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Anssi Kanervisto

Publications and source records attributed to Anssi Kanervisto.

34 records · Page 2Linked to original sources

Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory Systems

Humans and other intelligent animals evolved highly sophisticated perception systems that combine multiple sensory modalities. On the other hand, state-of-the-art artificial agents rely mostly on visual inputs or structured low-dimensional observations provided by instrumented environments. Learning to act based on combined visual and auditory inputs is still a new topic of research that has not been explored beyond simple scenarios. To facilitate progress in this area we introduce a new version of VizDoom simulator to create a highly efficient learning environment that provides raw audio observations. We study the performance of different model architectures in a series of tasks that require the agent to recognize sounds and execute instructions given in natural language. Finally, we train our agent to play the full game of Doom and find that it can consistently defeat a traditional vision-based adversary. We are currently in the process of merging the augmented simulator with the main ViZDoom code repository. Video demonstrations and experiment code can be found at https://sites.google.com/view/sound-rl.

cs.LG↗

Distilling Reinforcement Learning Tricks for Video Games

Reinforcement learning (RL) research focuses on general solutions that can be applied across different domains. This results in methods that RL practitioners can use in almost any domain. However, recent studies often lack the engineering steps ("tricks") which may be needed to effectively use RL, such as reward shaping, curriculum learning, and splitting a large task into smaller chunks. Such tricks are common, if not necessary, to achieve state-of-the-art results and win RL competitions. To ease the engineering efforts, we distill descriptions of tricks from state-of-the-art results and study how well these tricks can improve a standard deep Q-learning agent. The long-term goal of this work is to enable combining proven RL methods with domain-specific tricks by providing a unified software framework and accompanying insights in multiple domains.

cs.LG↗

Towards robust and domain agnostic reinforcement learning competitions

Reinforcement learning competitions have formed the basis for standard research benchmarks, galvanized advances in the state-of-the-art, and shaped the direction of the field. Despite this, a majority of challenges suffer from the same fundamental problems: participant solutions to the posed challenge are usually domain-specific, biased to maximally exploit compute resources, and not guaranteed to be reproducible. In this paper, we present a new framework of competition design that promotes the development of algorithms that overcome these barriers. We propose four central mechanisms for achieving this end: submission retraining, domain randomization, desemantization through domain obfuscation, and the limitation of competition compute and environment-sample budget. To demonstrate the efficacy of this design, we proposed, organized, and ran the MineRL 2020 Competition on Sample-Efficient Reinforcement Learning. In this work, we describe the organizational outcomes of the competition and show that the resulting participant submissions are reproducible, non-specific to the competition environment, and sample/resource efficient, despite the difficult competition task.

cs.LG↗

Multi-task Learning with Attention for End-to-end Autonomous Driving

Autonomous driving systems need to handle complex scenarios such as lane following, avoiding collisions, taking turns, and responding to traffic signals. In recent years, approaches based on end-to-end behavioral cloning have demonstrated remarkable performance in point-to-point navigational scenarios, using a realistic simulator and standard benchmarks. Offline imitation learning is readily available, as it does not require expensive hand annotation or interaction with the target environment, but it is difficult to obtain a reliable system. In addition, existing methods have not specifically addressed the learning of reaction for traffic lights, which are a rare occurrence in the training datasets. Inspired by the previous work on multi-task learning and attention modeling, we propose a novel multi-task attention-aware network in the conditional imitation learning (CIL) framework. This does not only improve the success rate of standard benchmarks, but also the ability to react to traffic lights, which we show with standard benchmarks.

cs.RO↗

Back to Square One: Superhuman Performance in Chutes and Ladders Through Deep Neural Networks and Tree Search

We present AlphaChute: a state-of-the-art algorithm that achieves superhuman performance in the ancient game of Chutes and Ladders. We prove that our algorithm converges to the Nash equilibrium in constant time, and therefore is -- to the best of our knowledge -- the first such formal solution to this game. Surprisingly, despite all this, our implementation of AlphaChute remains relatively straightforward due to domain-specific adaptations. We provide the source code for AlphaChute here in our Appendix.

