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 Deep Learning


Efficient and Effective Augmentation Strategy for Adversarial Training

Neural Information Processing Systems

Adversarial training of Deep Neural Networks is known to be significantly more data-hungry when compared to standard training. Furthermore, complex data augmentations such as AutoAugment, which have led to substantial gains in standard training of image classifiers, have not been successful with Adversarial Training. We first explain this contrasting behavior by viewing augmentation during training as a problem of domain generalization, and further propose Diverse Augmentationbased Joint Adversarial Training (DAJAT) to use data augmentations effectively in adversarial training. We aim to handle the conflicting goals of enhancing the diversity of the training dataset and training with data that is close to the test distribution by using a combination of simple and complex augmentations with separate batch normalization layers during training. We further utilize the popular JensenShannon divergence loss to encourage the joint learning of the diverse augmentations, thereby allowing simple augmentations to guide the learning of complex ones. Lastly, to improve the computational efficiency of the proposed method, we propose and utilize a two-step defense, Ascending Constraint Adversarial Training (ACAT), that uses an increasing epsilon schedule and weight-space smoothing to prevent gradient masking. The proposed method DAJAT achieves substantially better robustness-accuracy trade-off when compared to existing methods on the RobustBench Leaderboard on ResNet-18 and WideResNet-34-10. The code for implementing DAJAT is available here: https://github.com/val-iisc/DAJAT.


ARelated Work

Neural Information Processing Systems

We note that these results are about two of the most commonly used architecture modifications for RNNs. First, the gating mechanism is ubiquitous in RNNs, and usually thought of as a heuristic for smoothing optimization [28]. Second, many of the effective large-scale RNNs use linear (gated) recurrences and deeper models, which is usually thought of as a heuristic for computational efficiency [5]. Our results suggest that neither of these are heuristics after all, and arise from standard ways to approximate ODEs. To be more specific, we show that: 19 Table 6: A summary of the characteristics of popular RNN methods and their approximation mechanisms for capturing the dynamics x(t) = x(t) + f(t,x(t)) (equation (14)). The LSSL entries are for the very specific case with order N = 1 and A= 1,B = 1,C = 1,D= 0; LSSLs are more general.



Person (synthetic) Articulation, rigid motionCar/Motorcycle (synthetic) Non-rigid motion, rigid motionPerson (real-world)Articulation, rigid motionAnimal (synthetic)Articulation, rigid motion

Neural Information Processing Systems

We introduce REDO, a class-agnostic framework to REconstruct the Dynamic Objects from RGBD or calibrated videos. Compared to prior work, our problem setting is more realistic yet more challenging for three reasons: 1) due to occlusion or camera settings an object of interest may never be entirely visible, but we aim to reconstruct the complete shape; 2) we aim to handle different object dynamics including rigid motion, non-rigid motion, and articulation; 3) we aim to reconstruct different categories of objects with one unified framework. To address these challenges, we develop two novel modules. First, we introduce a canonical 4D implicit function which is pixel-aligned with aggregated temporal visual cues. Second, we develop a 4D transformation module which captures object dynamics to support temporal propagation and aggregation. We study the efficacy of REDO in extensive experiments on synthetic RGBD video datasets SAIL-VOS 3D and DeformingThings4D++, and on real-world video data 3DPW. We find REDO outperforms state-of-the-art dynamic reconstruction methods by a margin. In ablation studies we validate each developed component.



Double Gumbel Q-Learning

Neural Information Processing Systems

We show that Deep Neural Networks introduce two heteroscedastic Gumbel noise sources into Q-Learning. To account for these noise sources, we propose Double Gumbel Q-Learning, a Deep Q-Learning algorithm applicable for both discrete and continuous control. In discrete control, we derive a closed-form expression for the loss function of our algorithm. In continuous control, this loss function is intractable and we therefore derive an approximation with a hyperparameter whose value regulates pessimism in Q-Learning. We present a default value for our pessimism hyperparameter that enables DoubleGum to outperform DDPG, TD3, SAC, XQL, quantile regression, and Mixture-of-Gaussian Critics in aggregate over 33 tasks from DeepMind Control, MuJoCo, MetaWorld, and Box2D and show that tuning this hyperparameter may further improve sample efficiency.



Emergent Communication: Generalization and Overfitting in Lewis Games

Neural Information Processing Systems

Lewis signaling games are a class of simple communication games for simulating the emergence of language. In these games, two agents must agree on a communication protocol in order to solve a cooperative task. Previous work has shown that agents trained to play this game with reinforcement learning tend to develop languages that display undesirable properties from a linguistic point of view (lack of generalization, lack of compositionality, etc). In this paper, we aim to provide better understanding of this phenomenon by analytically studying the learning problem in Lewis games. As a core contribution, we demonstrate that the standard objective in Lewis games can be decomposed in two components: a co-adaptation loss and an information loss. This decomposition enables us to surface two potential sources of overfitting, which we show may undermine the emergence of a structured communication protocol. In particular, when we control for overfitting on the co-adaptation loss, we recover desired properties in the emergent languages: they are more compositional and generalize better.



http://papers.nips.cc/paper_files/paper/2021/file/043ab21fc5a1607b381ac3896176dac6-Paper.pdf

Neural Information Processing Systems

In theory, the choice of ReLU0(0) in [0,1] for a neural network has a negligible influence both on backpropagation and training. Yet, in the real world, 32 bits default precision combined with the size of deep learning problems makes it a hyperparameter of training methods. We investigate the importance of the value of ReLU0(0) for several precision levels (16, 32, 64 bits), on various networks (fully connected, VGG, ResNet) and datasets (MNIST, CIFAR10, SVHN, ImageNet). We observe considerable variations of backpropagation outputs which occur around half of the time in 32 bits precision. The effect disappears with double precision, while it is systematic at 16 bits. For vanilla SGD training, the choice ReLU0(0) = 0 seems to be the most efficient. For our experiments on ImageNet the gain in test accuracy over ReLU0(0) = 1 was more than 10 points (two runs). We also evidence that reconditioning approaches as batch-norm or ADAM tend to buffer the influence of ReLU0(0)'s value. Overall, the message we convey is that algorithmic differentiation of nonsmooth problems potentially hides parameters that could be tuned advantageously.