Models, code, and papers for "Matthew Botvinick":

Structure Learning in Motor Control:A Deep Reinforcement Learning Model

Jul 13, 2017
Ari Weinstein, Matthew M. Botvinick

Motor adaptation displays a structure-learning effect: adaptation to a new perturbation occurs more quickly when the subject has prior exposure to perturbations with related structure. Although this `learning-to-learn' effect is well documented, its underlying computational mechanisms are poorly understood. We present a new model of motor structure learning, approaching it from the point of view of deep reinforcement learning. Previous work outside of motor control has shown how recurrent neural networks can account for learning-to-learn effects. We leverage this insight to address motor learning, by importing it into the setting of model-based reinforcement learning. We apply the resulting processing architecture to empirical findings from a landmark study of structure learning in target-directed reaching (Braun et al., 2009), and discuss its implications for a wider range of learning-to-learn phenomena.

* 39th Annual Meeting of the Cognitive Science Society, to appear 

  Click for Model/Code and Paper
One-shot Learning with Memory-Augmented Neural Networks

May 19, 2016
Adam Santoro, Sergey Bartunov, Matthew Botvinick, Daan Wierstra, Timothy Lillicrap

Despite recent breakthroughs in the applications of deep neural networks, one setting that presents a persistent challenge is that of "one-shot learning." Traditional gradient-based networks require a lot of data to learn, often through extensive iterative training. When new data is encountered, the models must inefficiently relearn their parameters to adequately incorporate the new information without catastrophic interference. Architectures with augmented memory capacities, such as Neural Turing Machines (NTMs), offer the ability to quickly encode and retrieve new information, and hence can potentially obviate the downsides of conventional models. Here, we demonstrate the ability of a memory-augmented neural network to rapidly assimilate new data, and leverage this data to make accurate predictions after only a few samples. We also introduce a new method for accessing an external memory that focuses on memory content, unlike previous methods that additionally use memory location-based focusing mechanisms.

* 13 pages, 8 figures 

  Click for Model/Code and Paper
Is coding a relevant metaphor for building AI? A commentary on "Is coding a relevant metaphor for the brain?", by Romain Brette

Apr 18, 2019
Adam Santoro, Felix Hill, David Barrett, David Raposo, Matthew Botvinick, Timothy Lillicrap

Brette contends that the neural coding metaphor is an invalid basis for theories of what the brain does. Here, we argue that it is an insufficient guide for building an artificial intelligence that learns to accomplish short- and long-term goals in a complex, changing environment.

  Click for Model/Code and Paper
On the importance of single directions for generalization

May 22, 2018
Ari S. Morcos, David G. T. Barrett, Neil C. Rabinowitz, Matthew Botvinick

Despite their ability to memorize large datasets, deep neural networks often achieve good generalization performance. However, the differences between the learned solutions of networks which generalize and those which do not remain unclear. Additionally, the tuning properties of single directions (defined as the activation of a single unit or some linear combination of units in response to some input) have been highlighted, but their importance has not been evaluated. Here, we connect these lines of inquiry to demonstrate that a network's reliance on single directions is a good predictor of its generalization performance, across networks trained on datasets with different fractions of corrupted labels, across ensembles of networks trained on datasets with unmodified labels, across different hyperparameters, and over the course of training. While dropout only regularizes this quantity up to a point, batch normalization implicitly discourages single direction reliance, in part by decreasing the class selectivity of individual units. Finally, we find that class selectivity is a poor predictor of task importance, suggesting not only that networks which generalize well minimize their dependence on individual units by reducing their selectivity, but also that individually selective units may not be necessary for strong network performance.

