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Steven Hansen

Publications and source records attributed to Steven Hansen.

13 recordsLinked to original sources

Gemini Robotics 1.5: Pushing the Frontier of Generalist Robots with Advanced Embodied Reasoning, Thinking, and Motion Transfer

General-purpose robots need a deep understanding of the physical world, advanced reasoning, and general and dexterous control. This report introduces the latest generation of the Gemini Robotics model family: Gemini Robotics 1.5, a multi-embodiment Vision-Language-Action (VLA) model, and Gemini Robotics-ER 1.5, a state-of-the-art Embodied Reasoning (ER) model. We are bringing together three major innovations. First, Gemini Robotics 1.5 features a novel architecture and a Motion Transfer (MT) mechanism, which enables it to learn from heterogeneous, multi-embodiment robot data and makes the VLA more general. Second, Gemini Robotics 1.5 interleaves actions with a multi-level internal reasoning process in natural language. This enables the robot to "think before acting" and notably improves its ability to decompose and execute complex, multi-step tasks, and also makes the robot's behavior more interpretable to the user. Third, Gemini Robotics-ER 1.5 establishes a new state-of-the-art for embodied reasoning, i.e., for reasoning capabilities that are critical for robots, such as visual and spatial understanding, task planning, and progress estimation. Together, this family of models takes us a step towards an era of physical agents-enabling robots to perceive, think and then act so they can solve complex multi-step tasks.

cs.RO

Plasticity as the Mirror of Empowerment

Agents are minimally entities that are influenced by their past observations and act to influence future observations. This latter capacity is captured by empowerment, which has served as a vital framing concept across artificial intelligence and cognitive science. This former capacity, however, is equally foundational: In what ways, and to what extent, can an agent be influenced by what it observes? In this paper, we ground this concept in a universal agent-centric measure that we refer to as plasticity, and reveal a fundamental connection to empowerment. Following a set of desiderata on a suitable definition, we define plasticity using a new information-theoretic quantity we call the generalized directed information. We show that this new quantity strictly generalizes the directed information introduced by Massey (1990) while preserving all of its desirable properties. Under this definition, we find that plasticity is well thought of as the mirror of empowerment: The two concepts are defined using the same measure, with only the direction of influence reversed. Our main result establishes a tension between the plasticity and empowerment of an agent, suggesting that agent design needs to be mindful of both characteristics. We explore the implications of these findings, and suggest that plasticity, empowerment, and their relationship are essential to understanding agency

cs.AI

Agency Is Frame-Dependent

Agency is a system's capacity to steer outcomes toward a goal, and is a central topic of study across biology, philosophy, cognitive science, and artificial intelligence. Determining if a system exhibits agency is a notoriously difficult question: Dennett (1989), for instance, highlights the puzzle of determining which principles can decide whether a rock, a thermostat, or a robot each possess agency. We here address this puzzle from the viewpoint of reinforcement learning by arguing that agency is fundamentally frame-dependent: Any measurement of a system's agency must be made relative to a reference frame. We support this claim by presenting a philosophical argument that each of the essential properties of agency proposed by Barandiaran et al. (2009) and Moreno (2018) are themselves frame-dependent. We conclude that any basic science of agency requires frame-dependence, and discuss the implications of this claim for reinforcement learning.

cs.AI

In-context Reinforcement Learning with Algorithm Distillation

We propose Algorithm Distillation (AD), a method for distilling reinforcement learning (RL) algorithms into neural networks by modeling their training histories with a causal sequence model. Algorithm Distillation treats learning to reinforcement learn as an across-episode sequential prediction problem. A dataset of learning histories is generated by a source RL algorithm, and then a causal transformer is trained by autoregressively predicting actions given their preceding learning histories as context. Unlike sequential policy prediction architectures that distill post-learning or expert sequences, AD is able to improve its policy entirely in-context without updating its network parameters. We demonstrate that AD can reinforcement learn in-context in a variety of environments with sparse rewards, combinatorial task structure, and pixel-based observations, and find that AD learns a more data-efficient RL algorithm than the one that generated the source data.

