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Florian Strub

Publications and source records attributed to Florian Strub.

At least 37 records · Page 2Linked to original sources

The Monte Carlo Transformer: a stochastic self-attention model for sequence prediction

This paper introduces the Sequential Monte Carlo Transformer, an original approach that naturally captures the observations distribution in a transformer architecture. The keys, queries, values and attention vectors of the network are considered as the unobserved stochastic states of its hidden structure. This generative model is such that at each time step the received observation is a random function of its past states in a given attention window. In this general state-space setting, we use Sequential Monte Carlo methods to approximate the posterior distributions of the states given the observations, and to estimate the gradient of the log-likelihood. We hence propose a generative model giving a predictive distribution, instead of a single-point estimate.

cs.LG

HIGhER : Improving instruction following with Hindsight Generation for Experience Replay

Language creates a compact representation of the world and allows the description of unlimited situations and objectives through compositionality. While these characterizations may foster instructing, conditioning or structuring interactive agent behavior, it remains an open-problem to correctly relate language understanding and reinforcement learning in even simple instruction following scenarios. This joint learning problem is alleviated through expert demonstrations, auxiliary losses, or neural inductive biases. In this paper, we propose an orthogonal approach called Hindsight Generation for Experience Replay (HIGhER) that extends the Hindsight Experience Replay (HER) approach to the language-conditioned policy setting. Whenever the agent does not fulfill its instruction, HIGhER learns to output a new directive that matches the agent trajectory, and it relabels the episode with a positive reward. To do so, HIGhER learns to map a state into an instruction by using past successful trajectories, which removes the need to have external expert interventions to relabel episodes as in vanilla HER. We show the efficiency of our approach in the BabyAI environment, and demonstrate how it complements other instruction following methods.

cs.LG

BYOL works even without batch statistics

Bootstrap Your Own Latent (BYOL) is a self-supervised learning approach for image representation. From an augmented view of an image, BYOL trains an online network to predict a target network representation of a different augmented view of the same image. Unlike contrastive methods, BYOL does not explicitly use a repulsion term built from negative pairs in its training objective. Yet, it avoids collapse to a trivial, constant representation. Thus, it has recently been hypothesized that batch normalization (BN) is critical to prevent collapse in BYOL. Indeed, BN flows gradients across batch elements, and could leak information about negative views in the batch, which could act as an implicit negative (contrastive) term. However, we experimentally show that replacing BN with a batch-independent normalization scheme (namely, a combination of group normalization and weight standardization) achieves performance comparable to vanilla BYOL ($73.9\%$ vs. $74.3\%$ top-1 accuracy under the linear evaluation protocol on ImageNet with ResNet-$50$). Our finding disproves the hypothesis that the use of batch statistics is a crucial ingredient for BYOL to learn useful representations.

stat.ML

Supervised Seeded Iterated Learning for Interactive Language Learning

Language drift has been one of the major obstacles to train language models through interaction. When word-based conversational agents are trained towards completing a task, they tend to invent their language rather than leveraging natural language. In recent literature, two general methods partially counter this phenomenon: Supervised Selfplay (S2P) and Seeded Iterated Learning (SIL). While S2P jointly trains interactive and supervised losses to counter the drift, SIL changes the training dynamics to prevent language drift from occurring. In this paper, we first highlight their respective weaknesses, i.e., late-stage training collapses and higher negative likelihood when evaluated on human corpus. Given these observations, we introduce Supervised Seeded Iterated Learning to combine both methods to minimize their respective weaknesses. We then show the effectiveness of \algo in the language-drift translation game.

