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Christopher Pal

Publications and source records attributed to Christopher Pal.

At least 91 records · Page 5Linked to original sources

SMPL-IK: Learned Morphology-Aware Inverse Kinematics for AI Driven Artistic Workflows

Inverse Kinematics (IK) systems are often rigid with respect to their input character, thus requiring user intervention to be adapted to new skeletons. In this paper we aim at creating a flexible, learned IK solver applicable to a wide variety of human morphologies. We extend a state-of-the-art machine learning IK solver to operate on the well known Skinned Multi-Person Linear model (SMPL). We call our model SMPL-IK, and show that when integrated into real-time 3D software, this extended system opens up opportunities for defining novel AI-assisted animation workflows. For example, pose authoring can be made more flexible with SMPL-IK by allowing users to modify gender and body shape while posing a character. Additionally, when chained with existing pose estimation algorithms, SMPL-IK accelerates posing by allowing users to bootstrap 3D scenes from 2D images while allowing for further editing. Finally, we propose a novel SMPL Shape Inversion mechanism (SMPL-SI) to map arbitrary humanoid characters to the SMPL space, allowing artists to leverage SMPL-IK on custom characters. In addition to qualitative demos showing proposed tools, we present quantitative SMPL-IK baselines on the H36M and AMASS datasets.

cs.GR↗

Overcoming challenges in leveraging GANs for few-shot data augmentation

In this paper, we explore the use of GAN-based few-shot data augmentation as a method to improve few-shot classification performance. We perform an exploration into how a GAN can be fine-tuned for such a task (one of which is in a class-incremental manner), as well as a rigorous empirical investigation into how well these models can perform to improve few-shot classification. We identify issues related to the difficulty of training such generative models under a purely supervised regime with very few examples, as well as issues regarding the evaluation protocols of existing works. We also find that in this regime, classification accuracy is highly sensitive to how the classes of the dataset are randomly split. Therefore, we propose a semi-supervised fine-tuning approach as a more pragmatic way forward to address these problems.

stat.ML↗

Improving Meta-Learning Generalization with Activation-Based Early-Stopping

Meta-Learning algorithms for few-shot learning aim to train neural networks capable of generalizing to novel tasks using only a few examples. Early-stopping is critical for performance, halting model training when it reaches optimal generalization to the new task distribution. Early-stopping mechanisms in Meta-Learning typically rely on measuring the model performance on labeled examples from a meta-validation set drawn from the training (source) dataset. This is problematic in few-shot transfer learning settings, where the meta-test set comes from a different target dataset (OOD) and can potentially have a large distributional shift with the meta-validation set. In this work, we propose Activation Based Early-stopping (ABE), an alternative to using validation-based early-stopping for meta-learning. Specifically, we analyze the evolution, during meta-training, of the neural activations at each hidden layer, on a small set of unlabelled support examples from a single task of the target tasks distribution, as this constitutes a minimal and justifiably accessible information from the target problem. Our experiments show that simple, label agnostic statistics on the activations offer an effective way to estimate how the target generalization evolves over time. At each hidden layer, we characterize the activation distributions, from their first and second order moments, then further summarized along the feature dimensions, resulting in a compact yet intuitive characterization in a four-dimensional space. Detecting when, throughout training time, and at which layer, the target activation trajectory diverges from the activation trajectory of the source data, allows us to perform early-stopping and improve generalization in a large array of few-shot transfer learning settings, across different algorithms, source and target datasets.

cs.LG↗

Direct Behavior Specification via Constrained Reinforcement Learning

The standard formulation of Reinforcement Learning lacks a practical way of specifying what are admissible and forbidden behaviors. Most often, practitioners go about the task of behavior specification by manually engineering the reward function, a counter-intuitive process that requires several iterations and is prone to reward hacking by the agent. In this work, we argue that constrained RL, which has almost exclusively been used for safe RL, also has the potential to significantly reduce the amount of work spent for reward specification in applied RL projects. To this end, we propose to specify behavioral preferences in the CMDP framework and to use Lagrangian methods to automatically weigh each of these behavioral constraints. Specifically, we investigate how CMDPs can be adapted to solve goal-based tasks while adhering to several constraints simultaneously. We evaluate this framework on a set of continuous control tasks relevant to the application of Reinforcement Learning for NPC design in video games.

