Goto

Collaborating Authors

 Education


C-Eval: A Multi-Level Multi-Discipline Chinese Evaluation Suite for Foundation Models

Neural Information Processing Systems

New NLP benchmarks are urgently needed to align with the rapid development of large language models (LLMs). We present C-Eval, the first comprehensive Chinese evaluation suite designed to assess advanced knowledge and reasoning abilities of foundation models in a Chinese context. C-Eval comprises multiple-choice questions across four difficulty levels: middle school, high school, college, and professional. The questions span 52 diverse disciplines, ranging from humanities to science and engineering. C-Eval is accompanied by C-Eval Hard, a subset of very challenging subjects in C-Eval that requires advanced reasoning abilities to solve. We conduct a comprehensive evaluation of the most advanced LLMs on C-Eval, including both English-and Chinese-oriented models. Results indicate that only GPT-4 could achieve an average accuracy of over 60%, suggesting that there is still significant room for improvement for current LLMs. We anticipate C-Eval will help analyze important strengths and shortcomings of foundation models, and foster their development and growth for Chinese users.


Can Language Models Teach? Teacher Explanations Improve Student Performance via Personalization

Neural Information Processing Systems

A hallmark property of explainable AI models is the ability to teach other agents, communicating knowledge of how to perform a task. While Large Language Models (LLMs) perform complex reasoning by generating explanations for their predictions, it is unclear whether they also make good teachers for weaker agents. To address this, we consider a student-teacher framework between two LLM agents and study if, when, and how the teacher should intervene with natural language explanations to improve the student's performance. Since communication is expensive, we define a budget such that the teacher only communicates explanations for a fraction of the data, after which the student should perform well on its own. We decompose the teaching problem along four axes: (1) if teacher's test time intervention improve student predictions, (2) when it is worth explaining a data point, (3) how the teacher should personalize explanations to better teach the student, and (4) if teacher explanations also improve student performance on future unexplained data.


S-CLIP: Semi-supervised Vision-Language Learning using Few Specialist Captions

Neural Information Processing Systems

Vision-language models, such as contrastive language-image pre-training (CLIP), have demonstrated impressive results in natural image domains. However, these models often struggle when applied to specialized domains like remote sensing, and adapting to such domains is challenging due to the limited number of image-text pairs available for training. To address this, we propose S-CLIP, a semi-supervised learning method for training CLIP that utilizes additional unpaired images. S-CLIP employs two pseudo-labeling strategies specifically designed for contrastive learning and the language modality. The caption-level pseudo-label is given by a combination of captions of paired images, obtained by solving an optimal transport problem between unpaired and paired images. The keyword-level pseudo-label is given by a keyword in the caption of the nearest paired image, trained through partial label learning that assumes a candidate set of labels for supervision instead of the exact one. By combining these objectives, S-CLIP significantly enhances the training of CLIP using only a few image-text pairs, as demonstrated in various specialist domains, including remote sensing, fashion, scientific figures, and comics. For instance, S-CLIP improves CLIP by 10% for zero-shot classification and 4% for image-text retrieval on the remote sensing benchmark, matching the performance of supervised CLIP while using three times fewer image-text pairs.


Learning Environment-Aware Affordance for 3D Articulated Object Manipulation under Occlusions

Neural Information Processing Systems

Perceiving and manipulating 3D articulated objects in diverse environments is essential for home-assistant robots. Recent studies have shown that point-level affordance provides actionable priors for downstream manipulation tasks. However, existing works primarily focus on single-object scenarios with homogeneous agents, overlooking the realistic constraints imposed by the environment and the agent's morphology, e.g., occlusions and physical limitations. In this paper, we propose an environment-aware affordance framework that incorporates both object-level actionable priors and environment constraints. Unlike object-centric affordance approaches, learning environment-aware affordance faces the challenge of combinatorial explosion due to the complexity of various occlusions, characterized by their quantities, geometries, positions and poses. To address this and enhance data efficiency, we introduce a novel contrastive affordance learning framework capable of training on scenes containing a single occluder and generalizing to scenes with complex occluder combinations. Experiments demonstrate the effectiveness of our proposed approach in learning affordance considering environment constraints.


Revisiting Implicit Differentiation for Learning Problems in Optimal Control

Neural Information Processing Systems

This paper proposes a new method for differentiating through optimal trajectories arising from non-convex, constrained discrete-time optimal control (COC) problems using the implicit function theorem (IFT). Previous works solve a differential Karush-Kuhn-Tucker (KKT) system for the trajectory derivative, and achieve this efficiently by solving an auxiliary Linear Quadratic Regulator (LQR) problem. In contrast, we directly evaluate the matrix equations which arise from applying variable elimination on the Lagrange multiplier terms in the (differential) KKT system. By appropriately accounting for the structure of the terms within the resulting equations, we show that the trajectory derivatives scale linearly with the number of timesteps. Furthermore, our approach allows for easy parallelization, significantly improved scalability with model size, direct computation of vector-Jacobian products and improved numerical stability compared to prior works. As an additional contribution, we unify prior works, addressing claims that computing trajectory derivatives using IFT scales quadratically with the number of timesteps. We evaluate our method on a both synthetic benchmark and four challenging, learning from demonstration benchmarks including a 6-DoF maneuvering quadrotor and 6-DoF rocket powered landing.


