Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learning that are not well modeled by any other game genre. We present Neural MMO, a massively multiagent game environment inspired by MMOs and discuss our progress on two more general challenges in multiagent systems engineering for AI research: distributed infrastructure and game IO. We further demonstrate that standard policy gradient methods and simple baseline models can learn interesting emergent exploration and specialization behaviors in this setting.
Visual foresight gives an agent a window into the future, which it can use to anticipate events before they happen and plan strategic behavior. Although impressive results have been achieved on video prediction in constrained settings, these models fail to generalize when confronted with unfamiliar real-world objects. In this paper, we tackle the generalization problem via fast adaptation, where we train a prediction model to quickly adapt to the observed visual dynamics of a novel object. Our method, Experience-embedded Visual Foresight (EVF), jointly learns a fast adaptation module, which encodes observed trajectories of the new object into a vector embedding, and a visual prediction model, which conditions on this embedding to generate physically plausible predictions. For evaluation, we compare our method against baselines on video prediction and benchmark its utility on two real-world control tasks. We show that our method is able to quickly adapt to new visual dynamics and achieves lower error than the baselines when manipulating novel objects.
Often we wish to transfer representational knowledge from one neural network to another. Examples include distilling a large network into a smaller one, transferring knowledge from one sensory modality to a second, or ensembling a collection of models into a single estimator. Knowledge distillation, the standard approach to these problems, minimizes the KL divergence between the probabilistic outputs of a teacher and student network. We demonstrate that this objective ignores important structural knowledge of the teacher network. This motivates an alternative objective by which we train a student to capture significantly more information in the teacher's representation of the data. We formulate this objective as contrastive learning. Experiments demonstrate that our resulting new objective outperforms knowledge distillation and other cutting-edge distillers on a variety of knowledge transfer tasks, including single model compression, ensemble distillation, and cross-modal transfer. Our method sets a new state-of-the-art in many transfer tasks, and sometimes even outperforms the teacher network when combined with knowledge distillation. Code: http://github.com/HobbitLong/RepDistiller.
Pushing is a fundamental robotic skill. Existing work has shown how to exploit models of pushing to achieve a variety of tasks, including grasping under uncertainty, in-hand manipulation and clearing clutter. Such models, however, are approximate, which limits their applicability. Learning-based methods can reason directly from raw sensory data with accuracy, and have the potential to generalize to a wider diversity of scenarios. However, developing and testing such methods requires rich-enough datasets. In this paper we introduce Omnipush, a dataset with high variety of planar pushing behavior. In particular, we provide 250 pushes for each of 250 objects, all recorded with RGB-D and a high precision tracking system. The objects are constructed so as to systematically explore key factors that affect pushing --the shape of the object and its mass distribution-- which have not been broadly explored in previous datasets, and allow to study generalization in model learning. Omnipush includes a benchmark for meta-learning dynamic models, which requires algorithms that make good predictions and estimate their own uncertainty. We also provide an RGB video prediction benchmark and propose other relevant tasks that can be suited with this dataset. Data and code are available at \url{https://web.mit.edu/mcube/omnipush-dataset/}.
An open secret in contemporary machine learning is that many models work beautifully on standard benchmarks but fail to generalize outside the lab. This has been attributed to training on biased data, which provide poor coverage over real world events. Generative models are no exception, but recent advances in generative adversarial networks (GANs) suggest otherwise -- these models can now synthesize strikingly realistic and diverse images. Is generative modeling of photos a solved problem? We show that although current GANs can fit standard datasets very well, they still fall short of being comprehensive models of the visual manifold. In particular, we study their ability to fit simple transformations such as camera movements and color changes. We find that the models reflect the biases of the datasets on which they are trained (e.g., centered objects), but that they also exhibit some capacity for generalization: by "steering" in latent space, we can shift the distribution while still creating realistic images. We hypothesize that the degree of distributional shift is related to the breadth of the training data distribution, and conduct experiments that demonstrate this. Code is released on our project page: https://ali-design.github.io/gan_steerability/
We introduce a framework that uses Generative Adversarial Networks (GANs) to study cognitive properties like memorability, aesthetics, and emotional valence. These attributes are of interest because we do not have a concrete visual definition of what they entail. What does it look like for a dog to be more or less memorable? GANs allow us to generate a manifold of natural-looking images with fine-grained differences in their visual attributes. By navigating this manifold in directions that increase memorability, we can visualize what it looks like for a particular generated image to become more or less memorable. The resulting ``visual definitions" surface image properties (like ``object size") that may underlie memorability. Through behavioral experiments, we verify that our method indeed discovers image manipulations that causally affect human memory performance. We further demonstrate that the same framework can be used to analyze image aesthetics and emotional valence. Visit the GANalyze website at http://ganalyze.csail.mit.edu/.
Humans view the world through many sensory channels, e.g., the long-wavelength light channel, viewed by the left eye, or the high-frequency vibrations channel, viewed by the right ear. Each view is noisy and incomplete, but important factors, such as physics, geometry, and semantics, tend to be shared between all views (e.g., a "dog" can be seen, heard, and felt). We hypothesize that a powerful representation is one that models view-invariant factors. Based on this hypothesis, we investigate a contrastive coding scheme, in which a representation is learned that aims to maximize mutual information between different views but is otherwise compact. Our approach scales to any number of views, and is view-agnostic. The resulting learned representations perform above the state of the art for downstream tasks such as object classification, compared to formulations based on predictive learning or single view reconstruction, and improve as more views are added. Code and reference implementations are released on our project page: http://github.com/HobbitLong/CMC/.
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human game genre of MMORPGs (Massively Multiplayer Online Role-Playing Games, a.k.a. MMOs), that aims to simulate this setting in microcosm. As with MMORPGs and the real world alike, our environment is persistent and supports a large and variable number of agents. Our environment is well suited to the study of large-scale multiagent interaction: it requires that agents learn robust combat and navigation policies in the presence of large populations attempting to do the same. Baseline experiments reveal that population size magnifies and incentivizes the development of skillful behaviors and results in agents that outcompete agents trained in smaller populations. We further show that the policies of agents with unshared weights naturally diverge to fill different niches in order to avoid competition.