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Explaining Local, Global, And Higher-Order Interactions In Deep Learning

arXiv.org Artificial Intelligence

We present a simple yet highly generalizable method for explaining interacting parts within a neural network's reasoning process. In this work, we consider local, global, and higher-order statistical interactions. Generally speaking, local interactions occur between features within individual datapoints, while global interactions come in the form of universal features across the whole dataset. With deep learning, combined with some heuristics for tractability, we achieve state of the art measurement of global statistical interaction effects, including at higher orders (3-way interactions or more). We generalize this to the multidimensional setting to explain local interactions in multi-object detection and relational reasoning using the COCO annotated-image and Sort-Of-CLEVR toy datasets respectively. Here, we submit a new task for testing feature vector interactions, conduct a human study, propose a novel metric for relational reasoning, and use our interaction interpretations to innovate a more effective Relation Network. Finally, we apply these techniques on a real-world biomedical dataset to discover the higher-order interactions underlying Parkinson's disease clinical progression.


Beyond User Self-Reported Likert Scale Ratings: A Comparison Model for Automatic Dialog Evaluation

arXiv.org Artificial Intelligence

Open Domain dialog system evaluation is one of the most important challenges in dialog research. Existing automatic evaluation metrics, such as BLEU are mostly reference-based. They calculate the difference between the generated response and a limited number of available references. Likert-score based self-reported user rating is widely adopted by social conversational systems, such as Amazon Alexa Prize chatbots. However, self-reported user rating suffers from bias and variance among different users. To alleviate this problem, we formulate dialog evaluation as a comparison task. We also propose an automatic evaluation model CMADE (Comparison Model for Automatic Dialog Evaluation) that automatically cleans self-reported user ratings as it trains on them. Specifically, we first use a self-supervised method to learn better dialog feature representation, and then use KNN and Shapley to remove confusing samples. Our experiments show that CMADE achieves 89.2% accuracy in the dialog comparison task.


Decorrelated Double Q-learning

arXiv.org Artificial Intelligence

Q-learning with value function approximation may have the poor performance because of overestimation bias and imprecise estimate. Specifically, overestimation bias is from the maximum operator over noise estimate, which is exaggerated using the estimate of a subsequent state. Inspired by the recent advance of deep reinforcement learning and Double Q-learning, we introduce the decorrelated double Q-learning (D2Q). Specifically, we introduce the decorrelated regularization item to reduce the correlation between value function approximators, which can lead to less biased estimation and low variance. The experimental results on a suite of MuJoCo continuous control tasks demonstrate that our decorrelated double Q-learning can effectively improve the performance.


StarCraft II Build Order Optimization using Deep Reinforcement Learning and Monte-Carlo Tree Search

arXiv.org Artificial Intelligence

The real-time strategy game of StarCraft II has been posed as a challenge for reinforcement learning by Google's DeepMind. This study examines the use of an agent based on the Monte-Carlo Tree Search algorithm for optimizing the build order in StarCraft II, and discusses how its performance can be improved even further by combining it with a deep reinforcement learning neural network. The experimental results accomplished using Monte-Carlo Tree Search achieves a score similar to a novice human player by only using very limited time and computational resources, which paves the way to achieving scores comparable to those of a human expert by combining it with the use of deep reinforcement learning.


DECSTR: Learning Goal-Directed Abstract Behaviors using Pre-Verbal Spatial Predicates in Intrinsically Motivated Agents

arXiv.org Artificial Intelligence

Intrinsically motivated agents freely explore their environment and set their own goals. Such goals are traditionally represented as specific states, but recent works introduced the use of language to facilitate abstraction. Language can, for example, represent goals as sets of general properties that surrounding objects should verify. However, language-conditioned agents are trained simultaneously to understand language and to act, which seems to contrast with how children learn: infants demonstrate goal-oriented behaviors and abstract spatial concepts very early in their development, before language mastery. Guided by these findings from developmental psychology, we introduce a high-level state representation based on natural semantic predicates that describe spatial relations between objects and that are known to be present early in infants. In a robotic manipulation environment, our DECSTR system explores this representation space by manipulating objects, and efficiently learns to achieve any reachable configuration within it. It does so by leveraging an object-centered modular architecture, a symmetry inductive bias, and a new form of automatic curriculum learning for goal selection and policy learning. As with children, language acquisition takes place in a second phase, independently from goal-oriented sensorimotor learning. This is done via a new goal generation module, conditioned on instructions describing expected transformations in object relations. We present ablations studies for each component and highlight several advantages of targeting abstract goals over specific ones. We further show that using this intermediate representation enables efficient language grounding by evaluating agents on sequences of language instructions and their logical combinations.