cs.AI↗

Action Space Shaping in Deep Reinforcement Learning

Reinforcement learning (RL) has been successful in training agents in various learning environments, including video-games. However, such work modifies and shrinks the action space from the game's original. This is to avoid trying "pointless" actions and to ease the implementation. Currently, this is mostly done based on intuition, with little systematic research supporting the design decisions. In this work, we aim to gain insight on these action space modifications by conducting extensive experiments in video-game environments. Our results show how domain-specific removal of actions and discretization of continuous actions can be crucial for successful learning. With these insights, we hope to ease the use of RL in new environments, by clarifying what action-spaces are easy to learn.

cs.AI↗

Benchmarking End-to-End Behavioural Cloning on Video Games

Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans do: by looking at the image displayed on the screen, and sending keystrokes to the game. As a general approach to playing video games, this has many inviting properties: no need for specialized modifications to the game, no lengthy training sessions and the ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the results. We take a step towards a general approach and study the general applicability of behavioural cloning on twelve video games, including six modern video games (published after 2010), by using human demonstrations as training data. Our results show that these agents cannot match humans in raw performance but do learn basic dynamics and rules. We also demonstrate how the quality of the data matters, and how recording data from humans is subject to a state-action mismatch, due to human reflexes.

cs.AI↗

Playing Minecraft with Behavioural Cloning

MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by predicting what actions human players would take, and reached fifth place in the final ranking. Despite being a simple algorithm, we observed the performance of such an approach can vary significantly, based on when the training is stopped. In this paper, we detail our submission to the competition, run further experiments to study how performance varied over training and study how different engineering decisions affected these results.

cs.AI↗

An initial investigation on optimizing tandem speaker verification and countermeasure systems using reinforcement learning

The spoofing countermeasure (CM) systems in automatic speaker verification (ASV) are not typically used in isolation of each other. These systems can be combined, for example, into a cascaded system where CM produces first a decision whether the input is synthetic or bona fide speech. In case the CM decides it is a bona fide sample, then the ASV system will consider it for speaker verification. End users of the system are not interested in the performance of the individual sub-modules, but instead are interested in the performance of the combined system. Such combination can be evaluated with tandem detection cost function (t-DCF) measure, yet the individual components are trained separately from each other using their own performance metrics. In this work we study training the ASV and CM components together for a better t-DCF measure by using reinforcement learning. We demonstrate that such training procedure indeed is able to improve the performance of the combined system, and does so with more reliable results than with the standard supervised learning techniques we compare against.

eess.AS↗

From Video Game to Real Robot: The Transfer between Action Spaces

Deep reinforcement learning has proven to be successful for learning tasks in simulated environments, but applying same techniques for robots in real-world domain is more challenging, as they require hours of training. To address this, transfer learning can be used to train the policy first in a simulated environment and then transfer it to physical agent. As the simulation never matches reality perfectly, the physics, visuals and action spaces by necessity differ between these environments to some degree. In this work, we study how general video games can be directly used instead of fine-tuned simulations for the sim-to-real transfer. Especially, we study how the agent can learn the new action space autonomously, when the game actions do not match the robot actions. Our results show that the different action space can be learned by re-training only part of neural network and we obtain above 90% mean success rate in simulation and robot experiments.

cs.LG↗

Towards Debugging Deep Neural Networks by Generating Speech Utterances

Deep neural networks (DNN) are able to successfully process and classify speech utterances. However, understanding the reason behind a classification by DNN is difficult. One such debugging method used with image classification DNNs is activation maximization, which generates example-images that are classified as one of the classes. In this work, we evaluate applicability of this method to speech utterance classifiers as the means to understanding what DNN "listens to". We trained a classifier using the speech command corpus and then use activation maximization to pull samples from the trained model. Then we synthesize audio from features using WaveNet vocoder for subjective analysis. We measure the quality of generated samples by objective measurements and crowd-sourced human evaluations. Results show that when combined with the prior of natural speech, activation maximization can be used to generate examples of different classes. Based on these results, activation maximization can be used to start opening up the DNN black-box in speech tasks.

