Deep Learning
Towards Lingua Franca Named Entity Recognition with BERT
Moon, Taesun, Awasthy, Parul, Ni, Jian, Florian, Radu
Information extraction is an important task in NLP, enabling the automatic extraction of data for relational database filling. Historically, research and data was produced for English text, followed in subsequent years by datasets in Arabic, Chinese (ACE/OntoNotes), Dutch, Spanish, German (CoNLL evaluations), and many others. The natural tendency has been to treat each language as a different dataset and build optimized models for each. In this paper we investigate a single Named Entity Recognition model, based on a multilingual BERT, that is trained jointly on many languages simultaneously, and is able to decode these languages with better accuracy than models trained only on one language. To improve the initial model, we study the use of regularization strategies such as multitask learning and partial gradient updates. In addition to being a single model that can tackle multiple languages (including code switch), the model could be used to make zero-shot predictions on a new language, even ones for which training data is not available, out of the box. The results show that this model not only performs competitively with monolingual models, but it also achieves state-of-the-art results on the CoNLL02 Dutch and Spanish datasets, OntoNotes Arabic and Chinese datasets. Moreover, it performs reasonably well on unseen languages, achieving state-of-the-art for zero-shot on three CoNLL languages.
Are We Making Real Progress in Simulated Environments? Measuring the Sim2Real Gap in Embodied Visual Navigation
Kadian, Abhishek, Truong, Joanne, Gokaslan, Aaron, Clegg, Alexander, Wijmans, Erik, Lee, Stefan, Savva, Manolis, Chernova, Sonia, Batra, Dhruv
Does progress in simulation translate to progress in robotics? Specifically, if method A outperforms method B in simulation, how likely is the trend to hold in reality on a robot? We examine this question for embodied (PointGoal) navigation, developing engineering tools and a research paradigm for evaluating a simulator by its sim2real predictivity, revealing surprising findings about prior work. First, we develop Habitat-PyRobot Bridge (HaPy), a library for seamless execution of identical code on a simulated agent and a physical robot. Habitat-to-Locobot transfer with HaPy involves just one line change in config, essentially treating reality as just another simulator! Second, we investigate sim2real predictivity of Habitat-Sim for PointGoal navigation. We 3D-scan a physical lab space to create a virtualized replica, and run parallel tests of 9 different models in reality and simulation. We present a new metric called Sim-vs-Real Correlation Coefficient (SRCC) to quantify sim2real predictivity. Our analysis reveals several important findings. We find that SRCC for Habitat as used for the CVPR19 challenge is low (0.18 for the success metric), which suggests that performance improvements for this simulator-based challenge would not transfer well to a physical robot. We find that this gap is largely due to AI agents learning to 'cheat' by exploiting simulator imperfections: specifically, the way Habitat allows for 'sliding' along walls on collision. Essentially, the virtual robot is capable of cutting corners, leading to unrealistic shortcuts through non-navigable spaces. Naturally, such exploits do not work in the real world where the robot stops on contact with walls. Our experiments show that it is possible to optimize simulation parameters to enable robots trained in imperfect simulators to generalize learned skills to reality (e.g. improving $SRCC_{Succ}$ from 0.18 to 0.844).
Learning To Reach Goals Without Reinforcement Learning
Ghosh, Dibya, Gupta, Abhishek, Fu, Justin, Reddy, Ashwin, Devin, Coline, Eysenbach, Benjamin, Levine, Sergey
L EARNING TO R EACH G OALS WITHOUT R EINFORCEMENTL EARNING Dibya Ghosh* 1, Abhishek Gupta* 1, Justin Fu 1, Ashwin Reddy 1, Coline Devin 1 Benjamin Eysenbach 2 Sergey Levine 1 1 University of California Berkeley 2 Carnegie Mellon University A BSTRACT Imitation learning algorithms provide a simple and straightforward approach for training control policies via supervised learning. By maximizing the likelihood of good actions provided by an expert demonstrator, supervised imitation learning can produce effective policies without the algorithmic complexities and optimization challenges of reinforcement learning, at the cost of requiring an expert demonstrator to provide the demonstrations. In this paper, we ask: can we take insights from imitation learning to design algorithms that can effectively acquire optimal policies from scratch without any expert demonstrations? The key observation that makes this possible is that, in the multi-task setting, trajectories that are generated by a suboptimal policy can still serve as optimal examples for other tasks. In particular, when tasks correspond to different goals, every trajectory is a successful demonstration for the goal state that it actually reaches. We propose a simple algorithm for learning goal-reaching behaviors without any demonstrations, complicated user-provided reward functions, or complex reinforcement learning methods. Our method simply maximizes the likelihood of actions the agent actually took in its own previous rollouts, conditioned on the goal being the state that it actually reached. Although related variants of this approach have been proposed previously in imitation learning with demonstrations, we show how this approach can effectively learn goal-reaching policies from scratch. We present a theoretical result linking self-supervised imitation learning and reinforcement learning, and empirical results showing that it performs competitively with more complex reinforcement learning methods on a range of challenging goal reaching problems, while yielding advantages in terms of stability and use of offline data. 1 I NTRODUCTION Reinforcement learning (RL) algorithms hold the promise of providing a broadly-applicable tool for automating control, and the combination of high-capacity deep neural network models with RL extends their applicability to settings with complex observations and that require intricate policies. However, RL with function approximation, including deep RL, presents a challenging optimization problem. Despite years of research, current deep RL methods are far from a turnkey solution: most popular methods lack convergence guarantees (Baird, 1995; Tsitsiklis & V an Roy, 1997) or require prohibitive numbers of samples (Schulman et al., 2015; Lillicrap et al., 2015).