* ICLR 2018 conference paper; added additional methodological details 

  Click for Model/Code and Paper
Learned human-agent decision-making, communication and joint action in a virtual reality environment

May 07, 2019
Patrick M. Pilarski, Andrew Butcher, Michael Johanson, Matthew M. Botvinick, Andrew Bolt, Adam S. R. Parker

Humans make decisions and act alongside other humans to pursue both short-term and long-term goals. As a result of ongoing progress in areas such as computing science and automation, humans now also interact with non-human agents of varying complexity as part of their day-to-day activities; substantial work is being done to integrate increasingly intelligent machine agents into human work and play. With increases in the cognitive, sensory, and motor capacity of these agents, intelligent machinery for human assistance can now reasonably be considered to engage in joint action with humans---i.e., two or more agents adapting their behaviour and their understanding of each other so as to progress in shared objectives or goals. The mechanisms, conditions, and opportunities for skillful joint action in human-machine partnerships is of great interest to multiple communities. Despite this, human-machine joint action is as yet under-explored, especially in cases where a human and an intelligent machine interact in a persistent way during the course of real-time, daily-life experience. In this work, we contribute a virtual reality environment wherein a human and an agent can adapt their predictions, their actions, and their communication so as to pursue a simple foraging task. In a case study with a single participant, we provide an example of human-agent coordination and decision-making involving prediction learning on the part of the human and the machine agent, and control learning on the part of the machine agent wherein audio communication signals are used to cue its human partner in service of acquiring shared reward. These comparisons suggest the utility of studying human-machine coordination in a virtual reality environment, and identify further research that will expand our understanding of persistent human-machine joint action.

* 5 pages, 3 figures. Accepted to The 4th Multidisciplinary Conference on Reinforcement Learning and Decision Making, July 7-10, 2019, McGill University, Montreal, Quebec, Canada 

  Click for Model/Code and Paper
Emergent Systematic Generalization in a Situated Agent

Oct 28, 2019
Felix Hill, Andrew Lampinen, Rosalia Schneider, Stephen Clark, Matthew Botvinick, James L. McClelland, Adam Santoro

The question of whether deep neural networks are good at generalising beyond their immediate training experience is of critical importance for learning-based approaches to AI. Here, we demonstrate strong emergent systematic generalisation in a neural network agent and isolate the factors that support this ability. In environments ranging from a grid-world to a rich interactive 3D Unity room, we show that an agent can correctly exploit the compositional nature of a symbolic language to interpret never-seen-before instructions. We observe this capacity not only when instructions refer to object properties (colors and shapes) but also verb-like motor skills (lifting and putting) and abstract modifying operations (negation). We identify three factors that can contribute to this facility for systematic generalisation: (a) the number of object/word experiences in the training set; (b) the invariances afforded by a first-person, egocentric perspective; and (c) the variety of visual input experienced by an agent that perceives the world actively over time. Thus, while neural nets trained in idealised or reduced situations may fail to exhibit a compositional or systematic understanding of their experience, this competence can readily emerge when, like human learners, they have access to many examples of richly varying, multi-modal observations as they learn.

  Click for Model/Code and Paper
InfoBot: Transfer and Exploration via the Information Bottleneck

Apr 04, 2019
Anirudh Goyal, Riashat Islam, Daniel Strouse, Zafarali Ahmed, Matthew Botvinick, Hugo Larochelle, Yoshua Bengio, Sergey Levine

A central challenge in reinforcement learning is discovering effective policies for tasks where rewards are sparsely distributed. We postulate that in the absence of useful reward signals, an effective exploration strategy should seek out {\it decision states}. These states lie at critical junctions in the state space from where the agent can transition to new, potentially unexplored regions. We propose to learn about decision states from prior experience. By training a goal-conditioned policy with an information bottleneck, we can identify decision states by examining where the model actually leverages the goal state. We find that this simple mechanism effectively identifies decision states, even in partially observed settings. In effect, the model learns the sensory cues that correlate with potential subgoals. In new environments, this model can then identify novel subgoals for further exploration, guiding the agent through a sequence of potential decision states and through new regions of the state space.

