Face plays an important role in human's visual perception, and reconstructing perceived faces from brain activities is challenging because of its difficulty in extracting high-level features and maintaining consistency of multiple face attributes, such as expression, identity, gender, etc. In this study, we proposed a novel reconstruction framework, which we called Double-Flow GAN, that can enhance the capability of discriminator and handle imbalances in images from certain domains that are too easy for generators. We also designed a pretraining process that uses features extracted from images as conditions for making it possible to pretrain the conditional reconstruction model from fMRI in a larger pure image dataset. Moreover, we developed a simple pretrained model to perform fMRI alignment to alleviate the problem of cross-subject reconstruction due to the variations of brain structure among different subjects. We conducted experiments by using our proposed method and state-of-the-art reconstruction models. Our results demonstrated that our method showed significant reconstruction performance, outperformed the previous reconstruction models, and exhibited a good generation ability.
Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., "chopping trees" to long-horizon tasks, e.g., "obtaining a diamond pickaxe". JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task of $\texttt{ObtainDiamondPickaxe}$, JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. The project page is available at https://craftjarvis.org/JARVIS-1
In this paper, we provide a fine-grained analysis of the local landscape of phase retrieval under the regime with limited samples. Our aim is to ascertain the minimal sample size necessary to guarantee a benign local landscape surrounding global minima in high dimensions. Let $n$ and $d$ denote the sample size and input dimension, respectively. We first explore the local convexity and establish that when $n=o(d\log d)$, for almost every fixed point in the local ball, the Hessian matrix must have negative eigenvalues as long as $d$ is sufficiently large. Consequently, the local landscape is highly non-convex. We next consider the one-point strong convexity and show that as long as $n=\omega(d)$, with high probability, the landscape is one-point strongly convex in the local annulus: $\{w\in\mathbb{R}^d: o_d(1)\leqslant \|w-w^*\|\leqslant c\}$, where $w^*$ is the ground truth and $c$ is an absolute constant. This implies that gradient descent initialized from any point in this domain can converge to an $o_d(1)$-loss solution exponentially fast. Furthermore, we show that when $n=o(d\log d)$, there is a radius of $\widetilde\Theta\left(\sqrt{1/d}\right)$ such that one-point convexity breaks in the corresponding smaller local ball. This indicates an impossibility to establish a convergence to exact $w^*$ for gradient descent under limited samples by relying solely on one-point convexity.
We study the problem of learning hierarchical polynomials over the standard Gaussian distribution with three-layer neural networks. We specifically consider target functions of the form $h = g \circ p$ where $p : \mathbb{R}^d \rightarrow \mathbb{R}$ is a degree $k$ polynomial and $g: \mathbb{R} \rightarrow \mathbb{R}$ is a degree $q$ polynomial. This function class generalizes the single-index model, which corresponds to $k=1$, and is a natural class of functions possessing an underlying hierarchical structure. Our main result shows that for a large subclass of degree $k$ polynomials $p$, a three-layer neural network trained via layerwise gradient descent on the square loss learns the target $h$ up to vanishing test error in $\widetilde{\mathcal{O}}(d^k)$ samples and polynomial time. This is a strict improvement over kernel methods, which require $\widetilde \Theta(d^{kq})$ samples, as well as existing guarantees for two-layer networks, which require the target function to be low-rank. Our result also generalizes prior works on three-layer neural networks, which were restricted to the case of $p$ being a quadratic. When $p$ is indeed a quadratic, we achieve the information-theoretically optimal sample complexity $\widetilde{\mathcal{O}}(d^2)$, which is an improvement over prior work~\citep{nichani2023provable} requiring a sample size of $\widetilde\Theta(d^4)$. Our proof proceeds by showing that during the initial stage of training the network performs feature learning to recover the feature $p$ with $\widetilde{\mathcal{O}}(d^k)$ samples. This work demonstrates the ability of three-layer neural networks to learn complex features and as a result, learn a broad class of hierarchical functions.
