There are thousands of actively spoken languages on Earth, but a single visual world. Grounding in this visual world has the potential to bridge the gap between all these languages. Our goal is to use visual grounding to improve unsupervised word mapping between languages. The key idea is to establish a common visual representation between two languages by learning embeddings from unpaired instructional videos narrated in the native language. Given this shared embedding we demonstrate that (i) we can map words between the languages, particularly the 'visual' words; (ii) that the shared embedding provides a good initialization for existing unsupervised text-based word translation techniques, forming the basis for our proposed hybrid visual-text mapping algorithm, MUVE; and (iii) our approach achieves superior performance by addressing the shortcomings of text-based methods -- it is more robust, handles datasets with less commonality, and is applicable to low-resource languages. We apply these methods to translate words from English to French, Korean, and Japanese -- all without any parallel corpora and simply by watching many videos of people speaking while doing things.
We propose Sideways, an approximate backpropagation scheme for training video models. In standard backpropagation, the gradients and activations at every computation step through the model are temporally synchronized. The forward activations need to be stored until the backward pass is executed, preventing inter-layer (depth) parallelization. However, can we leverage smooth, redundant input streams such as videos to develop a more efficient training scheme? Here, we explore an alternative to backpropagation; we overwrite network activations whenever new ones, i.e., from new frames, become available. Such a more gradual accumulation of information from both passes breaks the precise correspondence between gradients and activations, leading to theoretically more noisy weight updates. Counter-intuitively, we show that Sideways training of deep convolutional video networks not only still converges, but can also potentially exhibit better generalization compared to standard synchronized backpropagation.
Polynomial inequalities lie at the heart of many mathematical disciplines. In this paper, we consider the fundamental computational task of automatically searching for proofs of polynomial inequalities. We adopt the framework of semi-algebraic proof systems that manipulate polynomial inequalities via elementary inference rules that infer new inequalities from the premises. These proof systems are known to be very powerful, but searching for proofs remains a major difficulty. In this work, we introduce a machine learning based method to search for a dynamic proof within these proof systems. We propose a deep reinforcement learning framework that learns an embedding of the polynomials and guides the choice of inference rules, taking the inherent symmetries of the problem as an inductive bias. We compare our approach with powerful and widely-studied linear programming hierarchies based on static proof systems, and show that our method reduces the size of the linear program by several orders of magnitude while also improving performance. These results hence pave the way towards augmenting powerful and well-studied semi-algebraic proof systems with machine learning guiding strategies for enhancing the expressivity of such proof systems.
Navigation is a rich and well-grounded problem domain that drives progress in many different areas of research: perception, planning, memory, exploration, and optimisation in particular. Historically these challenges have been separately considered and solutions built that rely on stationary datasets - for example, recorded trajectories through an environment. These datasets cannot be used for decision-making and reinforcement learning, however, and in general the perspective of navigation as an interactive learning task, where the actions and behaviours of a learning agent are learned simultaneously with the perception and planning, is relatively unsupported. Thus, existing navigation benchmarks generally rely on static datasets (Geiger et al., 2013; Kendall et al., 2015) or simulators (Beattie et al., 2016; Shah et al., 2018). To support and validate research in end-to-end navigation, we present StreetLearn: an interactive, first-person, partially-observed visual environment that uses Google Street View for its photographic content and broad coverage, and give performance baselines for a challenging goal-driven navigation task. The environment code, baseline agent code, and the dataset are available at http://streetlearn.cc
Navigating and understanding the real world remains a key challenge in machine learning and inspires a great variety of research in areas such as language grounding, planning, navigation and computer vision. We propose an instruction-following task that requires all of the above, and which combines the practicality of simulated environments with the challenges of ambiguous, noisy real world data. StreetNav is built on top of Google Street View and provides visually accurate environments representing real places. Agents are given driving instructions which they must learn to interpret in order to successfully navigate in this environment. Since humans equipped with driving instructions can readily navigate in previously unseen cities, we set a high bar and test our trained agents for similar cognitive capabilities. Although deep reinforcement learning (RL) methods are frequently evaluated only on data that closely follow the training distribution, our dataset extends to multiple cities and has a clean train/test separation. This allows for thorough testing of generalisation ability. This paper presents the StreetNav environment and tasks, a set of novel models that establish strong baselines, and analysis of the task and the trained agents.
