Anandkumar, Animashree
Emergent Hand Morphology and Control from Optimizing Robust Grasps of Diverse Objects
Pan, Xinlei, Garg, Animesh, Anandkumar, Animashree, Zhu, Yuke
Evolution in nature illustrates that the creatures' biological structure and their sensorimotor skills adapt to the environmental changes for survival. Likewise, the ability to morph and acquire new skills can facilitate an embodied agent to solve tasks of varying complexities. In this work, we introduce a data-driven approach where effective hand designs naturally emerge for the purpose of grasping diverse objects. Jointly optimizing morphology and control imposes computational challenges since it requires constant evaluation of a black-box function that measures the performance of a combination of embodiment and behavior. We develop a novel Bayesian Optimization algorithm that efficiently co-designs the morphology and grasping skills jointly through learned latent-space representations. We design the grasping tasks based on a taxonomy of three human grasp types: power grasp, pinch grasp, and lateral grasp. Through experimentation and comparative study, we demonstrate the effectiveness of our approach in discovering robust and cost-efficient hand morphologies for grasping novel objects.
Fast Uncertainty Quantification for Deep Object Pose Estimation
Shi, Guanya, Zhu, Yifeng, Tremblay, Jonathan, Birchfield, Stan, Ramos, Fabio, Anandkumar, Animashree, Zhu, Yuke
Deep learning-based object pose estimators are often unreliable and overconfident especially when the input image is outside the training domain, for instance, with sim2real transfer. Efficient and robust uncertainty quantification (UQ) in pose estimators is critically needed in many robotic tasks. In this work, we propose a simple, efficient, and plug-and-play UQ method for 6-DoF object pose estimation. We ensemble 2-3 pre-trained models with different neural network architectures and/or training data sources, and compute their average pairwise disagreement against one another to obtain the uncertainty quantification. We propose four disagreement metrics, including a learned metric, and show that the average distance (ADD) is the best learning-free metric and it is only slightly worse than the learned metric, which requires labeled target data. Our method has several advantages compared to the prior art: 1) our method does not require any modification of the training process or the model inputs; and 2) it needs only one forward pass for each model. We evaluate the proposed UQ method on three tasks where our uncertainty quantification yields much stronger correlations with pose estimation errors than the baselines. Moreover, in a real robot grasping task, our method increases the grasping success rate from 35% to 90%.
Bongard-LOGO: A New Benchmark for Human-Level Concept Learning and Reasoning
Nie, Weili, Yu, Zhiding, Mao, Lei, Patel, Ankit B., Zhu, Yuke, Anandkumar, Animashree
Humans have an inherent ability to learn novel concepts from only a few samples and generalize these concepts to different situations. Even though today's machine learning models excel with a plethora of training data on standard recognition tasks, a considerable gap exists between machine-level pattern recognition and human-level concept learning. To narrow this gap, the Bongard Problems (BPs) were introduced as an inspirational challenge for visual cognition in intelligent systems. Despite new advances in representation learning and learning to learn, BPs remain a daunting challenge for modern AI. Inspired by the original one hundred BPs, we propose a new benchmark Bongard-LOGO for human-level concept learning and reasoning. We develop a program-guided generation technique to produce a large set of human-interpretable visual cognition problems in action-oriented LOGO language. Our benchmark captures three core properties of human cognition: 1) context-dependent perception, in which the same object may have disparate interpretations given different contexts; 2) analogy-making perception, in which some meaningful concepts are traded off for other meaningful concepts; and 3) perception with a few samples but infinite vocabulary. In experiments, we show that the state-of-the-art deep learning methods perform substantially worse than human subjects, implying that they fail to capture core human cognition properties. Finally, we discuss research directions towards a general architecture for visual reasoning to tackle this benchmark.
Active Learning under Label Shift
Zhao, Eric, Liu, Anqi, Anandkumar, Animashree, Yue, Yisong
Distribution shift poses a challenge for active data collection in the real world. We address the problem of active learning under label shift and propose ALLS, the first framework for active learning under label shift. ALLS builds on label shift estimation techniques to correct for label shift with a balance of importance weighting and class-balanced sampling. We show a bias-variance trade-off between these two techniques and prove error and sample complexity bounds for a disagreement-based algorithm under ALLS. Experiments across a range of label shift settings demonstrate ALLS consistently improves performance, often reducing sample complexity by more than half an order of magnitude. Ablation studies corroborate the bias-variance trade-off revealed by our theory
Causal Discovery in Physical Systems from Videos
Li, Yunzhu, Torralba, Antonio, Anandkumar, Animashree, Fox, Dieter, Garg, Animesh
Causal discovery is at the core of human cognition. It enables us to reason about the environment and make counterfactual predictions about unseen scenarios, that can vastly differ from our previous experiences. We consider the task of causal discovery from videos in an end-to-end fashion without supervision on the ground-truth graph structure. In particular, our goal is to discover the structural dependencies among environmental and object variables: inferring the type and strength of interactions that have a causal effect on the behavior of the dynamical system. Our model consists of (a) a perception module that extracts a semantically meaningful and temporally consistent keypoint representation from images, (b) an inference module for determining the graph distribution induced by the detected keypoints, and (c) a dynamics module that can predict the future by conditioning on the inferred graph. We assume access to different configurations and environmental conditions, i.e., data from unknown interventions on the underlying system; thus, we can hope to discover the correct underlying causal graph without explicit interventions. We evaluate our method in a planar multi-body interaction environment and scenarios involving fabrics of different shapes like shirts and pants. Experiments demonstrate that our model can correctly identify the interactions from a short sequence of images and make long-term future predictions. The causal structure assumed by the model also allows it to make counterfactual predictions and extrapolate to systems of unseen interaction graphs or graphs of various sizes.