* Accepted at ICLR'19 

  Click for Model/Code and Paper
Machine Theory of Mind

Mar 12, 2018
Neil C. Rabinowitz, Frank Perbet, H. Francis Song, Chiyuan Zhang, S. M. Ali Eslami, Matthew Botvinick

Theory of mind (ToM; Premack & Woodruff, 1978) broadly refers to humans' ability to represent the mental states of others, including their desires, beliefs, and intentions. We propose to train a machine to build such models too. We design a Theory of Mind neural network -- a ToMnet -- which uses meta-learning to build models of the agents it encounters, from observations of their behaviour alone. Through this process, it acquires a strong prior model for agents' behaviour, as well as the ability to bootstrap to richer predictions about agents' characteristics and mental states using only a small number of behavioural observations. We apply the ToMnet to agents behaving in simple gridworld environments, showing that it learns to model random, algorithmic, and deep reinforcement learning agents from varied populations, and that it passes classic ToM tasks such as the "Sally-Anne" test (Wimmer & Perner, 1983; Baron-Cohen et al., 1985) of recognising that others can hold false beliefs about the world. We argue that this system -- which autonomously learns how to model other agents in its world -- is an important step forward for developing multi-agent AI systems, for building intermediating technology for machine-human interaction, and for advancing the progress on interpretable AI.

* 21 pages, 15 figures 

  Click for Model/Code and Paper
Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning

Nov 04, 2018
Jakob N. Foerster, Francis Song, Edward Hughes, Neil Burch, Iain Dunning, Shimon Whiteson, Matthew Botvinick, Michael Bowling

When observing the actions of others, humans carry out inferences about why the others acted as they did, and what this implies about their view of the world. Humans also use the fact that their actions will be interpreted in this manner when observed by others, allowing them to act informatively and thereby communicate efficiently with others. Although learning algorithms have recently achieved superhuman performance in a number of two-player, zero-sum games, scalable multi-agent reinforcement learning algorithms that can discover effective strategies and conventions in complex, partially observable settings have proven elusive. We present the Bayesian action decoder (BAD), a new multi-agent learning method that uses an approximate Bayesian update to obtain a public belief that conditions on the actions taken by all agents in the environment. Together with the public belief, this Bayesian update effectively defines a new Markov decision process, the public belief MDP, in which the action space consists of deterministic partial policies, parameterised by deep neural networks, that can be sampled for a given public state. It exploits the fact that an agent acting only on this public belief state can still learn to use its private information if the action space is augmented to be over partial policies mapping private information into environment actions. The Bayesian update is also closely related to the theory of mind reasoning that humans carry out when observing others' actions. We first validate BAD on a proof-of-principle two-step matrix game, where it outperforms traditional policy gradient methods. We then evaluate BAD on the challenging, cooperative partial-information card game Hanabi, where in the two-player setting the method surpasses all previously published learning and hand-coded approaches.

  Click for Model/Code and Paper
Been There, Done That: Meta-Learning with Episodic Recall

Jul 06, 2018
Samuel Ritter, Jane X. Wang, Zeb Kurth-Nelson, Siddhant M. Jayakumar, Charles Blundell, Razvan Pascanu, Matthew Botvinick

Meta-learning agents excel at rapidly learning new tasks from open-ended task distributions; yet, they forget what they learn about each task as soon as the next begins. When tasks reoccur - as they do in natural environments - metalearning agents must explore again instead of immediately exploiting previously discovered solutions. We propose a formalism for generating open-ended yet repetitious environments, then develop a meta-learning architecture for solving these environments. This architecture melds the standard LSTM working memory with a differentiable neural episodic memory. We explore the capabilities of agents with this episodic LSTM in five meta-learning environments with reoccurring tasks, ranging from bandits to navigation and stochastic sequential decision problems.

* ICML 2018 

  Click for Model/Code and Paper
DARLA: Improving Zero-Shot Transfer in Reinforcement Learning

Jun 06, 2018
Irina Higgins, Arka Pal, Andrei A. Rusu, Loic Matthey, Christopher P Burgess, Alexander Pritzel, Matthew Botvinick, Charles Blundell, Alexander Lerchner

Domain adaptation is an important open problem in deep reinforcement learning (RL). In many scenarios of interest data is hard to obtain, so agents may learn a source policy in a setting where data is readily available, with the hope that it generalises well to the target domain. We propose a new multi-stage RL agent, DARLA (DisentAngled Representation Learning Agent), which learns to see before learning to act. DARLA's vision is based on learning a disentangled representation of the observed environment. Once DARLA can see, it is able to acquire source policies that are robust to many domain shifts - even with no access to the target domain. DARLA significantly outperforms conventional baselines in zero-shot domain adaptation scenarios, an effect that holds across a variety of RL environments (Jaco arm, DeepMind Lab) and base RL algorithms (DQN, A3C and EC).