cs.CL

Bootstrap your own latent: A new approach to self-supervised Learning

We introduce Bootstrap Your Own Latent (BYOL), a new approach to self-supervised image representation learning. BYOL relies on two neural networks, referred to as online and target networks, that interact and learn from each other. From an augmented view of an image, we train the online network to predict the target network representation of the same image under a different augmented view. At the same time, we update the target network with a slow-moving average of the online network. While state-of-the art methods rely on negative pairs, BYOL achieves a new state of the art without them. BYOL reaches $74.3\%$ top-1 classification accuracy on ImageNet using a linear evaluation with a ResNet-50 architecture and $79.6\%$ with a larger ResNet. We show that BYOL performs on par or better than the current state of the art on both transfer and semi-supervised benchmarks. Our implementation and pretrained models are given on GitHub.

cs.LG

Countering Language Drift with Seeded Iterated Learning

Pretraining on human corpus and then finetuning in a simulator has become a standard pipeline for training a goal-oriented dialogue agent. Nevertheless, as soon as the agents are finetuned to maximize task completion, they suffer from the so-called language drift phenomenon: they slowly lose syntactic and semantic properties of language as they only focus on solving the task. In this paper, we propose a generic approach to counter language drift called Seeded iterated learning (SIL). We periodically refine a pretrained student agent by imitating data sampled from a newly generated teacher agent. At each time step, the teacher is created by copying the student agent, before being finetuned to maximize task completion. SIL does not require external syntactic constraint nor semantic knowledge, making it a valuable task-agnostic finetuning protocol. We evaluate SIL in a toy-setting Lewis Game, and then scale it up to the translation game with natural language. In both settings, SIL helps counter language drift as well as it improves the task completion compared to baselines.

cs.AI

A Machine of Few Words -- Interactive Speaker Recognition with Reinforcement Learning

Speaker recognition is a well known and studied task in the speech processing domain. It has many applications, either for security or speaker adaptation of personal devices. In this paper, we present a new paradigm for automatic speaker recognition that we call Interactive Speaker Recognition (ISR). In this paradigm, the recognition system aims to incrementally build a representation of the speakers by requesting personalized utterances to be spoken in contrast to the standard text-dependent or text-independent schemes. To do so, we cast the speaker recognition task into a sequential decision-making problem that we solve with Reinforcement Learning. Using a standard dataset, we show that our method achieves excellent performance while using little speech signal amounts. This method could also be applied as an utterance selection mechanism for building speech synthesis systems.

eess.AS

Accurate reconstruction of EBSD datasets by a multimodal data approach using an evolutionary algorithm

A new method has been developed for the correction of the distortions and/or enhanced phase differentiation in Electron Backscatter Diffraction (EBSD) data. Using a multi-modal data approach, the method uses segmented images of the phase of interest (laths, precipitates, voids, inclusions) on images gathered by backscattered or secondary electrons of the same area as the EBSD map. The proposed approach then search for the best transformation to correct their relative distortions and recombines the data in a new EBSD file. Speckles of the features of interest are first segmented in both the EBSD and image data modes. The speckle extracted from the EBSD data is then meshed, and the Covariance Matrix Adaptation Evolution Strategy (CMA-ES) is implemented to distort the mesh until the speckles superimpose. The quality of the matching is quantified via a score that is linked to the number of overlapping pixels in the speckles. The locations of the points of the distorted mesh are compared to those of the initial positions to create pairs of matching points that are used to calculate the polynomial function that describes the distortion the best. This function is then applied to un-distort the EBSD data, and the phase information is inferred using the data of the segmented speckle. Fast and versatile, this method does not require any human annotation and can be applied to large datasets and wide areas. Besides, this method requires very few assumptions concerning the shape of the distortion function. It can be used for the single compensation of the distortions or combined with the phase differentiation. The accuracy of this method is of the order of the pixel size. Some application examples in multiphase materials with feature sizes down to 1 $μ$m are presented, including Ti-6Al-4V Titanium alloy, Rene 65 and additive manufactured Inconel 718 Nickel-base superalloys.

physics.data-an

Correction of Electron Back-scattered Diffraction datasets using an evolutionary algorithm