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Conditionally Adaptive Multi-Task Learning: Improving Transfer Learning in NLP Using Fewer Parameters & Less Data

Multi-Task Learning (MTL) networks have emerged as a promising method for transferring learned knowledge across different tasks. However, MTL must deal with challenges such as: overfitting to low resource tasks, catastrophic forgetting, and negative task transfer, or learning interference. Often, in Natural Language Processing (NLP), a separate model per task is needed to obtain the best performance. However, many fine-tuning approaches are both parameter inefficient, i.e., potentially involving one new model per task, and highly susceptible to losing knowledge acquired during pretraining. We propose a novel Transformer architecture consisting of a new conditional attention mechanism as well as a set of task-conditioned modules that facilitate weight sharing. Through this construction (a hypernetwork adapter), we achieve more efficient parameter sharing and mitigate forgetting by keeping half of the weights of a pretrained model fixed. We also use a new multi-task data sampling strategy to mitigate the negative effects of data imbalance across tasks. Using this approach, we are able to surpass single task fine-tuning methods while being parameter and data efficient (using around 66% of the data for weight updates). Compared to other BERT Large methods on GLUE, our 8-task model surpasses other Adapter methods by 2.8% and our 24-task model outperforms by 0.7-1.0% models that use MTL and single task fine-tuning. We show that a larger variant of our single multi-task model approach performs competitively across 26 NLP tasks and yields state-of-the-art results on a number of test and development sets. Our code is publicly available at https://github.com/CAMTL/CA-MTL.

cs.LG↗

Learning to Guide and to Be Guided in the Architect-Builder Problem

We are interested in interactive agents that learn to coordinate, namely, a $builder$ -- which performs actions but ignores the goal of the task, i.e. has no access to rewards -- and an $architect$ which guides the builder towards the goal of the task. We define and explore a formal setting where artificial agents are equipped with mechanisms that allow them to simultaneously learn a task while at the same time evolving a shared communication protocol. Ideally, such learning should only rely on high-level communication priors and be able to handle a large variety of tasks and meanings while deriving communication protocols that can be reused across tasks. We present the Architect-Builder Problem (ABP): an asymmetrical setting in which an architect must learn to guide a builder towards constructing a specific structure. The architect knows the target structure but cannot act in the environment and can only send arbitrary messages to the builder. The builder on the other hand can act in the environment, but receives no rewards nor has any knowledge about the task, and must learn to solve it relying only on the messages sent by the architect. Crucially, the meaning of messages is initially not defined nor shared between the agents but must be negotiated throughout learning. Under these constraints, we propose Architect-Builder Iterated Guiding (ABIG), a solution to ABP where the architect leverages a learned model of the builder to guide it while the builder uses self-imitation learning to reinforce its guided behavior. We analyze the key learning mechanisms of ABIG and test it in 2D tasks involving grasping cubes, placing them at a given location, or building various shapes. ABIG results in a low-level, high-frequency, guiding communication protocol that not only enables an architect-builder pair to solve the task at hand, but that can also generalize to unseen tasks.

cs.LG↗

Latent Variable Sequential Set Transformers For Joint Multi-Agent Motion Prediction

Robust multi-agent trajectory prediction is essential for the safe control of robotic systems. A major challenge is to efficiently learn a representation that approximates the true joint distribution of contextual, social, and temporal information to enable planning. We propose Latent Variable Sequential Set Transformers which are encoder-decoder architectures that generate scene-consistent multi-agent trajectories. We refer to these architectures as "AutoBots". The encoder is a stack of interleaved temporal and social multi-head self-attention (MHSA) modules which alternately perform equivariant processing across the temporal and social dimensions. The decoder employs learnable seed parameters in combination with temporal and social MHSA modules allowing it to perform inference over the entire future scene in a single forward pass efficiently. AutoBots can produce either the trajectory of one ego-agent or a distribution over the future trajectories for all agents in the scene. For the single-agent prediction case, our model achieves top results on the global nuScenes vehicle motion prediction leaderboard, and produces strong results on the Argoverse vehicle prediction challenge. In the multi-agent setting, we evaluate on the synthetic partition of TrajNet++ dataset to showcase the model's socially-consistent predictions. We also demonstrate our model on general sequences of sets and provide illustrative experiments modelling the sequential structure of the multiple strokes that make up symbols in the Omniglot data. A distinguishing feature of AutoBots is that all models are trainable on a single desktop GPU (1080 Ti) in under 48h.

cs.RO↗

From Machine Learning to Robotics: Challenges and Opportunities for Embodied Intelligence

Machine learning has long since become a keystone technology, accelerating science and applications in a broad range of domains. Consequently, the notion of applying learning methods to a particular problem set has become an established and valuable modus operandi to advance a particular field. In this article we argue that such an approach does not straightforwardly extended to robotics -- or to embodied intelligence more generally: systems which engage in a purposeful exchange of energy and information with a physical environment. In particular, the purview of embodied intelligent agents extends significantly beyond the typical considerations of main-stream machine learning approaches, which typically (i) do not consider operation under conditions significantly different from those encountered during training; (ii) do not consider the often substantial, long-lasting and potentially safety-critical nature of interactions during learning and deployment; (iii) do not require ready adaptation to novel tasks while at the same time (iv) effectively and efficiently curating and extending their models of the world through targeted and deliberate actions. In reality, therefore, these limitations result in learning-based systems which suffer from many of the same operational shortcomings as more traditional, engineering-based approaches when deployed on a robot outside a well defined, and often narrow operating envelope. Contrary to viewing embodied intelligence as another application domain for machine learning, here we argue that it is in fact a key driver for the advancement of machine learning technology. In this article our goal is to highlight challenges and opportunities that are specific to embodied intelligence and to propose research directions which may significantly advance the state-of-the-art in robot learning.

