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- ShortScience.org is a platform for post-publication discussion aiming to improve accessibility and reproducibility of research ideas.
- The website has 1567 public summaries, mostly in machine learning, written by the community and organized by paper, conference, and year.
- Reading summaries of papers is useful to obtain the perspective and insight of another reader, why they liked or disliked it, and their attempt to demystify complicated sections.
- Also, writing summaries is a good exercise to understand the content of a paper because you are forced to challenge your assumptions when explaining it.
- Finally, you can keep up to date with the flood of research by reading the latest summaries on our Twitter and Facebook pages.

Off-Policy Deep Reinforcement Learning without Exploration

Fujimoto, Scott and Meger, David and Precup, Doina

International Conference on Machine Learning - 2019 via Local Bibsonomy

Keywords: dblp

Fujimoto, Scott and Meger, David and Precup, Doina

International Conference on Machine Learning - 2019 via Local Bibsonomy

Keywords: dblp

[link]
Interacting with the environment comes sometimes at a high cost, for example in high stake scenarios like health care or teaching. Thus instead of learning online, we might want to learn from a fixed buffer $B$ of transitions, which is filled in advance from a behavior policy. The authors show that several so called off-policy algorithms, like DQN and DDPG fail dramatically in this pure off-policy setting. They attribute this to the extrapolation error, which occurs in the update of a value estimate $Q(s,a)$, where the target policy selects an unfamiliar action $\pi(s')$ such that $(s', \pi(s'))$ is unlikely or not present in $B$. Extrapolation error is caused by the mismatch between the true state-action visitation distribution of the current policy and the state-action distribution in $B$ due to: - state-action pairs (s,a) missing in $B$, resulting in arbitrarily bad estimates of $Q_{\theta}(s, a)$ without sufficient data close to (s,a). - the finiteness of the batch of transition tuples $B$, leading to a biased estimate of the transition dynamics in the Bellman operator $T^{\pi}Q(s,a) \approx \mathbb{E}_{\boldsymbol{s' \sim B}}\left[r + \gamma Q(s', \pi(s')) \right]$ - transitions are sampled uniformly from $B$, resulting in a loss weighted w.r.t the frequency of data in the batch: $\frac{1}{\vert B \vert} \sum_{\boldsymbol{(s, a, r, s') \sim B}} \Vert r + \gamma Q(s', \pi(s')) - Q(s, a)\Vert^2$ The proposed algorithm Batch-Constrained deep Q-learning (BCQ) aims to choose actions that: 1. minimize distance of taken actions to actions in the batch 2. lead to states contained in the buffer 3. maximizes the value function, where 1. is prioritized over the other two goals to mitigate the extrapolation error. Their proposed algorithm (for continuous environments) consists informally of the following steps that are repeated at each time $t$: 1. update generator model of the state conditional marginal likelihood $P_B^G(a \vert s)$ 2. sample n actions form the generator model 3. perturb each of the sampled actions to lie in a range $\left[-\Phi, \Phi \right]$ 4. act according to the argmax of respective Q-values of perturbed actions 5. update value function The experiments considers Mujoco tasks with four scenarios of batch data creation: - 1 million time steps from training a DDPG agent with exploration noise $\mathcal{N}(0,0.5)$ added to the action.This aims for a diverse set of states and actions. - 1 million time steps from training a DDPG agent with an exploration noise $\mathcal{N}(0,0.1)$ added to the actions as behavior policy. The batch-RL agent and the behavior DDPG are trained concurrently from the same buffer. - 1 million transitions from rolling out a already trained DDPG agent - 100k transitions from a behavior policy that acts with probability 0.3 randomly and follows otherwise an expert demonstration with added exploration noise $\mathcal{N}(0,0.3)$ I like the fourth choice of behavior policy the most as this captures high stake scenarios like education or medicine the closest, in which training data would be acquired by human experts that are by the nature of humans not optimal but significantly better than learning from scratch. The proposed BCQ algorithm is the only algorithm that is successful across all experiments. It matches or outperforms the behavior policy. Evaluation of the value estimates showcases unstable and diverging value estimates for all algorithms but BCQ that exhibits a stable value function. The paper outlines a very important issue that needs to be tackled in order to use reinforcement learning in real world applications. |