Regularized Learning for Domain Adaptation under Label Shifts
Azizzadenesheli, Kamyar, Liu, Anqi, Yang, Fanny, Anandkumar, Animashree
We propose Regularized Learning under Label shifts (RLLS), a principled and a practical domain-adaptation algorithm to correct for shifts in the label distribution between a source and a target domain. We first estimate importance weights using labeled source data and unlabeled target data, and then train a classifier on the weighted source samples. We derive a generalization bound for the classifier on the target domain which is independent of the (ambient) data dimensions, and instead only depends on the complexity of the function class. To the best of our knowledge, this is the first generalization bound for the label-shift problem where the labels in the target domain are not available. Based on this bound, we propose a regularized estimator for the small-sample regime which accounts for the uncertainty in the estimated weights. Experiments on the CIFAR-10 and MNIST datasets show that RLLS improves classification accuracy, especially in the low sample and large-shift regimes, compared to previous methods.
Multi-dimensional Tensor Sketch
Shi, Yang, Anandkumar, Animashree
Sketching refers to a class of randomized dimensionality reduction methods that aim to preserve relevant information in large-scale datasets. They have efficient memory requirements and typically require just a single pass over the dataset. Efficient sketching methods have been derived for vector and matrix-valued datasets. When the datasets are higher-order tensors, a naive approach is to flatten the tensors into vectors or matrices and then sketch them. However, this is inefficient since it ignores the multi-dimensional nature of tensors. In this paper, we propose a novel multi-dimensional tensor sketch (MTS) that preserves higher order data structures while reducing dimensionality. We build this as an extension to the popular count sketch (CS) and show that it yields an unbiased estimator of the original tensor. We demonstrate significant advantages in compression ratios when the original data has decomposable tensor representations such as the Tucker, CP, tensor train or Kronecker product forms. We apply MTS to tensorized neural networks where we replace fully connected layers with tensor operations. We achieve nearly state of art accuracy with significant compression on image classification benchmarks.
Efficient Exploration through Bayesian Deep Q-Networks
Azizzadenesheli, Kamyar, Anandkumar, Animashree
We propose Bayesian Deep Q-Networks (BDQN), a Thompson sampling approach for Deep Reinforcement Learning (DRL) in Markov decision processes (MDP). BDQN is an efficient exploration-exploitation algorithm which combines Thompson sampling with deep-Q networks (DQN) and directly incorporates uncertainty over the Q-value in the last layer of the DQN, on the feature representation layer. This allows us to efficiently carry out Thompson sampling through Gaussian sampling and Bayesian Linear Regression (BLR), which has fast closed-form updates. We apply our method to a wide range of Atari games and compare BDQN to a powerful baseline: the double deep Q-network (DDQN). Since BDQN carries out more efficient exploration, it is able to reach higher rewards substantially faster: in less than 5M-+1M interactions for almost half of the games to reach DDQN scores. We also establish theoretical guarantees for the special case when the feature representation is d-dimensional and fixed. We provide the Bayesian regret of posterior sampling RL (PSRL) and frequentist regret of the optimism in the face of uncertainty (OFU) for episodic MDPs.
Trust Region Policy Optimization of POMDPs
Azizzadenesheli, Kamyar, Bera, Manish Kumar, Anandkumar, Animashree
We propose Generalized Trust Region Policy Optimization (GTRPO), a Reinforcement Learning algorithm for TRPO of Partially Observable Markov Decision Processes (POMDP). While the principle of policy gradient methods does not require any model assumption, previous studies of more sophisticated policy gradient methods are mainly limited to MDPs. Many real-world decision-making tasks, however, are inherently non-Markovian, i.e., only an incomplete representation of the environment is observable. Moreover, most of the advanced policy gradient methods are designed for infinite horizon MDPs. Our proposed algorithm, GTRPO, is a policy gradient method for continuous episodic POMDPs. We prove that its policy updates monotonically improve the expected cumulative return. We empirically study GTRPO on many RoboSchool environments, an extension to the MuJoCo environments, and provide insights into its empirical behavior.
Sample-Efficient Deep RL with Generative Adversarial Tree Search
Azizzadenesheli, Kamyar, Yang, Brandon, Liu, Weitang, Brunskill, Emma, Lipton, Zachary C, Anandkumar, Animashree
We propose Generative Adversarial Tree Search (GATS), a sample-efficient Deep Reinforcement Learning (DRL) algorithm. While Monte Carlo Tree Search (MCTS) is known to be effective for search and planning in RL, it is often sample-inefficient and therefore expensive to apply in practice. In this work, we develop a Generative Adversarial Network (GAN) architecture to model an environment's dynamics and a predictor model for the reward function. We exploit collected data from interaction with the environment to learn these models, which we then use for model-based planning. During planning, we deploy a finite depth MCTS, using the learned model for tree search and a learned Q-value for the leaves, to find the best action. We theoretically show that GATS improves the bias-variance trade-off in value-based DRL. Moreover, we show that the generative model learns the model dynamics using orders of magnitude fewer samples than the Q-learner. In non-stationary settings where the environment model changes, we find the generative model adapts significantly faster than the Q-learner to the new environment.