huashen218/convxai-cia-dataset huggingface dataset:
Rethinking the Role of Gradient-based Attribution Methods for Model Interpretability
Keywords: Interpretability, saliency maps, score-matching

Current methods for the interpretability of discriminative deep neural networks commonly rely on the model's input-gradients, i.e., the gradients of the output logits w.r.t. the inputs. The common assumption is that these input-gradients contain information regarding pθ(y∣x), the model's discriminative capabilities, thus justifying their use for interpretability. However, in this work, we show that these input-gradients can be arbitrarily manipulated as a consequence of the shift-invariance of softmax without changing the discriminative function. This leaves an open question: given that input-gradients can be arbitrary, why are they highly structured and explanatory in standard models?
        
        In this work, we re-interpret the logits of standard softmax-based classifiers as unnormalized log-densities of the data distribution and show that input-gradients can be viewed as gradients of a class-conditional generative model pθ(x∣y) implicit in the discriminative model. This leads us to hypothesize that the highly structured and explanatory nature of input-gradients may be due to the alignment of this class-conditional model pθ(x∣y) with that of the ground truth data distribution pdata(x∣y). We test this hypothesis by studying the effect of density alignment on gradient explanations. To achieve this density alignment, we use an algorithm called score-matching, and propose novel approximations to this algorithm to enable training large-scale models.
        
        Our experiments show that improving the alignment of the implicit density model with the data distribution enhances gradient structure and explanatory power while reducing this alignment has the opposite effect. This also leads us to conjecture that unintended density alignment in standard neural network training may explain the highly structured nature of input-gradients observed in practice. Overall, our finding that input-gradients capture information regarding an implicit generative model implies that we need to re-think their use for interpreting discriminative models.
SMiRL: Surprise Minimizing Reinforcement Learning in Unstable Environments
Keywords: Reinforcement learning

Every living organism struggles against disruptive environmental forces to carve out and maintain an orderly niche. We propose that such a struggle to achieve and preserve order might offer a principle for the emergence of useful behaviors in artificial agents. We formalize this idea into an unsupervised reinforcement learning method called surprise minimizing reinforcement learning (SMiRL). SMiRL alternates between learning a density model to evaluate the surprise of a stimulus, and improving the policy to seek more predictable stimuli. The policy seeks out stable and repeatable situations that counteract the environment's prevailing sources of entropy. This might include avoiding other hostile agents, or finding a stable, balanced pose for a bipedal robot in the face of disturbance forces. We demonstrate that our surprise minimizing agents can successfully play Tetris, Doom, control a humanoid to avoid falls, and navigate to escape enemies in a maze without any task-specific reward supervision. We further show that SMiRL can be used together with standard task rewards to accelerate reward-driven learning.
Learning to Reach Goals via Iterated Supervised Learning
Keywords: goal reaching, reinforcement learning, behavior cloning, goal-conditioned RL

Current reinforcement learning (RL) algorithms can be brittle and difficult to use, especially when learning goal-reaching behaviors from sparse rewards. Although supervised imitation learning provides a simple and stable alternative, it requires access to demonstrations from a human supervisor. In this paper, we study RL algorithms that use imitation learning to acquire goal reaching policies from scratch, without the need for expert demonstrations or a value function. In lieu of demonstrations, we leverage the property that any trajectory is a successful demonstration for reaching the final state in that same trajectory. We propose a simple algorithm in which an agent continually relabels and imitates the trajectories it generates to progressively learn goal-reaching behaviors from scratch. Each iteration, the agent collects new trajectories using the latest policy, and maximizes the likelihood of the actions along these trajectories under the goal that was actually reached, so as to improve the policy. We formally show that this iterated supervised learning procedure optimizes a bound on the RL objective, derive performance bounds of the learned policy, and empirically demonstrate improved goal-reaching performance and robustness over current RL algorithms in several benchmark tasks.
Self-training For Few-shot Transfer Across Extreme Task Differences
Keywords: few-shot learning, self-training, cross-domain few-shot learning

Most few-shot learning techniques are pre-trained on a large, labeled “base dataset”. In problem domains where such large labeled datasets are not available for pre-training (e.g., X-ray, satellite images), one must resort to pre-training in a different “source” problem domain (e.g., ImageNet), which can be very different from the desired target task. Traditional few-shot and transfer learning techniques fail in the presence of such extreme differences between the source and target tasks. In this paper, we present a simple and effective solution to tackle this extreme domain gap: self-training a source domain representation on unlabeled data from the target domain. We show that this improves one-shot performance on the target domain by 2.9 points on average on the challenging BSCD-FSL benchmark consisting of datasets from multiple domains.
Federated Learning Based on Dynamic Regularization
Keywords: Federated Learning, Deep Neural Networks, Distributed Optimization