Benchmarking Batch Deep Reinforcement Learning Algorithms

Scott Fujimoto and Edoardo Conti and Mohammad Ghavamzadeh and Joelle Pineau

arXiv e-Print archive - 2019 via Local arXiv

Keywords: cs.LG, cs.AI, stat.ML

**First published:** 2019/10/03 (3 years ago)

**Abstract:** Widely-used deep reinforcement learning algorithms have been shown to fail in
the batch setting--learning from a fixed data set without interaction with the
environment. Following this result, there have been several papers showing
reasonable performances under a variety of environments and batch settings. In
this paper, we benchmark the performance of recent off-policy and batch
reinforcement learning algorithms under unified settings on the Atari domain,
with data generated by a single partially-trained behavioral policy. We find
that under these conditions, many of these algorithms underperform DQN trained
online with the same amount of data, as well as the partially-trained
behavioral policy. To introduce a strong baseline, we adapt the
Batch-Constrained Q-learning algorithm to a discrete-action setting, and show
it outperforms all existing algorithms at this task.
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Scott Fujimoto and Edoardo Conti and Mohammad Ghavamzadeh and Joelle Pineau

arXiv e-Print archive - 2019 via Local arXiv

Keywords: cs.LG, cs.AI, stat.ML

[link]
The authors propose a unified setting to evaluate the performance of batch reinforcement learning algorithms. The proposed benchmark is discrete and based on the popular Atari Domain. The authors review and benchmark several current batch RL algorithms against a newly introduced version of BCQ (Batch Constrained Deep Q Learning) for discrete environments. https://i.imgur.com/zrCZ173.png Note in line 5 that the policy chooses actions with a restricted argmax operation, eliminating actions that have not enough support in the batch. One of the key difficulties in batch-RL is the divergence of value estimates. In this paper the authors use Double DQN, which means actions are selected with a value net $Q_{\theta}$ and the policy evaluation is done with a target network $Q_{\theta'}$ (line 6). **How is the batch created?** A partially trained DQN-agent (trained online for 10mio steps, aka 40mio frames) is used as behavioral policy to collect a batch $B$ containing 10mio transitions. The DQN agent uses either with probability 0.8 an $\epsilon=0.2$ and with probability 0.2 an $\epsilon = 0.001$. The batch RL agents are trained on this batch for 10mio steps and evaluated every 50k time steps for 10 episodes. This process of batch creation differs from the settings used in other papers in i) having only a single behavioral policy, ii) the batch size and iii) the proficiency level of the batch policy. The experiments, performed on the arcade learning environment include DQN, REM, QR-DQN, KL-Control, BCQ, OnlineDQN and Behavioral Cloning and show that: - for conventional RL algorithms distributional algorithms (QR-DQN) outperform the plain algorithms (DQN) - batch RL algorithms perform better than conventional algorithms with BCQ outperforming every other algorithm in every tested game In addition to the return the authors plot the value estimates for the Q-networks. A drop in performance corresponds in all cases to a divergence (up or down) in value estimates. The paper is an important contribution to the debate about what is the right setting to evaluate batch RL algorithms. It remains however to be seen if the proposed choice of i) a single behavior policy, ii) the batch size and iii) quality level of the behavior policy will be accepted as standard. Further work is in any case required to decide upon a benchmark for continuous domains. |

