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MarioGPT: Open-Ended Text2Level Generation through Large Language Models

Neural Information Processing Systems

Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. Here, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model and combined with novelty search it enables the generation of diverse levels with varying play-style dynamics (i.e.


Estimating Noise Correlations Across Continuous Conditions With Wishart Processes

Neural Information Processing Systems

The signaling capacity of a neural population depends on the scale and orientation of its covariance across trials. Estimating this noise covariance is challenging and is thought to require a large number of stereotyped trials. New approaches are therefore needed to interrogate the structure of neural noise across rich, naturalistic behaviors and sensory experiences, with few trials per condition. Here, we exploit the fact that conditions are smoothly parameterized in many experiments and leverage Wishart process models to pool statistical power from trials in neighboring conditions. We demonstrate that these models perform favorably on experimental data from the mouse visual cortex and monkey motor cortex relative to standard covariance estimators. Moreover, they produce smooth estimates of covariance as a function of stimulus parameters, enabling estimates of noise correlations in entirely unseen conditions as well as continuous estimates of Fisher information--a commonly used measure of signal fidelity. Together, our results suggest that Wishart processes are broadly applicable tools for quantification and uncertainty estimation of noise correlations in trial-limited regimes, paving the way toward understanding the role of noise in complex neural computations and behavior.


M {2} SODAI: Multi-Modal Maritime Object Detection Dataset With RGB and Hyperspectral Image Sensors

Neural Information Processing Systems

Object detection in aerial images is a growing area of research, with maritime object detection being a particularly important task for reliable surveillance, monitoring, and active rescuing. Notwithstanding astonishing advances of computer visiontechnologies, detecting ships and floating matters in these images are challenging due to factors such as object distance. What makes it worse is pervasive sea surface effects such as sunlight reflection, wind, and waves. Hyperspectral image (HSI) sensors, providing more than 100 channels in wavelengths of visible and near-infrared, can extract intrinsic information of materials from a few pixels of HSIs.The advent of HSI sensors motivates us to leverage HSIs to circumvent false positives due to the sea surface effects.Unfortunately, there are few public HSI datasets due to the high cost and labor involved in collecting them, hindering object detection research based on HSIs. We have collected and annotated a new dataset called ``Multi-Modal Ship and flOating matter Detection in Aerial Images (M$^{2}$SODAI),'', which includes synchronized image pairs of RGB and HSI data, along with bounding box labels for nearly 6,000 instances per category. We also propose a new multi-modal extension of the feature pyramid network called DoubleFPN.Extensive experiments on our benchmark demonstrate that fusion of RGB and HSI data can enhance mAP, especially in the presence of the sea surface effects.


IMP-MARL: a Suite of Environments for Large-scale Infrastructure Management Planning via MARL

Neural Information Processing Systems

We introduce IMP-MARL, an open-source suite of multi-agent reinforcement learning (MARL) environments for large-scale Infrastructure Management Planning (IMP), offering a platform for benchmarking the scalability of cooperative MARL methods in real-world engineering applications.In IMP, a multi-component engineering system is subject to a risk of failure due to its components' damage condition.Specifically, each agent plans inspections and repairs for a specific system component, aiming to minimise maintenance costs while cooperating to minimise system failure risk.With IMP-MARL, we release several environments including one related to offshore wind structural systems, in an effort to meet today's needs to improve management strategies to support sustainable and reliable energy systems.Supported by IMP practical engineering environments featuring up to 100 agents, we conduct a benchmark campaign, where the scalability and performance of state-of-the-art cooperative MARL methods are compared against expert-based heuristic policies. The results reveal that centralised training with decentralised execution methods scale better with the number of agents than fully centralised or decentralised RL approaches, while also outperforming expert-based heuristic policies in most IMP environments.Based on our findings, we additionally outline remaining cooperation and scalability challenges that future MARL methods should still address.Through IMP-MARL, we encourage the implementation of new environments and the further development of MARL methods.


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.


Ensemble-based Deep Reinforcement Learning for Vehicle Routing Problems under Distribution Shift

Neural Information Processing Systems

While performing favourably on the independent and identically distributed (i.i.d.) instances, most of the existing neural methods for vehicle routing problems (VRPs) struggle to generalize in the presence of a distribution shift. To tackle this issue, we propose an ensemble-based deep reinforcement learning method for VRPs, which learns a group of diverse sub-policies to cope with various instance distributions. In particular, to prevent convergence of the parameters to the same one, we enforce diversity across sub-policies by leveraging Bootstrap with random initialization. Moreover, we also explicitly pursue inequality between sub-policies by exploiting regularization terms during training to further enhance diversity. Experimental results show that our method is able to outperform the state-of-the-art neural baselines on randomly generated instances of various distributions, and also generalizes favourably on the benchmark instances from TSPLib and CVRPLib, which confirmed the effectiveness of the whole method and the respective designs.


FedGame: A Game-Theoretic Defense against Backdoor Attacks in Federated Learning

Neural Information Processing Systems

Federated learning (FL) provides a distributed training paradigm where multiple clients can jointly train a global model without sharing their local data. However, recent studies have shown that FL offers an additional surface for backdoor attacks. For instance, an attacker can compromise a subset of clients and thus corrupt the global model to misclassify an input with a backdoor trigger as the adversarial target. Existing defenses for FL against backdoor attacks usually detect and exclude the corrupted information from the compromised clients based on a static attacker model. However, such defenses are inadequate against dynamic attackers who strategically adapt their attack strategies.


Timewarp: Transferable Acceleration of Molecular Dynamics by Learning Time-Coarsened Dynamics

Neural Information Processing Systems

MD is often used to compute equilibrium properties, which requires sampling from an equilibrium distribution such as the Boltzmann distribution. However, many important processes, such as binding and folding, occur over timescales of milliseconds or beyond, and cannot be efficiently sampled with conventional MD.Furthermore, new MD simulations need to be performed for each molecular system studied.We present *Timewarp*, an enhanced sampling method which uses a normalising flow as a proposal distribution in a Markov chain Monte Carlo method targeting the Boltzmann distribution. The flow is trained offline on MD trajectories and learns to make large steps in time, simulating the molecular dynamics of $10^{5} - 10^{6} \textrm{fs}$.Crucially, Timewarp is *transferable* between molecular systems: once trained, we show that it generalises to unseen small peptides (2-4 amino acids) at all-atom resolution, exploring their metastable states and providing wall-clock acceleration of sampling compared to standard MD.Our method constitutes an important step towards general, transferable algorithms for accelerating MD.


Censored Sampling of Diffusion Models Using 3 Minutes of Human Feedback

Neural Information Processing Systems

Diffusion models have recently shown remarkable success in high-quality image generation. Sometimes, however, a pre-trained diffusion model exhibits partial misalignment in the sense that the model can generate good images, but it sometimes outputs undesirable images. If so, we simply need to prevent the generation of the bad images, and we call this task censoring. In this work, we present censored generation with a pre-trained diffusion model using a reward model trained on minimal human feedback. We show that censoring can be accomplished with extreme human feedback efficiency and that labels generated with a mere few minutes of human feedback are sufficient.