We propose a novel federated learning method for distributively training neural network models, where the server orchestrates cooperation between a subset of randomly chosen devices in each round. We view Federated Learning problem primarily from a communication perspective and allow more device level computations to save transmission costs. We point out a fundamental dilemma, in that the minima of the local-device level empirical loss are inconsistent with those of the global empirical loss. Different from recent prior works, that either attempt inexact minimization or utilize devices for parallelizing gradient computation, we propose a dynamic regularizer for each device at each round, so that in the limit the global and device solutions are aligned. We demonstrate both through empirical results on real and synthetic data as well as analytical results that our scheme leads to efficient training, in both convex and non-convex settings, while being fully agnostic to device heterogeneity and robust to large number of devices, partial participation and unbalanced data.
Rao-Blackwellizing the Straight-Through Gumbel-Softmax Gradient Estimator
Keywords: gumbel, softmax, gumbel-softmax, straight-through, straightthrough, rao, rao-blackwell

Gradient estimation in models with discrete latent variables is a challenging problem, because the simplest unbiased estimators tend to have high variance. To counteract this, modern estimators either introduce bias, rely on multiple function evaluations, or use learned, input-dependent baselines. Thus, there is a need for estimators that require minimal tuning, are computationally cheap, and have low mean squared error. In this paper, we show that the variance of the straight-through variant of the popular Gumbel-Softmax estimator can be reduced through Rao-Blackwellization without increasing the number of function evaluations. This provably reduces the mean squared error. We empirically demonstrate that this leads to variance reduction, faster convergence, and generally improved performance in two unsupervised latent variable models.
Coupled Oscillatory Recurrent Neural Network (coRNN): An accurate and (gradient) stable architecture for learning long time dependencies
Keywords: RNNs, Oscillators, Gradient stability, Long-term dependencies

Circuits of biological neurons, such as in the functional parts of the brain can be modeled as networks of coupled oscillators. Inspired by the ability of these systems to express a rich set of outputs while keeping (gradients of) state variables bounded, we propose a novel architecture for recurrent neural networks. Our proposed RNN is based on a time-discretization of a system of second-order ordinary differential equations, modeling networks of controlled nonlinear oscillators. We prove precise bounds on the gradients of the hidden states, leading to the mitigation of the exploding and vanishing gradient problem for this RNN. Experiments show that the proposed RNN is comparable in performance to the state of the art on a variety of benchmarks, demonstrating the potential of this architecture to provide stable and accurate RNNs for processing complex sequential data.
DiffWave: A Versatile Diffusion Model for Audio Synthesis
Keywords: diffusion probabilistic models, audio synthesis, speech synthesis, generative models

In this work, we propose DiffWave, a versatile diffusion probabilistic model for conditional and unconditional waveform generation. The model is non-autoregressive, and converts the white noise signal into structured waveform through a Markov chain with a constant number of steps at synthesis. It is efficiently trained by optimizing a variant of variational bound on the data likelihood. DiffWave produces high-fidelity audios in different waveform generation tasks, including neural vocoding conditioned on mel spectrogram, class-conditional generation, and unconditional generation. We demonstrate that DiffWave matches a strong WaveNet vocoder in terms of speech quality (MOS: 4.44 versus 4.43), while synthesizing orders of magnitude faster. In particular, it significantly outperforms autoregressive and GAN-based waveform models in the challenging unconditional generation task in terms of audio quality and sample diversity from various automatic and human evaluations.
Learning Cross-Domain Correspondence for Control with Dynamics Cycle-Consistency
Keywords: self-supervised learning, robotics

At the heart of many robotics problems is the challenge of learning correspondences across domains. For instance, imitation learning requires obtaining correspondence between humans and robots; sim-to-real requires correspondence between physics simulators and real hardware; transfer learning requires correspondences between different robot environments. In this paper, we propose to learn correspondence across such domains emphasizing on differing modalities (vision and internal state), physics parameters (mass and friction), and morphologies (number of limbs). Importantly, correspondences are learned using unpaired and randomly collected data from the two domains. We propose dynamics cycles that align dynamic robotic behavior across two domains using a cycle consistency constraint. Once this correspondence is found, we can directly transfer the policy trained on one domain to the other, without needing any additional fine-tuning on the second domain. We perform experiments across a variety of problem domains, both in simulation and on real robots. Our framework is able to align uncalibrated monocular video of a real robot arm to dynamic state-action trajectories of a simulated arm without paired data. Video demonstrations of our results are available at: https://sites.google.com/view/cycledynamics .
Deformable DETR: Deformable Transformers for End-to-End Object Detection
Keywords: Efficient Attention Mechanism, Deformation Modeling, Multi-scale Representation, End-to-End Object Detection