cs.LG↗

ToriLLE: Learning Environment for Hand-to-Hand Combat

We present Toribash Learning Environment (ToriLLE), a learning environment for machine learning agents based on the video game Toribash. Toribash is a MuJoCo-like environment of two humanoid character fighting each other hand-to-hand, controlled by changing actuation modes of the joints. Competitive nature of Toribash as well its focused domain provide a platform for evaluating self-play methods, and evaluating machine learning agents against human players. In this paper we describe the environment with ToriLLE's capabilities and limitations, and experimentally show its applicability as a learning environment. The source code of the environment and conducted experiments can be found at https://github.com/Miffyli/ToriLLE.

cs.AI↗

Do Autonomous Agents Benefit from Hearing?

Mapping states to actions in deep reinforcement learning is mainly based on visual information. The commonly used approach for dealing with visual information is to extract pixels from images and use them as state representation for reinforcement learning agent. But, any vision only agent is handicapped by not being able to sense audible cues. Using hearing, animals are able to sense targets that are outside of their visual range. In this work, we propose the use of audio as complementary information to visual only in state representation. We assess the impact of such multi-modal setup in reach-the-goal tasks in ViZDoom environment. Results show that the agent improves its behavior when visual information is accompanied with audio features.

cs.LG↗

Who Do I Sound Like? Showcasing Speaker Recognition Technology by YouTube Voice Search

The popularization of science can often be disregarded by scientists as it may be challenging to put highly sophisticated research into words that general public can understand. This work aims to help presenting speaker recognition research to public by proposing a publicly appealing concept for showcasing recognition systems. We leverage data from YouTube and use it in a large-scale voice search web application that finds the celebrity voices that best match to the user's voice. The concept was tested in a public event as well as "in the wild" and the received feedback was mostly positive. The i-vector based speaker identification back end was found to be fast (665 ms per request) and had a high identification accuracy (93 %) for the YouTube target speakers. To help other researchers to develop the idea further, we share the source codes of the web platform used for the demo at https://github.com/bilalsoomro/speech-demo-platform.

eess.AS↗

Perceptual Evaluation of the Effectiveness of Voice Disguise by Age Modification

Voice disguise, purposeful modification of one's speaker identity with the aim of avoiding being identified as oneself, is a low-effort way to fool speaker recognition, whether performed by a human or an automatic speaker verification (ASV) system. We present an evaluation of the effectiveness of age stereotypes as a voice disguise strategy, as a follow up to our recent work where 60 native Finnish speakers attempted to sound like an elderly and like a child. In that study, we presented evidence that both ASV and human observers could easily miss the target speaker but we did not address how believable the presented vocal age stereotypes were; this study serves to fill that gap. The interesting cases would be speakers who succeed in being missed by the ASV system, and which a typical listener cannot detect as being a disguise. We carry out a perceptual test to study the quality of the disguised speech samples. The listening test was carried out both locally and with the help of Amazon's Mechanical Turk (MT) crowd-workers. A total of 91 listeners participated in the test and were instructed to estimate both the speaker's chronological and intended age. The results indicate that age estimations for the intended old and child voices for female speakers were towards the target age groups, while for male speakers, the age estimations corresponded to the direction of the target voice only for elderly voices. In the case of intended child's voice, listeners estimated the age of male speakers to be older than their chronological age for most of the speakers and not the intended target age.

cs.SD↗

Image-to-Markup Generation with Coarse-to-Fine Attention

We present a neural encoder-decoder model to convert images into presentational markup based on a scalable coarse-to-fine attention mechanism. Our method is evaluated in the context of image-to-LaTeX generation, and we introduce a new dataset of real-world rendered mathematical expressions paired with LaTeX markup. We show that unlike neural OCR techniques using CTC-based models, attention-based approaches can tackle this non-standard OCR task. Our approach outperforms classical mathematical OCR systems by a large margin on in-domain rendered data, and, with pretraining, also performs well on out-of-domain handwritten data. To reduce the inference complexity associated with the attention-based approaches, we introduce a new coarse-to-fine attention layer that selects a support region before applying attention.

cs.CV↗