State-of-the-art deep neural networks are trained with large amounts (millions or even billions) of data. The expensive computation and memory costs make it difficult to train them on limited hardware resources, especially for recent popular large language models (LLM) and computer vision models (CV). Recent popular dataset distillation methods are thus developed, aiming to reduce the number of training samples via synthesizing small-scale datasets via gradient matching. However, as the gradient calculation is coupled with the specific network architecture, the synthesized dataset is biased and performs poorly when used for training unseen architectures. To address these limitations, we present dataset quantization (DQ), a new framework to compress large-scale datasets into small subsets which can be used for training any neural network architectures. Extensive experiments demonstrate that DQ is able to generate condensed small datasets for training unseen network architectures with state-of-the-art compression ratios for lossless model training. To the best of our knowledge, DQ is the first method that can successfully distill large-scale datasets such as ImageNet-1k with a state-of-the-art compression ratio. Notably, with 60% data from ImageNet and 20% data from Alpaca's instruction tuning data, the models can be trained with negligible or no performance drop for both vision tasks (including classification, semantic segmentation, and object detection) as well as language tasks (including instruction tuning tasks such as BBH and DROP).
Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and locations in virtual scenarios. We adopted the story generation capability of large language models (LLMs) to obtain the stories used for imaginary play with human-written prompts. Those generated stories will be simplified and mapped into action sequences that can guide the agent in imaginary play. To evaluate whether the agent can successfully finish the imaginary play, we also designed a text adventure game to simulate a house as the playground for the agent to interact.
One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based game environments where the action space is extensive. However, non-player characters (NPCs) sometimes hold some key information about the game, which can potentially help to train RL agents faster. Thus, this paper explores how to interact and converse with NPC agents to get the key information using large language models (LLMs), as well as incorporate this information to speed up RL agent's training using knowledge graphs (KGs) and Story Shaping.
Data pruning aims to obtain lossless performances as training on the original data with less overall cost. A common approach is to simply filter out samples that make less contribution to the training. This leads to gradient expectation bias between the pruned and original data. To solve this problem, we propose \textbf{InfoBatch}, a novel framework aiming to achieve lossless training acceleration by unbiased dynamic data pruning. Specifically, InfoBatch randomly prunes a portion of less informative samples based on the loss distribution and rescales the gradients of the remaining samples. We train the full data in the last few epochs to improve the performance of our method, which further reduces the bias of the total update. As a plug-and-play and architecture-agnostic framework, InfoBatch consistently obtains lossless training results on CIFAR-10, CIFAR-100, Tiny-ImageNet, and ImageNet-1K saving 40\%, 33\%, 30\%, and 26\% overall cost, respectively. We extend InfoBatch into semantic segmentation task and also achieve lossless mIoU on ADE20K dataset with 20\% overall cost saving. Last but not least, as InfoBatch accelerates in data dimension, it further speeds up large-batch training methods (\textit{eg.} LARS and LAMB) by 1.3 times without extra cost or performance drop. The code will be made public.
Reward design for reinforcement learning agents can be difficult in situations where one not only wants the agent to achieve some effect in the world but where one also cares about how that effect is achieved. For example, we might wish for an agent to adhere to a tacit understanding of commonsense, align itself to a preference for how to behave for purposes of safety, or taking on a particular role in an interactive game. Storytelling is a mode for communicating tacit procedural knowledge. We introduce a technique, Story Shaping, in which a reinforcement learning agent infers tacit knowledge from an exemplar story of how to accomplish a task and intrinsically rewards itself for performing actions that make its current environment adhere to that of the inferred story world. Specifically, Story Shaping infers a knowledge graph representation of the world state from observations, and also infers a knowledge graph from the exemplar story. An intrinsic reward is generated based on the similarity between the agent's inferred world state graph and the inferred story world graph. We conducted experiments in text-based games requiring commonsense reasoning and shaping the behaviors of agents as virtual game characters.
