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Rob Fergus

Publications and source records attributed to Rob Fergus.

At least 55 records · Page 3Linked to original sources

Empirically Verifying Hypotheses Using Reinforcement Learning

This paper formulates hypothesis verification as an RL problem. Specifically, we aim to build an agent that, given a hypothesis about the dynamics of the world, can take actions to generate observations which can help predict whether the hypothesis is true or false. Existing RL algorithms fail to solve this task, even for simple environments. In order to train the agents, we exploit the underlying structure of many hypotheses, factorizing them as {pre-condition, action sequence, post-condition} triplets. By leveraging this structure we show that RL agents are able to succeed at the task. Furthermore, subsequent fine-tuning of the policies allows the agent to correctly verify hypotheses not amenable to the above factorization.

cs.AI

Energy-based models for atomic-resolution protein conformations

We propose an energy-based model (EBM) of protein conformations that operates at atomic scale. The model is trained solely on crystallized protein data. By contrast, existing approaches for scoring conformations use energy functions that incorporate knowledge of physical principles and features that are the complex product of several decades of research and tuning. To evaluate the model, we benchmark on the rotamer recovery task, the problem of predicting the conformation of a side chain from its context within a protein structure, which has been used to evaluate energy functions for protein design. The model achieves performance close to that of the Rosetta energy function, a state-of-the-art method widely used in protein structure prediction and design. An investigation of the model's outputs and hidden representations finds that it captures physicochemical properties relevant to protein energy.

cs.LG

IntPhys: A Framework and Benchmark for Visual Intuitive Physics Reasoning

In order to reach human performance on complexvisual tasks, artificial systems need to incorporate a sig-nificant amount of understanding of the world in termsof macroscopic objects, movements, forces, etc. Inspiredby work on intuitive physics in infants, we propose anevaluation benchmark which diagnoses how much a givensystem understands about physics by testing whether itcan tell apart well matched videos of possible versusimpossible events constructed with a game engine. Thetest requires systems to compute a physical plausibilityscore over an entire video. It is free of bias and cantest a range of basic physical reasoning concepts. Wethen describe two Deep Neural Networks systems aimedat learning intuitive physics in an unsupervised way,using only physically possible videos. The systems aretrained with a future semantic mask prediction objectiveand tested on the possible versus impossible discrimi-nation task. The analysis of their results compared tohuman data gives novel insights in the potentials andlimitations of next frame prediction architectures.

cs.AI

Finding Generalizable Evidence by Learning to Convince Q&A Models

We propose a system that finds the strongest supporting evidence for a given answer to a question, using passage-based question-answering (QA) as a testbed. We train evidence agents to select the passage sentences that most convince a pretrained QA model of a given answer, if the QA model received those sentences instead of the full passage. Rather than finding evidence that convinces one model alone, we find that agents select evidence that generalizes; agent-chosen evidence increases the plausibility of the supported answer, as judged by other QA models and humans. Given its general nature, this approach improves QA in a robust manner: using agent-selected evidence (i) humans can correctly answer questions with only ~20% of the full passage and (ii) QA models can generalize to longer passages and harder questions.

cs.CL

Composable Planning with Attributes

The tasks that an agent will need to solve often are not known during training. However, if the agent knows which properties of the environment are important then, after learning how its actions affect those properties, it may be able to use this knowledge to solve complex tasks without training specifically for them. Towards this end, we consider a setup in which an environment is augmented with a set of user defined attributes that parameterize the features of interest. We propose a method that learns a policy for transitioning between "nearby" sets of attributes, and maintains a graph of possible transitions. Given a task at test time that can be expressed in terms of a target set of attributes, and a current state, our model infers the attributes of the current state and searches over paths through attribute space to get a high level plan, and then uses its low level policy to execute the plan. We show in 3D block stacking, grid-world games, and StarCraft that our model is able to generalize to longer, more complex tasks at test time by composing simpler learned policies.

cs.AI

Disentangling Video with Independent Prediction

We propose an unsupervised variational model for disentangling video into independent factors, i.e. each factor's future can be predicted from its past without considering the others. We show that our approach often learns factors which are interpretable as objects in a scene.

cs.LG

Learning Goal Embeddings via Self-Play for Hierarchical Reinforcement Learning

In hierarchical reinforcement learning a major challenge is determining appropriate low-level policies. We propose an unsupervised learning scheme, based on asymmetric self-play from Sukhbaatar et al. (2018), that automatically learns a good representation of sub-goals in the environment and a low-level policy that can execute them. A high-level policy can then direct the lower one by generating a sequence of continuous sub-goal vectors. We evaluate our model using Mazebase and Mujoco environments, including the challenging AntGather task. Visualizations of the sub-goal embeddings reveal a logical decomposition of tasks within the environment. Quantitatively, our approach obtains compelling performance gains over non-hierarchical approaches.

cs.LG

Intrinsic Motivation and Automatic Curricula via Asymmetric Self-Play

We describe a simple scheme that allows an agent to learn about its environment in an unsupervised manner. Our scheme pits two versions of the same agent, Alice and Bob, against one another. Alice proposes a task for Bob to complete; and then Bob attempts to complete the task. In this work we will focus on two kinds of environments: (nearly) reversible environments and environments that can be reset. Alice will "propose" the task by doing a sequence of actions and then Bob must undo or repeat them, respectively. Via an appropriate reward structure, Alice and Bob automatically generate a curriculum of exploration, enabling unsupervised training of the agent. When Bob is deployed on an RL task within the environment, this unsupervised training reduces the number of supervised episodes needed to learn, and in some cases converges to a higher reward.

