Model-free deep reinforcement learning (RL) has been successfully applied to challenging continuous control domains. However, poor sample efficiency prevents these methods from being widely used in real-world domains. We address this problem by proposing a novel model-free algorithm, Realistic Actor-Critic(RAC), which aims to solve trade-offs between value underestimation and overestimation by learning a policy family concerning various confidence-bounds of Q-function. We construct uncertainty punished Q-learning(UPQ), which uses uncertainty from the ensembling of multiple critics to control estimation bias of Q-function, making Q-functions smoothly shift from lower- to higher-confidence bounds. With the guide of these critics, RAC employs Universal Value Function Approximators (UVFA) to simultaneously learn many optimistic and pessimistic policies with the same neural network. Optimistic policies generate effective exploratory behaviors, while pessimistic policies reduce the risk of value overestimation to ensure stable updates of policies and Q-functions. The proposed method can be incorporated with any off-policy actor-critic RL algorithms. Our method achieve 10x sample efficiency and 25\% performance improvement compared to SAC on the most challenging Humanoid environment, obtaining the episode reward $11107\pm 475$ at $10^6$ time steps. All the source codes are available at https://github.com/ihuhuhu/RAC.
Multi-party computation (MPC) is a branch of cryptography where multiple non-colluding parties execute a well designed protocol to securely compute a function. With the non-colluding party assumption, MPC has a cryptographic guarantee that the parties will not learn sensitive information from the computation process, making it an appealing framework for applications that involve privacy-sensitive user data. In this paper, we study training and inference of neural networks under the MPC setup. This is challenging because the elementary operations of neural networks such as the ReLU activation function and matrix-vector multiplications are very expensive to compute due to the added multi-party communication overhead. To address this, we propose the HD-cos network that uses 1) cosine as activation function, 2) the Hadamard-Diagonal transformation to replace the unstructured linear transformations. We show that both of the approaches enjoy strong theoretical motivations and efficient computation under the MPC setup. We demonstrate on multiple public datasets that HD-cos matches the quality of the more expensive baselines.
Uncertainty modeling is critical in trajectory forecasting systems for both interpretation and safety reasons. To better predict the future trajectories of multiple agents, recent works have introduced interaction modules to capture interactions among agents. This approach leads to correlations among the predicted trajectories. However, the uncertainty brought by such correlations is neglected. To fill this gap, we propose a novel concept, collaborative uncertainty(CU), which models the uncertainty resulting from the interaction module. We build a general CU-based framework to make a prediction model to learn the future trajectory and the corresponding uncertainty. The CU-based framework is integrated as a plugin module to current state-of-the-art (SOTA) systems and deployed in two special cases based on multivariate Gaussian and Laplace distributions. In each case, we conduct extensive experiments on two synthetic datasets and two public, large-scale benchmarks of trajectory forecasting. The results are promising: 1) The results of synthetic datasets show that CU-based framework allows the model to appropriately approximate the ground-truth distribution. 2) The results of trajectory forecasting benchmarks demonstrate that the CU-based framework steadily helps SOTA systems improve their performances. Especially, the proposed CU-based framework helps VectorNet improve by 57cm regarding Final Displacement Error on nuScenes dataset. 3) The visualization results of CU illustrate that the value of CU is highly related to the amount of the interactive information among agents.