The Pitfalls of Simplicity Bias in Neural Networks

Shah, Harshay and Tamuly, Kaustav and Raghunathan, Aditi and Jain, Prateek and Netrapalli, Praneeth

arXiv e-Print archive - 2020 via Local Bibsonomy

Keywords: dblp

Shah, Harshay and Tamuly, Kaustav and Raghunathan, Aditi and Jain, Prateek and Netrapalli, Praneeth

arXiv e-Print archive - 2020 via Local Bibsonomy

Keywords: dblp

[link]
This is an interesting paper that makes a fairly radical claim, and I haven't fully decided whether what they find is an interesting-but-rare corner case, or a more fundamental weakness in the design of neural nets. The claim is: neural nets prefer learning simple features, even if there exist complex features that are equally or more predictive, and even if that means learning a classifier with a smaller margin - where margin means "the distance between the decision boundary and the nearest-by data". A large-margin classifier is preferable in machine learning because the larger the margin, the larger the perturbation that would have to be made - by an adversary, or just by the random nature of the test set - to trigger misclassification. https://i.imgur.com/PJ6QB6h.png This paper defines simplicity and complexity in a few ways. In their simulated datasets, a feature is simpler when the decision boundary along that axis requires fewer piecewise linear segments to separate datapoints. (In the example above, note that having multiple alternating blocks still allows for linear separation, but with a higher piecewise linear requirement). In their datasets that concatenate MNIST and CIFAR images, the MNIST component represents the simple feature. The authors then test which models use which features by training a model with access to all of the features - simple and complex - and then testing examples where one set of features is sampled in alignment with the label, and one set of features is sampled randomly. If the features being sampled randomly are being used by the model, perturbing them like this should decrease the test performance of the model. For the simulated datasets, a fully connected network was used; for the MNIST/CIFAR concatenation, a variety of different image classification convolutional architectures were tried. The paper finds that neural networks will prefer to use the simpler feature to the complete exclusion of more complex features, even if the complex feature is slightly more predictive (can achieve 100 vs 95% separation). The authors go on to argue that what they call this Extreme Simplicity Bias, or Extreme SB, might actually explain some of the observed pathologies in neural nets, like relying on spurious features or being subject to adversarial perturbations. They claim that spurious features - like background color or texture - will tend to be simpler, and that their theory explains networks' reliance on them. Additionally, relying completely or predominantly on single features means that a perturbation along just that feature can substantially hurt performance, as opposed to a network using multiple features, all of which must be perturbed to hurt performance an equivalent amount. As I mentioned earlier, I feel like I'd need more evidence before I was strongly convinced by the claims made in this paper, but they are interestingly provocative. On a broader level, I think a lot of the difficulties in articulating why we expect simpler features to perform well come from an imprecision in thinking in language around the idea - we think of complex features as inherently brittle and high-dimensional, but this paper makes me wonder how well our existing definitions of simplicity actually match those intuitions. |

Stabilizing Off-Policy Q-Learning via Bootstrapping Error Reduction

Kumar, Aviral and Fu, Justin and Soh, Matthew and Tucker, George and Levine, Sergey

Neural Information Processing Systems Conference - 2019 via Local Bibsonomy

Keywords: dblp

Kumar, Aviral and Fu, Justin and Soh, Matthew and Tucker, George and Levine, Sergey