Open-world novelty--a sudden change in the mechanics or properties of an environment--is a common occurrence in the real world. Novelty adaptation is an agent's ability to improve its policy performance post-novelty. Most reinforcement learning (RL) methods assume that the world is a closed, fixed process. Consequentially, RL policies adapt inefficiently to novelties. To address this, we introduce WorldCloner, an end-to-end trainable neuro-symbolic world model for rapid novelty adaptation. WorldCloner learns an efficient symbolic representation of the pre-novelty environment transitions, and uses this transition model to detect novelty and efficiently adapt to novelty in a single-shot fashion. Additionally, WorldCloner augments the policy learning process using imagination-based adaptation, where the world model simulates transitions of the post-novelty environment to help the policy adapt. By blending ''imagined'' transitions with interactions in the post-novelty environment, performance can be recovered with fewer total environment interactions. Using environments designed for studying novelty in sequential decision-making problems, we show that the symbolic world model helps its neural policy adapt more efficiently than model-based and model-based neural-only reinforcement learning methods.
Prompt tuning approaches, which learn task-specific soft prompts for a downstream task conditioning on frozen pre-trained models, have attracted growing interest due to its parameter efficiency. With large language models and sufficient training data, prompt tuning performs comparably to full-model tuning. However, with limited training samples in few-shot settings, prompt tuning fails to match the performance of full-model fine-tuning. In this work, we focus on improving the few-shot performance of prompt tuning by transferring knowledge from soft prompts of source tasks. Recognizing the good generalization capabilities of ensemble methods in low-data regime, we first experiment and show that a simple ensemble of model predictions based on different source prompts, outperforms existing multi-prompt knowledge transfer approaches such as source prompt fusion in the few-shot setting. Motivated by this observation, we further investigate model ensembles and propose Sample-specific Ensemble of Source Models (SESoM). SESoM learns to adjust the contribution of each source model for each target sample separately when ensembling source model outputs. Through this way, SESoM inherits the superior generalization of model ensemble approaches and simultaneously captures the sample-specific competence of each source prompt. We conduct experiments across a diverse set of eight NLP tasks using models of different scales (T5-{base, large, XL}) and find that SESoM consistently outperforms the existing models of the same as well as larger parametric scale by a large margin.
Domain Adaptation of Black-box Predictors (DABP) aims to learn a model on an unlabeled target domain supervised by a black-box predictor trained on a source domain. It does not require access to both the source-domain data and the predictor parameters, thus addressing the data privacy and portability issues of standard domain adaptation. Existing DABP approaches mostly rely on model distillation from the black-box predictor, \emph{i.e.}, training the model with its noisy target-domain predictions, which however inevitably introduces the confirmation bias accumulated from the prediction noises. To mitigate such bias, we propose a new method, named BETA, to incorporate knowledge distillation and noisy label learning into one coherent framework. This is enabled by a new divide-to-adapt strategy. BETA divides the target domain into an easy-to-adapt subdomain with less noise and a hard-to-adapt subdomain. Then it deploys mutually-teaching twin networks to filter the predictor errors for each other and improve them progressively, from the easy to hard subdomains. As such, BETA effectively purifies the noisy labels and reduces error accumulation. We theoretically show that the target error of BETA is minimized by decreasing the noise ratio of the subdomains. Extensive experiments demonstrate BETA outperforms existing methods on all DABP benchmarks, and is even comparable with the standard domain adaptation methods that use the source-domain data.
Face recognition, as one of the most successful applications in artificial intelligence, has been widely used in security, administration, advertising, and healthcare. However, the privacy issues of public face datasets have attracted increasing attention in recent years. Previous works simply mask most areas of faces or synthesize samples using generative models to construct privacy-preserving face datasets, which overlooks the trade-off between privacy protection and data utility. In this paper, we propose a novel framework FaceMAE, where the face privacy and recognition performance are considered simultaneously. Firstly, randomly masked face images are used to train the reconstruction module in FaceMAE. We tailor the instance relation matching (IRM) module to minimize the distribution gap between real faces and FaceMAE reconstructed ones. During the deployment phase, we use trained FaceMAE to reconstruct images from masked faces of unseen identities without extra training. The risk of privacy leakage is measured based on face retrieval between reconstructed and original datasets. Experiments prove that the identities of reconstructed images are difficult to be retrieved. We also perform sufficient privacy-preserving face recognition on several public face datasets (i.e. CASIA-WebFace and WebFace260M). Compared to previous state of the arts, FaceMAE consistently \textbf{reduces at least 50\% error rate} on LFW, CFP-FP and AgeDB.