DETR has been recently proposed to eliminate the need for many hand-designed components in object detection while demonstrating good performance. However, it suffers from slow convergence and limited feature spatial resolution, due to the limitation of Transformer attention modules in processing image feature maps. To mitigate these issues, we proposed Deformable DETR, whose attention modules only attend to a small set of key sampling points around a reference. Deformable DETR can achieve better performance than DETR (especially on small objects) with 10× less training epochs. Extensive experiments on the COCO benchmark demonstrate the effectiveness of our approach. Code is released at https://github.com/fundamentalvision/Deformable-DETR.
Learning Generalizable Visual Representations via Interactive Gameplay
Keywords: representation learning, deep reinforcement learning, computer vision

A growing body of research suggests that embodied gameplay, prevalent not just in human cultures but across a variety of animal species including turtles and ravens, is critical in developing the neural flexibility for creative problem solving, decision making, and socialization. Comparatively little is known regarding the impact of embodied gameplay upon artificial agents. While recent work has produced agents proficient in abstract games, these environments are far removed the real world and thus these agents can provide little insight into the advantages of embodied play. Hiding games, such as hide-and-seek, played universally, provide a rich ground for studying the impact of embodied gameplay on representation learning in the context of perspective taking, secret keeping, and false belief understanding. Here we are the first to show that embodied adversarial reinforcement learning agents playing Cache, a variant of hide-and-seek, in a high fidelity, interactive, environment, learn generalizable representations of their observations encoding information such as object permanence, free space, and containment. Moving closer to biologically motivated learning strategies, our agents' representations, enhanced by intentionality and memory, are developed through interaction and play. These results serve as a model for studying how facets of vision develop through interaction, provide an experimental framework for assessing what is learned by artificial agents, and demonstrates the value of moving from large, static, datasets towards experiential, interactive, representation learning.
Gradient Projection Memory for Continual Learning
Keywords: Continual Learning, Representation Learning, Computer Vision, Deep learning

The ability to learn continually without forgetting the past tasks is a desired attribute for artificial learning systems. Existing approaches to enable such learning in artificial neural networks usually rely on network growth, importance based weight update or replay of old data from the memory. In contrast, we propose a novel approach where a neural network learns new tasks by taking gradient steps in the orthogonal direction to the gradient subspaces deemed important for the past tasks. We find the bases of these subspaces by analyzing network representations (activations) after learning each task with Singular Value Decomposition (SVD) in a single shot manner and store them in the memory as Gradient Projection Memory (GPM). With qualitative and quantitative analyses, we show that such orthogonal gradient descent induces minimum to no interference with the past tasks, thereby mitigates forgetting. We evaluate our algorithm on diverse image classification datasets with short and long sequences of tasks and report better or on-par performance compared to the state-of-the-art approaches.
Augmenting Physical Models with Deep Networks for Complex Dynamics Forecasting
Keywords: spatio-temporal forecasting, deep learning, physics, differential equations, hybrid systems

Forecasting complex dynamical phenomena in settings where only partial knowledge of their dynamics is available is a prevalent problem across various scientific fields. While purely data-driven approaches are arguably insufficient in this context, standard physical modeling based approaches tend to be over-simplistic, inducing non-negligible errors. In this work, we introduce the APHYNITY framework, a principled approach for augmenting incomplete physical dynamics described by differential equations with deep data-driven models. It consists in decomposing the dynamics into two components: a physical component accounting for the dynamics for which we have some prior knowledge, and a data-driven component accounting for errors of the physical model. The learning problem is carefully formulated such that the physical model explains as much of the data as possible, while the data-driven component only describes information that cannot be captured by the physical model, no more, no less. This not only provides the existence and uniqueness for this decomposition, but also ensures interpretability and benefits generalization. Experiments made on three important use cases, each representative of a different family of phenomena, i.e. reaction-diffusion equations, wave equations and the non-linear damped pendulum, show that APHYNITY can efficiently leverage approximate physical models to accurately forecast the evolution of the system and correctly identify relevant physical parameters.
Human-Level Performance in No-Press Diplomacy via Equilibrium Search
Keywords: multi-agent systems, regret minimization, no-regret learning, game theory, reinforcement learning