Leveraging Input Convex Neural Networks (ICNNs), ICNN-based Model Predictive Control (MPC) successfully attains globally optimal solutions by upholding convexity within the MPC framework. However, current ICNN architectures encounter the issue of vanishing gradients, which limits their ability to serve as deep neural networks for complex tasks. Additionally, the current neural network-based MPC, including conventional neural network-based MPC and ICNN-based MPC, faces slower convergence speed when compared to MPC based on first-principles models. In this study, we leverage the principles of ICNNs to propose a novel Input Convex LSTM for Lyapunov-based MPC, with the specific goal of reducing convergence time and mitigating the vanishing gradient problem while ensuring closed-loop stability. From a simulation study of a nonlinear chemical reactor, we observed a mitigation of vanishing gradient problem and a reduction in convergence time, with a percentage decrease of 46.7%, 31.3%, and 20.2% compared to baseline plain RNN, plain LSTM, and Input Convex Recurrent Neural Network, respectively.
Two ways has been discussed to unlock the reasoning capability of a large language model. The first one is prompt engineering and the second one is to combine the multiple inferences of large language models, or the multi-agent discussion. Theoretically, this paper justifies the multi-agent discussion mechanisms from the symmetry of agents. Empirically, this paper reports the empirical results of the interplay of prompts and discussion mechanisms, revealing the empirical state-of-the-art performance of complex multi-agent mechanisms can be approached by carefully developed prompt engineering. This paper also proposes a scalable discussion mechanism based on conquer and merge, providing a simple multi-agent discussion solution with simple prompts but state-of-the-art performance.
The era post-2018 marked the advent of Large Language Models (LLMs), with innovations such as OpenAI's ChatGPT showcasing prodigious linguistic prowess. As the industry galloped toward augmenting model parameters and capitalizing on vast swaths of human language data, security and privacy challenges also emerged. Foremost among these is the potential inadvertent accrual of Personal Identifiable Information (PII) during web-based data acquisition, posing risks of unintended PII disclosure. While strategies like RLHF during training and Catastrophic Forgetting have been marshaled to control the risk of privacy infringements, recent advancements in LLMs, epitomized by OpenAI's fine-tuning interface for GPT-3.5, have reignited concerns. One may ask: can the fine-tuning of LLMs precipitate the leakage of personal information embedded within training datasets? This paper reports the first endeavor to seek the answer to the question, particularly our discovery of a new LLM exploitation avenue, called the Janus attack. In the attack, one can construct a PII association task, whereby an LLM is fine-tuned using a minuscule PII dataset, to potentially reinstate and reveal concealed PIIs. Our findings indicate that, with a trivial fine-tuning outlay, LLMs such as GPT-3.5 can transition from being impermeable to PII extraction to a state where they divulge a substantial proportion of concealed PII. This research, through its deep dive into the Janus attack vector, underscores the imperative of navigating the intricate interplay between LLM utility and privacy preservation.
To pursue the goal of creating an open-ended agent in Minecraft, an open-ended game environment with unlimited possibilities, this paper introduces a task-centric framework named MCU for Minecraft agent evaluation. The MCU framework leverages the concept of atom tasks as fundamental building blocks, enabling the generation of diverse or even arbitrary tasks. Within the MCU framework, each task is measured with six distinct difficulty scores (time consumption, operational effort, planning complexity, intricacy, creativity, novelty). These scores offer a multi-dimensional assessment of a task from different angles, and thus can reveal an agent's capability on specific facets. The difficulty scores also serve as the feature of each task, which creates a meaningful task space and unveils the relationship between tasks. For efficient evaluation of Minecraft agents employing the MCU framework, we maintain a unified benchmark, namely SkillForge, which comprises representative tasks with diverse categories and difficulty distribution. We also provide convenient filters for users to select tasks to assess specific capabilities of agents. We show that MCU has the high expressivity to cover all tasks used in recent literature on Minecraft agent, and underscores the need for advancements in areas such as creativity, precise control, and out-of-distribution generalization under the goal of open-ended Minecraft agent development.
We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. Code and video can be found on the website https://craftjarvis-groot.github.io.