* ICML 2017 

  Click for Model/Code and Paper
Learning to Learn without Gradient Descent by Gradient Descent

Jun 12, 2017
Yutian Chen, Matthew W. Hoffman, Sergio Gomez Colmenarejo, Misha Denil, Timothy P. Lillicrap, Matt Botvinick, Nando de Freitas

We learn recurrent neural network optimizers trained on simple synthetic functions by gradient descent. We show that these learned optimizers exhibit a remarkable degree of transfer in that they can be used to efficiently optimize a broad range of derivative-free black-box functions, including Gaussian process bandits, simple control objectives, global optimization benchmarks and hyper-parameter tuning tasks. Up to the training horizon, the learned optimizers learn to trade-off exploration and exploitation, and compare favourably with heavily engineered Bayesian optimization packages for hyper-parameter tuning.

* Accepted by ICML 2017. Previous version "Learning to Learn for Global Optimization of Black Box Functions" was published in the Deep Reinforcement Learning Workshop, NIPS 2016 

  Click for Model/Code and Paper
Multi-Object Representation Learning with Iterative Variational Inference

Mar 01, 2019
Klaus Greff, Raphaël Lopez Kaufmann, Rishab Kabra, Nick Watters, Chris Burgess, Daniel Zoran, Loic Matthey, Matthew Botvinick, Alexander Lerchner

Human perception is structured around objects which form the basis for our higher-level cognition and impressive systematic generalization abilities. Yet most work on representation learning focuses on feature learning without even considering multiple objects, or treats segmentation as an (often supervised) preprocessing step. Instead, we argue for the importance of learning to segment and represent objects jointly. We demonstrate that, starting from the simple assumption that a scene is composed of multiple entities, it is possible to learn to segment images into interpretable objects with disentangled representations. Our method learns -- without supervision -- to inpaint occluded parts, and extrapolates to scenes with more objects and to unseen objects with novel feature combinations. We also show that, due to the use of iterative variational inference, our system is able to learn multi-modal posteriors for ambiguous inputs and extends naturally to sequences.

  Click for Model/Code and Paper
Relational Forward Models for Multi-Agent Learning

Sep 28, 2018
Andrea Tacchetti, H. Francis Song, Pedro A. M. Mediano, Vinicius Zambaldi, Neil C. Rabinowitz, Thore Graepel, Matthew Botvinick, Peter W. Battaglia

The behavioral dynamics of multi-agent systems have a rich and orderly structure, which can be leveraged to understand these systems, and to improve how artificial agents learn to operate in them. Here we introduce Relational Forward Models (RFM) for multi-agent learning, networks that can learn to make accurate predictions of agents' future behavior in multi-agent environments. Because these models operate on the discrete entities and relations present in the environment, they produce interpretable intermediate representations which offer insights into what drives agents' behavior, and what events mediate the intensity and valence of social interactions. Furthermore, we show that embedding RFM modules inside agents results in faster learning systems compared to non-augmented baselines. As more and more of the autonomous systems we develop and interact with become multi-agent in nature, developing richer analysis tools for characterizing how and why agents make decisions is increasingly necessary. Moreover, developing artificial agents that quickly and safely learn to coordinate with one another, and with humans in shared environments, is crucial.

  Click for Model/Code and Paper
Causal Reasoning from Meta-reinforcement Learning

Jan 23, 2019
Ishita Dasgupta, Jane Wang, Silvia Chiappa, Jovana Mitrovic, Pedro Ortega, David Raposo, Edward Hughes, Peter Battaglia, Matthew Botvinick, Zeb Kurth-Nelson

Discovering and exploiting the causal structure in the environment is a crucial challenge for intelligent agents. Here we explore whether causal reasoning can emerge via meta-reinforcement learning. We train a recurrent network with model-free reinforcement learning to solve a range of problems that each contain causal structure. We find that the trained agent can perform causal reasoning in novel situations in order to obtain rewards. The agent can select informative interventions, draw causal inferences from observational data, and make counterfactual predictions. Although established formal causal reasoning algorithms also exist, in this paper we show that such reasoning can arise from model-free reinforcement learning, and suggest that causal reasoning in complex settings may benefit from the more end-to-end learning-based approaches presented here. This work also offers new strategies for structured exploration in reinforcement learning, by providing agents with the ability to perform -- and interpret -- experiments.

