We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL.
We propose a method of moments (MoM) algorithm for training large-scale implicit generative models. Moment estimation in this setting encounters two problems: it is often difficult to define the millions of moments needed to learn the model parameters, and it is hard to determine which properties are useful when specifying moments. To address the first issue, we introduce a moment network, and define the moments as the network's hidden units and the gradient of the network's output with the respect to its parameters. To tackle the second problem, we use asymptotic theory to highlight desiderata for moments -- namely they should minimize the asymptotic variance of estimated model parameters -- and introduce an objective to learn better moments. The sequence of objectives created by this Method of Learned Moments (MoLM) can train high-quality neural image samplers. On CIFAR-10, we demonstrate that MoLM-trained generators achieve significantly higher Inception Scores and lower Frechet Inception Distances than those trained with gradient penalty-regularized and spectrally-normalized adversarial objectives. These generators also achieve nearly perfect Multi-Scale Structural Similarity Scores on CelebA, and can create high-quality samples of 128x128 images.
Learning useful representations without supervision remains a key challenge in machine learning. In this paper, we propose a simple yet powerful generative model that learns such discrete representations. Our model, the Vector Quantised-Variational AutoEncoder (VQ-VAE), differs from VAEs in two key ways: the encoder network outputs discrete, rather than continuous, codes; and the prior is learnt rather than static. In order to learn a discrete latent representation, we incorporate ideas from vector quantisation (VQ). Using the VQ method allows the model to circumvent issues of "posterior collapse" -- where the latents are ignored when they are paired with a powerful autoregressive decoder -- typically observed in the VAE framework. Pairing these representations with an autoregressive prior, the model can generate high quality images, videos, and speech as well as doing high quality speaker conversion and unsupervised learning of phonemes, providing further evidence of the utility of the learnt representations.
Recent years have witnessed significant progresses in deep Reinforcement Learning (RL). Empowered with large scale neural networks, carefully designed architectures, novel training algorithms and massively parallel computing devices, researchers are able to attack many challenging RL problems. However, in machine learning, more training power comes with a potential risk of more overfitting. As deep RL techniques are being applied to critical problems such as healthcare and finance, it is important to understand the generalization behaviors of the trained agents. In this paper, we conduct a systematic study of standard RL agents and find that they could overfit in various ways. Moreover, overfitting could happen "robustly": commonly used techniques in RL that add stochasticity do not necessarily prevent or detect overfitting. In particular, the same agents and learning algorithms could have drastically different test performance, even when all of them achieve optimal rewards during training. The observations call for more principled and careful evaluation protocols in RL. We conclude with a general discussion on overfitting in RL and a study of the generalization behaviors from the perspective of inductive bias.
Advances in deep generative networks have led to impressive results in recent years. Nevertheless, such models can often waste their capacity on the minutiae of datasets, presumably due to weak inductive biases in their decoders. This is where graphics engines may come in handy since they abstract away low-level details and represent images as high-level programs. Current methods that combine deep learning and renderers are limited by hand-crafted likelihood or distance functions, a need for large amounts of supervision, or difficulties in scaling their inference algorithms to richer datasets. To mitigate these issues, we present SPIRAL, an adversarially trained agent that generates a program which is executed by a graphics engine to interpret and sample images. The goal of this agent is to fool a discriminator network that distinguishes between real and rendered data, trained with a distributed reinforcement learning setup without any supervision. A surprising finding is that using the discriminator's output as a reward signal is the key to allow the agent to make meaningful progress at matching the desired output rendering. To the best of our knowledge, this is the first demonstration of an end-to-end, unsupervised and adversarial inverse graphics agent on challenging real world (MNIST, Omniglot, CelebA) and synthetic 3D datasets.