Advances in Deep Reinforcement Learning have led to agents that perform well across a variety of sensory-motor domains. In this work, we study the setting in which an agent must learn to generate programs for diverse scenes conditioned on a given symbolic instruction. Final goals are specified to our agent via images of the scenes. A symbolic instruction consistent with the goal images is used as the conditioning input for our policies. Since a single instruction corresponds to a diverse set of different but still consistent end-goal images, the agent needs to learn to generate a distribution over programs given an instruction. We demonstrate that with simple changes to the reinforced adversarial learning objective, we can learn instruction conditioned policies to achieve the corresponding diverse set of goals. Most importantly, our agent's stochastic policy is shown to more accurately capture the diversity in the goal distribution than a fixed pixel-based reward function baseline. We demonstrate the efficacy of our approach on two domains: (1) drawing MNIST digits with a paint software conditioned on instructions and (2) constructing scenes in a 3D editor that satisfies a certain instruction.
Artificial intelligence (AI) has undergone a renaissance recently, making major progress in key domains such as vision, language, control, and decision-making. This has been due, in part, to cheap data and cheap compute resources, which have fit the natural strengths of deep learning. However, many defining characteristics of human intelligence, which developed under much different pressures, remain out of reach for current approaches. In particular, generalizing beyond one's experiences--a hallmark of human intelligence from infancy--remains a formidable challenge for modern AI. The following is part position paper, part review, and part unification. We argue that combinatorial generalization must be a top priority for AI to achieve human-like abilities, and that structured representations and computations are key to realizing this objective. Just as biology uses nature and nurture cooperatively, we reject the false choice between "hand-engineering" and "end-to-end" learning, and instead advocate for an approach which benefits from their complementary strengths. We explore how using relational inductive biases within deep learning architectures can facilitate learning about entities, relations, and rules for composing them. We present a new building block for the AI toolkit with a strong relational inductive bias--the graph network--which generalizes and extends various approaches for neural networks that operate on graphs, and provides a straightforward interface for manipulating structured knowledge and producing structured behaviors. We discuss how graph networks can support relational reasoning and combinatorial generalization, laying the foundation for more sophisticated, interpretable, and flexible patterns of reasoning. As a companion to this paper, we have released an open-source software library for building graph networks, with demonstrations of how to use them in practice.
We study the problem of learning classifiers robust to universal adversarial perturbations. While prior work approaches this problem via robust optimization, adversarial training, or input transformation, we instead phrase it as a two-player zero-sum game. In this new formulation, both players simultaneously play the same game, where one player chooses a classifier that minimizes a classification loss whilst the other player creates an adversarial perturbation that increases the same loss when applied to every sample in the training set. By observing that performing a classification (respectively creating adversarial samples) is the best response to the other player, we propose a novel extension of a game-theoretic algorithm, namely fictitious play, to the domain of training robust classifiers. Finally, we empirically show the robustness and versatility of our approach in two defence scenarios where universal attacks are performed on several image classification datasets -- CIFAR10, CIFAR100 and ImageNet.
Visual QA is a pivotal challenge for higher-level reasoning, requiring understanding language, vision, and relationships between many objects in a scene. Although datasets like CLEVR are designed to be unsolvable without such complex relational reasoning, some surprisingly simple feed-forward, "holistic" models have recently shown strong performance on this dataset. These models lack any kind of explicit iterative, symbolic reasoning procedure, which are hypothesized to be necessary for counting objects, narrowing down the set of relevant objects based on several attributes, etc. The reason for this strong performance is poorly understood. Hence, our work analyzes such models, and finds that minor architectural elements are crucial to performance. In particular, we find that \textit{early fusion} of language and vision provides large performance improvements. This contrasts with the late fusion approaches popular at the dawn of Visual QA. We propose a simple module we call Multimodal Core, which we hypothesize performs the fundamental operations for multimodal tasks. We believe that understanding why these elements are so important to complex question answering will aid the design of better-performing algorithms for Visual QA while minimizing hand-engineering effort.
Attention mechanisms in biological perception are thought to select subsets of perceptual information for more sophisticated processing which would be prohibitive to perform on all sensory inputs. In computer vision, however, there has been relatively little exploration of hard attention, where some information is selectively ignored, in spite of the success of soft attention, where information is re-weighted and aggregated, but never filtered out. Here, we introduce a new approach for hard attention and find it achieves very competitive performance on a recently-released visual question answering datasets, equalling and in some cases surpassing similar soft attention architectures while entirely ignoring some features. Even though the hard attention mechanism is thought to be non-differentiable, we found that the feature magnitudes correlate with semantic relevance, and provide a useful signal for our mechanism's attentional selection criterion. Because hard attention selects important features of the input information, it can also be more efficient than analogous soft attention mechanisms. This is especially important for recent approaches that use non-local pairwise operations, whereby computational and memory costs are quadratic in the size of the set of features.