Goto

Collaborating Authors

 Josh Tenenbaum



Write, Execute, Assess: Program Synthesis with a REPL

Neural Information Processing Systems

We present a neural program synthesis approach integrating components which write, execute, and assess code to navigate the search space of possible programs. We equip the search process with an interpreter or a read-eval-print-loop (REPL), which immediately executes partially written programs, exposing their semantics. The REPL addresses a basic challenge of program synthesis: tiny changes in syntax can lead to huge changes in semantics. We train a pair of models, a policy that proposes the new piece of code to write, and a value function that assesses the prospects of the code written so-far. At test time we can combine these models with a Sequential Monte Carlo algorithm. We apply our approach to two domains: synthesizing text editing programs and inferring 2D and 3D graphics programs.


Modeling Expectation Violation in Intuitive Physics with Coarse Probabilistic Object Representations

Neural Information Processing Systems

From infancy, humans have expectations about how objects will move and interact. Even young children expect objects not to move through one another, teleport, or disappear. They are surprised by mismatches between physical expectations and perceptual observations, even in unfamiliar scenes with completely novel objects. A model that exhibits human-like understanding of physics should be similarly surprised, and adjust its beliefs accordingly. We propose ADEPT, a model that uses a coarse (approximate geometry) object-centric representation for dynamic 3D scene understanding. Inference integrates deep recognition networks, extended probabilistic physical simulation, and particle filtering for forming predictions and expectations across occlusion. We also present a new test set for measuring violations of physical expectations, using a range of scenarios derived from developmental psychology. We systematically compare ADEPT, baseline models, and human expectations on this test set. ADEPT outperforms standard network architectures in discriminating physically implausible scenes, and often performs this discrimination at the same level as people.


Visual Concept-Metaconcept Learning

Neural Information Processing Systems

Humans reason with concepts and metaconcepts: we recognize red and green from visual input; we also understand that they describe the same property of objects (i.e., the color). In this paper, we propose the visual concept-metaconcept learner (VCML) for joint learning of concepts and metaconcepts from images and associated question-answer pairs. The key is to exploit the bidirectional connection between visual concepts and metaconcepts. Visual representations provide grounding cues for predicting relations between unseen pairs of concepts. Knowing that red and green describe the same property of objects, we generalize to the fact that cube and sphere also describe the same property of objects, since they both categorize the shape of objects. Meanwhile, knowledge about metaconcepts empowers visual concept learning from limited, noisy, and even biased data. From just a few examples of purple cubes we can understand a new color purple, which resembles the hue of the cubes instead of the shape of them.


ObjectNet: A large-scale bias-controlled dataset for pushing the limits of object recognition models

Neural Information Processing Systems

We collect a large real-world test set, ObjectNet, for object recognition with controls where object backgrounds, rotations, and imaging viewpoints are random. Most scientific experiments have controls, confounds which are removed from the data, to ensure that subjects cannot perform a task by exploiting trivial correlations in the data. Historically, large machine learning and computer vision datasets have lacked such controls. This has resulted in models that must be fine-tuned for new datasets and perform better on datasets than in real-world applications. When tested on ObjectNet, object detectors show a 40-45% drop in performance, with respect to their performance on other benchmarks, due to the controls for biases.


Finding Friend and Foe in Multi-Agent Games

Neural Information Processing Systems

Recent breakthroughs in AI for multi-agent games like Go, Poker, and Dota, have seen great strides in recent years. Yet none of these games address the real-life challenge of cooperation in the presence of unknown and uncertain teammates. This challenge is a key game mechanism in hidden role games. Here we develop the DeepRole algorithm, a multi-agent reinforcement learning agent that we test on The Resistance: Avalon, the most popular hidden role game. DeepRole combines counterfactual regret minimization (CFR) with deep value networks trained through self-play.


Write, Execute, Assess: Program Synthesis with a REPL

Neural Information Processing Systems

We present a neural program synthesis approach integrating components which write, execute, and assess code to navigate the search space of possible programs. We equip the search process with an interpreter or a read-eval-print-loop (REPL), which immediately executes partially written programs, exposing their semantics. The REPL addresses a basic challenge of program synthesis: tiny changes in syntax can lead to huge changes in semantics. We train a pair of models, a policy that proposes the new piece of code to write, and a value function that assesses the prospects of the code written so-far. At test time we can combine these models with a Sequential Monte Carlo algorithm. We apply our approach to two domains: synthesizing text editing programs and inferring 2D and 3D graphics programs.


Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation

Neural Information Processing Systems

Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning. A top-level q-value function learns a policy over intrinsic goals, while a lower-level function learns a policy over atomic actions to satisfy the given goals.


Sampling for Bayesian Program Learning

Neural Information Processing Systems

Towards learning programs from data, we introduce the problem of sampling programs from posterior distributions conditioned on that data. Within this setting, we propose an algorithm that uses a symbolic solver to efficiently sample programs. The proposal combines constraint-based program synthesis with sampling via random parity constraints. We give theoretical guarantees on how well the samples approximate the true posterior, and have empirical results showing the algorithm is efficient in practice, evaluating our approach on 22 program learning problems in the domains of text editing and computer-aided programming.


Probing the Compositionality of Intuitive Functions

Neural Information Processing Systems

How do people learn about complex functional structure? Taking inspiration from other areas of cognitive science, we propose that this is accomplished by harnessing compositionality: complex structure is decomposed into simpler building blocks.