The PlayStation Reinforcement Learning Environment (PSXLE)
Purves, Carlos, Cangea, Cฤtฤlina, Veliฤkoviฤ, Petar
We propose a new benchmark environment for evaluating Reinforcement Learning (RL) algorithms: the PlayStation Learning Environment (PSXLE), a PlayStation emulator modified to expose a simple control API that enables rich game-state representations. We argue that the PlayStation serves as a suitable progression for agent evaluation and propose a framework for such an evaluation. We build an action-driven abstraction for a PlayStation game with support for the OpenAI Gym interface and demonstrate its use by running OpenAI Baselines.
Graph Neural Networks for Decentralized Multi-Robot Path Planning
Li, Qingbiao, Gama, Fernando, Ribeiro, Alejandro, Prorok, Amanda
Efficient and collision-free navigation in multi-robot systems is fundamental to advancing mobility. Scenarios where the robots are restricted in observation and communication range call for decentralized solutions, whereby robots execute localized planning policies. From the point of view of an individual robot, however, its local decision-making system is incomplete, since other agents' unobservable states affect future values. The manner in which information is shared is crucial to the system's performance, yet is not well addressed by current approaches. To address these challenges, we propose a combined architecture, with the goal of learning a decentralized sequential action policy that yields efficient path plans for all robots. Our framework is composed of a convolutional neural network (CNN) that extracts adequate features from local observations, and a graph neural network (GNN) that communicates these features among robots. We train the model to imitate an expert algorithm, and use the resulting model online in decentralized planning involving only local communication. We evaluate our method in simulations involving teams of robots in cluttered workspaces. We measure the success rates and sum of costs over the planned paths. The results show a performance close to that of our expert algorithm, demonstrating the validity of our approach. In particular, we show our model's capability to generalize to previously unseen cases (involving larger environments and larger robot teams).
Extending Machine Language Models toward Human-Level Language Understanding
McClelland, James L., Hill, Felix, Rudolph, Maja, Baldridge, Jason, Schรผtze, Hinrich
Language is central to human intelligence. We review recent breakthroughs in machine language processing and consider what remains to be achieved. Recent approaches rely on domain general principles of learning and representation captured in artificial neural networks. Most current models, however, focus too closely on language itself. In humans, language is part of a larger system for acquiring, representing, and communicating about objects and situations in the physical and social world, and future machine language models should emulate such a system. We describe existing machine models linking language to concrete situations, and point toward extensions to address more abstract cases. Human language processing exploits complementary learning systems, including a deep neural network-like learning system that learns gradually as machine systems do, as well as a fast-learning system that supports learning new information quickly. Adding such a system to machine language models will be an important further step toward truly human-like language understanding.
Learning Improvement Heuristics for Solving the Travelling Salesman Problem
Wu, Yaoxin, Song, Wen, Cao, Zhiguang, Zhang, Jie, Lim, Andrew
Recent studies in using deep learning to solve the Travelling Salesman Problem (TSP) focus on construction heuristics, the solution of which may still be far from optimal-ity. To improve solution quality, additional procedures such as sampling or beam search are required. However, they are still based on the same construction policy, which is less effective in refining a solution. In this paper, we propose to directly learn the improvement heuristics for solving TSP based on deep reinforcement learning. We first present a reinforcement learning formulation for the improvement heuristic, where the policy guides selection of the next solution. Then, we propose a deep architecture as the policy network based on self-attention. Extensive experiments show that, improvement policies learned by our approach yield better results than state-of-the-art methods, even from random initial solutions. Moreover, the learned policies are more effective than the traditional handcrafted ones, and robust to different initial solutions with either high or poor quality. 1 Introduction The Travelling Salesman Problem (TSP) is a typical combinatorial optimization problem that has extensive applications in the real world. The problem statement is straightforward: given a set of locations, find the salesman a shortest tour that traverses each location exactly once and returns to the original one. Although having been widely studied for decades, achieving satisfactory performance is still challenging due to its NPhard complexity.
Data science dominates LinkedIn's emerging jobs ranking ZDNet
LinkedIn data shows that hiring growth has grown 74% in the past four years. The job requires skills in machine learning, deep learning, TensorFlow, Python and natural language processing. Industries hiring include computer software, internet, IT, higher education and consumer electronics. What is artificial general intelligence? This role has hiring growth of 40% over the last four years, according to LinkedIn.
29 Best Data Analytics Certification Online Courses & Tutorials JA Directives
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Artificial Intelligence Boosts MRI Detection of ADHD
Deep learning, a type of artificial intelligence, can boost the power of magnetic resonance imaging (MRI) in predicting attention deficit hyperactivity disorder (ADHD), according to a study published in Radiology: Artificial Intelligence. Researchers said the approach could also have applications for other neurological conditions. The human brain is a complex set of networks. Advances in functional MRI, a type of imaging that measures brain activity by detecting changes in blood flow, have helped with the mapping of connections within and between brain networks. This comprehensive brain map is referred to as the connectome.