvements in real-world applications such as object detection, text-to-speech synthesis and machine translation. Deep reinforcement learning (DRL) has similarly shown impressive results in board and video games, but less so in real-world applications such as robotic control. To address this, I have investigated three factors prohibiting further deployment of DRL: sample efficiency, transfer learning, and interpretability. To decrease the amount of data needed to train DRL systems, I have explored various storage strategies and exploration policies for episodic control (EC) algorithms, resulting in the application of online clustering to improve the memory efficiency of EC algorithms, and the maximum entropy mellowmax policy for improving the sample efficiency and final performance of the same EC algorithms. To improve performance during transfer learning, I have shown that a multi-headed neural network architecture trained using hierarchical reinforcement learning can retain the benefits of positive transfer between tasks while mitigating the interference effects of negative transfer. I additionally investigated the use of multi-headed architectures to reduce catastrophic forgetting under the continual learning setting. While the use of multiple heads worked well within a simple environment, it was of limited use within a more complex domain, indicating that this strategy does not scale well. Finally, I applied a wide range of quantitative and qualitative techniques to better interpret trained DRL agents. In particular, I compared the effects of training DRL agents both with and without visual domain randomisation (DR), a popular technique to achieve simulation-to-real transfer, providing a series of tests that can be applied before real-world deployment. One of the major findings is that DR produces more entangled representations within trained DRL agents, indicating quantitatively that they are invariant to nuisance factors associated with the DR process. Additionally, while my environment allowed agents trained without DR to succeed without requiring complex recurrent processing, all agents trained with DR appear to integrate information over time, as evidenced through ablations on the recurrent state.Open Acces

    Bellman's principle of optimality and deep reinforcement learning for time-varying tasks

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    This paper presents the first framework (up to the authors' knowledge) to address time-varying objectives in finite-horizon Deep Reinforcement Learning (DeepRL), based on a switching control solution developed on the ground of Bellman's principle of optimality. By augmenting the state space of the system with information on its visit time, the DeepRL agent is able to solve problems in which its task dynamically changes within the same episode. To address the scalability problems caused by the state space augmentation, we propose a procedure to partition the episode length to define separate sub-problems that are then solved by specialised DeepRL agents. Contrary to standard solutions, with the proposed approach the DeepRL agents correctly estimate the value function at each time-step and are hence able to solve time-varying tasks. Numerical simulations validate the approach in a classic RL environment
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