Europe
Meta-Learning for Stochastic Gradient MCMC
Gong, Wenbo, Li, Yingzhen, Hernández-Lobato, José Miguel
Stochastic gradient Markov chain Monte Carlo (SG-MCMC) has become increasingly popular for simulating posterior samples in large-scale Bayesian modeling. However, existing SG-MCMC schemes are not tailored to any specific probabilistic model, even a simple modification of the underlying dynamical system requires significant physical intuition. This paper presents the first meta-learning algorithm that allows automated design for the underlying continuous dynamics of an SG-MCMC sampler. The learned sampler generalizes Hamiltonian dynamics with state-dependent drift and diffusion, enabling fast traversal and efficient exploration of neural network energy landscapes. Experiments validate the proposed approach on both Bayesian fully connected neural network and Bayesian recurrent neural network tasks, showing that the learned sampler out-performs generic, hand-designed SG-MCMC algorithms, and generalizes to different datasets and larger architectures.
Disintegration and Bayesian Inversion via String Diagrams
The notions of disintegration and Bayesian inversion are fundamental in conditional probability theory. They produce channels, as conditional probabilities, from a joint state, or from an already given channel (in opposite direction). These notions exist in the literature, in concrete situations, but are presented here in abstract graphical formulations. The resulting abstract descriptions are used for proving basic results in conditional probability theory. The existence of disintegration and Bayesian inversion is discussed for discrete probability, and also for measure-theoretic probability --- via standard Borel spaces and via likelihoods. Finally, the usefulness of disintegration and Bayesian inversion is illustrated in several examples.
A Virtual Environment with Multi-Robot Navigation, Analytics, and Decision Support for Critical Incident Investigation
Smyth, David L., Fennell, James, Abinesh, Sai, Karimi, Nazli B., Glavin, Frank G., Ullah, Ihsan, Drury, Brett, Madden, Michael G.
Accidents and attacks that involve chemical, biological, radiological/nuclear or explosive (CBRNE) substances are rare, but can be of high consequence. Since the investigation of such events is not anybody's routine work, a range of AI techniques can reduce investigators' cognitive load and support decision-making, including: planning the assessment of the scene; ongoing evaluation and updating of risks; control of autonomous vehicles for collecting images and sensor data; reviewing images/videos for items of interest; identification of anomalies; and retrieval of relevant documentation. Because of the rare and high-risk nature of these events, realistic simulations can support the development and evaluation of AI-based tools. We have developed realistic models of CBRNE scenarios and implemented an initial set of tools.
Resource-Efficient Neural Architect
Zhou, Yanqi, Ebrahimi, Siavash, Arık, Sercan Ö., Yu, Haonan, Liu, Hairong, Diamos, Greg
Neural Architecture Search (NAS) is a laborious process. Prior work on automated NAS targets mainly on improving accuracy, but lacks consideration of computational resource use. We propose the Resource-Efficient Neural Architect (RENA), an efficient resource-constrained NAS using reinforcement learning with network embedding. RENA uses a policy network to process the network embeddings to generate new configurations. We demonstrate RENA on image recognition and keyword spotting (KWS) problems. RENA can find novel architectures that achieve high performance even with tight resource constraints. For CIFAR10, it achieves 2.95% test error when compute intensity is greater than 100 FLOPs/byte, and 3.87% test error when model size is less than 3M parameters. For Google Speech Commands Dataset, RENA achieves the state-of-the-art accuracy without resource constraints, and it outperforms the optimized architectures with tight resource constraints.
Unsupervised Meta-Learning for Reinforcement Learning
Gupta, Abhishek, Eysenbach, Benjamin, Finn, Chelsea, Levine, Sergey
Meta-learning is a powerful tool that builds on multi-task learning to learn how to quickly adapt a model to new tasks. In the context of reinforcement learning, meta-learning algorithms can acquire reinforcement learning procedures to solve new problems more efficiently by meta-learning prior tasks. The performance of meta-learning algorithms critically depends on the tasks available for meta-training: in the same way that supervised learning algorithms generalize best to test points drawn from the same distribution as the training points, meta-learning methods generalize best to tasks from the same distribution as the meta-training tasks. In effect, meta-reinforcement learning offloads the design burden from algorithm design to task design. If we can automate the process of task design as well, we can devise a meta-learning algorithm that is truly automated. In this work, we take a step in this direction, proposing a family of unsupervised meta-learning algorithms for reinforcement learning. We describe a general recipe for unsupervised meta-reinforcement learning, and describe an effective instantiation of this approach based on a recently proposed unsupervised exploration technique and model-agnostic meta-learning. We also discuss practical and conceptual considerations for developing unsupervised meta-learning methods. Our experimental results demonstrate that unsupervised meta-reinforcement learning effectively acquires accelerated reinforcement learning procedures without the need for manual task design, significantly exceeds the performance of learning from scratch, and even matches performance of meta-learning methods that use hand-specified task distributions.
Colwell's Castle Defence: A Custom Game Using Dynamic Difficulty Adjustment to Increase Player Enjoyment
Colwell, Anthony M., Glavin, Frank G.
