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Visual Interaction Networks: Learning a Physics Simulator from Video

Neural Information Processing Systems

From just a glance, humans can make rich predictions about the future of a wide range of physical systems. On the other hand, modern approaches from engineering, robotics, and graphics are often restricted to narrow domains or require information about the underlying state. We introduce the Visual Interaction Network, a general-purpose model for learning the dynamics of a physical system from raw visual observations. Our model consists of a perceptual front-end based on convolutional neural networks and a dynamics predictor based on interaction networks. Through joint training, the perceptual front-end learns to parse a dynamic visual scene into a set of factored latent object representations. The dynamics predictor learns to roll these states forward in time by computing their interactions, producing a predicted physical trajectory of arbitrary length. We found that from just six input video frames the Visual Interaction Network can generate accurate future trajectories of hundreds of time steps on a wide range of physical systems. Our model can also be applied to scenes with invisible objects, inferring their future states from their effects on the visible objects, and can implicitly infer the unknown mass of objects. This work opens new opportunities for model-based decision-making and planning from raw sensory observations in complex physical environments.


Link Prediction Based on Graph Neural Networks

Neural Information Processing Systems

Link prediction is a key problem for network-structured data. Link prediction heuristics use some score functions, such as common neighbors and Katz index, to measure the likelihood of links. They have obtained wide practical uses due to their simplicity, interpretability, and for some of them, scalability. However, every heuristic has a strong assumption on when two nodes are likely to link, which limits their effectiveness on networks where these assumptions fail. In this regard, a more reasonable way should be learning a suitable heuristic from a given network instead of using predefined ones.


Infusing Synthetic Data with Real-World Patterns for Zero-Shot Material State Segmentation

Neural Information Processing Systems

Minerals in rocks, sediment in soil, dust on surfaces, infection on leaves, stains on fabrics, and foam in liquids are some of these almost infinite numbers of states and patterns.




comments and concerns, all of which we will incorporate into the next version of our work

Neural Information Processing Systems

We thank the reviewers for their insightful feedback and encouraging words. Below, we address the reviewers' R1: Can you investigate the impact of robustly training the classifier on accuracy and certifiability? We will provide a more thorough investigation in the next revision. R2: How does your work compare with counterfactual and indirect fairness? R2: Can you extend your discussion of the framework from McNamara et al. [10]?


Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design

Neural Information Processing Systems

The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.


Minigrid & Miniworld: Modular & Customizable Reinforcement Learning Environments for Goal-Oriented Tasks

Neural Information Processing Systems

We present the Minigrid and Miniworld libraries which provide a suite of goal-oriented 2D and 3D environments. The libraries were explicitly created with a minimalistic design paradigm to allow users to rapidly develop new environments for a wide range of research-specific needs. As a result, both have received widescale adoption by the RL community, facilitating research in a wide range of areas. In this paper, we outline the design philosophy, environment details, and their world generation API. We also showcase the additional capabilities brought by the unified API between Minigrid and Miniworld through case studies on transfer learning (for both RL agents and humans) between the different observation spaces.


4M: Massively Multimodal Masked Modeling

Neural Information Processing Systems

Current machine learning models for vision are often highly specialized and limited to a single modality and task. In contrast, recent large language models exhibit a wide range of capabilities, hinting at a possibility for similarly versatile models in computer vision.In this paper, we take a step in this direction and propose a multimodal training scheme called 4M. It consists of training a single unified Transformer encoder-decoder using a masked modeling objective across a wide range of input/output modalities - including text, images, geometric, and semantic modalities, as well as neural network feature maps.


Instruction Tuning Large Language Models to Understand Electronic Health Records

Neural Information Processing Systems

Large language models (LLMs) have shown impressive capabilities in solving a wide range of tasks based on human instructions. However, developing a conversational AI assistant for electronic health record (EHR) data remains challenging due to (1) the lack of large-scale instruction-following datasets and (2) the limitations of existing model architectures in handling complex and heterogeneous EHR data.In this paper, we introduce MIMIC-Instr, a dataset comprising over 400K open-ended instruction-following examples derived from the MIMIC-IV EHR database. This dataset covers various topics and is suitable for instruction-tuning general-purpose LLMs for diverse clinical use cases. Additionally, we propose Llemr, a general framework that enables LLMs to process and interpret EHRs with complex data structures. Llemr demonstrates competitive performance in answering a wide range of patient-related questions based on EHR data.Furthermore, our evaluations on clinical predictive modeling benchmarks reveal that the fine-tuned Llemr achieves performance comparable to state-of-the-art (SOTA) baselines using curated features.