Humans observe and interact with the world to acquire knowledge. However, most existing machine reading comprehension (MRC) tasks miss the interactive, information-seeking component of comprehension. Such tasks present models with static documents that contain all necessary information, usually concentrated in a single short substring. Thus, models can achieve strong performance through simple word- and phrase-based pattern matching. We address this problem by formulating a novel text-based question answering task: Question Answering with Interactive Text (QAit). In QAit, an agent must interact with a partially observable text-based environment to gather information required to answer questions. QAit poses questions about the existence, location, and attributes of objects found in the environment. The data is built using a text-based game generator that defines the underlying dynamics of interaction with the environment. We propose and evaluate a set of baseline models for the QAit task that includes deep reinforcement learning agents. Experiments show that the task presents a major challenge for machine reading systems, while humans solve it with relative ease.
Generative adversarial networks (GANs) have ushered in a revolution in image-to-image translation. The development and proliferation of GANs raises an interesting question: can we train a GAN to remove an object, if present, from an image while otherwise preserving the image? Specifically, can a GAN "virtually heal" anyone by turning his medical image, with an unknown health status (diseased or healthy), into a healthy one, so that diseased regions could be revealed by subtracting those two images? Such a task requires a GAN to identify a minimal subset of target pixels for domain translation, an ability that we call fixed-point translation, which no GAN is equipped with yet. Therefore, we propose a new GAN, called Fixed-Point GAN, trained by (1) supervising same-domain translation through a conditional identity loss, and (2) regularizing cross-domain translation through revised adversarial, domain classification, and cycle consistency loss. Based on fixed-point translation, we further derive a novel framework for disease detection and localization using only image-level annotation. Qualitative and quantitative evaluations demonstrate that the proposed method outperforms the state of the art in multi-domain image-to-image translation and that it surpasses predominant weakly-supervised localization methods in both disease detection and localization. Implementation is available at https://github.com/jlianglab/Fixed-Point-GAN.
This paper studies aligning knowledge graphs from different sources or languages. Most existing methods train supervised methods for the alignment, which usually require a large number of aligned knowledge triplets. However, such a large number of aligned knowledge triplets may not be available or are expensive to obtain in many domains. Therefore, in this paper we propose to study aligning knowledge graphs in fully-unsupervised or weakly-supervised fashion, i.e., without or with only a few aligned triplets. We propose an unsupervised framework to align the entity and relation embddings of different knowledge graphs with an adversarial learning framework. Moreover, a regularization term which maximizes the mutual information between the embeddings of different knowledge graphs is used to mitigate the problem of mode collapse when learning the alignment functions. Such a framework can be further seamlessly integrated with existing supervised methods by utilizing a limited number of aligned triples as guidance. Experimental results on multiple datasets prove the effectiveness of our proposed approach in both the unsupervised and the weakly-supervised settings.
We humans seem to have an innate understanding of the asymmetric progression of time, which we use to efficiently and safely perceive and manipulate our environment. Drawing inspiration from that, we address the problem of learning an arrow of time in a Markov (Decision) Process. We illustrate how a learned arrow of time can capture meaningful information about the environment, which in turn can be used to measure reachability, detect side-effects and to obtain an intrinsic reward signal. We show empirical results on a selection of discrete and continuous environments, and demonstrate for a class of stochastic processes that the learned arrow of time agrees reasonably well with a known notion of an arrow of time given by the celebrated Jordan-Kinderlehrer-Otto result.
Adversarial robustness has become a central goal in deep learning, both in the theory and the practice. However, successful methods to improve the adversarial robustness (such as adversarial training) greatly hurt generalization performance on the unperturbed data. This could have a major impact on how the adversarial robustness affects real world systems (i.e. many may opt to forgo robustness if it can improve accuracy on the unperturbed data). We propose Interpolated Adversarial Training, which employs recently proposed interpolation based training methods in the framework of adversarial training. On CIFAR-10, adversarial training increases the standard test error ( when there is no adversary) from 4.43% to 12.32%, whereas with our Interpolated adversarial training we retain the adversarial robustness while achieving a standard test error of only 6.45%. With our technique, the relative increase in the standard error for the robust model is reduced from 178.1% to just 45.5%.
State representation learning, or the ability to capture latent generative factors of an environment, is crucial for building intelligent agents that can perform a wide variety of tasks. Learning such representations without supervision from rewards is a challenging open problem. We introduce a method that learns state representations by maximizing mutual information across spatially and temporally distinct features of a neural encoder of the observations. We also introduce a new benchmark based on Atari 2600 games where we evaluate representations based on how well they capture the ground truth state variables. We believe this new framework for evaluating representation learning models will be crucial for future representation learning research. Finally, we compare our technique with other state-of-the-art generative and contrastive representation learning methods.
Reinforcement learning agents that operate in diverse and complex environments can benefit from the structured decomposition of their behavior. Often, this is addressed in the context of hierarchical reinforcement learning, where the aim is to decompose a policy into lower-level primitives or options, and a higher-level meta-policy that triggers the appropriate behaviors for a given situation. However, the meta-policy must still produce appropriate decisions in all states. In this work, we propose a policy design that decomposes into primitives, similarly to hierarchical reinforcement learning, but without a high-level meta-policy. Instead, each primitive can decide for themselves whether they wish to act in the current state. We use an information-theoretic mechanism for enabling this decentralized decision: each primitive chooses how much information it needs about the current state to make a decision and the primitive that requests the most information about the current state acts in the world. The primitives are regularized to use as little information as possible, which leads to natural competition and specialization. We experimentally demonstrate that this policy architecture improves over both flat and hierarchical policies in terms of generalization.
Modern generative models are usually designed to match target distributions directly in the data space, where the intrinsic dimensionality of data can be much lower than the ambient dimensionality. We argue that this discrepancy may contribute to the difficulties in training generative models. We therefore propose to map both the generated and target distributions to the latent space using the encoder of a standard autoencoder, and train the generator (or decoder) to match the target distribution in the latent space. The resulting method, perceptual generative autoencoder (PGA), is then incorporated with a maximum likelihood or variational autoencoder (VAE) objective to train the generative model. With maximum likelihood, PGAs generalize the idea of reversible generative models to unrestricted neural network architectures and arbitrary latent dimensionalities. When combined with VAEs, PGAs can generate sharper samples than vanilla VAEs. Compared to other autoencoder-based generative models using simple priors, PGAs achieve state-of-the-art FID scores on CIFAR-10 and CelebA.
This work revisits the use of information criteria to characterize the generalization of deep learning models. In particular, we empirically demonstrate the effectiveness of the Takeuchi information criterion (TIC), an extension of the Akaike information criterion (AIC) for misspecified models, in estimating the generalization gap, shedding light on why quantities such as the number of parameters cannot quantify generalization. The TIC depends on both the Hessian of the loss H and the covariance of the gradients C. By exploring the similarities and differences between these two matrices as well as the Fisher information matrix F, we study the interplay between noise and curvature in deep models. We also address the question of whether C is a reasonable approximation to F, as is commonly assumed.