Videos can often be created by first outlining a global description of the scene and then adding local details. Inspired by this we propose a hierarchical model for video generation which follows a coarse to fine approach. First our model generates a low resolution video, establishing the global scene structure, that is then refined by subsequent levels in the hierarchy. We train each level in our hierarchy sequentially on partial views of the videos. This reduces the computational complexity of our generative model, which scales to high-resolution videos beyond a few frames. We validate our approach on Kinetics-600 and BDD100K, for which we train a three level model capable of generating 256x256 videos with 48 frames.
Negation is a core construction in natural language. Despite being very successful on many tasks, state-of-the-art pre-trained language models often handle negation incorrectly. To improve language models in this regard, we propose to augment the language modeling objective with an unlikelihood objective that is based on negated generic sentences from a raw text corpus. By training BERT with the resulting combined objective we reduce the mean top~1 error rate to 4% on the negated LAMA dataset. We also see some improvements on the negated NLI benchmarks.
Although neural module networks have an architectural bias towards compositionality, they require gold standard layouts to generalize systematically in practice. When instead learning layouts and modules jointly, compositionality does not arise automatically and an explicit pressure is necessary for the emergence of layouts exhibiting the right structure. We propose to address this problem using iterated learning, a cognitive science theory of the emergence of compositional languages in nature that has primarily been applied to simple referential games in machine learning. Considering the layouts of module networks as samples from an emergent language, we use iterated learning to encourage the development of structure within this language. We show that the resulting layouts support systematic generalization in neural agents solving the more complex task of visual question-answering. Our regularized iterated learning method can outperform baselines without iterated learning on SHAPES-SyGeT (SHAPES Systematic Generalization Test), a new split of the SHAPES dataset we introduce to evaluate systematic generalization, and on CLOSURE, an extension of CLEVR also designed to test systematic generalization. We demonstrate superior performance in recovering ground-truth compositional program structure with limited supervision on both SHAPES-SyGeT and CLEVR.
Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase is followed by an on-task learning phase, in which the original interactions are relabeled with on-task rewards. We test our approach on a range of touch-intensive robot arm tasks (e.g. pushing objects, opening doors), which we also release as part of this work. Across multiple experiments in a simulated setting, we demonstrate that our method is able to learn these difficult tasks through sparse reward and curiosity alone. We compare our cross-modal approach to single-modality (touch- or vision-only) approaches as well as other curiosity-based methods and find that our method performs better and is more sample-efficient.
Many complex real-world tasks are composed of several levels of sub-tasks. Humans leverage these hierarchical structures to accelerate the learning process and achieve better generalization. In this work, we study the inductive bias and propose Ordered Memory Policy Network (OMPN) to discover subtask hierarchy by learning from demonstration. The discovered subtask hierarchy could be used to perform task decomposition, recovering the subtask boundaries in an unstruc-tured demonstration. Experiments on Craft and Dial demonstrate that our modelcan achieve higher task decomposition performance under both unsupervised and weakly supervised settings, comparing with strong baselines. OMPN can also bedirectly applied to partially observable environments and still achieve higher task decomposition performance. Our visualization further confirms that the subtask hierarchy can emerge in our model.
Current deep reinforcement learning (RL) algorithms are still highly task-specific and lack the ability to generalize to new environments. Lifelong learning (LLL), however, aims at solving multiple tasks sequentially by efficiently transferring and using knowledge between tasks. Despite a surge of interest in lifelong RL in recent years, the lack of a realistic testbed makes robust evaluation of LLL algorithms difficult. Multi-agent RL (MARL), on the other hand, can be seen as a natural scenario for lifelong RL due to its inherent non-stationarity, since the agents' policies change over time. In this work, we introduce a multi-agent lifelong learning testbed that supports both zero-shot and few-shot settings. Our setup is based on Hanabi -- a partially-observable, fully cooperative multi-agent game that has been shown to be challenging for zero-shot coordination. Its large strategy space makes it a desirable environment for lifelong RL tasks. We evaluate several recent MARL methods, and benchmark state-of-the-art LLL algorithms in limited memory and computation regimes to shed light on their strengths and weaknesses. This continual learning paradigm also provides us with a pragmatic way of going beyond centralized training which is the most commonly used training protocol in MARL. We empirically show that the agents trained in our setup are able to coordinate well with unseen agents, without any additional assumptions made by previous works.
The literature in modern machine learning has only negative results for learning to communicate between competitive agents using standard RL. We introduce a modified sender-receiver game to study the spectrum of partially-competitive scenarios and show communication can indeed emerge in a competitive setting. We empirically demonstrate three key takeaways for future research. First, we show that communication is proportional to cooperation, and it can occur for partially competitive scenarios using standard learning algorithms. Second, we highlight the difference between communication and manipulation and extend previous metrics of communication to the competitive case. Third, we investigate the negotiation game where previous work failed to learn communication between independent agents (Cao et al., 2018). We show that, in this setting, both agents must benefit from communication for it to emerge; and, with a slight modification to the game, we demonstrate successful communication between competitive agents. We hope this work overturns misconceptions and inspires more research in competitive emergent communication.
There are two major classes of natural language grammars -- the dependency grammar that models one-to-one correspondences between words and the constituency grammar that models the assembly of one or several corresponded words. While previous unsupervised parsing methods mostly focus on only inducing one class of grammars, we introduce a novel model, StructFormer, that can induce dependency and constituency structure at the same time. To achieve this, we propose a new parsing framework that can jointly generate a constituency tree and dependency graph. Then we integrate the induced dependency relations into the transformer, in a differentiable manner, through a novel dependency-constrained self-attention mechanism. Experimental results show that our model can achieve strong results on unsupervised constituency parsing, unsupervised dependency parsing, and masked language modeling at the same time.
Flow-based models are powerful tools for designing probabilistic models with tractable density. This paper introduces Convex Potential Flows (CP-Flow), a natural and efficient parameterization of invertible models inspired by the optimal transport (OT) theory. CP-Flows are the gradient map of a strongly convex neural potential function. The convexity implies invertibility and allows us to resort to convex optimization to solve the convex conjugate for efficient inversion. To enable maximum likelihood training, we derive a new gradient estimator of the log-determinant of the Jacobian, which involves solving an inverse-Hessian vector product using the conjugate gradient method. The gradient estimator has constant-memory cost, and can be made effectively unbiased by reducing the error tolerance level of the convex optimization routine. Theoretically, we prove that CP-Flows are universal density approximators and are optimal in the OT sense. Our empirical results show that CP-Flow performs competitively on standard benchmarks of density estimation and variational inference.