In materials science and particularly electron microscopy, Electron Back-scatter Diffraction (EBSD) is a common and powerful mapping technique for collecting local crystallographic data at the sub-micron scale. The quality of the reconstruction of the maps is critical to study the spatial distribution of phases and crystallographic orientation relationships between phases, a key interest in materials science. However, EBSD data is known to suffer from distortions that arise from several instrument and detector artifacts. In this paper, we present an unsupervised method that corrects those distortions, and enables or enhances phase differentiation in EBSD data. The method uses a segmented electron image of the phases of interest (laths, precipitates, voids, inclusions) gathered using detectors that generate less distorted data, of the same area than the EBSD map, and then searches for the best transformation to correct the distortions of the initial EBSD data. To do so, the Covariance Matrix Adaptation Evolution Strategy (CMA-ES) is implemented to distort the EBSD until it matches the reference electron image. Fast and versatile, this method does not require any human annotation and can be applied to large datasets and wide areas, where the distortions are important. Besides, this method requires very little assumption concerning the shape of the distortion function. Some application examples in multiphase materials with feature sizes down to 1 $μ$m are presented, including a Titanium alloy and a Nickel-base superalloy.

cs.CV

Deep Reinforcement Learning and the Deadly Triad

We know from reinforcement learning theory that temporal difference learning can fail in certain cases. Sutton and Barto (2018) identify a deadly triad of function approximation, bootstrapping, and off-policy learning. When these three properties are combined, learning can diverge with the value estimates becoming unbounded. However, several algorithms successfully combine these three properties, which indicates that there is at least a partial gap in our understanding. In this work, we investigate the impact of the deadly triad in practice, in the context of a family of popular deep reinforcement learning models - deep Q-networks trained with experience replay - analysing how the components of this system play a role in the emergence of the deadly triad, and in the agent's performance

cs.AI

Visual Reasoning with Multi-hop Feature Modulation

Recent breakthroughs in computer vision and natural language processing have spurred interest in challenging multi-modal tasks such as visual question-answering and visual dialogue. For such tasks, one successful approach is to condition image-based convolutional network computation on language via Feature-wise Linear Modulation (FiLM) layers, i.e., per-channel scaling and shifting. We propose to generate the parameters of FiLM layers going up the hierarchy of a convolutional network in a multi-hop fashion rather than all at once, as in prior work. By alternating between attending to the language input and generating FiLM layer parameters, this approach is better able to scale to settings with longer input sequences such as dialogue. We demonstrate that multi-hop FiLM generation achieves state-of-the-art for the short input sequence task ReferIt --- on-par with single-hop FiLM generation --- while also significantly outperforming prior state-of-the-art and single-hop FiLM generation on the GuessWhat?! visual dialogue task.

cs.CV

Hybrid Recommender System based on Autoencoders

A standard model for Recommender Systems is the Matrix Completion setting: given partially known matrix of ratings given by users (rows) to items (columns), infer the unknown ratings. In the last decades, few attempts where done to handle that objective with Neural Networks, but recently an architecture based on Autoencoders proved to be a promising approach. In current paper, we enhanced that architecture (i) by using a loss function adapted to input data with missing values, and (ii) by incorporating side information. The experiments demonstrate that while side information only slightly improve the test error averaged on all users/items, it has more impact on cold users/items.

cs.LG

Modulating early visual processing by language

It is commonly assumed that language refers to high-level visual concepts while leaving low-level visual processing unaffected. This view dominates the current literature in computational models for language-vision tasks, where visual and linguistic input are mostly processed independently before being fused into a single representation. In this paper, we deviate from this classic pipeline and propose to modulate the \emph{entire visual processing} by linguistic input. Specifically, we condition the batch normalization parameters of a pretrained residual network (ResNet) on a language embedding. This approach, which we call MOdulated RESnet (\MRN), significantly improves strong baselines on two visual question answering tasks. Our ablation study shows that modulating from the early stages of the visual processing is beneficial.