Dynamic Difficulty Adjustment (DDA) is a mechanism used in video games that automatically tailors the individual gaming experience to match an appropriate difficulty setting. This is generally achieved by removing pre-defined difficulty tiers such as Easy, Medium and Hard; and instead concentrates on balancing the gameplay to match the challenge to the individual's abilities. The work presented in this paper examines the implementation of DDA in a custom survival game developed by the author, namely Colwell's Castle Defence. The premise of this arcade-style game is to defend a castle from hordes of oncoming enemies. The AI system that we developed adjusts the enemy spawn rate based on the current performance of the player. Specifically, we read the Player Health and Gate Health at the end of each level and then assign the player with an appropriate difficulty tier for the proceeding level. We tested the impact of our technique on thirty human players and concluded, based on questionnaire feedback, that enabling the technique led to more enjoyable gameplay.
Drive2Vec: Multiscale State-Space Embedding of Vehicular Sensor Data
Hallac, David, Bhooshan, Suvrat, Chen, Michael, Abida, Kacem, Sosic, Rok, Leskovec, Jure
With automobiles becoming increasingly reliant on sensors to perform various driving tasks, it is important to encode the relevant CAN bus sensor data in a way that captures the general state of the vehicle in a compact form. In this paper, we develop a deep learning-based method, called Drive2Vec, for embedding such sensor data in a low-dimensional yet actionable form. Our method is based on stacked gated recurrent units (GRUs). It accepts a short interval of automobile sensor data as input and computes a low-dimensional representation of that data, which can then be used to accurately solve a range of tasks. With this representation, we (1) predict the exact values of the sensors in the short term (up to three seconds in the future), (2) forecast the long-term average values of these same sensors, (3) infer additional contextual information that is not encoded in the data, including the identity of the driver behind the wheel, and (4) build a knowledge base that can be used to auto-label data and identify risky states. We evaluate our approach on a dataset collected by Audi, which equipped a fleet of test vehicles with data loggers to store all sensor readings on 2,098 hours of driving on real roads. We show in several experiments that our method outperforms other baselines by up to 90%, and we further demonstrate how these embeddings of sensor data can be used to solve a variety of real-world automotive applications.
ML + FV = $\heartsuit$? A Survey on the Application of Machine Learning to Formal Verification
Amrani, Moussa, Lúcio, Levi, Bibal, Adrien
Formal Verification (Fv) and Machine Learning (Ml) can seem incompatible due to their opposite mathematical foundations and their use in real-life problems: Fv mostly relies on discrete mathematics and aims at ensuring correctness; Ml often relies on probabilistic models and consists of learning patterns from training data. In this paper, we postulate that they are complementary in practice, and explore how Ml helps Fv in its classical approaches: static analysis, model-checking, theorem-proving, and Sat solving. We draw a landscape of the current practice and catalog some of the most prominent uses of Ml inside Fv tools, thus offering a new perspective on Fv techniques that can help researchers and practitioners to better locate the possible synergies. We discuss lessons learned from our work, point to possible improvements and offer visions for the future of the domain in the light of the science of software and systems modeling.
Learning Representations of Ultrahigh-dimensional Data for Random Distance-based Outlier Detection
Pang, Guansong, Cao, Longbing, Chen, Ling, Liu, Huan
Learning expressive low-dimensional representations of ultrahigh-dimensional data, e.g., data with thousands/millions of features, has been a major way to enable learning methods to address the curse of dimensionality. However, existing unsupervised representation learning methods mainly focus on preserving the data regularity information and learning the representations independently of subsequent outlier detection methods, which can result in suboptimal and unstable performance of detecting irregularities (i.e., outliers). This paper introduces a ranking model-based framework, called RAMODO, to address this issue. RAMODO unifies representation learning and outlier detection to learn low-dimensional representations that are tailored for a state-of-the-art outlier detection approach - the random distance-based approach. This customized learning yields more optimal and stable representations for the targeted outlier detectors. Additionally, RAMODO can leverage little labeled data as prior knowledge to learn more expressive and application-relevant representations. We instantiate RAMODO to an efficient method called REPEN to demonstrate the performance of RAMODO. Extensive empirical results on eight real-world ultrahigh dimensional data sets show that REPEN (i) enables a random distance-based detector to obtain significantly better AUC performance and two orders of magnitude speedup; (ii) performs substantially better and more stably than four state-of-the-art representation learning methods; and (iii) leverages less than 1% labeled data to achieve up to 32% AUC improvement.
Ubisoft's E3 reveals: Assassin's Creed: Odyssey, Division 2, Beyond Good & Evil 2, and more
And hey, more CG footage of Beyond Good & Evil 2. With Ubisoft's E3 press conferences, you always know exactly what you're going to get, and yet it's also impressive (to me at least) to watch the machine at work, to watch Ubisoft trot out such a full lineup of experiences every year, without fail. We've rounded up all the trailers from Ubisoft's E3 2018 press conference below, and it's exactly what you'd expect. And damn, it might not be inspiring but on some level I can respect the craft. After a fever dream of an introduction for Just Dance 2019 (featuring a dancing panda), Ubisoft finally moved into something we could care about: Beyond Good & Evil 2. First up, just a stunning CG trailer. Like, good enough that I wish Ubisoft would make a Beyond Good & Evil film. It has some fantastic shots of the world itself--including a faux X-Wing flying through empty space, a ship AI being channeled through a jewel-encrusted skull, and the return of the original game's protagonist Jade.