The CLIP Model is Secretly an Image-to-Prompt Converter

Neural Information Processing Systems

The Stable Diffusion model is a prominent text-to-image generation model that relies on a text prompt as its input, which is encoded using the Contrastive Language-Image Pre-Training (CLIP). However, text prompts have limitations when it comes to incorporating implicit information from reference images. Existing methods have attempted to address this limitation by employing expensive training procedures involving millions of training samples for image-to-image generation. In contrast, this paper demonstrates that the CLIP model, as utilized in Stable Diffusion, inherently possesses the ability to instantaneously convert images into text prompts. Such an image-to-prompt conversion can be achieved by utilizing a linear projection matrix that is calculated in a closed form. Moreover, the paper showcases that this capability can be further enhanced by either utilizing a small amount of similar-domain training data (approximately 100 images) or incorporating several online training steps (around 30 iterations) on the reference images. By leveraging these approaches, the proposed method offers a simple and flexible solution to bridge the gap between images and text prompts. This methodology can be applied to various tasks such as image variation and image editing, facilitating more effective and seamless interaction between images and textual prompts.


Learning via Wasserstein-Based High Probability Generalisation Bounds

Neural Information Processing Systems

Minimising upper bounds on the population risk or the generalisation gap has been widely used in structural risk minimisation (SRM) -- this is in particular at the core of PAC-Bayesian learning. Despite its successes and unfailing surge of interest in recent years, a limitation of the PAC-Bayesian framework is that most bounds involve a Kullback-Leibler (KL) divergence term (or its variations), which might exhibit erratic behavior and fail to capture the underlying geometric structure of the learning problem -- hence restricting its use in practical applications.As a remedy, recent studies have attempted to replace the KL divergence in the PAC-Bayesian bounds with the Wasserstein distance. Even though these bounds alleviated the aforementioned issues to a certain extent, they either hold in expectation, are for bounded losses, or are nontrivial to minimize in an SRM framework. In this work, we contribute to this line of research and prove novel Wasserstein distance-based PAC-Bayesian generalisation bounds for both batch learning with independent and identically distributed (i.i.d.) data, and online learning with potentially non-i.i.d.


Online Learning under Adversarial Nonlinear Constraints

Neural Information Processing Systems

In many applications, learning systems are required to process continuous non-stationary data streams.We study this problem in an online learning framework and propose an algorithm that can deal with adversarial time-varying and nonlinear constraints.As we show in our work, the algorithm called Constraint Violation Velocity Projection (CVV-Pro) achieves $\sqrt{T}$ regret and converges to the feasible set at a rate of $1/\sqrt{T}$, despite the fact that the feasible set is slowly time-varying and a priori unknown to the learner. CVV-Pro only relies on local sparse linear approximations of the feasible set and therefore avoids optimizing over the entire set at each iteration, which is in sharp contrast to projected gradients or Frank-Wolfe methods. We also empirically evaluate our algorithm on two-player games, where the players are subjected to a shared constraint.


A Definition of Continual Reinforcement Learning

Neural Information Processing Systems

In a standard view of the reinforcement learning problem, an agent's goal is to efficiently identify a policy that maximizes long-term reward. However, this perspective is based on a restricted view of learning as finding a solution, rather than treating learning as endless adaptation. In contrast, continual reinforcement learning refers to the setting in which the best agents never stop learning. Despite the importance of continual reinforcement learning, the community lacks a simple definition of the problem that highlights its commitments and makes its primary concepts precise and clear. To this end, this paper is dedicated to carefully defining the continual reinforcement learning problem. We formalize the notion of agents that "never stop learning" through a new mathematical language for analyzing and cataloging agents. Using this new language, we define a continual learning agent as one that can be understood as carrying out an implicit search process indefinitely, and continual reinforcement learning as the setting in which the best agents are all continual learning agents. We provide two motivating examples, illustrating that traditional views of multi-task reinforcement learning and continual supervised learning are special cases of our definition.


Neural MMO 2.0: A Massively Multi-task Addition to Massively Multi-agent Learning

Neural Information Processing Systems

Neural MMO 2.0 is a massively multi-agent and multi-task environment for reinforcement learning research. This version features a novel task-system that broadens the range of training settings and poses a new challenge in generalization: evaluation on and against tasks, maps, and opponents never seen during training. Maps are procedurally generated with 128 agents in the standard setting and 1-1024 supported overall. Version 2.0 is a complete rewrite of its predecessor with three-fold improved performance, effectively addressing simulation bottlenecks in online training. Enhancements to compatibility enable training with standard reinforcement learning frameworks designed for much simpler environments. Neural MMO 2.0 is free and open-source with comprehensive documentation available at neuralmmo.github.io