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Code for a series of experiments and associated tools for interpreting agents trained on procgen, specifically the maze environment as used in Goal Misgeneralization in Deep Reinforcement Learning by Longosco et al. The pretrained models are available in this Google Drive folder (we analyzed the maze_I/*.pth models).

This repository was initially created by the shard theory team during the SERI MATS 3.0 research fellowship program.

Disclaimers: *this repository is a work-in-progress research codebase built to produce results quickly. It lacks tests and proper documentation, and will likely undergo interface-breaking refectorings several times as this research continues. We hope it's a helpful resource nonetheless! If this code is useful or you'd like to contribute to this work, we'd love to hear from you!

Furthermore, we sometimes edit activations during forward passes. The repository sometimes erroneously calls this "patching" (which are sets of resampled activations), even though we aren't always editing activations by resampling activations.*

The repository is organized as follows:

  • experiments contains research materials considered interesting or significant enough to (eventually) be documented and shared.
  • playground contains early-stage or work-in-progress research, or archival materials for discontinued research threads.
  • procgen_tools is a Python package containing the shared tooling used by the above research. It can be installed from local source using pip install -e procgen-tools

Required dependencies should be installed using pip install -r requirements.txt.

Data dependencies (cached episode data, etc.) will be downloaded automatically when needed.

Code Associated with Publications

Check out the following ipynb notebooks in experiments/:

  • cheese_vector and top_right_vector demonstrate the algebraic value editing technique whereby simply-computed activation-vectors are subtracted during the forward passes used to navigate the maze. For example, subtracting the "cheese vector" roughly makes the agent ignore the cheese in many levels.
  • behavioral_demos allows interactive generation of mazes, and displays what decisions the trained policy makes in each maze.
  • The statistics/behavioral_stats notebook runs a comprehensive suite of behavioral statistics to test what maze features tend to affect whether the agent approaches the cheese, or not.
  • cheese_scrubbing applies Redwood Research's "causal scrubbing" technique in order to gain evidence on what behavior-relevant information is used by certain residual addition channels partway through the network.
  • visualize_activations is a (presently incomplete) notebook with a tool that allows editing a maze, and seeing how edits affect policy behavior and internal activations.

Key Features

Maze State Parsing, Editing and Updating

Code for parsing, editing and updateing maze state can be found in [procgen/maze.py]. A few usage examples are below.

Create an environment, parse the state and show all the accessible state variables, and show a rendering of the initial frame:

import matplotlib.pyplot as plt
from procgen_tools import maze
# Create a maze environment
venv = maze.create_venv(1, start_level=0, num_levels=1)
# Parse the environment state
env_state = maze.state_from_venv(venv, 0)
# Display state values
print(env_state.state_vals.keys())
# Show a rendering of the first
venv.reset()
render = venv.render(mode='rgb_array')
plt.imshow(render)
plt.show()
dict_keys(['SERIALIZE_VERSION', 'game_name', 'options.paint_vel_info', 'options.use_generated_assets', 'options.use_monochrome_assets', 'options.restrict_themes', 'options.use_backgrounds', 'options.center_agent', 'options.debug_mode', 'options.distribution_mode', 'options.use_sequential_levels', 'options.use_easy_jump', 'options.plain_assets', 'options.physics_mode', 'grid_step', 'level_seed_low', 'level_seed_high', 'game_type', 'game_n', 'level_seed_rand_gen.is_seeded', 'level_seed_rand_gen.str', 'rand_gen.is_seeded', 'rand_gen.str', 'step_data.reward', 'step_data.done', 'step_data.level_complete', 'action', 'timeout', 'current_level_seed', 'prev_level_seed', 'episodes_remaining', 'episode_done', 'last_reward_timer', 'last_reward', 'default_action', 'fixed_asset_seed', 'cur_time', 'is_waiting_for_step', 'grid_size', 'ents.size', 'ents', 'use_procgen_background', 'background_index', 'bg_tile_ratio', 'bg_pct_x', 'char_dim', 'last_move_action', 'move_action', 'special_action', 'mixrate', 'maxspeed', 'max_jump', 'action_vx', 'action_vy', 'action_vrot', 'center_x', 'center_y', 'random_agent_start', 'has_useful_vel_info', 'step_rand_int', 'asset_rand_gen.is_seeded', 'asset_rand_gen.str', 'main_width', 'main_height', 'out_of_bounds_object', 'unit', 'view_dim', 'x_off', 'y_off', 'visibility', 'min_visibility', 'w', 'h', 'data.size', 'data', 'maze_dim', 'world_dim', 'END_OF_BUFFER'])

png

Then, modify the cheese position, update the environment, and render again:

maze.move_cheese_in_state(env_state, (6,7))
venv.env.callmethod('set_state', [env_state.state_bytes])
venv.reset()
render = venv.render(mode='rgb_array')
plt.imshow(render)
plt.show()

png

Interpretable, Parameter-Compatible Implementations of IMPALA Models

We use the circrl library to automatically apply forward hooks to pre-trained models, provide access to internal activations at all hidden layers, and apply activation edits and ablations of various kinds. This library uses the pytorch named_modules() function to label and hook hidden layers. The pretrained IMPALA models from the Goal Misgeneralization paper were implemented in such a way that certain important parameter-free modules (e.g. ReLU()s) were newly created at each forward call, making it difficult to apply hooks to extract the activations of these layers. We implemented modified versions of these models that create and name all modules during construction to facilitate later interpretability work. The resulting model classes are parameter-compatible with the original pretrained models so state_dicts can be loaded unchanged.

Vector Field Visualizations

A key visualization that is used extensively in this research is the "vector field", a tool to show the agent's action probabilities when positioned at each free square in the maze, simultaneously. We find this visualization superior to rollout-viewing in most cases as it removes stochasticity and visualizes agent behavior across a full maze in a single frame. Vector fields can be show like so:

import torch as t
from procgen_tools import maze, vfield, models

# Load pretrained policy
policy = models.load_policy('trained_models/maze_I/model_rand_region_5.pth', 15, t.device('cpu'))
venv = maze.create_venv(1, start_level=0, num_levels=1)
vf_original = vfield.vector_field(venv, policy)
vfield.plot_vf(vf_original)
plt.show()

png

From this visualization we can clearly see that at the "decision square" (the square at which the paths to the cheese and the top-right corner diverge, an important square when studying these goal-misgeneralizating agents), this agent will choose with fairly high probability to go towards the top-right corner.

Support is also provided for "vector field diff" visualizations, a tool for visualizing the effect of some kind of model intervention on behavior within a given maze. As an example, we'll add some random noise to a hidden layer in the model, and observe the effect on action probabilities:

import circrl.module_hook as cmh
hook = cmh.ModuleHook(policy)
hooks = {'embedder.block2.res1.resadd_out': lambda outp: outp + 0.2*t.randn_like(outp)}
venv = maze.create_venv(1, start_level=0, num_levels=1)
with hook.use_patches(hooks):
    vf_modified = vfield.vector_field(venv, hook.network)
vfield.plot_vfs(vf_original, vf_modified)
plt.show()

png

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