Technology
On the Universality of Graph Neural Networks on Large Random Graphs
We study the approximation power of Graph Neural Networks (GNNs) on latent position random graphs. In the large graph limit, GNNs are known to converge to certain "continuous" models known as c-GNNs, which directly enables a study of their approximation power on random graph models. In the absence of input node features however, just as GNNs are limited by the Weisfeiler-Lehman isomorphism test, c-GNNs will be severely limited on simple random graph models. For instance, they will fail to distinguish the communities of a well-separated Stochastic Block Model (SBM) with constant degree function. Thus, we consider recently proposed architectures that augment GNNs with unique node identifiers, referred to as Structural GNNs here (SGNNs). We study the convergence of SGNNs to their continuous counterpart (c-SGNNs) in the large random graph limit, under new conditions on the node identifiers. We then show that c-SGNNs are strictly more powerful than c-GNNs in the continuous limit, and prove their universality on several random graph models of interest, including most SBMs and a large class of random geometric graphs. Our results cover both permutation-invariant and permutation-equivariant architectures.
NeRF-IBVS: Visual Servo Based on NeRF for Visual Localization and Navigation
Visual localization is a fundamental task in computer vision and robotics. Training existing visual localization methods requires a large number of posed images to generalize to novel views, while state-of-the-art methods generally require ground truth 3D labels for supervision. However, acquiring a large number of posed images and 3D labels in the real world is challenging and costly. In this paper, we present a novel visual localization method that achieves accurate localization while using only a few posed images compared to other localization methods. To achieve this, we first use a few posed images with coarse pseudo-3D labels provided by NeRF to train a coordinate regression network.
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Visual Search Asymmetry: Deep Nets and Humans Share Similar Inherent Biases
Visual search is a ubiquitous and often challenging daily task, exemplified by looking for the car keys at home or a friend in a crowd. An intriguing property of some classical search tasks is an asymmetry such that finding a target A among distractors B can be easier than finding B among A. To elucidate the mechanisms responsible for asymmetry in visual search, we propose a computational model that takes a target and a search image as inputs and produces a sequence of eye movements until the target is found.
BMemorization: Formal treatment To empirically bound the level ฮตof DP, prior work instantiates a general membership inference game, defined in Figure 2 for two arbitrary neighboring datasets D0 and D1
Tables 3 and 4 summarize hyperparameters for PATE-FM and ALIBI respectively. Table 3: PATE-FM (Algorithms 1 and 2) hyperparameters for select accuracy levels. To empirically bound the level ฮตof DP, prior work instantiates a general membership inference game, defined in Figure 2 for two arbitrary neighboring datasets D0 and D1. By repeating this game multiple times, we can estimate the adversary's success rate and convert this into a lower bound on ฮต. This would be prohibitively expensive in our setting (each iteration of the game requires training a model on CIFAR-10 or CIFAR-100, and the game has to be repeated about 1,000 times to get 13 non-trivial bounds).
Teachable Reinforcement Learning via Advice Distillation
Training automated agents to complete complex tasks in interactive environments is challenging: reinforcement learning requires careful hand-engineering of reward functions, imitation learning requires specialized infrastructure and access to a human expert, and learning from intermediate forms of supervision (like binary preferences) is time-consuming and extracts little information from each human intervention. Can we overcome these challenges by building agents that learn from rich, interactive feedback instead? We propose a new supervision paradigm for interactive learning based on "teachable" decision-making systems that learn from structured advice provided by an external teacher. We begin by formalizing a class of human-in-the-loop decision making problems in which multiple forms of teacher-provided advice are available to a learner. We then describe a simple learning algorithm for these problems that first learns to interpret advice, then learns from advice to complete tasks even in the absence of human supervision. In puzzle-solving, navigation, and locomotion domains, we show that agents that learn from advice can acquire new skills with significantly less human supervision than standard reinforcement learning algorithms and often less than imitation learning.