An efficient application of Bayesian optimization to an industrial MDO framework for aircraft design

arXiv.org Artificial Intelligence

The multi-level, multi-disciplinary and multi-fidelity optimization framework developed at Bombardier Aviation has shown great results to explore efficient and competitive aircraft configurations. This optimization framework has been developed within the Isight software, the latter offers a set of ready-to-use optimizers. Unfortunately, the computational effort required by the Isight optimizers can be prohibitive with respect to the requirements of an industrial context. In this paper, a constrained Bayesian optimization optimizer, namely the super efficient global optimization with mixture of experts, is used to reduce the optimization computational effort. The obtained results showed significant improvements compared to two of the popular Isight optimizers. The capabilities of the tested constrained Bayesian optimization solver are demonstrated on Bombardier research aircraft configuration study cases.


Systematic Generalisation through Task Temporal Logic and Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This paper presents a neuro-symbolic agent that combines deep reinforcement learning (DRL) with temporal logic (TL), and achieves systematic out-of-distribution generalisation in tasks that involve following a formally specified instruction. Specifically, the agent learns general notions of negation and disjunction, and successfully applies them to previously unseen objects without further training. To this end, we also introduce Task Temporal Logic (TTL), a learning-oriented formal language, whose atoms are designed to help the training of a DRL agent targeting systematic generalisation. To validate this combination of logic-based and neural-network techniques, we provide experimental evidence for the kind of neural-network architecture that most enhances the generalisation performance of the agent. Our findings suggest that the right architecture can significatively improve the ability of the agent to generalise in systematic ways, even with abstract operators, such as negation, which previous research have struggled with.


Language-Conditioned Goal Generation: a New Approach to Language Grounding for RL

arXiv.org Artificial Intelligence

In the real world, linguistic agents are also embodied agents: they perceive and act in the physical world. The notion of Language Grounding questions the interactions between language and embodiment: how do learning agents connect or ground linguistic representations to the physical world ? This question has recently been approached by the Reinforcement Learning community under the framework of instruction-following agents. In these agents, behavioral policies or reward functions are conditioned on the embedding of an instruction expressed in natural language. This paper proposes another approach: using language to condition goal generators. Given any goal-conditioned policy, one could train a language-conditioned goal generator to generate language-agnostic goals for the agent. This method allows to decouple sensorimotor learning from language acquisition and enable agents to demonstrate a diversity of behaviors for any given instruction. We propose a particular instantiation of this approach and demonstrate its benefits.


Realistic Physics Based Character Controller

arXiv.org Artificial Intelligence

Over the course of the last several years there was a strong interest in application of modern optimal control techniques to the field of character animation. This interest was fueled by introduction of efficient learning based algorithms for policy optimization, growth in computation power, and game engine improvements. It was shown that it is possible to generate natural looking control of a character by using two ingredients. First, the simulated agent must adhere to a motion capture dataset. And second, the character aims to track the control input from the user. The paper aims at closing the gap between the researchers and users by introducing an open source implementation of physics based character control in Unity framework that has a low entry barrier and a steep learning curve.


Deep Reinforcement Learning for Neural Control

arXiv.org Artificial Intelligence

We present a novel methodology for control of neural circuits based on deep reinforcement learning. Our approach achieves aimed behavior by generating external continuous stimulation of existing neural circuits (neuromodulation control) or modulations of neural circuits architecture (connectome control). Both forms of control are challenging due to nonlinear and recurrent complexity of neural activity. To infer candidate control policies, our approach maps neural circuits and their connectome into a grid-world like setting and infers the actions needed to achieve aimed behavior. The actions are inferred by adaptation of deep Q-learning methods known for their robust performance in navigating grid-worlds. We apply our approach to the model of \textit{C. elegans} which simulates the full somatic nervous system with muscles and body. Our framework successfully infers neuropeptidic currents and synaptic architectures for control of chemotaxis. Our findings are consistent with in vivo measurements and provide additional insights into neural control of chemotaxis. We further demonstrate the generality and scalability of our methods by inferring chemotactic neural circuits from scratch.