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Cross-domain imitation learning studies how to leverage expert demonstrations of one agent to train an imitation agent with a different embodiment or morphology. Comparing trajectories and stationary distributions between the expert and imitation agents is challenging because they live on different systems that may not even have the same dimensionality. We propose Gromov-Wasserstein Imitation Learning (GWIL), a method for cross-domain imitation that uses the Gromov-Wasserstein distance to align and compare states between the different spaces of the agents. Our theory formally characterizes the scenarios where GWIL preserves optimality, revealing its possibilities and limitations. We demonstrate the effectiveness of GWIL in non-trivial continuous control domains ranging from simple rigid transformation of the expert domain to arbitrary transformation of the state-action space.

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People readily generalize knowledge to novel domains and stimuli. We present a theory, instantiated in a computational model, based on the idea that cross-domain generalization in humans is a case of analogical inference over structured (i.e., symbolic) relational representations. The model is an extension of the LISA and DORA models of relational inference and learning. The resulting model learns both the content and format (i.e., structure) of relational representations from non-relational inputs without supervision, when augmented with the capacity for reinforcement learning, leverages these representations to learn individual domains, and then generalizes to new domains on the first exposure (i.e., zero-shot learning) via analogical inference. We demonstrate the capacity of the model to learn structured relational representations from a variety of simple visual stimuli, and to perform cross-domain generalization between video games (Breakout and Pong) and between several psychological tasks. We demonstrate that the model's trajectory closely mirrors the trajectory of children as they learn about relations, accounting for phenomena from the literature on the development of children's reasoning and analogy making. The model's ability to generalize between domains demonstrates the flexibility afforded by representing domains in terms of their underlying relational structure, rather than simply in terms of the statistical relations between their inputs and outputs.

Learning rational behaviors in open-world games like Minecraft remains to be challenging for Reinforcement Learning (RL) research due to the compound challenge of partial observability, high-dimensional visual perception and delayed reward. To address this, we propose JueWu-MC, a sample-efficient hierarchical RL approach equipped with representation learning and imitation learning to deal with perception and exploration. Specifically, our approach includes two levels of hierarchy, where the high-level controller learns a policy to control over options and the low-level workers learn to solve each sub-task. To boost the learning of sub-tasks, we propose a combination of techniques including 1) action-aware representation learning which captures underlying relations between action and representation, 2) discriminator-based self-imitation learning for efficient exploration, and 3) ensemble behavior cloning with consistency filtering for policy robustness. Extensive experiments show that JueWu-MC significantly improves sample efficiency and outperforms a set of baselines by a large margin. Notably, we won the championship of the NeurIPS MineRL 2021 research competition and achieved the highest performance score ever.

Current state-of-the-art cross-lingual summarization models employ multi-task learning paradigm, which works on a shared vocabulary module and relies on the self-attention mechanism to attend among tokens in two languages. However, correlation learned by self-attention is often loose and implicit, inefficient in capturing crucial cross-lingual representations between languages. The matter worsens when performing on languages with separate morphological or structural features, making the cross-lingual alignment more challenging, resulting in the performance drop. To overcome this problem, we propose a novel Knowledge-Distillation-based framework for Cross-Lingual Summarization, seeking to explicitly construct cross-lingual correlation by distilling the knowledge of the monolingual summarization teacher into the cross-lingual summarization student. Since the representations of the teacher and the student lie on two different vector spaces, we further propose a Knowledge Distillation loss using Sinkhorn Divergence, an Optimal-Transport distance, to estimate the discrepancy between those teacher and student representations. Due to the intuitively geometric nature of Sinkhorn Divergence, the student model can productively learn to align its produced cross-lingual hidden states with monolingual hidden states, hence leading to a strong correlation between distant languages. Experiments on cross-lingual summarization datasets in pairs of distant languages demonstrate that our method outperforms state-of-the-art models under both high and low-resourced settings.

In real world settings, numerous constraints are present which are hard to specify mathematically. However, for the real world deployment of reinforcement learning (RL), it is critical that RL agents are aware of these constraints, so that they can act safely. In this work, we consider the problem of learning constraints from demonstrations of a constraint-abiding agent's behavior. We experimentally validate our approach and show that our framework can successfully learn the most likely constraints that the agent respects. We further show that these learned constraints are \textit{transferable} to new agents that may have different morphologies and/or reward functions. Previous works in this regard have either mainly been restricted to tabular (discrete) settings, specific types of constraints or assume the environment's transition dynamics. In contrast, our framework is able to learn arbitrary \textit{Markovian} constraints in high-dimensions in a completely model-free setting. The code can be found it: \url{//github.com/shehryar-malik/icrl}.

