Video prediction is a challenging task. The quality of video frames from current state-of-the-art (SOTA) generative models tends to be poor and generalization beyond the training data is difficult. Furthermore, existing prediction frameworks are typically not capable of simultaneously handling other video-related tasks such as unconditional generation or interpolation. In this work, we devise a general-purpose framework called Masked Conditional Video Diffusion (MCVD) for all of these video synthesis tasks using a probabilistic conditional score-based denoising diffusion model, conditioned on past and/or future frames. We train the model in a manner where we randomly and independently mask all the past frames or all the future frames. This novel but straightforward setup allows us to train a single model that is capable of executing a broad range of video tasks, specifically: future/past prediction -- when only future/past frames are masked; unconditional generation -- when both past and future frames are masked; and interpolation -- when neither past nor future frames are masked. Our experiments show that this approach can generate high-quality frames for diverse types of videos. Our MCVD models are built from simple non-recurrent 2D-convolutional architectures, conditioning on blocks of frames and generating blocks of frames. We generate videos of arbitrary lengths autoregressively in a block-wise manner. Our approach yields SOTA results across standard video prediction and interpolation benchmarks, with computation times for training models measured in 1-12 days using $\le$ 4 GPUs. Project page: https://mask-cond-video-diffusion.github.io ; Code : https://github.com/voletiv/mcvd-pytorch
Video prediction is a challenging task. The quality of video frames from current state-of-the-art (SOTA) generative models tends to be poor and generalization beyond the training data is difficult. Furthermore, existing prediction frameworks are typically not capable of simultaneously handling other video-related tasks such as unconditional generation or interpolation. In this work, we devise a general-purpose framework called Masked Conditional Video Diffusion (MCVD) for all of these video synthesis tasks using a probabilistic conditional score-based denoising diffusion model, conditioned on past and/or future frames. We train the model in a manner where we randomly and independently mask all the past frames or all the future frames. This novel but straightforward setup allows us to train a single model that is capable of executing a broad range of video tasks, specifically: future/past prediction -- when only future/past frames are masked; unconditional generation -- when both past and future frames are masked; and interpolation -- when neither past nor future frames are masked. Our experiments show that this approach can generate high-quality frames for diverse types of videos. Our MCVD models are built from simple non-recurrent 2D-convolutional architectures, conditioning on blocks of frames and generating blocks of frames. We generate videos of arbitrary lengths autoregressively in a block-wise manner. Our approach yields SOTA results across standard video prediction and interpolation benchmarks, with computation times for training models measured in 1-12 days using $\le$ 4 GPUs. https://mask-cond-video-diffusion.github.io
In this paper, we explore the use of GAN-based few-shot data augmentation as a method to improve few-shot classification performance. We perform an exploration into how a GAN can be fine-tuned for such a task (one of which is in a class-incremental manner), as well as a rigorous empirical investigation into how well these models can perform to improve few-shot classification. We identify issues related to the difficulty of training such generative models under a purely supervised regime with very few examples, as well as issues regarding the evaluation protocols of existing works. We also find that in this regime, classification accuracy is highly sensitive to how the classes of the dataset are randomly split. Therefore, we propose a semi-supervised fine-tuning approach as a more pragmatic way forward to address these problems.
The standard formulation of Reinforcement Learning lacks a practical way of specifying what are admissible and forbidden behaviors. Most often, practitioners go about the task of behavior specification by manually engineering the reward function, a counter-intuitive process that requires several iterations and is prone to reward hacking by the agent. In this work, we argue that constrained RL, which has almost exclusively been used for safe RL, also has the potential to significantly reduce the amount of work spent for reward specification in applied RL projects. To this end, we propose to specify behavioral preferences in the CMDP framework and to use Lagrangian methods to automatically weigh each of these behavioral constraints. Specifically, we investigate how CMDPs can be adapted to solve goal-based tasks while adhering to several constraints simultaneously. We evaluate this framework on a set of continuous control tasks relevant to the application of Reinforcement Learning for NPC design in video games.
Pre-trained language models (LMs) often struggle to reason logically or generalize in a compositional fashion. Recent work suggests that incorporating external entity knowledge can improve LMs' abilities to reason and generalize. However, the effect of explicitly providing entity abstraction remains unclear, especially with recent studies suggesting that pre-trained LMs already encode some of that knowledge in their parameters. We study the utility of incorporating entity type abstractions into pre-trained Transformers and test these methods on four NLP tasks requiring different forms of logical reasoning: (1) compositional language understanding with text-based relational reasoning (CLUTRR), (2) abductive reasoning (ProofWriter), (3) multi-hop question answering (HotpotQA), and (4) conversational question answering (CoQA). We propose and empirically explore three ways to add such abstraction: (i) as additional input embeddings, (ii) as a separate sequence to encode, and (iii) as an auxiliary prediction task for the model. Overall, our analysis demonstrates that models with abstract entity knowledge performs better than without it. However, our experiments also show that the benefits strongly depend on the technique used and the task at hand. The best abstraction aware models achieved an overall accuracy of 88.8% and 91.8% compared to the baseline model achieving 62.3% and 89.8% on CLUTRR and ProofWriter respectively. In addition, abstraction-aware models showed improved compositional generalization in both interpolation and extrapolation settings. However, for HotpotQA and CoQA, we find that F1 scores improve by only 0.5% on average. Our results suggest that the benefit of explicit abstraction is significant in formally defined logical reasoning settings requiring many reasoning hops, but point to the notion that it is less beneficial for NLP tasks having less formal logical structure.
