Plotting

 Aaron C. Courville





Towards Text Generation with Adversarially Learned Neural Outlines

Neural Information Processing Systems

Recent progress in deep generative models has been fueled by two paradigms - autoregressive and adversarial models. We propose a combination of both approaches with the goal of learning generative models of text. Our method first produces a high-level sentence outline and then generates words sequentially, conditioning on both the outline and the previous outputs. We generate outlines with an adversarial model trained to approximate the distribution of sentences in a latent space induced by general-purpose sentence encoders. This provides strong, informative conditioning for the autoregressive stage. Our quantitative evaluations suggests that conditioning information from generated outlines is able to guide the autoregressive model to produce realistic samples, comparable to maximum-likelihood trained language models, even at high temperatures with multinomial sampling. Qualitative results also demonstrate that this generative procedure yields natural-looking sentences and interpolations.



No-Press Diplomacy: Modeling Multi-Agent Gameplay

Neural Information Processing Systems

Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players.


MelGAN: Generative Adversarial Networks for Conditional Waveform Synthesis

Neural Information Processing Systems

Previous works (Donahue et al., 2018a; Engel et al., 2019a) have found that generating coherent raw audio waveforms with GANs is challenging. In this paper, we show that it is possible to train GANs reliably to generate high quality coherent waveforms by introducing a set of architectural changes and simple training techniques. Subjective evaluation metric (Mean Opinion Score, or MOS) shows the effectiveness of the proposed approach for high quality mel-spectrogram inversion. To establish the generality of the proposed techniques, we show qualitative results of our model in speech synthesis, music domain translation and unconditional music synthesis. We evaluate the various components of the model through ablation studies and suggest a set of guidelines to design general purpose discriminators and generators for conditional sequence synthesis tasks. Our model is non-autoregressive, fully convolutional, with significantly fewer parameters than competing models and generalizes to unseen speakers for mel-spectrogram inversion. Our pytorch implementation runs at more than 100x faster than realtime on GTX 1080Ti GPU and more than 2x faster than real-time on CPU, without any hardware specific optimization tricks.


Ordered Memory

Neural Information Processing Systems

Stack-augmented recurrent neural networks (RNNs) have been of interest to the deep learning community for some time. However, the difficulty of training memory models remains a problem obstructing the widespread use of such models. In this paper, we propose the Ordered Memory architecture. Inspired by Ordered Neurons (Shen et al., 2018), we introduce a new attention-based mechanism and use its cumulative probability to control the writing and erasing operation of memory. We also introduce a new Gated Recursive Cell to compose lower level representations into higher level representation. We demonstrate that our model achieves strong performance on the logical inference task (Bowman et al., 2015) and the ListOps (Nangia and Bowman, 2018) task. We can also interpret the model to retrieve the induced tree structure, and find that these induced structures align with the ground truth. Finally, we evaluate our model on the Stanford Sentiment Treebank tasks (Socher et al., 2013), and find that it performs comparatively with the state-of-the-art methods in the literature


No-Press Diplomacy: Modeling Multi-Agent Gameplay

Neural Information Processing Systems

Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players.


MelGAN: Generative Adversarial Networks for Conditional Waveform Synthesis

Neural Information Processing Systems

Previous works (Donahue et al., 2018a; Engel et al., 2019a) have found that generating coherent raw audio waveforms with GANs is challenging. In this paper, we show that it is possible to train GANs reliably to generate high quality coherent waveforms by introducing a set of architectural changes and simple training techniques. Subjective evaluation metric (Mean Opinion Score, or MOS) shows the effectiveness of the proposed approach for high quality mel-spectrogram inversion. To establish the generality of the proposed techniques, we show qualitative results of our model in speech synthesis, music domain translation and unconditional music synthesis. We evaluate the various components of the model through ablation studies and suggest a set of guidelines to design general purpose discriminators and generators for conditional sequence synthesis tasks. Our model is non-autoregressive, fully convolutional, with significantly fewer parameters than competing models and generalizes to unseen speakers for mel-spectrogram inversion. Our pytorch implementation runs at more than 100x faster than realtime on GTX 1080Ti GPU and more than 2x faster than real-time on CPU, without any hardware specific optimization tricks.