Imitation learning seeks to circumvent the difficulty in designing proper reward functions for training agents by utilizing expert behavior. With environments modeled as Markov Decision Processes (MDP), most of the existing imitation algorithms are contingent on the availability of expert demonstrations in the same MDP as the one in which a new imitation policy is to be learned. In this paper, we study the problem of how to imitate tasks when there exist discrepancies between the expert and agent MDP. These discrepancies across domains could include differing dynamics, viewpoint, or morphology; we present a novel framework to learn correspondences across such domains. Importantly, in contrast to prior works, we use unpaired and unaligned trajectories containing only states in the expert domain, to learn this correspondence. We utilize a cycle-consistency constraint on both the state space and a domain agnostic latent space to do this. In addition, we enforce consistency on the temporal position of states via a normalized position estimator function, to align the trajectories across the two domains. Once this correspondence is found, we can directly transfer the demonstrations on one domain to the other and use it for imitation. Experiments across a wide variety of challenging domains demonstrate the efficacy of our approach.

Many important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy evaluation and improvement. In this paper, we propose a general framework to reason in a principled way about policy evaluation and improvement over such sampled action subsets. This sample-based policy iteration framework can in principle be applied to any reinforcement learning algorithm based upon policy iteration. Concretely, we propose Sampled MuZero, an extension of the MuZero algorithm that is able to learn in domains with arbitrarily complex action spaces by planning over sampled actions. We demonstrate this approach on the classical board game of Go and on two continuous control benchmark domains: DeepMind Control Suite and Real-World RL Suite.

Optimal transport distances have found many applications in machine learning for their capacity to compare non-parametric probability distributions. Yet their algorithmic complexity generally prevents their direct use on large scale datasets. Among the possible strategies to alleviate this issue, practitioners can rely on computing estimates of these distances over subsets of data, {\em i.e.} minibatches. While computationally appealing, we highlight in this paper some limits of this strategy, arguing it can lead to undesirable smoothing effects. As an alternative, we suggest that the same minibatch strategy coupled with unbalanced optimal transport can yield more robust behavior. We discuss the associated theoretical properties, such as unbiased estimators, existence of gradients and concentration bounds. Our experimental study shows that in challenging problems associated to domain adaptation, the use of unbalanced optimal transport leads to significantly better results, competing with or surpassing recent baselines.

Learning robot objective functions from human input has become increasingly important, but state-of-the-art techniques assume that the human's desired objective lies within the robot's hypothesis space. When this is not true, even methods that keep track of uncertainty over the objective fail because they reason about which hypothesis might be correct, and not whether any of the hypotheses are correct. We focus specifically on learning from physical human corrections during the robot's task execution, where not having a rich enough hypothesis space leads to the robot updating its objective in ways that the person did not actually intend. We observe that such corrections appear irrelevant to the robot, because they are not the best way of achieving any of the candidate objectives. Instead of naively trusting and learning from every human interaction, we propose robots learn conservatively by reasoning in real time about how relevant the human's correction is for the robot's hypothesis space. We test our inference method in an experiment with human interaction data, and demonstrate that this alleviates unintended learning in an in-person user study with a 7DoF robot manipulator.

Many reinforcement-learning researchers treat the reward function as a part of the environment, meaning that the agent can only know the reward of a state if it encounters that state in a trial run. However, we argue that this is an unnecessary limitation and instead, the reward function should be provided to the learning algorithm. The advantage is that the algorithm can then use the reward function to check the reward for states that the agent hasn't even encountered yet. In addition, the algorithm can simultaneously learn policies for multiple reward functions. For each state, the algorithm would calculate the reward using each of the reward functions and add the rewards to its experience replay dataset. The Hindsight Experience Replay algorithm developed by Andrychowicz et al. (2017) does just this, and learns to generalize across a distribution of sparse, goal-based rewards. We extend this algorithm to linearly-weighted, multi-objective rewards and learn a single policy that can generalize across all linear combinations of the multi-objective reward. Whereas other multi-objective algorithms teach the Q-function to generalize across the reward weights, our algorithm enables the policy to generalize, and can thus be used with continuous actions.

Learning compact representation is vital and challenging for large scale multimedia data. Cross-view/cross-modal hashing for effective binary representation learning has received significant attention with exponentially growing availability of multimedia content. Most existing cross-view hashing algorithms emphasize the similarities in individual views, which are then connected via cross-view similarities. In this work, we focus on the exploitation of the discriminative information from different views, and propose an end-to-end method to learn semantic-preserving and discriminative binary representation, dubbed Discriminative Cross-View Hashing (DCVH), in light of learning multitasking binary representation for various tasks including cross-view retrieval, image-to-image retrieval, and image annotation/tagging. The proposed DCVH has the following key components. First, it uses convolutional neural network (CNN) based nonlinear hashing functions and multilabel classification for both images and texts simultaneously. Such hashing functions achieve effective continuous relaxation during training without explicit quantization loss by using Direct Binary Embedding (DBE) layers. Second, we propose an effective view alignment via Hamming distance minimization, which is efficiently accomplished by bit-wise XOR operation. Extensive experiments on two image-text benchmark datasets demonstrate that DCVH outperforms state-of-the-art cross-view hashing algorithms as well as single-view image hashing algorithms. In addition, DCVH can provide competitive performance for image annotation/tagging.

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