Real-world processes often contain intermediate state that can be modeled as an extremely sparse tensor. We introduce Sparling, a new kind of informational bottleneck that explicitly models this state by enforcing extreme activation sparsity. We additionally demonstrate that this technique can be used to learn the true intermediate representation with no additional supervision (i.e., from only end-to-end labeled examples), and thus improve the interpretability of the resulting models. On our DigitCircle domain, we are able to get an intermediate state prediction accuracy of 98.84%, even as we only train end-to-end.
This paper introduces corpus-guided top-down synthesis as a mechanism for synthesizing library functions that capture common functionality from a corpus of programs in a domain specific language (DSL). The algorithm builds abstractions directly from initial DSL primitives, using syntactic pattern matching of intermediate abstractions to intelligently prune the search space and guide the algorithm towards abstractions that maximally capture shared structures in the corpus. We present an implementation of the approach in a tool called Stitch and evaluate it against the state-of-the-art deductive library learning algorithm from DreamCoder. Our evaluation shows that Stitch is 3-4 orders of magnitude faster and uses 2 orders of magnitude less memory while maintaining comparable or better library quality (as measured by compressivity). We also demonstrate Stitch's scalability on corpora containing hundreds of complex programs that are intractable with prior deductive approaches and show empirically that it is robust to terminating the search procedure early -- further allowing it to scale to challenging datasets by means of early stopping.
We provide a new multi-task benchmark for evaluating text-to-image models. We perform a human evaluation comparing the most common open-source (Stable Diffusion) and commercial (DALL-E 2) models. Twenty computer science AI graduate students evaluated the two models, on three tasks, at three difficulty levels, across ten prompts each, providing 3,600 ratings. Text-to-image generation has seen rapid progress to the point that many recent models have demonstrated their ability to create realistic high-resolution images for various prompts. However, current text-to-image methods and the broader body of research in vision-language understanding still struggle with intricate text prompts that contain many objects with multiple attributes and relationships. We introduce a new text-to-image benchmark that contains a suite of thirty-two tasks over multiple applications that capture a model's ability to handle different features of a text prompt. For example, asking a model to generate a varying number of the same object to measure its ability to count or providing a text prompt with several objects that each have a different attribute to identify its ability to match objects and attributes correctly. Rather than subjectively evaluating text-to-image results on a set of prompts, our new multi-task benchmark consists of challenge tasks at three difficulty levels (easy, medium, and hard) and human ratings for each generated image.
Humans tame the complexity of mathematical reasoning by developing hierarchies of abstractions. With proper abstractions, solutions to hard problems can be expressed concisely, thus making them more likely to be found. In this paper, we propose Learning Mathematical Abstractions (LEMMA): an algorithm that implements this idea for reinforcement learning agents in mathematical domains. LEMMA augments Expert Iteration with an abstraction step, where solutions found so far are revisited and rewritten in terms of new higher-level actions, which then become available to solve new problems. We evaluate LEMMA on two mathematical reasoning tasks--equation solving and fraction simplification--in a step-by-step fashion. In these two domains, LEMMA improves the ability of an existing agent, both solving more problems and generalizing more effectively to harder problems than those seen during training.
We introduce ObSynth, an interactive system leveraging the domain knowledge embedded in large language models (LLMs) to help users design object models from high level natural language prompts. This is an example of specification reification, the process of taking a high-level, potentially vague specification and reifying it into a more concrete form. We evaluate ObSynth via a user study, leading to three key findings: first, object models designed using ObSynth are more detailed, showing that it often synthesizes fields users might have otherwise omitted. Second, a majority of objects, methods, and fields generated by ObSynth are kept by the user in the final object model, highlighting the quality of generated components. Third, ObSynth altered the workflow of participants: they focus on checking that synthesized components were correct rather than generating them from scratch, though ObSynth did not reduce the time participants took to generate object models.
Neurosymbolic Programming (NP) techniques have the potential to accelerate scientific discovery across fields. These models combine neural and symbolic components to learn complex patterns and representations from data, using high-level concepts or known constraints. As a result, NP techniques can interface with symbolic domain knowledge from scientists, such as prior knowledge and experimental context, to produce interpretable outputs. Here, we identify opportunities and challenges between current NP models and scientific workflows, with real-world examples from behavior analysis in science. We define concrete next steps to move the NP for science field forward, to enable its use broadly for workflows across the natural and social sciences.
Physical products are often complex assemblies combining a multitude of 3D parts modeled in computer-aided design (CAD) software. CAD designers build up these assemblies by aligning individual parts to one another using constraints called joints. In this paper we introduce JoinABLe, a learning-based method that assembles parts together to form joints. JoinABLe uses the weak supervision available in standard parametric CAD files without the help of object class labels or human guidance. Our results show that by making network predictions over a graph representation of solid models we can outperform multiple baseline methods with an accuracy (79.53%) that approaches human performance (80%). Finally, to support future research we release the Fusion 360 Gallery assembly dataset, containing assemblies with rich information on joints, contact surfaces, holes, and the underlying assembly graph structure.
Ensuring safety for human-interactive robotics is important due to the potential for human injury. The key challenge is defining safety in a way that accounts for the complex range of human behaviors without modeling the human as an unconstrained adversary. We propose a novel approach to ensuring safety in these settings. Our approach focuses on defining backup actions that we believe human always considers taking to avoid an accident -- e.g., brake to avoid rear-ending the other agent. Given such a definition, we consider a safety constraint that guarantees safety as long as the human takes the appropriate backup actions when necessary to ensure safety. Then, we propose an algorithm that overrides an arbitrary given controller as needed to ensure that the robot is safe. We evaluate our approach in a simulated environment, interacting with both real and simulated humans.
A key challenge for reinforcement learning is solving long-horizon planning and control problems. Recent work has proposed leveraging programs to help guide the learning algorithm in these settings. However, these approaches impose a high manual burden on the user since they must provide a guiding program for every new task they seek to achieve. We propose an approach that leverages program synthesis to automatically generate the guiding program. A key challenge is how to handle partially observable environments. We propose model predictive program synthesis, which trains a generative model to predict the unobserved portions of the world, and then synthesizes a program based on samples from this model in a way that is robust to its uncertainty. We evaluate our approach on a set of challenging benchmarks, including a 2D Minecraft-inspired ``craft'' environment where the agent must perform a complex sequence of subtasks to achieve its goal, a box-world environment that requires abstract reasoning, and a variant of the craft environment where the agent is a MuJoCo Ant. Our approach significantly outperforms several baselines, and performs essentially as well as an oracle that is given an effective program.
We study the problem of inferring communication structures that can solve cooperative multi-agent planning problems while minimizing the amount of communication. We quantify the amount of communication as the maximum degree of the communication graph; this metric captures settings where agents have limited bandwidth. Minimizing communication is challenging due to the combinatorial nature of both the decision space and the objective; for instance, we cannot solve this problem by training neural networks using gradient descent. We propose a novel algorithm that synthesizes a control policy that combines a programmatic communication policy used to generate the communication graph with a transformer policy network used to choose actions. Our algorithm first trains the transformer policy, which implicitly generates a "soft" communication graph; then, it synthesizes a programmatic communication policy that "hardens" this graph, forming a neurosymbolic transformer. Our experiments demonstrate how our approach can synthesize policies that generate low-degree communication graphs while maintaining near-optimal performance.