Country
Asymptotically Unambitious Artificial General Intelligence
Cohen, Michael K, Vellambi, Badri, Hutter, Marcus
General intelligence, the ability to solve arbitrary solvable problems, is supposed by many to be artificially constructible. Narrow intelligence, the ability to solve a given particularly difficult problem, has seen impressive recent development. Notable examples include self-driving cars, Go engines, image classifiers, and translators. Artificial General Intelligence (AGI) presents dangers that narrow intelligence does not: if something smarter than us across every domain were indifferent to our concerns, it would be an existential threat to humanity, just as we threaten many species despite no ill will. Even the theory of how to maintain the alignment of an AGI's goals with our own has proven highly elusive. We present the first algorithm we are aware of for asymptotically unambitious AGI, where "unambitiousness" includes not seeking arbitrary power. Thus, we identify an exception to the Instrumental Convergence Thesis, which is roughly that by default, an AGI would seek power, including over us.
SATNet: Bridging deep learning and logical reasoning using a differentiable satisfiability solver
Wang, Po-Wei, Donti, Priya L., Wilder, Bryan, Kolter, Zico
Integrating logical reasoning within deep learning architectures has been a major goal of modern AI systems. In this paper, we propose a new direction toward this goal by introducing a differentiable (smoothed) maximum satisfiability (MAXSAT) solver that can be integrated into the loop of larger deep learning systems. Our (approximate) solver is based upon a fast coordinate descent approach to solving the semidefinite program (SDP) associated with the MAXSAT problem. We show how to analytically differentiate through the solution to this SDP and efficiently solve the associated backward pass. We demonstrate that by integrating this solver into end-to-end learning systems, we can learn the logical structure of challenging problems in a minimally supervised fashion. In particular, we show that we can learn the parity function using single-bit supervision (a traditionally hard task for deep networks) and learn how to play 9x9 Sudoku solely from examples. We also solve a "visual Sudok" problem that maps images of Sudoku puzzles to their associated logical solutions by combining our MAXSAT solver with a traditional convolutional architecture. Our approach thus shows promise in integrating logical structures within deep learning.
Coordinated Exploration via Intrinsic Rewards for Multi-Agent Reinforcement Learning
Sparse rewards are one of the most important challenges in reinforcement learning. In the single-agent setting, these challenges have been addressed by introducing intrinsic rewards that motivate agents to explore unseen regions of their state spaces. Applying these techniques naively to the multi-agent setting results in individual agents exploring independently, without any coordination among themselves. We argue that learning in cooperative multi-agent settings can be accelerated and improved if agents coordinate with respect to what they have explored. In this paper we propose an approach for learning how to dynamically select between different types of intrinsic rewards which consider not just what an individual agent has explored, but all agents, such that the agents can coordinate their exploration and maximize extrinsic returns. Concretely, we formulate the approach as a hierarchical policy where a high-level controller selects among sets of policies trained on different types of intrinsic rewards and the low-level controllers learn the action policies of all agents under these specific rewards. We demonstrate the effectiveness of the proposed approach in a multi-agent learning domain with sparse rewards.
Generation of Policy-Level Explanations for Reinforcement Learning
Topin, Nicholay, Veloso, Manuela
Though reinforcement learning has greatly benefited from the incorporation of neural networks, the inability to verify the correctness of such systems limits their use. Current work in explainable deep learning focuses on explaining only a single decision in terms of input features, making it unsuitable for explaining a sequence of decisions. To address this need, we introduce Abstracted Policy Graphs, which are Markov chains of abstract states. This representation concisely summarizes a policy so that individual decisions can be explained in the context of expected future transitions. Additionally, we propose a method to generate these Abstracted Policy Graphs for deterministic policies given a learned value function and a set of observed transitions, potentially off-policy transitions used during training. Since no restrictions are placed on how the value function is generated, our method is compatible with many existing reinforcement learning methods. We prove that the worst-case time complexity of our method is quadratic in the number of features and linear in the number of provided transitions, $O(|F|^2 |tr\_samples|)$. By applying our method to a family of domains, we show that our method scales well in practice and produces Abstracted Policy Graphs which reliably capture relationships within these domains.
Blocksworld Revisited: Learning and Reasoning to Generate Event-Sequences from Image Pairs
Gokhale, Tejas, Sampat, Shailaja, Fang, Zhiyuan, Yang, Yezhou, Baral, Chitta
The process of identifying changes or transformations in a scene along with the ability of reasoning about their causes and effects, is a key aspect of intelligence. In this work we go beyond recent advances in computational perception, and introduce a more challenging task, Image-based Event-Sequencing (IES). In IES, the task is to predict a sequence of actions required to rearrange objects from the configuration in an input source image to the one in the target image. IES also requires systems to possess inductive generalizability. Motivated from evidence in cognitive development, we compile the first IES dataset, the Blocksworld Image Reasoning Dataset (BIRD) which contains images of wooden blocks in different configurations, and the sequence of moves to rearrange one configuration to the other. We first explore the use of existing deep learning architectures and show that these end-to-end methods under-perform in inferring temporal event-sequences and fail at inductive generalization. We then propose a modular two-step approach: Visual Perception followed by Event-Sequencing, and demonstrate improved performance by combining learning and reasoning. Finally, by showing an extension of our approach on natural images, we seek to pave the way for future research on event sequencing for real world scenes.