cs.LG

Uniqueness and Complexity of Inverse MDP Models

What is the action sequence aa'a" that was likely responsible for reaching state s"' (from state s) in 3 steps? Addressing such questions is important in causal reasoning and in reinforcement learning. Inverse "MDP" models p(aa'a"|ss"') can be used to answer them. In the traditional "forward" view, transition "matrix" p(s'|sa) and policy {\pi}(a|s) uniquely determine "everything": the whole dynamics p(as'a's"a"...|s), and with it, the action-conditional state process p(s's"...|saa'a"), the multi-step inverse models p(aa'a"...|ss^i), etc. If the latter is our primary concern, a natural question, analogous to the forward case is to which extent 1-step inverse model p(a|ss') plus policy {\pi}(a|s) determine the multi-step inverse models or even the whole dynamics. In other words, can forward models be inferred from inverse models or even be side-stepped. This work addresses this question and variations thereof, and also whether there are efficient decision/inference algorithms for this.

cs.LG

Wasserstein Distance Maximizing Intrinsic Control

This paper deals with the problem of learning a skill-conditioned policy that acts meaningfully in the absence of a reward signal. Mutual information based objectives have shown some success in learning skills that reach a diverse set of states in this setting. These objectives include a KL-divergence term, which is maximized by visiting distinct states even if those states are not far apart in the MDP. This paper presents an approach that rewards the agent for learning skills that maximize the Wasserstein distance of their state visitation from the start state of the skill. It shows that such an objective leads to a policy that covers more distance in the MDP than diversity based objectives, and validates the results on a variety of Atari environments.

cs.LG

Learning more skills through optimistic exploration

Unsupervised skill learning objectives (Gregor et al., 2016, Eysenbach et al., 2018) allow agents to learn rich repertoires of behavior in the absence of extrinsic rewards. They work by simultaneously training a policy to produce distinguishable latent-conditioned trajectories, and a discriminator to evaluate distinguishability by trying to infer latents from trajectories. The hope is for the agent to explore and master the environment by encouraging each skill (latent) to reliably reach different states. However, an inherent exploration problem lingers: when a novel state is actually encountered, the discriminator will necessarily not have seen enough training data to produce accurate and confident skill classifications, leading to low intrinsic reward for the agent and effective penalization of the sort of exploration needed to actually maximize the objective. To combat this inherent pessimism towards exploration, we derive an information gain auxiliary objective that involves training an ensemble of discriminators and rewarding the policy for their disagreement. Our objective directly estimates the epistemic uncertainty that comes from the discriminator not having seen enough training examples, thus providing an intrinsic reward more tailored to the true objective compared to pseudocount-based methods (Burda et al., 2019). We call this exploration bonus discriminator disagreement intrinsic reward, or DISDAIN. We demonstrate empirically that DISDAIN improves skill learning both in a tabular grid world (Four Rooms) and the 57 games of the Atari Suite (from pixels). Thus, we encourage researchers to treat pessimism with DISDAIN.

cs.LG

Beyond Fine-Tuning: Transferring Behavior in Reinforcement Learning

Designing agents that acquire knowledge autonomously and use it to solve new tasks efficiently is an important challenge in reinforcement learning. Knowledge acquired during an unsupervised pre-training phase is often transferred by fine-tuning neural network weights once rewards are exposed, as is common practice in supervised domains. Given the nature of the reinforcement learning problem, we argue that standard fine-tuning strategies alone are not enough for efficient transfer in challenging domains. We introduce Behavior Transfer (BT), a technique that leverages pre-trained policies for exploration and that is complementary to transferring neural network weights. Our experiments show that, when combined with large-scale pre-training in the absence of rewards, existing intrinsic motivation objectives can lead to the emergence of complex behaviors. These pre-trained policies can then be leveraged by BT to discover better solutions than without pre-training, and combining BT with standard fine-tuning strategies results in additional benefits. The largest gains are generally observed in domains requiring structured exploration, including settings where the behavior of the pre-trained policies is misaligned with the downstream task.