We are interested in interactive agents that learn to coordinate, namely, a $builder$ -- which performs actions but ignores the goal of the task -- and an $architect$ which guides the builder towards the goal of the task. We define and explore a formal setting where artificial agents are equipped with mechanisms that allow them to simultaneously learn a task while at the same time evolving a shared communication protocol. The field of Experimental Semiotics has shown the extent of human proficiency at learning from a priori unknown instructions meanings. Therefore, we take inspiration from it and present the Architect-Builder Problem (ABP): an asymmetrical setting in which an architect must learn to guide a builder towards constructing a specific structure. The architect knows the target structure but cannot act in the environment and can only send arbitrary messages to the builder. The builder on the other hand can act in the environment but has no knowledge about the task at hand and must learn to solve it relying only on the messages sent by the architect. Crucially, the meaning of messages is initially not defined nor shared between the agents but must be negotiated throughout learning. Under these constraints, we propose Architect-Builder Iterated Guiding (ABIG), a solution to the Architect-Builder Problem where the architect leverages a learned model of the builder to guide it while the builder uses self-imitation learning to reinforce its guided behavior. We analyze the key learning mechanisms of ABIG and test it in a 2-dimensional instantiation of the ABP where tasks involve grasping cubes, placing them at a given location, or building various shapes. In this environment, ABIG results in a low-level, high-frequency, guiding communication protocol that not only enables an architect-builder pair to solve the task at hand, but that can also generalize to unseen tasks.
Machine learning has long since become a keystone technology, accelerating science and applications in a broad range of domains. Consequently, the notion of applying learning methods to a particular problem set has become an established and valuable modus operandi to advance a particular field. In this article we argue that such an approach does not straightforwardly extended to robotics -- or to embodied intelligence more generally: systems which engage in a purposeful exchange of energy and information with a physical environment. In particular, the purview of embodied intelligent agents extends significantly beyond the typical considerations of main-stream machine learning approaches, which typically (i) do not consider operation under conditions significantly different from those encountered during training; (ii) do not consider the often substantial, long-lasting and potentially safety-critical nature of interactions during learning and deployment; (iii) do not require ready adaptation to novel tasks while at the same time (iv) effectively and efficiently curating and extending their models of the world through targeted and deliberate actions. In reality, therefore, these limitations result in learning-based systems which suffer from many of the same operational shortcomings as more traditional, engineering-based approaches when deployed on a robot outside a well defined, and often narrow operating envelope. Contrary to viewing embodied intelligence as another application domain for machine learning, here we argue that it is in fact a key driver for the advancement of machine learning technology. In this article our goal is to highlight challenges and opportunities that are specific to embodied intelligence and to propose research directions which may significantly advance the state-of-the-art in robot learning.
Despite having been studied to a great extent, the task of conditional generation of sequences of frames, or videos, remains extremely challenging. It is a common belief that a key step towards solving this task resides in modelling accurately both spatial and temporal information in video signals. A promising direction to do so has been to learn latent variable models that predict the future in latent space and project back to pixels, as suggested in recent literature. Following this line of work and building on top of a family of models introduced in prior work, Neural ODE, we investigate an approach that models time-continuous dynamics over a continuous latent space with a differential equation with respect to time. The intuition behind this approach is that these trajectories in latent space could then be extrapolated to generate video frames beyond the time steps for which the model is trained. We show that our approach yields promising results in the task of future frame prediction on the Moving MNIST dataset with 1 and 2 digits.
Inducing causal relationships from observations is a classic problem in machine learning. Most work in causality starts from the premise that the causal variables themselves are observed. However, for AI agents such as robots trying to make sense of their environment, the only observables are low-level variables like pixels in images. To generalize well, an agent must induce high-level variables, particularly those which are causal or are affected by causal variables. A central goal for AI and causality is thus the joint discovery of abstract representations and causal structure. However, we note that existing environments for studying causal induction are poorly suited for this objective because they have complicated task-specific causal graphs which are impossible to manipulate parametrically (e.g., number of nodes, sparsity, causal chain length, etc.). In this work, our goal is to facilitate research in learning representations of high-level variables as well as causal structures among them. In order to systematically probe the ability of methods to identify these variables and structures, we design a suite of benchmarking RL environments. We evaluate various representation learning algorithms from the literature and find that explicitly incorporating structure and modularity in models can help causal induction in model-based reinforcement learning.