In this work we explore a straightforward variational Bayes scheme for Recurrent Neural Networks. Firstly, we show that a simple adaptation of truncated backpropagation through time can yield good quality uncertainty estimates and superior regularisation at only a small extra computational cost during training, also reducing the amount of parameters by 80\%. Secondly, we demonstrate how a novel kind of posterior approximation yields further improvements to the performance of Bayesian RNNs. We incorporate local gradient information into the approximate posterior to sharpen it around the current batch statistics. We show how this technique is not exclusive to recurrent neural networks and can be applied more widely to train Bayesian neural networks. We also empirically demonstrate how Bayesian RNNs are superior to traditional RNNs on a language modelling benchmark and an image captioning task, as well as showing how each of these methods improve our model over a variety of other schemes for training them. We also introduce a new benchmark for studying uncertainty for language models so future methods can be easily compared.
Graphs are fundamental data structures which concisely capture the relational structure in many important real-world domains, such as knowledge graphs, physical and social interactions, language, and chemistry. Here we introduce a powerful new approach for learning generative models over graphs, which can capture both their structure and attributes. Our approach uses graph neural networks to express probabilistic dependencies among a graph's nodes and edges, and can, in principle, learn distributions over any arbitrary graph. In a series of experiments our results show that once trained, our models can generate good quality samples of both synthetic graphs as well as real molecular graphs, both unconditionally and conditioned on data. Compared to baselines that do not use graph-structured representations, our models often perform far better. We also explore key challenges of learning generative models of graphs, such as how to handle symmetries and ordering of elements during the graph generation process, and offer possible solutions. Our work is the first and most general approach for learning generative models over arbitrary graphs, and opens new directions for moving away from restrictions of vector- and sequence-like knowledge representations, toward more expressive and flexible relational data structures.
Deep autoregressive models have shown state-of-the-art performance in density estimation for natural images on large-scale datasets such as ImageNet. However, such models require many thousands of gradient-based weight updates and unique image examples for training. Ideally, the models would rapidly learn visual concepts from only a handful of examples, similar to the manner in which humans learns across many vision tasks. In this paper, we show how 1) neural attention and 2) meta learning techniques can be used in combination with autoregressive models to enable effective few-shot density estimation. Our proposed modifications to PixelCNN result in state-of-the art few-shot density estimation on the Omniglot dataset. Furthermore, we visualize the learned attention policy and find that it learns intuitive algorithms for simple tasks such as image mirroring on ImageNet and handwriting on Omniglot without supervision. Finally, we extend the model to natural images and demonstrate few-shot image generation on the Stanford Online Products dataset.
Deep neural networks have excelled on a wide range of problems, from vision to language and game playing. Neural networks very gradually incorporate information into weights as they process data, requiring very low learning rates. If the training distribution shifts, the network is slow to adapt, and when it does adapt, it typically performs badly on the training distribution before the shift. Our method, Memory-based Parameter Adaptation, stores examples in memory and then uses a context-based lookup to directly modify the weights of a neural network. Much higher learning rates can be used for this local adaptation, reneging the need for many iterations over similar data before good predictions can be made. As our method is memory-based, it alleviates several shortcomings of neural networks, such as catastrophic forgetting, fast, stable acquisition of new knowledge, learning with an imbalanced class labels, and fast learning during evaluation. We demonstrate this on a range of supervised tasks: large-scale image classification and language modelling.
We explore efficient neural architecture search methods and show that a simple yet powerful evolutionary algorithm can discover new architectures with excellent performance. Our approach combines a novel hierarchical genetic representation scheme that imitates the modularized design pattern commonly adopted by human experts, and an expressive search space that supports complex topologies. Our algorithm efficiently discovers architectures that outperform a large number of manually designed models for image classification, obtaining top-1 error of 3.6% on CIFAR-10 and 20.3% when transferred to ImageNet, which is competitive with the best existing neural architecture search approaches. We also present results using random search, achieving 0.3% less top-1 accuracy on CIFAR-10 and 0.1% less on ImageNet whilst reducing the search time from 36 hours down to 1 hour.