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Distributionally Robust Learning with Stable Adversarial Training

arXiv.org Artificial Intelligence

Machine learning algorithms with empirical risk minimization are vulnerable under distributional shifts due to the greedy adoption of all the correlations found in training data. There is an emerging literature on tackling this problem by minimizing the worst-case risk over an uncertainty set. However, existing methods mostly construct ambiguity sets by treating all variables equally regardless of the stability of their correlations with the target, resulting in the overwhelmingly-large uncertainty set and low confidence of the learner. In this paper, we propose a novel Stable Adversarial Learning (SAL) algorithm that leverages heterogeneous data sources to construct a more practical uncertainty set and conduct differentiated robustness optimization, where covariates are differentiated according to the stability of their correlations with the target. We theoretically show that our method is tractable for stochastic gradient-based optimization and provide the performance guarantees for our method. Empirical studies on both simulation and real datasets validate the effectiveness of our method in terms of uniformly good performance across unknown distributional shifts.


A Short Survey of Systematic Generalization

arXiv.org Artificial Intelligence

This survey includes systematic generalization and a history of how machine learning addresses it. We aim to summarize and organize the related information of both conventional and recent improvements. We first look at the definition of systematic generalization, then introduce Classicist and Connectionist. We then discuss different types of Connectionists and how they approach the generalization. Two crucial problems of variable binding and causality are discussed. We look into systematic generalization in language, vision, and VQA fields. Recent improvements from different aspects are discussed. Systematic generalization has a long history in artificial intelligence. We could cover only a small portion of many contributions. We hope this paper provides a background and is beneficial for discoveries in future work.


Learning Agile Skills via Adversarial Imitation of Rough Partial Demonstrations

arXiv.org Artificial Intelligence

Learning agile skills is one of the main challenges in robotics. To this end, reinforcement learning approaches have achieved impressive results. These methods require explicit task information in terms of a reward function or an expert that can be queried in simulation to provide a target control output, which limits their applicability. In this work, we propose a generative adversarial method for inferring reward functions from partial and potentially physically incompatible demonstrations for successful skill acquirement where reference or expert demonstrations are not easily accessible. Moreover, we show that by using a Wasserstein GAN formulation and transitions from demonstrations with rough and partial information as input, we are able to extract policies that are robust and capable of imitating demonstrated behaviors. Finally, the obtained skills such as a backflip are tested on an agile quadruped robot called Solo 8 and present faithful replication of hand-held human demonstrations.


Last-Mile Embodied Visual Navigation

arXiv.org Artificial Intelligence

Realistic long-horizon tasks like image-goal navigation involve exploratory and exploitative phases. Assigned with an image of the goal, an embodied agent must explore to discover the goal, i.e., search efficiently using learned priors. Once the goal is discovered, the agent must accurately calibrate the last-mile of navigation to the goal. As with any robust system, switches between exploratory goal discovery and exploitative last-mile navigation enable better recovery from errors. Following these intuitive guide rails, we propose SLING to improve the performance of existing image-goal navigation systems. Entirely complementing prior methods, we focus on last-mile navigation and leverage the underlying geometric structure of the problem with neural descriptors. With simple but effective switches, we can easily connect SLING with heuristic, reinforcement learning, and neural modular policies. On a standardized image-goal navigation benchmark (Hahn et al. 2021), we improve performance across policies, scenes, and episode complexity, raising the state-of-the-art from 45% to 55% success rate. Beyond photorealistic simulation, we conduct real-robot experiments in three physical scenes and find these improvements to transfer well to real environments.


Eliciting and Understanding Cross-Task Skills with Task-Level Mixture-of-Experts

arXiv.org Artificial Intelligence

Recent works suggest that transformer models are capable of multi-tasking on diverse NLP tasks and adapting to new tasks efficiently. However, the potential of these multi-task models may be limited as they use the same set of parameters for all tasks. In contrast, humans tackle tasks in a more flexible way, by making proper presumptions on what skills and knowledge are relevant and executing only the necessary computations. Inspired by this, we propose to use task-level mixture-of-expert models, which has a collection of transformer layers (i.e., experts) and a router component that chooses from these experts dynamically and flexibly. We find that these models help improve the average performance gain (ARG) metric by 2.6% when adapting to unseen tasks in the few-shot setting and by 5.6% in the zero-shot generalization setting. Further, we show that the learned routing decisions partly rediscover human categorization of NLP tasks -- certain experts are strongly associated with extractive tasks, some with classification tasks, and some with tasks requiring world knowledge.