cs.CV

Learning Visual Reasoning Without Strong Priors

Achieving artificial visual reasoning - the ability to answer image-related questions which require a multi-step, high-level process - is an important step towards artificial general intelligence. This multi-modal task requires learning a question-dependent, structured reasoning process over images from language. Standard deep learning approaches tend to exploit biases in the data rather than learn this underlying structure, while leading methods learn to visually reason successfully but are hand-crafted for reasoning. We show that a general-purpose, Conditional Batch Normalization approach achieves state-of-the-art results on the CLEVR Visual Reasoning benchmark with a 2.4% error rate. We outperform the next best end-to-end method (4.5%) and even methods that use extra supervision (3.1%). We probe our model to shed light on how it reasons, showing it has learned a question-dependent, multi-step process. Previous work has operated under the assumption that visual reasoning calls for a specialized architecture, but we show that a general architecture with proper conditioning can learn to visually reason effectively.

cs.CV

FiLM: Visual Reasoning with a General Conditioning Layer

We introduce a general-purpose conditioning method for neural networks called FiLM: Feature-wise Linear Modulation. FiLM layers influence neural network computation via a simple, feature-wise affine transformation based on conditioning information. We show that FiLM layers are highly effective for visual reasoning - answering image-related questions which require a multi-step, high-level process - a task which has proven difficult for standard deep learning methods that do not explicitly model reasoning. Specifically, we show on visual reasoning tasks that FiLM layers 1) halve state-of-the-art error for the CLEVR benchmark, 2) modulate features in a coherent manner, 3) are robust to ablations and architectural modifications, and 4) generalize well to challenging, new data from few examples or even zero-shot.

cs.CV

HoME: a Household Multimodal Environment

We introduce HoME: a Household Multimodal Environment for artificial agents to learn from vision, audio, semantics, physics, and interaction with objects and other agents, all within a realistic context. HoME integrates over 45,000 diverse 3D house layouts based on the SUNCG dataset, a scale which may facilitate learning, generalization, and transfer. HoME is an open-source, OpenAI Gym-compatible platform extensible to tasks in reinforcement learning, language grounding, sound-based navigation, robotics, multi-agent learning, and more. We hope HoME better enables artificial agents to learn as humans do: in an interactive, multimodal, and richly contextualized setting.

cs.AI

End-to-end optimization of goal-driven and visually grounded dialogue systems

End-to-end design of dialogue systems has recently become a popular research topic thanks to powerful tools such as encoder-decoder architectures for sequence-to-sequence learning. Yet, most current approaches cast human-machine dialogue management as a supervised learning problem, aiming at predicting the next utterance of a participant given the full history of the dialogue. This vision is too simplistic to render the intrinsic planning problem inherent to dialogue as well as its grounded nature, making the context of a dialogue larger than the sole history. This is why only chit-chat and question answering tasks have been addressed so far using end-to-end architectures. In this paper, we introduce a Deep Reinforcement Learning method to optimize visually grounded task-oriented dialogues, based on the policy gradient algorithm. This approach is tested on a dataset of 120k dialogues collected through Mechanical Turk and provides encouraging results at solving both the problem of generating natural dialogues and the task of discovering a specific object in a complex picture.

cs.CL

Learning Nash Equilibrium for General-Sum Markov Games from Batch Data

This paper addresses the problem of learning a Nash equilibrium in $γ$-discounted multiplayer general-sum Markov Games (MG). A key component of this model is the possibility for the players to either collaborate or team apart to increase their rewards. Building an artificial player for general-sum MGs implies to learn more complex strategies which are impossible to obtain by using techniques developed for two-player zero-sum MGs. In this paper, we introduce a new definition of $ε$-Nash equilibrium in MGs which grasps the strategy's quality for multiplayer games. We prove that minimizing the norm of two Bellman-like residuals implies the convergence to such an $ε$-Nash equilibrium. Then, we show that minimizing an empirical estimate of the $L_p$ norm of these Bellman-like residuals allows learning for general-sum games within the batch setting. Finally, we introduce a neural network architecture named NashNetwork that successfully learns a Nash equilibrium in a generic multiplayer general-sum turn-based MG.

cs.GT