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Multi-Resolution Continuous Normalizing Flows

Recent work has shown that Neural Ordinary Differential Equations (ODEs) can serve as generative models of images using the perspective of Continuous Normalizing Flows (CNFs). Such models offer exact likelihood calculation, and invertible generation/density estimation. In this work we introduce a Multi-Resolution variant of such models (MRCNF), by characterizing the conditional distribution over the additional information required to generate a fine image that is consistent with the coarse image. We introduce a transformation between resolutions that allows for no change in the log likelihood. We show that this approach yields comparable likelihood values for various image datasets, with improved performance at higher resolutions, with fewer parameters, using only 1 GPU. Further, we examine the out-of-distribution properties of (Multi-Resolution) Continuous Normalizing Flows, and find that they are similar to those of other likelihood-based generative models.

cs.CV↗

Simple Video Generation using Neural ODEs

Despite having been studied to a great extent, the task of conditional generation of sequences of frames, or videos, remains extremely challenging. It is a common belief that a key step towards solving this task resides in modelling accurately both spatial and temporal information in video signals. A promising direction to do so has been to learn latent variable models that predict the future in latent space and project back to pixels, as suggested in recent literature. Following this line of work and building on top of a family of models introduced in prior work, Neural ODE, we investigate an approach that models time-continuous dynamics over a continuous latent space with a differential equation with respect to time. The intuition behind this approach is that these trajectories in latent space could then be extrapolated to generate video frames beyond the time steps for which the model is trained. We show that our approach yields promising results in the task of future frame prediction on the Moving MNIST dataset with 1 and 2 digits.

cs.CV↗

Structural Inductive Biases in Emergent Communication

In order to communicate, humans flatten a complex representation of ideas and their attributes into a single word or a sentence. We investigate the impact of representation learning in artificial agents by developing graph referential games. We empirically show that agents parametrized by graph neural networks develop a more compositional language compared to bag-of-words and sequence models, which allows them to systematically generalize to new combinations of familiar features.

cs.CL↗

Systematic Evaluation of Causal Discovery in Visual Model Based Reinforcement Learning

Inducing causal relationships from observations is a classic problem in machine learning. Most work in causality starts from the premise that the causal variables themselves are observed. However, for AI agents such as robots trying to make sense of their environment, the only observables are low-level variables like pixels in images. To generalize well, an agent must induce high-level variables, particularly those which are causal or are affected by causal variables. A central goal for AI and causality is thus the joint discovery of abstract representations and causal structure. However, we note that existing environments for studying causal induction are poorly suited for this objective because they have complicated task-specific causal graphs which are impossible to manipulate parametrically (e.g., number of nodes, sparsity, causal chain length, etc.). In this work, our goal is to facilitate research in learning representations of high-level variables as well as causal structures among them. In order to systematically probe the ability of methods to identify these variables and structures, we design a suite of benchmarking RL environments. We evaluate various representation learning algorithms from the literature and find that explicitly incorporating structure and modularity in models can help causal induction in model-based reinforcement learning.

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Reinforcement Learning with Random Delays

Action and observation delays commonly occur in many Reinforcement Learning applications, such as remote control scenarios. We study the anatomy of randomly delayed environments, and show that partially resampling trajectory fragments in hindsight allows for off-policy multi-step value estimation. We apply this principle to derive Delay-Correcting Actor-Critic (DCAC), an algorithm based on Soft Actor-Critic with significantly better performance in environments with delays. This is shown theoretically and also demonstrated practically on a delay-augmented version of the MuJoCo continuous control benchmark.

cs.LG↗

Adversarial Soft Advantage Fitting: Imitation Learning without Policy Optimization

