Problem Solving
Recurrent World Models Facilitate Policy Evolution
Ha, David, Schmidhuber, Jürgen
A generative recurrent neural network is quickly trained in an unsupervised manner to model popular reinforcement learning environments through compressed spatio-temporal representations. The world model's extracted features are fed into compact and simple policies trained by evolution, achieving state of the art results in various environments. We also train our agent entirely inside of an environment generated by its own internal world model, and transfer this policy back into the actual environment. Interactive version of this paper is available at https://worldmodels.github.io Papers published at the Neural Information Processing Systems Conference.
Divide-and-Conquer Learning by Anchoring a Conical Hull
Zhou, Tianyi, Bilmes, Jeff A., Guestrin, Carlos
We reduce a broad class of machine learning problems, usually addressed by EM or sampling, to the problem of finding the $k$ extremal rays spanning the conical hull of a data point set. These $k$ anchors'' lead to a global solution and a more interpretable model that can even outperform EM and sampling on generalization error. To find the $k$ anchors, we propose a novel divide-and-conquer learning scheme DCA'' that distributes the problem to $\mathcal O(k\log k)$ same-type sub-problems on different low-D random hyperplanes, each can be solved by any solver. For the 2D sub-problem, we present a non-iterative solver that only needs to compute an array of cosine values and its max/min entries. DCA also provides a faster subroutine for other methods to check whether a point is covered in a conical hull, which improves algorithm design in multiple dimensions and brings significant speedup to learning.
3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans
Rosinol, Antoni, Gupta, Arjun, Abate, Marcus, Shi, Jingnan, Carlone, Luca
We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI
Parameterizing Branch-and-Bound Search Trees to Learn Branching Policies
Zarpellon, Giulia, Jo, Jason, Lodi, Andrea, Bengio, Yoshua
Branch and Bound (B&B) is the exact tree search method typically used to solve Mixed-Integer Linear Programming problems (MILPs). Learning branching policies for MILP has become an active research area, with most works proposing to imitate the strong branching rule and specialize it to distinct classes of problems. We aim instead at learning a policy that generalizes across heterogeneous MILPs: our main hypothesis is that parameterizing the state of the B&B search tree can significantly aid this type of generalization. We propose a novel imitation learning framework, and introduce new input features and architectures to represent branching. Experiments on MILP benchmark instances clearly show the advantages of incorporating to a baseline model an explicit parameterization of the state of the search tree to modulate the branching decisions. The resulting policy reaches higher accuracy than the baseline, and on average explores smaller B&B trees, while effectively allowing generalization to generic unseen instances.
Self-Attentive Associative Memory
Le, Hung, Tran, Truyen, Venkatesh, Svetha
Heretofore, neural networks with external memory are restricted to single memory with lossy representations of memory interactions. A rich representation of relationships between memory pieces urges a high-order and segregated relational memory. In this paper, we propose to separate the storage of individual experiences (item memory) and their occurring relationships (relational memory). The idea is implemented through a novel Self-attentive Associative Memory (SAM) operator. Found upon outer product, SAM forms a set of associative memories that represent the hypothetical high-order relationships between arbitrary pairs of memory elements, through which a relational memory is constructed from an item memory. The two memories are wired into a single sequential model capable of both memorization and relational reasoning. We achieve competitive results with our proposed two-memory model in a diversity of machine learning tasks, from challenging synthetic problems to practical testbeds such as geometry, graph, reinforcement learning, and question answering.
A Model of Fast Concept Inference with Object-Factorized Cognitive Programs
Sawyer, Daniel P., Lázaro-Gredilla, Miguel, George, Dileep
The ability of humans to quickly identify general concepts from a handful of images has proven difficult to emulate with robots. Recently, a computer architecture was developed that allows robots to mimic some aspects of this human ability by modeling concepts as cognitive programs using an instruction set of primitive cognitive functions. This allowed a robot to emulate human imagination by simulating candidate programs in a world model before generalizing to the physical world. However, this model used a naive search algorithm that required 30 minutes to discover a single concept, and became intractable for programs with more than 20 instructions. To circumvent this bottleneck, we present an algorithm that emulates the human cognitive heuristics of object factorization and sub-goaling, allowing human-level inference speed, improving accuracy, and making the output more explainable.
Superintelligent AI Is Still a Myth
The common sense problem in AI is actually old, pretty much as old as the field itself. Turing himself alluded to it when he posed the problem of having a conversation--the Turing Test--as the proper aim of a matured and successful AI (though the term "AI" is an anachronism here; it was coined later). Old, or classic AI--all the work on AI done before the Web, basically--tried to tame common sense by adding concepts and rules to reason about concepts, known as "Knowledge Representation and Reasoning." This may seem silly today, but it's plausibly a more intuitive strategy for tackling common sense. One builds a large knowledge base with descriptions of alligators and races and legs and measurements and so on.
Knowledge representation and update in hierarchies of graphs
Harmer, Russ, Oshurko, Eugenia
A mathematical theory is presented for the representation of knowledge in the form of a directed acyclic hierarchy of objects in a category where all paths between any given pair of objects are required to be equal. The conditions under which knowledge update, in the form of the sesqui-pushout rewriting of an object in a hierarchy, can be propagated to the rest of the hierarchy, in order to maintain all required path equalities, are analysed: some rewrites must be propagated forwards, in the direction of the arrows, while others must be propagated backwards, against the direction of the arrows, and, depending on the precise form of the hierarchy, certain composability conditions may also be necessary. The implementation of this theory, in the ReGraph Python library for (simple) directed graphs with attributes on nodes and edges, is then discussed in the context of two significant use cases.
Knowledge Federation: Hierarchy and Unification
Li, Hongyu, Meng, Dan, Li, Xiaolin
With the strengthening of data privacy and security, traditional data centralization for AI faces huge challenges. Moreover, isolated data existing in various industries and institutions is grossly underused and thus retards the advance of AI applications. We propose a possible solution to these problems: knowledge federation. Beyond the concepts of federated learning and secure multi-party computation, we introduce a comprehensive knowledge federation framework, which is a hierarchy with four-level federation. In terms of the occurrence time of federation, knowledge federation can be categorized into information level, model level, cognition level, and knowledge level. To facilitate widespread academic and commercial adoption of this concept, we provide definitions free from ambiguity for the knowledge federation framework. In addition, we clarify the relationship and differentiation between knowledge federation and other related research fields and conclude that knowledge federation is a unified framework for secure multi-party computation and learning.