We study the problem of unsupervised skill discovery, whose goal is to learn a set of diverse and useful skills with no external reward. There have been a number of skill discovery methods based on maximizing the mutual information (MI) between skills and states. However, we point out that their MI objectives usually prefer static skills to dynamic ones, which may hinder the application for downstream tasks. To address this issue, we propose Lipschitz-constrained Skill Discovery (LSD), which encourages the agent to discover more diverse, dynamic, and far-reaching skills. Another benefit of LSD is that its learned representation function can be utilized for solving goal-following downstream tasks even in a zero-shot manner - i.e., without further training or complex planning. Through experiments on various MuJoCo robotic locomotion and manipulation environments, we demonstrate that LSD outperforms previous approaches in terms of skill diversity, state space coverage, and performance on seven downstream tasks including the challenging task of following multiple goals on Humanoid. Our code and videos are available at https://shpark.me/projects/lsd/.
We present neural activation coding (NAC) as a novel approach for learning deep representations from unlabeled data for downstream applications. We argue that the deep encoder should maximize its nonlinear expressivity on the data for downstream predictors to take full advantage of its representation power. To this end, NAC maximizes the mutual information between activation patterns of the encoder and the data over a noisy communication channel. We show that learning for a noise-robust activation code increases the number of distinct linear regions of ReLU encoders, hence the maximum nonlinear expressivity. More interestingly, NAC learns both continuous and discrete representations of data, which we respectively evaluate on two downstream tasks: (i) linear classification on CIFAR-10 and ImageNet-1K and (ii) nearest neighbor retrieval on CIFAR-10 and FLICKR-25K. Empirical results show that NAC attains better or comparable performance on both tasks over recent baselines including SimCLR and DistillHash. In addition, NAC pretraining provides significant benefits to the training of deep generative models. Our code is available at https://github.com/yookoon/nac.
In reinforcement learning, continuous time is often discretized by a time scale $\delta$, to which the resulting performance is known to be highly sensitive. In this work, we seek to find a $\delta$-invariant algorithm for policy gradient (PG) methods, which performs well regardless of the value of $\delta$. We first identify the underlying reasons that cause PG methods to fail as $\delta \to 0$, proving that the variance of the PG estimator can diverge to infinity in stochastic environments under a certain assumption of stochasticity. While durative actions or action repetition can be employed to have $\delta$-invariance, previous action repetition methods cannot immediately react to unexpected situations in stochastic environments. We thus propose a novel $\delta$-invariant method named Safe Action Repetition (SAR) applicable to any existing PG algorithm. SAR can handle the stochasticity of environments by adaptively reacting to changes in states during action repetition. We empirically show that our method is not only $\delta$-invariant but also robust to stochasticity, outperforming previous $\delta$-invariant approaches on eight MuJoCo environments with both deterministic and stochastic settings. Our code is available at https://vision.snu.ac.kr/projects/sar.
Continually learning in the real world must overcome many challenges, among which noisy labels are a common and inevitable issue. In this work, we present a repla-ybased continual learning framework that simultaneously addresses both catastrophic forgetting and noisy labels for the first time. Our solution is based on two observations; (i) forgetting can be mitigated even with noisy labels via self-supervised learning, and (ii) the purity of the replay buffer is crucial. Building on this regard, we propose two key components of our method: (i) a self-supervised replay technique named Self-Replay which can circumvent erroneous training signals arising from noisy labeled data, and (ii) the Self-Centered filter that maintains a purified replay buffer via centrality-based stochastic graph ensembles. The empirical results on MNIST, CIFAR-10, CIFAR-100, and WebVision with real-world noise demonstrate that our framework can maintain a highly pure replay buffer amidst noisy streamed data while greatly outperforming the combinations of the state-of-the-art continual learning and noisy label learning methods. The source code is available at http://vision.snu.ac.kr/projects/SPR
360$^\circ$ videos convey holistic views for the surroundings of a scene. It provides audio-visual cues beyond pre-determined normal field of views and displays distinctive spatial relations on a sphere. However, previous benchmark tasks for panoramic videos are still limited to evaluate the semantic understanding of audio-visual relationships or spherical spatial property in surroundings. We propose a novel benchmark named Pano-AVQA as a large-scale grounded audio-visual question answering dataset on panoramic videos. Using 5.4K 360$^\circ$ video clips harvested online, we collect two types of novel question-answer pairs with bounding-box grounding: spherical spatial relation QAs and audio-visual relation QAs. We train several transformer-based models from Pano-AVQA, where the results suggest that our proposed spherical spatial embeddings and multimodal training objectives fairly contribute to a better semantic understanding of the panoramic surroundings on the dataset.
Empathy is a complex cognitive ability based on the reasoning of others' affective states. In order to better understand others and express stronger empathy in dialogues, we argue that two issues must be tackled at the same time: (i) identifying which word is the cause for the other's emotion from his or her utterance and (ii) reflecting those specific words in the response generation. However, previous approaches for recognizing emotion cause words in text require sub-utterance level annotations, which can be demanding. Taking inspiration from social cognition, we leverage a generative estimator to infer emotion cause words from utterances with no word-level label. Also, we introduce a novel method based on pragmatics to make dialogue models focus on targeted words in the input during generation. Our method is applicable to any dialogue models with no additional training on the fly. We show our approach improves multiple best-performing dialogue agents on generating more focused empathetic responses in terms of both automatic and human evaluation.
Having the ability to acquire inherent skills from environments without any external rewards or supervision like humans is an important problem. We propose a novel unsupervised skill discovery method named Information Bottleneck Option Learning (IBOL). On top of the linearization of environments that promotes more various and distant state transitions, IBOL enables the discovery of diverse skills. It provides the abstraction of the skills learned with the information bottleneck framework for the options with improved stability and encouraged disentanglement. We empirically demonstrate that IBOL outperforms multiple state-of-the-art unsupervised skill discovery methods on the information-theoretic evaluations and downstream tasks in MuJoCo environments, including Ant, HalfCheetah, Hopper and D'Kitty.
We propose a novel information bottleneck (IB) method named Drop-Bottleneck, which discretely drops features that are irrelevant to the target variable. Drop-Bottleneck not only enjoys a simple and tractable compression objective but also additionally provides a deterministic compressed representation of the input variable, which is useful for inference tasks that require consistent representation. Moreover, it can jointly learn a feature extractor and select features considering each feature dimension's relevance to the target task, which is unattainable by most neural network-based IB methods. We propose an exploration method based on Drop-Bottleneck for reinforcement learning tasks. In a multitude of noisy and reward sparse maze navigation tasks in VizDoom (Kempka et al., 2016) and DMLab (Beattie et al., 2016), our exploration method achieves state-of-the-art performance. As a new IB framework, we demonstrate that Drop-Bottleneck outperforms Variational Information Bottleneck (VIB) (Alemi et al., 2017) in multiple aspects including adversarial robustness and dimensionality reduction.