Adversarial Imitation Learning alternates between learning a discriminator -- which tells apart expert's demonstrations from generated ones -- and a generator's policy to produce trajectories that can fool this discriminator. This alternated optimization is known to be delicate in practice since it compounds unstable adversarial training with brittle and sample-inefficient reinforcement learning. We propose to remove the burden of the policy optimization steps by leveraging a novel discriminator formulation. Specifically, our discriminator is explicitly conditioned on two policies: the one from the previous generator's iteration and a learnable policy. When optimized, this discriminator directly learns the optimal generator's policy. Consequently, our discriminator's update solves the generator's optimization problem for free: learning a policy that imitates the expert does not require an additional optimization loop. This formulation effectively cuts by half the implementation and computational burden of Adversarial Imitation Learning algorithms by removing the Reinforcement Learning phase altogether. We show on a variety of tasks that our simpler approach is competitive to prevalent Imitation Learning methods.

cs.LG↗

Recurrent Transition Networks for Character Locomotion

Manually authoring transition animations for a complete locomotion system can be a tedious and time-consuming task, especially for large games that allow complex and constrained locomotion movements, where the number of transitions grows exponentially with the number of states. In this paper, we present a novel approach, based on deep recurrent neural networks, to automatically generate such transitions given a past context of a few frames and a target character state to reach. We present the Recurrent Transition Network (RTN), based on a modified version of the Long-Short-Term-Memory (LSTM) network, designed specifically for transition generation and trained without any gait, phase, contact or action labels. We further propose a simple yet principled way to initialize the hidden states of the LSTM layer for a given sequence which improves the performance and generalization to new motions. We both quantitatively and qualitatively evaluate our system and show that making the network terrain-aware by adding a local terrain representation to the input yields better performance for rough-terrain navigation on long transitions. Our system produces realistic and fluid transitions that rival the quality of Motion Capture-based ground-truth motions, even before applying any inverse-kinematics postprocess. Direct benefits of our approach could be to accelerate the creation of transition variations for large coverage, or even to entirely replace transition nodes in an animation graph. We further explore applications of this model in a animation super-resolution setting where we temporally decompress animations saved at 1 frame per second and show that the network is able to reconstruct motions that are hard to distinguish from un-compressed locomotion sequences.

cs.GR↗

Robust Motion In-betweening

In this work we present a novel, robust transition generation technique that can serve as a new tool for 3D animators, based on adversarial recurrent neural networks. The system synthesizes high-quality motions that use temporally-sparse keyframes as animation constraints. This is reminiscent of the job of in-betweening in traditional animation pipelines, in which an animator draws motion frames between provided keyframes. We first show that a state-of-the-art motion prediction model cannot be easily converted into a robust transition generator when only adding conditioning information about future keyframes. To solve this problem, we then propose two novel additive embedding modifiers that are applied at each timestep to latent representations encoded inside the network's architecture. One modifier is a time-to-arrival embedding that allows variations of the transition length with a single model. The other is a scheduled target noise vector that allows the system to be robust to target distortions and to sample different transitions given fixed keyframes. To qualitatively evaluate our method, we present a custom MotionBuilder plugin that uses our trained model to perform in-betweening in production scenarios. To quantitatively evaluate performance on transitions and generalizations to longer time horizons, we present well-defined in-betweening benchmarks on a subset of the widely used Human3.6M dataset and on LaFAN1, a novel high quality motion capture dataset that is more appropriate for transition generation. We are releasing this new dataset along with this work, with accompanying code for reproducing our baseline results.

cs.CV↗

Promoting Coordination through Policy Regularization in Multi-Agent Deep Reinforcement Learning

In multi-agent reinforcement learning, discovering successful collective behaviors is challenging as it requires exploring a joint action space that grows exponentially with the number of agents. While the tractability of independent agent-wise exploration is appealing, this approach fails on tasks that require elaborate group strategies. We argue that coordinating the agents' policies can guide their exploration and we investigate techniques to promote such an inductive bias. We propose two policy regularization methods: TeamReg, which is based on inter-agent action predictability and CoachReg that relies on synchronized behavior selection. We evaluate each approach on four challenging continuous control tasks with sparse rewards that require varying levels of coordination as well as on the discrete action Google Research Football environment. Our experiments show improved performance across many cooperative multi-agent problems. Finally, we analyze the effects of our proposed methods on the policies that our agents learn and show that our methods successfully enforce the qualities that we propose as proxies for coordinated behaviors.

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Action-Based Representation Learning for Autonomous Driving

Human drivers produce a vast amount of data which could, in principle, be used to improve autonomous driving systems. Unfortunately, seemingly straightforward approaches for creating end-to-end driving models that map sensor data directly into driving actions are problematic in terms of interpretability, and typically have significant difficulty dealing with spurious correlations. Alternatively, we propose to use this kind of action-based driving data for learning representations. Our experiments show that an affordance-based driving model pre-trained with this approach can leverage a relatively small amount of weakly annotated imagery and outperform pure end-to-end driving models, while being more interpretable. Further, we demonstrate how this strategy outperforms previous methods based on learning inverse dynamics models as well as other methods based on heavy human supervision (ImageNet).

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