Ian Fischer
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PI-QT-Opt: Predictive Information Improves Multi-Task Robotic Reinforcement Learning at Scale
Adrian Li
Paul Wohlhart
Yao Lu
Conference on Robot Learning (CoRL) (2022)
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The predictive information, the mutual information between the past and future, has been shown to be a useful representation learning auxiliary loss for training reinforcement learning agents, as the ability to model what will happen next is critical to success on many control tasks. While existing studies are largely restricted to training specialist agents on single-task settings in simulation, in this work, we study modeling the predictive information for robotic agents and its importance for general-purpose agents that are trained to master a large repertoire of diverse skills from large amounts of data. Specifically, we introduce Predictive Information QT-Opt (PI-QT-Opt), a QT-Opt agent augmented with an auxiliary loss that learns representations of the predictive information to solve up to 297 vision-based robot manipulation tasks in simulation and the real world with a single set of parameters. We demonstrate that modeling the predictive information significantly improves success rates on the training tasks and leads to better zero-shot transfer to unseen novel tasks. Finally, we evaluate PI-QT-Opt on real robots, achieving substantial and consistent improvement over QT-Opt in multiple experimental settings of varying environments, skills, and multi-task configurations.
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Deep Hierarchical Planning from Pixels
Danijar Hafner
Pieter Abbeel
Advances in Neural Information Processing Systems (NeurIPS) (2022)
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Intelligent agents need to select long sequences of actions to solve complex tasks. While humans easily break down tasks into subgoals and reach them through millions of muscle commands, current artificial intelligence is limited to tasks with horizons of a few hundred decisions, despite large compute budgets. Research on hierarchical reinforcement learning aims to overcome this limitation but has proven to be challenging, current methods rely on manually specified goal spaces or subtasks, and no general solution exists. We introduce Director, a practical method for learning hierarchical behaviors directly from pixels by planning inside the latent space of a learned world model. The high-level policy maximizes task and exploration rewards by selecting latent goals and the low-level policy learns to achieve the goals. Despite operating in latent space, the decisions are interpretable because the world model can decode goals into images for visualization. Director outperforms exploration methods on tasks with sparse rewards, including 3D maze traversal with a quadruped robot from an egocentric camera and proprioception, without access to the global position or top-down view that was used by prior work. Director also learns successful behaviors across a wide range of environments, including visual control, Atari games, and DMLab levels.
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Multi-Game Decision Transformers
Ofir Nachum
Sherry Yang
Daniel Freeman
Winnie Xu
Eric Victor Jang
Henryk Witold Michalewski
Igor Mordatch
Advances in Neural Information Processing Systems (NeurIPS) (2022)
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A longstanding goal of the field of AI is a strategy for compiling diverse experience into a highly capable, generalist agent. 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. Additional information, videos and code can be seen at: http://sites.google.com/view/multi-game-transformers
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An Empirical Investigation of Representation Learning for Imitation
Xin Chen
Sam Toyer
Cody Wild
Scott Emmons
Satyan Alex
Steven Wang
Ping Luo
Stuart Russell
Pieter Abbeel
Rohin Shah
Advances in Neural Information Processing Systems (NeurIPS) (2021)
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Imitation learning often needs a large demonstration set in order to handle the full range of situations that an agent might find itself in during deployment. However, collecting expert demonstrations can be expensive. Recent work in vision, reinforcement learning, and NLP has shown that auxiliary representation learning objectives can reduce the need for large amounts of expensive, task-specific data. Our Empirical Investigation of Representation Learning for Imitation (EIRLI) investigates whether similar benefits apply to imitation learning. We propose a modular framework for constructing representation learning algorithms, then use our framework to evaluate the utility of representation learning for imitation across several environment suites. In the settings we evaluate, we find that existing algorithms for image-based representation learning provide limited value relative to a well-tuned baseline with image augmentations. To explain this result, we investigate differences between imitation learning and other settings where representation learning has provided significant benefit, such as image classification. Finally, we release a well-documented codebase which both replicates our findings and provides a modular framework for creating new representation learning algorithms out of reusable components.
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Compressive Visual Representations
Anurag Arnab
John Canny
Advances in Neural Information Processing Systems (NeurIPS) (2021)
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Learning effective visual representations that generalize well without human supervision is a fundamental problem in order to apply Machine Learning to a wide variety of tasks. Recently, two families of self-supervised methods, contrastive learning and latent bootstrapping, exemplified by SimCLR and BYOL respectively, have made significant progress. In this work, we hypothesize that adding explicit information compression to these algorithms yields better and more robust representations. We verify this by developing SimCLR and BYOL formulations compatible with the Conditional Entropy Bottleneck (CEB) objective, allowing us to both measure and control the amount of compression in the learned representation, and observe their impact on downstream tasks. Furthermore, we explore the relationship between Lipschitz continuity and compression, showing a tractable lower bound on the Lipschitz constant of the encoders we learn. As Lipschitz continuity is closely related to robustness, this provides a new explanation for why compressed models are more robust. Our experiments confirm that adding compression to SimCLR and BYOL significantly improves linear evaluation accuracies and model robustness across a wide range of domain shifts. In particular, the compressed version of BYOL achieves 76.0% Top-1 linear evaluation accuracy on ImageNet with ResNet-50, and 78.8% with ResNet-50 2x.
