Abstract:Intrinsic motivation (IM) and reward shaping are common methods for guiding the exploration of reinforcement learning (RL) agents by adding pseudo-rewards. Designing these rewards is challenging, however, and they can counter-intuitively harm performance. To address this, we characterize them as reward shaping in Bayes-Adaptive Markov Decision Processes (BAMDPs), which formalizes the value of exploration by formulating the RL process as updating a prior over possible MDPs through experience. RL algorithms can be viewed as BAMDP policies; instead of attempting to find optimal algorithms by solving BAMDPs directly, we use it at a theoretical framework for understanding how pseudo-rewards guide suboptimal algorithms. By decomposing BAMDP state value into the value of the information collected plus the prior value of the physical state, we show how psuedo-rewards can help by compensating for RL algorithms' misestimation of these two terms, yielding a new typology of IM and reward shaping approaches. We carefully extend the potential-based shaping theorem to BAMDPs to prove that when pseudo-rewards are BAMDP Potential-based shaping Functions (BAMPFs), they preserve optimal, or approximately optimal, behavior of RL algorithms; otherwise, they can corrupt even optimal learners. We finally give guidance on how to design or convert existing pseudo-rewards to BAMPFs by expressing assumptions about the environment as potential functions on BAMDP states.
Abstract:Cooperative Multi-Agent Reinforcement Learning (MARL) algorithms, trained only to optimize task reward, can lead to a concentration of power where the failure or adversarial intent of a single agent could decimate the reward of every agent in the system. In the context of teams of people, it is often useful to explicitly consider how power is distributed to ensure no person becomes a single point of failure. Here, we argue that explicitly regularizing the concentration of power in cooperative RL systems can result in systems which are more robust to single agent failure, adversarial attacks, and incentive changes of co-players. To this end, we define a practical pairwise measure of power that captures the ability of any co-player to influence the ego agent's reward, and then propose a power-regularized objective which balances task reward and power concentration. Given this new objective, we show that there always exists an equilibrium where every agent is playing a power-regularized best-response balancing power and task reward. Moreover, we present two algorithms for training agents towards this power-regularized objective: Sample Based Power Regularization (SBPR), which injects adversarial data during training; and Power Regularization via Intrinsic Motivation (PRIM), which adds an intrinsic motivation to regulate power to the training objective. Our experiments demonstrate that both algorithms successfully balance task reward and power, leading to lower power behavior than the baseline of task-only reward and avoid catastrophic events in case an agent in the system goes off-policy.
Abstract:In recent years there has been a tremendous surge in the general capabilities of AI systems, mainly fuelled by training foundation models on internetscale data. Nevertheless, the creation of openended, ever self-improving AI remains elusive. In this position paper, we argue that the ingredients are now in place to achieve openendedness in AI systems with respect to a human observer. Furthermore, we claim that such open-endedness is an essential property of any artificial superhuman intelligence (ASI). We begin by providing a concrete formal definition of open-endedness through the lens of novelty and learnability. We then illustrate a path towards ASI via open-ended systems built on top of foundation models, capable of making novel, humanrelevant discoveries. We conclude by examining the safety implications of generally-capable openended AI. We expect that open-ended foundation models will prove to be an increasingly fertile and safety-critical area of research in the near future.
Abstract:We introduce Genie, the first generative interactive environment trained in an unsupervised manner from unlabelled Internet videos. The model can be prompted to generate an endless variety of action-controllable virtual worlds described through text, synthetic images, photographs, and even sketches. At 11B parameters, Genie can be considered a foundation world model. It is comprised of a spatiotemporal video tokenizer, an autoregressive dynamics model, and a simple and scalable latent action model. Genie enables users to act in the generated environments on a frame-by-frame basis despite training without any ground-truth action labels or other domain-specific requirements typically found in the world model literature. Further the resulting learned latent action space facilitates training agents to imitate behaviors from unseen videos, opening the path for training generalist agents of the future.
Abstract:In 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 are 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.
Abstract:Unsupervised environment design (UED) is a form of automatic curriculum learning for training robust decision-making agents to zero-shot transfer into unseen environments. Such autocurricula have received much interest from the RL community. However, UED experiments, based on CPU rollouts and GPU model updates, have often required several weeks of training. This compute requirement is a major obstacle to rapid innovation for the field. This work introduces the minimax library for UED training on accelerated hardware. Using JAX to implement fully-tensorized environments and autocurriculum algorithms, minimax allows the entire training loop to be compiled for hardware acceleration. To provide a petri dish for rapid experimentation, minimax includes a tensorized grid-world based on MiniGrid, in addition to reusable abstractions for conducting autocurricula in procedurally-generated environments. With these components, minimax provides strong UED baselines, including new parallelized variants, which achieve over 120$\times$ speedups in wall time compared to previous implementations when training with equal batch sizes. The minimax library is available under the Apache 2.0 license at https://github.com/facebookresearch/minimax.
Abstract:A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.
Abstract:To optimally coordinate with others in cooperative games, it is often crucial to have information about one's collaborators: successful driving requires understanding which side of the road to drive on. However, not every feature of collaborators is strategically relevant: the fine-grained acceleration of drivers may be ignored while maintaining optimal coordination. We show that there is a well-defined dichotomy between strategically relevant and irrelevant information. Moreover, we show that, in dynamic games, this dichotomy has a compact representation that can be efficiently computed via a Bellman backup operator. We apply this algorithm to analyze the strategically relevant information for tasks in both a standard and a partially observable version of the Overcooked environment. Theoretical and empirical results show that our algorithms are significantly more efficient than baselines. Videos are available at https://minknowledge.github.io.
Abstract:Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.
Abstract:Adaptive 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.