We demonstrate experimental results with LLMs that address robotics action planning problems. Recently, LLMs have been applied in robotics action planning, particularly using a code generation approach that converts complex high-level instructions into mid-level policy codes. In contrast, our approach acquires text descriptions of the task and scene objects, then formulates action planning through natural language reasoning, and outputs coordinate level control commands, thus reducing the necessity for intermediate representation code as policies. Our approach is evaluated on a multi-modal prompt simulation benchmark, demonstrating that our prompt engineering experiments with natural language reasoning significantly enhance success rates compared to its absence. Furthermore, our approach illustrates the potential for natural language descriptions to transfer robotics skills from known tasks to previously unseen tasks.
Speaker verification is hampered by background noise, particularly at extremely low Signal-to-Noise Ratio (SNR) under 0 dB. It is difficult to suppress noise without introducing unwanted artifacts, which adversely affects speaker verification. We proposed the mechanism called Gradient Weighting (Grad-W), which dynamically identifies and reduces artifact noise during prediction. The mechanism is based on the property that the gradient indicates which parts of the input the model is paying attention to. Specifically, when the speaker network focuses on a region in the denoised utterance but not on the clean counterpart, we consider it artifact noise and assign higher weights for this region during optimization of enhancement. We validate it by training an enhancement model and testing the enhanced utterance on speaker verification. The experimental results show that our approach effectively reduces artifact noise, improving speaker verification across various SNR levels.
To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop algorithms to solve tasks with hard-to-specify reward functions in Minecraft. Through this competition, we aimed to promote the development of algorithms that use human feedback as channels to learn the desired behavior. We describe the competition and provide an overview of the top solutions. We conclude by discussing the impact of the competition and future directions for improvement.
Our aim is to build autonomous agents that can solve tasks in environments like Minecraft. To do so, we used an imitation learning-based approach. We formulate our control problem as a search problem over a dataset of experts' demonstrations, where the agent copies actions from a similar demonstration trajectory of image-action pairs. We perform a proximity search over the BASALT MineRL-dataset in the latent representation of a Video PreTraining model. The agent copies the actions from the expert trajectory as long as the distance between the state representations of the agent and the selected expert trajectory from the dataset do not diverge. Then the proximity search is repeated. Our approach can effectively recover meaningful demonstration trajectories and show human-like behavior of an agent in the Minecraft environment.
We study a novel neural architecture and its training strategies of speaker encoder for speaker recognition without using any identity labels. The speaker encoder is trained to extract a fixed-size speaker embedding from a spoken utterance of various length. Contrastive learning is a typical self-supervised learning technique. However, the quality of the speaker encoder depends very much on the sampling strategy of positive and negative pairs. It is common that we sample a positive pair of segments from the same utterance. Unfortunately, such poor-man's positive pairs (PPP) lack necessary diversity for the training of a robust encoder. In this work, we propose a multi-modal contrastive learning technique with novel sampling strategies. By cross-referencing between speech and face data, we study a method that finds diverse positive pairs (DPP) for contrastive learning, thus improving the robustness of the speaker encoder. We train the speaker encoder on the VoxCeleb2 dataset without any speaker labels, and achieve an equal error rate (EER) of 2.89\%, 3.17\% and 6.27\% under the proposed progressive clustering strategy, and an EER of 1.44\%, 1.77\% and 3.27\% under the two-stage learning strategy with pseudo labels, on the three test sets of VoxCeleb1. This novel solution outperforms the state-of-the-art self-supervised learning methods by a large margin, at the same time, achieves comparable results with the supervised learning counterpart. We also evaluate our self-supervised learning technique on LRS2 and LRW datasets, where the speaker information is unknown. All experiments suggest that the proposed neural architecture and sampling strategies are robust across datasets.
Playing games with cheaters is not fun, and in a multi-billion-dollar video game industry with hundreds of millions of players, game developers aim to improve the security and, consequently, the user experience of their games by preventing cheating. Both traditional software-based methods and statistical systems have been successful in protecting against cheating, but recent advances in the automatic generation of content, such as images or speech, threaten the video game industry; they could be used to generate artificial gameplay indistinguishable from that of legitimate human players. To better understand this threat, we begin by reviewing the current state of multiplayer video game cheating, and then proceed to build a proof-of-concept method, GAN-Aimbot. By gathering data from various players in a first-person shooter game we show that the method improves players' performance while remaining hidden from automatic and manual protection mechanisms. By sharing this work we hope to raise awareness on this issue and encourage further research into protecting the gaming communities.
Paradoxically, a Variational Autoencoder (VAE) could be pushed in two opposite directions, utilizing powerful decoder model for generating realistic images but collapsing the learned representation, or increasing regularization coefficient for disentangling representation but ultimately generating blurry examples. Existing methods narrow the issues to the rate-distortion trade-off between compression and reconstruction. We argue that a good reconstruction model does learn high capacity latents that encode more details, however, its use is hindered by two major issues: the prior is random noise which is completely detached from the posterior and allow no controllability in the generation; mean-field variational inference doesn't enforce hierarchy structure which makes the task of recombining those units into plausible novel output infeasible. As a result, we develop a system that learns a hierarchy of disentangled representation together with a mechanism for recombining the learned representation for generalization. This is achieved by introducing a minimal amount of inductive bias to learn controllable prior for the VAE. The idea is supported by here developed transitive information theory, that is, the mutual information between two target variables could alternately be maximized through the mutual information to the third variable, thus bypassing the rate-distortion bottleneck in VAE design. In particular, we show that our model, named SemafoVAE (inspired by the similar concept in computer science), could generate high-quality examples in a controllable manner, perform smooth traversals of the disentangled factors and intervention at a different level of representation hierarchy.
As automatic speaker verification (ASV) systems are vulnerable to spoofing attacks, they are typically used in conjunction with spoofing countermeasure (CM) systems to improve security. For example, the CM can first determine whether the input is human speech, then the ASV can determine whether this speech matches the speaker's identity. The performance of such a tandem system can be measured with a tandem detection cost function (t-DCF). However, ASV and CM systems are usually trained separately, using different metrics and data, which does not optimize their combined performance. In this work, we propose to optimize the tandem system directly by creating a differentiable version of t-DCF and employing techniques from reinforcement learning. The results indicate that these approaches offer better outcomes than finetuning, with our method providing a 20% relative improvement in the t-DCF in the ASVSpoof19 dataset in a constrained setting.
Behavioural cloning has been extensively used to train agents and is recognized as a fast and solid approach to teach general behaviours based on expert trajectories. Such method follows the supervised learning paradigm and it strongly depends on the distribution of the data. In our paper, we show how combining behavioural cloning with human-in-the-loop training solves some of its flaws and provides an agent task-specific corrections to overcome tricky situations while speeding up the training time and lowering the required resources. To do this, we introduce a novel approach that allows an expert to take control of the agent at any moment during a simulation and provide optimal solutions to its problematic situations. Our experiments show that this approach leads to better policies both in terms of quantitative evaluation and in human-likeliness.