  Click for Model/Code and Paper
SCAN: Learning Hierarchical Compositional Visual Concepts

Jun 06, 2018
Irina Higgins, Nicolas Sonnerat, Loic Matthey, Arka Pal, Christopher P Burgess, Matko Bosnjak, Murray Shanahan, Matthew Botvinick, Demis Hassabis, Alexander Lerchner

The seemingly infinite diversity of the natural world arises from a relatively small set of coherent rules, such as the laws of physics or chemistry. We conjecture that these rules give rise to regularities that can be discovered through primarily unsupervised experiences and represented as abstract concepts. If such representations are compositional and hierarchical, they can be recombined into an exponentially large set of new concepts. This paper describes SCAN (Symbol-Concept Association Network), a new framework for learning such abstractions in the visual domain. SCAN learns concepts through fast symbol association, grounding them in disentangled visual primitives that are discovered in an unsupervised manner. Unlike state of the art multimodal generative model baselines, our approach requires very few pairings between symbols and images and makes no assumptions about the form of symbol representations. Once trained, SCAN is capable of multimodal bi-directional inference, generating a diverse set of image samples from symbolic descriptions and vice versa. It also allows for traversal and manipulation of the implicit hierarchy of visual concepts through symbolic instructions and learnt logical recombination operations. Such manipulations enable SCAN to break away from its training data distribution and imagine novel visual concepts through symbolically instructed recombination of previously learnt concepts.

  Click for Model/Code and Paper
Stabilizing Transformers for Reinforcement Learning

Oct 13, 2019
Emilio Parisotto, H. Francis Song, Jack W. Rae, Razvan Pascanu, Caglar Gulcehre, Siddhant M. Jayakumar, Max Jaderberg, Raphael Lopez Kaufman, Aidan Clark, Seb Noury, Matthew M. Botvinick, Nicolas Heess, Raia Hadsell

Owing to their ability to both effectively integrate information over long time horizons and scale to massive amounts of data, self-attention architectures have recently shown breakthrough success in natural language processing (NLP), achieving state-of-the-art results in domains such as language modeling and machine translation. Harnessing the transformer's ability to process long time horizons of information could provide a similar performance boost in partially observable reinforcement learning (RL) domains, but the large-scale transformers used in NLP have yet to be successfully applied to the RL setting. In this work we demonstrate that the standard transformer architecture is difficult to optimize, which was previously observed in the supervised learning setting but becomes especially pronounced with RL objectives. We propose architectural modifications that substantially improve the stability and learning speed of the original Transformer and XL variant. The proposed architecture, the Gated Transformer-XL (GTrXL), surpasses LSTMs on challenging memory environments and achieves state-of-the-art results on the multi-task DMLab-30 benchmark suite, exceeding the performance of an external memory architecture. We show that the GTrXL, trained using the same losses, has stability and performance that consistently matches or exceeds a competitive LSTM baseline, including on more reactive tasks where memory is less critical. GTrXL offers an easy-to-train, simple-to-implement but substantially more expressive architectural alternative to the standard multi-layer LSTM ubiquitously used for RL agents in partially observable environments.

  Click for Model/Code and Paper
Relational Deep Reinforcement Learning

Jun 28, 2018
Vinicius Zambaldi, David Raposo, Adam Santoro, Victor Bapst, Yujia Li, Igor Babuschkin, Karl Tuyls, David Reichert, Timothy Lillicrap, Edward Lockhart, Murray Shanahan, Victoria Langston, Razvan Pascanu, Matthew Botvinick, Oriol Vinyals, Peter Battaglia

We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL.

  Click for Model/Code and Paper