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An Unsupervised Information-Theoretic Perceptual Quality Metric
Sangnie Bhardwaj
Advances in Neural Information Processing Systems 33 (2020)
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Tractable models of human perception have proved to be challenging to build. Hand-designed models such as MS-SSIM remain popular predictors of human image quality judgements due to their simplicity and speed. Recent modern deep learning approaches can perform better, but they rely on supervised data which can be costly to gather: large sets of class labels such as ImageNet, image quality ratings, or both. We combine recent advances in information-theoretic objective functions with a computational architecture informed by the physiology of the human visual system and unsupervised training on pairs of video frames, yielding our Perceptual Information Metric (PIM). We show that PIM is competitive with supervised metrics on the recent and challenging BAPPS image quality assessment dataset and outperforms them in predicting the ranking of image compression methods in CLIC 2020. We also perform qualitative experiments using the ImageNet-C dataset, and establish that PIM is robust with respect to architectural details.
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Predictive Information Accelerates Learning in RL
Anthony Liu
Yijie Guo
Honglak Lee
John Canny
Advances in Neural Information Processing Systems (2020), pp. 11890-11901
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The Predictive Information is the mutual information between the past and the future, I(X_past; X_future). We hypothesize that capturing the predictive information is useful in RL, since the ability to model what will happen next is necessary for success on many tasks. To test our hypothesis, we train Soft Actor-Critic (SAC) agents from pixels with an auxiliary task that learns a compressed representation of the predictive information of the RL environment dynamics using a contrastive version of the Conditional Entropy Bottleneck (CEB) objective. We refer to these as Predictive Information SAC (PI-SAC) agents. We show that PI-SAC agents can substantially improve sample efficiency over challenging baselines on tasks from the DM Control suite of continuous control environments. We evaluate PI-SAC agents by comparing against uncompressed PI-SAC agents, other compressed and uncompressed agents, and SAC agents directly trained from pixels. Our implementation is given on GitHub.
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A new method for learning image attention masks in a semi-supervised setting based on the Information Bottleneck principle is proposed. Provided with a set of labeled images, the mask generation model is minimizing mutual information between the input and the masked image while maximizing the mutual information between the same masked image and the image label. In contrast with other approaches, our attention model produces a boolean rather than a continuous mask thus entirely concealing information from masked-out pixels. Using a set of synthetic datasets based on MNIST and CIFAR10 and a SVHN dataset, we demonstrate that our method can successfully attend to features defining the image class. We also discuss potential drawbacks of our methods and propose a mask randomization technique to alleviate one of them.
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Learning Latent Dynamics for Planning from Pixels
Danijar Hafner
Timothy Lillicrap
David Ha
Honglak Lee
James Davidson
International Conference on Machine Learning (2019)
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Planning has been very successful for control tasks with known environment dynamics. To leverage planning in unknown environments, the agent needs to learn the dynamics from interactions with the world. However, learning dynamics models that are accurate enough for planning has been a long-standing challenge, especially in image-based domains. We propose the Deep Planning Network (PlaNet), a purely model-based agent that learns the environment dynamics from images and chooses actions through fast online planning in latent space. To achieve high performance, the dynamics model must accurately predict the rewards ahead for multiple time steps. We approach this using a latent dynamics model with both deterministic and stochastic transition components. Moreover, we propose a multi-step variational inference objective that we name latent overshooting. Using only pixel observations, our agent solves continuous control tasks with contact dynamics, partial observability, and sparse rewards, which exceed the difficulty of tasks that were previously solved by planning with learned models. PlaNet uses substantially fewer episodes and reaches final performance close to and sometimes higher than strong model-free algorithms.
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With the rapidly increasing popularity of deep neural networks
for image recognition tasks, a parallel interest in generating
adversarial examples to attack the trained models has
arisen. To date, these approaches have involved either directly
computing gradients with respect to the image pixels or directly
solving an optimization on the image pixels. We generalize
this pursuit in a novel direction: can a separate network
be trained to efficiently attack another fully trained network?
We demonstrate that it is possible, and that the generated
attacks yield startling insights into the weaknesses of
the target network. We call such a network an Adversarial
Transformation Network (ATN). ATNs transform any input
into an adversarial attack on the target network, while being
minimally perturbing to the original inputs and the target network’s
outputs. Further, we show that ATNs are capable of
not only causing the target network to make an error, but can
be constructed to explicitly control the type of misclassification
made. We demonstrate ATNs on both simple MNIST digit
classifiers and state-of-the-art ImageNet classifiers deployed
by Google, Inc.: Inception ResNet-v2.
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