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VAEL: Bridging Variational Autoencoders and Probabilistic Logic Programming
Besides standard latent subsymbolic variables, our model exploits a probabilistic logic program to define a further structured representation, which is used for logical reasoning. The entire process is end-to-end differentiable. Once trained, VAEL can solve new unseen generation tasks by (i) leveraging the previously acquired knowledge encoded in the neural component and (ii) exploiting new logical programs on the structured latent space. Our experiments provide support on the benefits of this neuro-symbolic integration both in terms of task generalization and data efficiency. To the best of our knowledge, this work is the first to propose a general-purpose end-to-end framework integrating probabilistic logic programming into a deep generative model.
Neural Auto-Curricula
When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of "who to compete with" (i.e., the opponent mixture) and "how to beat them" (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper1, we introduce a novel framework--Neural Auto-Curricula (NAC)--that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the bestresponse module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.
ReSync: Riemannian Subgradient-based Robust Rotation Synchronization
This work presents ReSync, a Riemannian subgradient-based algorithm for solving the robust rotation synchronization problem, which arises in various engineering applications. ReSync solves a least-unsquared minimization formulation over the rotation group, which is nonsmooth and nonconvex, and aims at recovering the underlying rotations directly. We provide strong theoretical guarantees for ReSync under the random corruption setting. Specifically, we first show that the initialization procedure of ReSyncyields a proper initial point that lies in a local region around the ground-truth rotations. We next establish the weak sharpness property of the aforementioned formulation and then utilize this property to derive the local linear convergence of ReSyncto the ground-truth rotations. By combining these guarantees, we conclude that ReSync converges linearly to the ground-truth rotations under appropriate conditions. Experiment results demonstrate the effectiveness of ReSync.
1dc2fe8d9ae956616f86bab3ce5edc59-Supplemental-Conference.pdf
We construct SEIDNet based on PyTorch1. There are 26 convolutional layers for extracting the visual feature map from the rainy image. The feature masking contains two convolutional layers. It computes the rain (or object) feature map. There is a pair of batch normalization and ReLU layers between the adjacent convolutional layers. The size of kernels in each convolutional layer is 3 3. Vid generates 3 3kernel for deraining each pixel.
Generative Status Estimation and Information Decoupling for Image Rain Removal
Image rain removal requires the accurate separation between the pixels of the rain streaks and object textures. But the confusing appearances of rains and objects lead to the misunderstanding of pixels, thus remaining the rain streaks or missing the object details in the result. In this paper, we propose SEIDNet equipped with the generative Status Estimation and Information Decoupling for rain removal. In the status estimation, we embed the pixel-wise statuses into the status space, where each status indicates a pixel of the rain or object. The status space allows sampling multiple statuses for a pixel, thus capturing the confusing rain or object. In the information decoupling, we respect the pixel-wise statuses, decoupling the appearance information of rain and object from the pixel. Based on the decoupled information, we construct the kernel space, where multiple kernels are sampled for the pixel to remove the rain and recover the object appearance. We evaluate SEIDNet on the public datasets, achieving state-of-the-art performances of image rain removal. The experimental results also demonstrate the generalization of SEIDNet, which can be easily extended to achieve state-of-the-art performances on other image restoration tasks (e.g., snow, haze, and shadow removal).