Biological nervous systems are created in a fundamentally different way than current artificial neural networks. Despite its impressive results in a variety of different domains, deep learning often requires considerable engineering effort to design high-performing neural architectures. By contrast, biological nervous systems are grown through a dynamic self-organizing process. In this paper, we take initial steps toward neural networks that grow through a developmental process that mirrors key properties of embryonic development in biological organisms. The growth process is guided by another neural network, which we call a Neural Developmental Program (NDP) and which operates through local communication alone. We investigate the role of neural growth on different machine learning benchmarks and different optimization methods (evolutionary training, online RL, offline RL, and supervised learning). Additionally, we highlight future research directions and opportunities enabled by having self-organization driving the growth of neural networks.
Procedural Content Generation (PCG) algorithms provide a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. In this work, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. We show that MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model. We also combine MarioGPT with novelty search, enabling it to generate diverse levels with varying play-style dynamics (i.e. player paths). This combination allows for the open-ended generation of an increasingly diverse range of content.
Recent work has shown that Large Language Models (LLMs) can be incredibly effective for offline reinforcement learning (RL) by representing the traditional RL problem as a sequence modelling problem (Chen et al., 2021; Janner et al., 2021). However many of these methods only optimize for high returns, and may not extract much information from a diverse dataset of trajectories. Generalized Decision Transformers (GDTs) (Furuta et al., 2021) have shown that utilizing future trajectory information, in the form of information statistics, can help extract more information from offline trajectory data. Building upon this, we propose Skill Decision Transformer (Skill DT). Skill DT draws inspiration from hindsight relabelling (Andrychowicz et al., 2017) and skill discovery methods to discover a diverse set of primitive behaviors, or skills. We show that Skill DT can not only perform offline state-marginal matching (SMM), but can discovery descriptive behaviors that can be easily sampled. Furthermore, we show that through purely reward-free optimization, Skill DT is still competitive with supervised offline RL approaches on the D4RL benchmark. The code and videos can be found on our project page: https://github.com/shyamsn97/skill-dt
Biological systems are very robust to morphological damage, but artificial systems (robots) are currently not. In this paper we present a system based on neural cellular automata, in which locomoting robots are evolved and then given the ability to regenerate their morphology from damage through gradient-based training. Our approach thus combines the benefits of evolution to discover a wide range of different robot morphologies, with the efficiency of supervised training for robustness through differentiable update rules. The resulting neural cellular automata are able to grow virtual robots capable of regaining more than 80\% of their functionality, even after severe types of morphological damage.
In contrast to deep reinforcement learning agents, biological neural networks are grown through a self-organized developmental process. Here we propose a new hypernetwork approach to grow artificial neural networks based on neural cellular automata (NCA). Inspired by self-organising systems and information-theoretic approaches to developmental biology, we show that our HyperNCA method can grow neural networks capable of solving common reinforcement learning tasks. Finally, we explore how the same approach can be used to build developmental metamorphosis networks capable of transforming their weights to solve variations of the initial RL task.
In nature, the process of cellular growth and differentiation has lead to an amazing diversity of organisms -- algae, starfish, giant sequoia, tardigrades, and orcas are all created by the same generative process. Inspired by the incredible diversity of this biological generative process, we propose a generative model, the Variational Neural Cellular Automata (VNCA), which is loosely inspired by the biological processes of cellular growth and differentiation. Unlike previous related works, the VNCA is a proper probabilistic generative model, and we evaluate it according to best practices. We find that the VNCA learns to reconstruct samples well and that despite its relatively few parameters and simple local-only communication, the VNCA can learn to generate a large variety of output from information encoded in a common vector format. While there is a significant gap to the current state-of-the-art in terms of generative modeling performance, we show that the VNCA can learn a purely self-organizing generative process of data. Additionally, we show that the VNCA can learn a distribution of stable attractors that can recover from significant damage.
In this work, we aim to improve the expressive capacity of waveform-based discriminative music networks by modeling both sequential (temporal) and hierarchical information in an efficient end-to-end architecture. We present MuSLCAT, or Multi-scale and Multi-level Convolutional Attention Transformer, a novel architecture for learning robust representations of complex music tags directly from raw waveform recordings. We also introduce a lightweight variant of MuSLCAT called MuSLCAN, short for Multi-scale and Multi-level Convolutional Attention Network. Both MuSLCAT and MuSLCAN model features from multiple scales and levels by integrating a frontend-backend architecture. The frontend targets different frequency ranges while modeling long-range dependencies and multi-level interactions by using two convolutional attention networks with attention-augmented convolution (AAC) blocks. The backend dynamically recalibrates multi-scale and level features extracted from the frontend by incorporating self-attention. The difference between MuSLCAT and MuSLCAN is their backend components. MuSLCAT's backend is a modified version of BERT. While MuSLCAN's is a simple AAC block. We validate the proposed MuSLCAT and MuSLCAN architectures by comparing them to state-of-the-art networks on four benchmark datasets for music tagging and genre recognition. Our experiments show that MuSLCAT and MuSLCAN consistently yield competitive results when compared to state-of-the-art waveform-based models yet require considerably fewer parameters.
Neural Cellular Automata (NCAs) have been proven effective in simulating morphogenetic processes, the continuous construction of complex structures from very few starting cells. Recent developments in NCAs lie in the 2D domain, namely reconstructing target images from a single pixel or infinitely growing 2D textures. In this work, we propose an extension of NCAs to 3D, utilizing 3D convolutions in the proposed neural network architecture. Minecraft is selected as the environment for our automaton since it allows the generation of both static structures and moving machines. We show that despite their simplicity, NCAs are capable of growing complex entities such as castles, apartment blocks, and trees, some of which are composed of over 3,000 blocks. Additionally, when trained for regeneration, the system is able to regrow parts of simple functional machines, significantly expanding the capabilities of simulated morphogenetic systems.
Zipf's law predicts a power-law relationship between word rank and frequency in language communication systems and has been widely reported in a variety of natural language processing applications. However, the emergence of natural language is often modeled as a function of bias between speaker and listener interests, which lacks a direct way of relating information-theoretic bias to Zipfian rank. A function of bias also serves as an unintuitive interpretation of the communicative effort exchanged between a speaker and a listener. We counter these shortcomings by proposing a novel integral transform and kernel for mapping communicative bias functions to corresponding word frequency-rank representations at any arbitrary phase transition point, resulting in a direct way to link communicative effort (modeled by speaker/listener bias) to specific vocabulary used (represented by word rank). We demonstrate the practical utility of our integral transform by showing how a change from bias to rank results in greater accuracy and performance at an image classification task for assigning word labels to images randomly subsampled from CIFAR10. We model this task as a reinforcement learning game between a speaker and listener and compare the relative impact of bias and Zipfian word rank on communicative performance (and accuracy) between the two agents.