Cerberus: A Multi-headed Derenderer
Deng, Boyang, Kornblith, Simon, Hinton, Geoffrey
To generalize to novel visual scenes with new viewpoints and new object poses, a visual system needs representations of the shapes of the parts of an object that are invariant to changes in viewpoint or pose. 3D graphics representations disentangle visual factors such as viewpoints and lighting from object structure in a natural way. It is possible to learn to invert the process that converts 3D graphics representations into 2D images, provided the 3D graphics representations are available as labels. When only the unlabeled images are available, however, learning to derender is much harder. We consider a simple model which is just a set of free floating parts. Each part has its own relation to the camera and its own triangular mesh which can be deformed to model the shape of the part. At test time, a neural network looks at a single image and extracts the shapes of the parts and their relations to the camera. Each part can be viewed as one head of a multi-headed derenderer. During training, the extracted parts are used as input to a differentiable 3D renderer and the reconstruction error is backpropagated to train the neural net. We make the learning task easier by encouraging the deformations of the part meshes to be invariant to changes in viewpoint and invariant to the changes in the relative positions of the parts that occur when the pose of an articulated body changes. Cerberus, our multi-headed derenderer, outperforms previous methods for extracting 3D parts from single images without part annotations, and it does quite well at extracting natural parts of human figures.
Greedy InfoMax for Biologically Plausible Self-Supervised Representation Learning
Lรถwe, Sindy, O'Connor, Peter, Veeling, Bastiaan S.
We propose a novel deep learning method for local self-supervised representation learning that does not require labels nor end-to-end backpropagation but exploits the natural order in data instead. Inspired by the observation that biological neural networks appear to learn without backpropagating a global error signal, we split a deep neural network into a stack of gradient-isolated modules. Each module is trained to maximize the mutual information between its consecutive outputs using the InfoNCE bound from Oord et al. [2018]. Despite this greedy training, we demonstrate that each module improves upon the output of its predecessor, and that the representations created by the top module yield highly competitive results on downstream classification tasks in the audio and visual domain. The proposal enables optimizing modules asynchronously, allowing large-scale distributed training of very deep neural networks on unlabelled datasets.
LatentGNN: Learning Efficient Non-local Relations for Visual Recognition
Zhang, Songyang, Yan, Shipeng, He, Xuming
Capturing long-range dependencies in feature representations is crucial for many visual recognition tasks. Despite recent successes of deep convolutional networks, it remains challenging to model non-local context relations between visual features. A promising strategy is to model the feature context by a fully-connected graph neural network (GNN), which augments traditional convolutional features with an estimated non-local context representation. However, most GNN-based approaches require computing a dense graph affinity matrix and hence have difficulty in scaling up to tackle complex real-world visual problems. In this work, we propose an efficient and yet flexible non-local relation representation based on a novel class of graph neural networks. Our key idea is to introduce a latent space to reduce the complexity of graph, which allows us to use a low-rank representation for the graph affinity matrix and to achieve a linear complexity in computation. Extensive experimental evaluations on three major visual recognition tasks show that our method outperforms the prior works with a large margin while maintaining a low computation cost.
Robot uses AI to teach itself to write in languages it's never seen before
One day in the not-so-distant future, robots could help humans out in the workplace by taking notes or sketching helpful diagrams. That's one of the objectives of a new robot created by researchers from Brown University that can learn to write languages and sketch drawings practically on its own. After learning to write Japanese characters, the robot was able to teach itself how to copy words in 10 different languages, including Hindi, Greek and English, just by studying various examples. It uses an algorithm that helps the robot decide where and how to place each pen stroke that distinguishes each letter in the alphabet, as well as what order to place them in to make the correct word. 'Just by looking at a target image of a word or sketch, the robot can reproduce each stroke as one continuous action,' Atsunobi Kotani, who led the study, said in a statement.
AI in Fintech: Better For Businesses and Customers
This is true now just as much as it's ever been, if not more so, because of technology's mighty influence. These disruptive innovations are transforming the world as we know it -- from simplifying our personal lives to refashioning numerous industries. Sometimes these innovations are fleeting, like in the case of Google Glass, while others are steadfast fixtures of our daily lives -- could you imagine life without a smartphone? The reasons why software and products fail are threefold: either the technology behind it was second-rate, it didn't solve a problem, or consumers were unsure of its purpose. All three of these elements must be manifest in any software or product for it to work, and work well.