Neural Information Processing Systems Conference - 2019 via Local Bibsonomy

Keywords: dblp

[link]
Kumar et al. propose an algorithm to learn in batch reinforcement learning (RL), a setting where an agent learns purely form a fixed batch of data, $B$, without any interactions with the environments. The data in the batch is collected according to a batch policy $\pi_b$. Whereas most previous methods (like BCQ) constrain the learned policy to stay close to the behavior policy, Kumar et al. propose bootstrapping error accumulation reduction (BEAR), which constrains the newly learned policy to place some probability mass on every non negligible action. The difference is illustrated in the picture from the BEAR blog post: https://i.imgur.com/zUw7XNt.png The behavior policy is in both images the dotted red line, the left image shows the policy matching where the algorithm is constrained to the purple choices, while the right image shows the support matching. **Theoretical Contribution:** The paper analysis formally how the use of out-of-distribution actions to compute the target in the Bellman equation influences the back-propagated error. Firstly a distribution constrained backup operator is defined as $T^{\Pi}Q(s,a) = \mathbb{E}[R(s,a) + \gamma \max_{\pi \in \Pi} \mathbb{E}_{P(s' \vert s,a)} V(s')]$ and $V(s) = \max_{\pi \in \Pi} \mathbb{E}_{\pi}[Q(s,a)]$ which considers only policies $\pi \in \Pi$. It is possible that the optimal policy $\pi^*$ is not contained in the policy set $\Pi$, thus there is a suboptimallity constant $\alpha (\Pi) = \max_{s,a} \vert \mathcal{T}^{\Pi}Q^{*}(s,a) - \mathcal{T}Q^{*}(s,a) ]\vert $ which captures how far $\pi^{*}$ is from $\Pi$. Letting $P^{\pi_i}$ be the transition-matrix when following policy $\pi_i$, $\rho_0$ the state marginal distribution of the training data in the batch and $\pi_1, \dots, \pi_k \in \Pi $. The error analysis relies upon a concentrability assumption $\rho_0 P^{\pi_1} \dots P^{\pi_k} \leq c(k)\mu(s)$, with $\mu(s)$ the state marginal. Note that $c(k)$ might be infinite if the support of $\Pi$ is not contained in the state marginal of the batch. Using the coefficients $c(k)$ a concentrability coefficient is defined as: $C(\Pi) = (1-\gamma)^2\sum_{k=1}^{\infty}k \gamma^{k-1}c(k).$ The concentrability takes values between 1 und $\infty$, where 1 corresponds to the case that the batch data were collected by $\pi$ and $\Pi = \{\pi\}$ and $\infty$ to cases where $\Pi$ has support outside of $\pi$. Combining this Kumar et a. get a bound of the Bellman error for distribution constrained value iteration with the constrained Bellman operator $T^{\Pi}$: $\lim_{k \rightarrow \infty} \mathbb{E}_{\rho_0}[\vert V^{\pi_k}(s)- V^{*}(s)] \leq \frac{\gamma}{(1-\gamma^2)} [C(\Pi) \mathbb{E}_{\mu}[\max_{\pi \in \Pi}\mathbb{E}_{\pi}[\delta(s,a)] + \frac{1-\gamma}{\gamma}\alpha(\Pi) ] ]$, where $\delta(s,a)$ is the Bellman error. This presents the inherent batch RL trade-off between keeping policies close to the behavior policy of the batch (captured by $C(\Pi)$ and keeping $\Pi$ sufficiently large (captured by $\alpha(\Pi)$). It is finally proposed to use support sets to construct $\Pi$, that is $\Pi_{\epsilon} = \{\pi \vert \pi(a \vert s)=0 \text{ whenever } \beta(a \vert s) < \epsilon \}$. This amounts to the set of all policies that place probability on all non-negligible actions of the behavior policy. For this particular choice of $\Pi = \Pi_{\epsilon}$ the concentrability coefficient can be bounded. **Algorithm**: The algorithm has an actor critic style, where the Q-value to update the policy is taken to be the minimum over the ensemble. The support constraint to place at least some probability mass on every non negligible action from the batch is enforced via sampled MMD. The proposed algorithm is a member of the policy regularized algorithms as the policy is updated to optimize: $\pi_{\Phi} = \max_{\pi} \mathbb{E}_{s \sim B} \mathbb{E}_{a \sim \pi(\cdot \vert s)} [min_{j = 1 \dots, k} Q_j(s,a)] s.t. \mathbb{E}_{s \sim B}[MMD(D(s), \pi(\cdot \vert s))] \leq \epsilon$ The Bellman target to update the Q-functions is computed as the convex combination of minimum and maximum of the ensemble. **Experiments** The experiments use the Mujoco environments Halfcheetah, Walker, Hopper and Ant. Three scenarios of batch collection, always consisting of 1Mio. samples, are considered: - completely random behavior policy - partially trained behavior policy - optimal policy as behavior policy The experiments confirm that BEAR outperforms other off-policy methods like BCQ or KL-control. The ablations show further that the choice of MMD is crucial as it is sometimes on par and sometimes substantially better than choosing KL-divergence. |

