state classifier
Compositional Sculpting of Iterative Generative Processes
Garipov, Timur, De Peuter, Sebastiaan, Yang, Ge, Garg, Vikas, Kaski, Samuel, Jaakkola, Tommi
High training costs of generative models and the need to fine-tune them for specific tasks have created a strong interest in model reuse and composition. A key challenge in composing iterative generative processes, such as GFlowNets and diffusion models, is that to realize the desired target distribution, all steps of the generative process need to be coordinated, and satisfy delicate balance conditions. In this work, we propose Compositional Sculpting: a general approach for defining compositions of iterative generative processes. We then introduce a method for sampling from these compositions built on classifier guidance. We showcase ways to accomplish compositional sculpting in both GFlowNets and diffusion models. We highlight two binary operations $\unicode{x2014}$ the harmonic mean ($p_1 \otimes p_2$) and the contrast ($p_1 \unicode{x25D1}\,p_2$) between pairs, and the generalization of these operations to multiple component distributions. We offer empirical results on image and molecular generation tasks.
Toward Robust Autotuning of Noisy Quantum Dot Devices
Ziegler, Joshua, McJunkin, Thomas, Joseph, E. S., Kalantre, Sandesh S., Harpt, Benjamin, Savage, D. E., Lagally, M. G., Eriksson, M. A., Taylor, Jacob M., Zwolak, Justyna P.
The current autotuning approaches for quantum dot (QD) devices, while showing some success, lack an assessment of data reliability. This leads to unexpected failures when noisy or otherwise low-quality data is processed by an autonomous system. In this work, we propose a framework for robust autotuning of QD devices that combines a machine learning (ML) state classifier with a data quality control module. The data quality control module acts as a "gatekeeper" system, ensuring that only reliable data are processed by the state classifier. Lower data quality results in either device recalibration or termination. To train both ML systems, we enhance the QD simulation by incorporating synthetic noise typical of QD experiments. We confirm that the inclusion of synthetic noise in the training of the state classifier significantly improves the performance, resulting in an accuracy of 95.0(9) % when tested on experimental data. We then validate the functionality of the data quality control module by showing that the state classifier performance deteriorates with decreasing data quality, as expected. Our results establish a robust and flexible ML framework for autonomous tuning of noisy QD devices.
Combining Learning from Human Feedback and Knowledge Engineering to Solve Hierarchical Tasks in Minecraft
Goecks, Vinicius G., Waytowich, Nicholas, Watkins, David, Prakash, Bharat
Real-world tasks of interest are generally poorly defined by human-readable descriptions and have no pre-defined reward signals unless it is defined by a human designer. Conversely, data-driven algorithms are often designed to solve a specific, narrowly defined, task with performance metrics that drives the agent's learning. In this work, we present the solution that won first place and was awarded the most human-like agent in the 2021 NeurIPS Competition MineRL BASALT Challenge: Learning from Human Feedback in Minecraft, which challenged participants to use human data to solve four tasks defined only by a natural language description and no reward function. Our approach uses the available human demonstration data to train an imitation learning policy for navigation and additional human feedback to train an image classifier. These modules, together with an estimated odometry map, are then combined into a state-machine designed based on human knowledge of the tasks that breaks them down in a natural hierarchy and controls which macro behavior the learning agent should follow at any instant. We compare this hybrid intelligence approach to both end-to-end machine learning and pure engineered solutions, which are then judged by human evaluators.