Prior AI breakthroughs in complex games have focused on either the purely adversarial or purely cooperative settings. In contrast, Diplomacy is a game of shifting alliances that involves both cooperation and competition. For this reason, Diplomacy has proven to be a formidable research challenge. In this paper we describe an agent for the no-press variant of Diplomacy that combines supervised learning on human data with one-step lookahead search via regret minimization. Regret minimization techniques have been behind previous AI successes in adversarial games, most notably poker, but have not previously been shown to be successful in large-scale games involving cooperation. We show that our agent greatly exceeds the performance of past no-press Diplomacy bots, is unexploitable by expert humans, and ranks in the top 2% of human players when playing anonymous games on a popular Diplomacy website.
How Neural Networks Extrapolate: From Feedforward to Graph Neural Networks
Keywords: extrapolation, deep learning, out-of-distribution, graph neural networks, deep learning theory

We study how neural networks trained by gradient descent  extrapolate, i.e., what they learn outside the support of the training distribution. Previous works report mixed empirical results when extrapolating with neural networks: while feedforward neural networks, a.k.a. multilayer perceptrons (MLPs), do not extrapolate well in certain simple tasks, Graph Neural Networks (GNNs) -- structured networks with MLP modules -- have shown some success in more complex tasks.  Working towards a theoretical explanation, we identify conditions under which MLPs and GNNs extrapolate well. First, we quantify the observation that ReLU MLPs quickly converge to linear functions along any direction from the origin, which implies that ReLU MLPs do not extrapolate most nonlinear functions. But, they can provably learn a linear target function when the training distribution is sufficiently diverse. Second, in connection to analyzing the successes and limitations of GNNs, these results suggest a hypothesis for which we provide theoretical and empirical evidence: the success of GNNs in extrapolating algorithmic tasks to new data (e.g., larger graphs or edge weights) relies on encoding task-specific non-linearities in the architecture or features. Our theoretical analysis builds on a connection of over-parameterized networks to the neural tangent kernel.  Empirically, our theory holds across different training settings.
Rethinking Attention with Performers
Keywords: performer, transformer, attention, softmax, approximation, linear, bert, bidirectional, unidirectional, orthogonal, random, features, FAVOR, kernel, generalized, sparsity, reformer, linformer, protein, trembl, uniprot

We introduce Performers, Transformer architectures which can estimate regular (softmax) full-rank-attention Transformers with provable accuracy, but using only linear (as opposed to quadratic) space and time complexity, without relying on any priors such as sparsity or low-rankness. To approximate softmax attention-kernels, Performers use a novel Fast Attention Via positive Orthogonal Random features approach (FAVOR+), which may be of independent interest for scalable kernel methods. FAVOR+ can also be used to efficiently model kernelizable attention mechanisms beyond softmax. This representational power is crucial to accurately compare softmax with other kernels for the first time on large-scale tasks, beyond the reach of regular Transformers, and investigate optimal attention-kernels. Performers are linear architectures fully compatible with regular Transformers and with strong theoretical guarantees: unbiased or nearly-unbiased estimation of the attention matrix, uniform convergence and low  estimation variance. We tested Performers on a rich set of tasks stretching from pixel-prediction through text models to protein sequence modeling. We demonstrate competitive results with other examined efficient sparse and dense attention methods, showcasing effectiveness of the novel attention-learning paradigm leveraged by Performers.
What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study
Keywords: Reinforcement learning, continuous control

In recent years, reinforcement learning (RL) has been successfully applied to many different continuous control tasks. While RL algorithms are often conceptually simple, their state-of-the-art implementations take numerous low- and high-level design decisions that strongly affect the performance of the resulting agents. Those choices are usually not extensively discussed in the literature, leading to discrepancy between published descriptions of algorithms and their implementations. This makes it hard to attribute progress in RL and slows down overall progress [Engstrom'20]. As a step towards filling that gap, we implement >50 such ``"choices" in a unified on-policy deep actor-critic framework, allowing us to investigate their impact in a large-scale empirical study. We train over 250'000 agents in five continuous control environments of different complexity and provide insights and practical recommendations for the training of on-policy deep actor-critic RL agents.
Neural Synthesis of Binaural Speech From Mono Audio
Keywords: binaural audio, sound spatialization, neural sound synthesis, binaural speech, speech processing, speech generation

We present a neural rendering approach for binaural sound synthesis that can produce realistic and spatially accurate binaural sound in realtime. The network takes, as input, a single-channel audio source and synthesizes, as output, two-channel binaural sound, conditioned on the relative position and orientation of the listener with respect to the source. We investigate deficiencies of the l2-loss on raw waveforms in a theoretical analysis and introduce an improved loss that overcomes these limitations. In an empirical evaluation, we establish that our approach is the first to generate spatially accurate waveform outputs (as measured by real recordings) and outperforms existing approaches by a considerable margin, both quantitatively and in a perceptual study. Dataset and code are available online.