This paper describes the Microsoft end-to-end neural text to speech (TTS) system: DelightfulTTS for Blizzard Challenge 2021. The goal of this challenge is to synthesize natural and high-quality speech from text, and we approach this goal in two perspectives: The first is to directly model and generate waveform in 48 kHz sampling rate, which brings higher perception quality than previous systems with 16 kHz or 24 kHz sampling rate; The second is to model the variation information in speech through a systematic design, which improves the prosody and naturalness. Specifically, for 48 kHz modeling, we predict 16 kHz mel-spectrogram in acoustic model, and propose a vocoder called HiFiNet to directly generate 48 kHz waveform from predicted 16 kHz mel-spectrogram, which can better trade off training efficiency, modelling stability and voice quality. We model variation information systematically from both explicit (speaker ID, language ID, pitch and duration) and implicit (utterance-level and phoneme-level prosody) perspectives: 1) For speaker and language ID, we use lookup embedding in training and inference; 2) For pitch and duration, we extract the values from paired text-speech data in training and use two predictors to predict the values in inference; 3) For utterance-level and phoneme-level prosody, we use two reference encoders to extract the values in training, and use two separate predictors to predict the values in inference. Additionally, we introduce an improved Conformer block to better model the local and global dependency in acoustic model. For task SH1, DelightfulTTS achieves 4.17 mean score in MOS test and 4.35 in SMOS test, which indicates the effectiveness of our proposed system
Model-free deep reinforcement learning (RL) has been successfully applied to challenging continuous control domains. However, poor sample efficiency prevents these methods from being widely used in real-world domains. This paper introduces a novel model-free algorithm, Realistic Actor-Critic(RAC), which can be incorporated with any off-policy RL algorithms to improve sample efficiency. RAC employs Universal Value Function Approximators (UVFA) to simultaneously learn a policy family with the same neural network, each with different trade-offs between underestimation and overestimation. To learn such policies, we introduce uncertainty punished Q-learning, which uses uncertainty from the ensembling of multiple critics to build various confidence-bounds of Q-function. We evaluate RAC on the MuJoCo benchmark, achieving 10x sample efficiency and 25% performance improvement on the most challenging Humanoid environment compared to SAC.
Sequential Recommendation aims to recommend items that a target user will interact with in the near future based on the historically interacted items. While modeling temporal dynamics is crucial for sequential recommendation, most of the existing studies concentrate solely on the user side while overlooking the sequential patterns existing in the counterpart, i.e., the item side. Although a few studies investigate the dynamics involved in the dual sides, the complex user-item interactions are not fully exploited from a global perspective to derive dynamic user and item representations. In this paper, we devise a novel Dynamic Representation Learning model for Sequential Recommendation (DRL-SRe). To better model the user-item interactions for characterizing the dynamics from both sides, the proposed model builds a global user-item interaction graph for each time slice and exploits time-sliced graph neural networks to learn user and item representations. Moreover, to enable the model to capture fine-grained temporal information, we propose an auxiliary temporal prediction task over consecutive time slices based on temporal point process. Comprehensive experiments on three public real-world datasets demonstrate DRL-SRe outperforms the state-of-the-art sequential recommendation models with a large margin.
Error entropy is a important nonlinear similarity measure, and it has received increasing attention in many practical applications. The default kernel function of error entropy criterion is Gaussian kernel function, however, which is not always the best choice. In our study, a novel concept, called generalized error entropy, utilizing the generalized Gaussian density (GGD) function as the kernel function is proposed. We further derivate the generalized minimum error entropy (GMEE) criterion, and a novel adaptive filtering called GMEE algorithm is derived by utilizing GMEE criterion. The stability, steady-state performance, and computational complexity of the proposed algorithm are investigated. Some simulation indicate that the GMEE algorithm performs well in Gaussian, sub-Gaussian, and super-Gaussian noises environment, respectively. Finally, the GMEE algorithm is applied to acoustic echo cancelation and performs well.
The 2nd Anti-UAV Workshop \& Challenge aims to encourage research in developing novel and accurate methods for multi-scale object tracking. The Anti-UAV dataset used for the Anti-UAV Challenge has been publicly released. There are two subsets in the dataset, $i.e.$, the test-dev subset and test-challenge subset. Both subsets consist of 140 thermal infrared video sequences, spanning multiple occurrences of multi-scale UAVs. Around 24 participating teams from the globe competed in the 2nd Anti-UAV Challenge. In this paper, we provide a brief summary of the 2nd Anti-UAV Workshop \& Challenge including brief introductions to the top three methods.The submission leaderboard will be reopened for researchers that are interested in the Anti-UAV challenge. The benchmark dataset and other information can be found at: https://anti-uav.github.io/.