Nerfies: Deformable Neural Radiance Fields

Keunhong Park and Utkarsh Sinha and Jonathan T. Barron and Sofien Bouaziz and Dan B Goldman and Steven M. Seitz and Ricardo Martin-Brualla

arXiv e-Print archive - 2020 via Local arXiv

Keywords: cs.CV, cs.GR

**First published:** 2022/12/10 (just now)

**Abstract:** We present the first method capable of photorealistically reconstructing
deformable scenes using photos/videos captured casually from mobile phones. Our
approach augments neural radiance fields (NeRF) by optimizing an additional
continuous volumetric deformation field that warps each observed point into a
canonical 5D NeRF. We observe that these NeRF-like deformation fields are prone
to local minima, and propose a coarse-to-fine optimization method for
coordinate-based models that allows for more robust optimization. By adapting
principles from geometry processing and physical simulation to NeRF-like
models, we propose an elastic regularization of the deformation field that
further improves robustness. We show that our method can turn casually captured
selfie photos/videos into deformable NeRF models that allow for photorealistic
renderings of the subject from arbitrary viewpoints, which we dub "nerfies." We
evaluate our method by collecting time-synchronized data using a rig with two
mobile phones, yielding train/validation images of the same pose at different
viewpoints. We show that our method faithfully reconstructs non-rigidly
deforming scenes and reproduces unseen views with high fidelity.
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Keunhong Park and Utkarsh Sinha and Jonathan T. Barron and Sofien Bouaziz and Dan B Goldman and Steven M. Seitz and Ricardo Martin-Brualla

arXiv e-Print archive - 2020 via Local arXiv

Keywords: cs.CV, cs.GR

[link]
This summary builds substantially on my summary of NERFs, so if you haven't yet read that, I recommend doing so first! The idea of a NERF is learn a neural network that represents a 3D scene, and from which you can, once the model is trained, sample an image of that scene from any desired angle. This involves structuring your neural network as a function that predicts the RGB color and density/opacity for a given point in 3D space (x, y, z), from a given viewing angle (theta, phi). With such a function, you can generate predictions of what images taken from certain angles would look like by sampling along a viewing ray, and integrating the combined hue and opacity into an aggregated view. This prediction can then be compared to a true image taken from that direction, and gradients passed backwards into the prediction model. An important assumption of this model is that the scene being photographed is static; specifically, that every point in space is always inhabited by the same part of the 3D object, regardless of what angle it's viewed from. This is a reasonable assumption for photos of inanimate objects, or of humans in highly controlled lab settings, but it is often not true for humans when you, say, ask them to take a selfie video of themselves. Even if they're trying to keep roughly still, there will be slight shifts in the location and position of their head between frames, and the authors of this paper show that this can lead to strange artifacts if you naively try to train a NERF from the images (including a particularly odd one where it hallucinates tiny copies of the image in the air surrounding the face). https://i.imgur.com/IUVh6uM.png The fix proposed by this paper is to apply a learnable deformation field to each image, where the notion is to deform each view into being in one canonical position (fixed per network, since, again, one network corresponds to a single scene). This means that, along with learning the parameters of the NERF itself, you're also learning what deformation to apply to each training image to get it into this canonical position. This is done by parametrizing the deformation in a particular way, and then having that deformation be conditioned by a latent vector that's trained similar to how you'd train an embedding (one learned vector per image example). The parametrization of the deformation is honestly a little bit over my head, given my lack of grounding in 3D modeling, but my general sense is that it applies some constraints and regularization to ensure that the learned deformations are realistic, insofar as humans are mostly rigid (one patch of skin on my forehead generally doesn't move except in concordance with the rest of my forehead), but with some possibility for elasticity (skin can stretch if I, say, smile). The authors also include an annealing scheme whereby, early in training, the model focuses on learning course (large-scale) deformations, and later in training, it's allowed to also learn weights for more precise deformations. This is to hopefully match macro-scale shifts before adding the noise of precise changes. This addition of a learned deformation is most of the contribution of this method: with it applied, they show that they're able to learn realistic NERFs from selfies, which they term "NERFIES". They mention a few pieces of concurrent work that try to solve the same problem of non-static human subjects in different ways, but I haven't had a chance to read those, so I can't really comment on how NERFIES stacks up to alternate approaches, but it appears to be as least one empirically convincing solution to the problem it's aiming at. |

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