cs.LG

Relative Variational Intrinsic Control

In the absence of external rewards, agents can still learn useful behaviors by identifying and mastering a set of diverse skills within their environment. Existing skill learning methods use mutual information objectives to incentivize each skill to be diverse and distinguishable from the rest. However, if care is not taken to constrain the ways in which the skills are diverse, trivially diverse skill sets can arise. To ensure useful skill diversity, we propose a novel skill learning objective, Relative Variational Intrinsic Control (RVIC), which incentivizes learning skills that are distinguishable in how they change the agent's relationship to its environment. The resulting set of skills tiles the space of affordances available to the agent. We qualitatively analyze skill behaviors on multiple environments and show how RVIC skills are more useful than skills discovered by existing methods when used in hierarchical reinforcement learning.

cs.AI

Generalization of Reinforcement Learners with Working and Episodic Memory

Memory is an important aspect of intelligence and plays a role in many deep reinforcement learning models. However, little progress has been made in understanding when specific memory systems help more than others and how well they generalize. The field also has yet to see a prevalent consistent and rigorous approach for evaluating agent performance on holdout data. In this paper, we aim to develop a comprehensive methodology to test different kinds of memory in an agent and assess how well the agent can apply what it learns in training to a holdout set that differs from the training set along dimensions that we suggest are relevant for evaluating memory-specific generalization. To that end, we first construct a diverse set of memory tasks that allow us to evaluate test-time generalization across multiple dimensions. Second, we develop and perform multiple ablations on an agent architecture that combines multiple memory systems, observe its baseline models, and investigate its performance against the task suite.

cs.LG

Fast Task Inference with Variational Intrinsic Successor Features

It has been established that diverse behaviors spanning the controllable subspace of an Markov decision process can be trained by rewarding a policy for being distinguishable from other policies \citep{gregor2016variational, eysenbach2018diversity, warde2018unsupervised}. However, one limitation of this formulation is generalizing behaviors beyond the finite set being explicitly learned, as is needed for use on subsequent tasks. Successor features \citep{dayan93improving, barreto2017successor} provide an appealing solution to this generalization problem, but require defining the reward function as linear in some grounded feature space. In this paper, we show that these two techniques can be combined, and that each method solves the other's primary limitation. To do so we introduce Variational Intrinsic Successor FeatuRes (VISR), a novel algorithm which learns controllable features that can be leveraged to provide enhanced generalization and fast task inference through the successor feature framework. We empirically validate VISR on the full Atari suite, in a novel setup wherein the rewards are only exposed briefly after a long unsupervised phase. Achieving human-level performance on 14 games and beating all baselines, we believe VISR represents a step towards agents that rapidly learn from limited feedback.

cs.LG

Unsupervised Control Through Non-Parametric Discriminative Rewards

Learning to control an environment without hand-crafted rewards or expert data remains challenging and is at the frontier of reinforcement learning research. We present an unsupervised learning algorithm to train agents to achieve perceptually-specified goals using only a stream of observations and actions. Our agent simultaneously learns a goal-conditioned policy and a goal achievement reward function that measures how similar a state is to the goal state. This dual optimization leads to a co-operative game, giving rise to a learned reward function that reflects similarity in controllable aspects of the environment instead of distance in the space of observations. We demonstrate the efficacy of our agent to learn, in an unsupervised manner, to reach a diverse set of goals on three domains -- Atari, the DeepMind Control Suite and DeepMind Lab.

cs.LG

Fast deep reinforcement learning using online adjustments from the past

We propose Ephemeral Value Adjusments (EVA): a means of allowing deep reinforcement learning agents to rapidly adapt to experience in their replay buffer. EVA shifts the value predicted by a neural network with an estimate of the value function found by planning over experience tuples from the replay buffer near the current state. EVA combines a number of recent ideas around combining episodic memory-like structures into reinforcement learning agents: slot-based storage, content-based retrieval, and memory-based planning. We show that EVAis performant on a demonstration task and Atari games.

cs.LG