GUDN: A novel guide network with label reinforcement strategy for extreme multi-label text classification

arXiv.org Artificial Intelligence

In natural language processing, extreme multi-label text classification is an emerging but essential task. The problem of extreme multi-label text classification (XMTC) is to recall some of the most relevant labels for a text from an extremely large label set. Large-scale pre-trained models have brought a new trend to this problem. Though the large-scale pre-trained models have made significant achievements on this problem, the valuable fine-tuned methods have yet to be studied. Though label semantics have been introduced in XMTC, the vast semantic gap between texts and labels has yet to gain enough attention. This paper builds a new guide network (GUDN) to help fine-tune the pre-trained model to instruct classification later. Furthermore, GUDN uses raw label semantics combined with a helpful label reinforcement strategy to effectively explore the latent space between texts and labels, narrowing the semantic gap, which can further improve predicted accuracy. Experimental results demonstrate that GUDN outperforms state-of-the-art methods on Eurlex-4k and has competitive results on other popular datasets. In an additional experiment, we investigated the input lengths' influence on the Transformer-based model's accuracy. Our source code is released at https://t.hk.uy/aFSH.


AltCLIP: Altering the Language Encoder in CLIP for Extended Language Capabilities

arXiv.org Artificial Intelligence

In this work, we present a conceptually simple and effective method to train a strong bilingual/multilingual multimodal representation model. Starting from the pre-trained multimodal representation model CLIP released by OpenAI, we altered its text encoder with a pre-trained multilingual text encoder XLM-R, and aligned both languages and image representations by a two-stage training schema consisting of teacher learning and contrastive learning. We validate our method through evaluations of a wide range of tasks. We set new state-of-the-art performances on a bunch of tasks including ImageNet-CN, Flicker30k-CN, COCO-CN and XTD. Further, we obtain very close performances with CLIP on almost all tasks, suggesting that one can simply alter the text encoder in CLIP for extended capabilities such as multilingual understanding. Our models and code are available at https://github.com/FlagAI-Open/FlagAI.


Legal and Political Stance Detection of SCOTUS Language

arXiv.org Artificial Intelligence

We analyze publicly available US Supreme Court documents using automated stance detection. In the first phase of our work, we investigate the extent to which the Court's public-facing language is political. We propose and calculate two distinct ideology metrics of SCOTUS justices using oral argument transcripts. We then compare these language-based metrics to existing social scientific measures of the ideology of the Supreme Court and the public. Through this cross-disciplinary analysis, we find that justices who are more responsive to public opinion tend to express their ideology during oral arguments. This observation provides a new kind of evidence in favor of the attitudinal change hypothesis of Supreme Court justice behavior. As a natural extension of this political stance detection, we propose the more specialized task of legal stance detection with our new dataset SC-stance, which matches written opinions to legal questions. We find competitive performance on this dataset using language adapters trained on legal documents.


Exploiting Different Symmetries for Trajectory Tracking Control with Application to Quadrotors

arXiv.org Artificial Intelligence

High performance trajectory tracking control of quadrotor vehicles is an important challenge in aerial robotics. Symmetry is a fundamental property of physical systems and offers the potential to provide a tool to design high-performance control algorithms. We propose a design methodology that takes any given symmetry, linearises the associated error in a single set of coordinates, and uses LQR design to obtain a high performance control; an approach we term Equivariant Regulator design. We show that quadrotor vehicles admit several different symmetries: the direct product symmetry, the extended pose symmetry and the pose and velocity symmetry, and show that each symmetry can be used to define a global error. We compare the linearised systems via simulation and find that the extended pose and pose and velocity symmetries outperform the direct product symmetry in the presence of large disturbances. This suggests that choices of equivariant and group affine symmetries have improved linearisation error.


i-Sim2Real: Reinforcement Learning of Robotic Policies in Tight Human-Robot Interaction Loops

arXiv.org Artificial Intelligence

Sim-to-real transfer is a powerful paradigm for robotic reinforcement learning. The ability to train policies in simulation enables safe exploration and large-scale data collection quickly at low cost. However, prior works in sim-to-real transfer of robotic policies typically do not involve any human-robot interaction because accurately simulating human behavior is an open problem. In this work, our goal is to leverage the power of simulation to train robotic policies that are proficient at interacting with humans upon deployment. But there is a chicken and egg problem -- how to gather examples of a human interacting with a physical robot so as to model human behavior in simulation without already having a robot that is able to interact with a human? Our proposed method, Iterative-Sim-to-Real (i-S2R), attempts to address this. i-S2R bootstraps from a simple model of human behavior and alternates between training in simulation and deploying in the real world. In each iteration, both the human behavior model and the policy are refined. For all training we apply a new evolutionary search algorithm called Blackbox Gradient Sensing (BGS). We evaluate our method on a real world robotic table tennis setting, where the objective for the robot is to play cooperatively with a human player for as long as possible. Table tennis is a high-speed, dynamic task that requires the two players to react quickly to each other's moves, making for a challenging test bed for research on human-robot interaction. We present results on an industrial robotic arm that is able to cooperatively play table tennis with human players, achieving rallies of 22 successive hits on average and 150 at best. Further, for 80% of players, rally lengths are 70% to 175% longer compared to the sim-to-real plus fine-tuning (S2R+FT) baseline. For videos of our system in action, please see https://sites.google.com/view/is2r.