cs.LG

Modeling Others using Oneself in Multi-Agent Reinforcement Learning

We consider the multi-agent reinforcement learning setting with imperfect information in which each agent is trying to maximize its own utility. The reward function depends on the hidden state (or goal) of both agents, so the agents must infer the other players' hidden goals from their observed behavior in order to solve the tasks. We propose a new approach for learning in these domains: Self Other-Modeling (SOM), in which an agent uses its own policy to predict the other agent's actions and update its belief of their hidden state in an online manner. We evaluate this approach on three different tasks and show that the agents are able to learn better policies using their estimate of the other players' hidden states, in both cooperative and adversarial settings.

cs.AI

Stochastic Video Generation with a Learned Prior

Generating video frames that accurately predict future world states is challenging. Existing approaches either fail to capture the full distribution of outcomes, or yield blurry generations, or both. In this paper we introduce an unsupervised video generation model that learns a prior model of uncertainty in a given environment. Video frames are generated by drawing samples from this prior and combining them with a deterministic estimate of the future frame. The approach is simple and easily trained end-to-end on a variety of datasets. Sample generations are both varied and sharp, even many frames into the future, and compare favorably to those from existing approaches.

cs.CV

Learning by Asking Questions

We introduce an interactive learning framework for the development and testing of intelligent visual systems, called learning-by-asking (LBA). We explore LBA in context of the Visual Question Answering (VQA) task. LBA differs from standard VQA training in that most questions are not observed during training time, and the learner must ask questions it wants answers to. Thus, LBA more closely mimics natural learning and has the potential to be more data-efficient than the traditional VQA setting. We present a model that performs LBA on the CLEVR dataset, and show that it automatically discovers an easy-to-hard curriculum when learning interactively from an oracle. Our LBA generated data consistently matches or outperforms the CLEVR train data and is more sample efficient. We also show that our model asks questions that generalize to state-of-the-art VQA models and to novel test time distributions.

cs.CV

Semi-Supervised Learning with Context-Conditional Generative Adversarial Networks

We introduce a simple semi-supervised learning approach for images based on in-painting using an adversarial loss. Images with random patches removed are presented to a generator whose task is to fill in the hole, based on the surrounding pixels. The in-painted images are then presented to a discriminator network that judges if they are real (unaltered training images) or not. This task acts as a regularizer for standard supervised training of the discriminator. Using our approach we are able to directly train large VGG-style networks in a semi-supervised fashion. We evaluate on STL-10 and PASCAL datasets, where our approach obtains performance comparable or superior to existing methods.

cs.CV

Learning Multiagent Communication with Backpropagation

Many tasks in AI require the collaboration of multiple agents. Typically, the communication protocol between agents is manually specified and not altered during training. In this paper we explore a simple neural model, called CommNet, that uses continuous communication for fully cooperative tasks. The model consists of multiple agents and the communication between them is learned alongside their policy. We apply this model to a diverse set of tasks, demonstrating the ability of the agents to learn to communicate amongst themselves, yielding improved performance over non-communicative agents and baselines. In some cases, it is possible to interpret the language devised by the agents, revealing simple but effective strategies for solving the task at hand.

cs.LG

Learning Physical Intuition of Block Towers by Example

Wooden blocks are a common toy for infants, allowing them to develop motor skills and gain intuition about the physical behavior of the world. In this paper, we explore the ability of deep feed-forward models to learn such intuitive physics. Using a 3D game engine, we create small towers of wooden blocks whose stability is randomized and render them collapsing (or remaining upright). This data allows us to train large convolutional network models which can accurately predict the outcome, as well as estimating the block trajectories. The models are also able to generalize in two important ways: (i) to new physical scenarios, e.g. towers with an additional block and (ii) to images of real wooden blocks, where it obtains a performance comparable to human subjects.

cs.AI

MazeBase: A Sandbox for Learning from Games

This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then statements or set negation). A variety of neural models (fully connected, convolutional network, memory network) are deployed via reinforcement learning on these games, with and without a procedurally generated curriculum. Despite the tasks' simplicity, the performance of the models is far from optimal, suggesting directions for future development. We also demonstrate the versatility of MazeBase by using it to emulate small combat scenarios from StarCraft. Models trained on the MazeBase version can be directly applied to StarCraft, where they consistently beat the in-game AI.

cs.LG

Predicting Depth, Surface Normals and Semantic Labels with a Common Multi-Scale Convolutional Architecture

In this paper we address three different computer vision tasks using a single basic architecture: depth prediction, surface normal estimation, and semantic labeling. We use a multiscale convolutional network that is able to adapt easily to each task using only small modifications, regressing from the input image to the output map directly. Our method progressively refines predictions using a sequence of scales, and captures many image details without any superpixels or low-level segmentation. We achieve state-of-the-art performance on benchmarks for all three tasks.

cs.CV

Simple Baseline for Visual Question Answering

We describe a very simple bag-of-words baseline for visual question answering. This baseline concatenates the word features from the question and CNN features from the image to predict the answer. When evaluated on the challenging VQA dataset [2], it shows comparable performance to many recent approaches using recurrent neural networks. To explore the strength and weakness of the trained model, we also provide an interactive web demo and open-source code. .

cs.CV

End-To-End Memory Networks

We introduce a neural network with a recurrent attention model over a possibly large external memory. The architecture is a form of Memory Network (Weston et al., 2015) but unlike the model in that work, it is trained end-to-end, and hence requires significantly less supervision during training, making it more generally applicable in realistic settings. It can also be seen as an extension of RNNsearch to the case where multiple computational steps (hops) are performed per output symbol. The flexibility of the model allows us to apply it to tasks as diverse as (synthetic) question answering and to language modeling. For the former our approach is competitive with Memory Networks, but with less supervision. For the latter, on the Penn TreeBank and Text8 datasets our approach demonstrates comparable performance to RNNs and LSTMs. In both cases we show that the key concept of multiple computational hops yields improved results.

cs.NE