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Ruslan Salakhutdinov

Publications and source records attributed to Ruslan Salakhutdinov.

At least 217 records · Page 12Linked to original sources

GLoMo: Unsupervisedly Learned Relational Graphs as Transferable Representations

Modern deep transfer learning approaches have mainly focused on learning generic feature vectors from one task that are transferable to other tasks, such as word embeddings in language and pretrained convolutional features in vision. However, these approaches usually transfer unary features and largely ignore more structured graphical representations. This work explores the possibility of learning generic latent relational graphs that capture dependencies between pairs of data units (e.g., words or pixels) from large-scale unlabeled data and transferring the graphs to downstream tasks. Our proposed transfer learning framework improves performance on various tasks including question answering, natural language inference, sentiment analysis, and image classification. We also show that the learned graphs are generic enough to be transferred to different embeddings on which the graphs have not been trained (including GloVe embeddings, ELMo embeddings, and task-specific RNN hidden unit), or embedding-free units such as image pixels.

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Selecting the Best in GANs Family: a Post Selection Inference Framework

"Which Generative Adversarial Networks (GANs) generates the most plausible images?" has been a frequently asked question among researchers. To address this problem, we first propose an \emph{incomplete} U-statistics estimate of maximum mean discrepancy $\mathrm{MMD}_{inc}$ to measure the distribution discrepancy between generated and real images. $\mathrm{MMD}_{inc}$ enjoys the advantages of asymptotic normality, computation efficiency, and model agnosticity. We then propose a GANs analysis framework to select and test the "best" member in GANs family using the Post Selection Inference (PSI) with $\mathrm{MMD}_{inc}$. In the experiments, we adopt the proposed framework on 7 GANs variants and compare their $\mathrm{MMD}_{inc}$ scores.

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Deep Neural Networks with Multi-Branch Architectures Are Less Non-Convex

Several recently proposed architectures of neural networks such as ResNeXt, Inception, Xception, SqueezeNet and Wide ResNet are based on the designing idea of having multiple branches and have demonstrated improved performance in many applications. We show that one cause for such success is due to the fact that the multi-branch architecture is less non-convex in terms of duality gap. The duality gap measures the degree of intrinsic non-convexity of an optimization problem: smaller gap in relative value implies lower degree of intrinsic non-convexity. The challenge is to quantitatively measure the duality gap of highly non-convex problems such as deep neural networks. In this work, we provide strong guarantees of this quantity for two classes of network architectures. For the neural networks with arbitrary activation functions, multi-branch architecture and a variant of hinge loss, we show that the duality gap of both population and empirical risks shrinks to zero as the number of branches increases. This result sheds light on better understanding the power of over-parametrization where increasing the network width tends to make the loss surface less non-convex. For the neural networks with linear activation function and $\ell_2$ loss, we show that the duality gap of empirical risk is zero. Our two results work for arbitrary depths and adversarial data, while the analytical techniques might be of independent interest to non-convex optimization more broadly. Experiments on both synthetic and real-world datasets validate our results.

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Learning Cognitive Models using Neural Networks

A cognitive model of human learning provides information about skills a learner must acquire to perform accurately in a task domain. Cognitive models of learning are not only of scientific interest, but are also valuable in adaptive online tutoring systems. A more accurate model yields more effective tutoring through better instructional decisions. Prior methods of automated cognitive model discovery have typically focused on well-structured domains, relied on student performance data or involved substantial human knowledge engineering. In this paper, we propose Cognitive Representation Learner (CogRL), a novel framework to learn accurate cognitive models in ill-structured domains with no data and little to no human knowledge engineering. Our contribution is two-fold: firstly, we show that representations learnt using CogRL can be used for accurate automatic cognitive model discovery without using any student performance data in several ill-structured domains: Rumble Blocks, Chinese Character, and Article Selection. This is especially effective and useful in domains where an accurate human-authored cognitive model is unavailable or authoring a cognitive model is difficult. Secondly, for domains where a cognitive model is available, we show that representations learned through CogRL can be used to get accurate estimates of skill difficulty and learning rate parameters without using any student performance data. These estimates are shown to highly correlate with estimates using student performance data on an Article Selection dataset.

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Gated Path Planning Networks

Value Iteration Networks (VINs) are effective differentiable path planning modules that can be used by agents to perform navigation while still maintaining end-to-end differentiability of the entire architecture. Despite their effectiveness, they suffer from several disadvantages including training instability, random seed sensitivity, and other optimization problems. In this work, we reframe VINs as recurrent-convolutional networks which demonstrates that VINs couple recurrent convolutions with an unconventional max-pooling activation. From this perspective, we argue that standard gated recurrent update equations could potentially alleviate the optimization issues plaguing VIN. The resulting architecture, which we call the Gated Path Planning Network, is shown to empirically outperform VIN on a variety of metrics such as learning speed, hyperparameter sensitivity, iteration count, and even generalization. Furthermore, we show that this performance gap is consistent across different maze transition types, maze sizes and even show success on a challenging 3D environment, where the planner is only provided with first-person RGB images.

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Style Transfer Through Back-Translation

Style transfer is the task of rephrasing the text to contain specific stylistic properties without changing the intent or affect within the context. This paper introduces a new method for automatic style transfer. We first learn a latent representation of the input sentence which is grounded in a language translation model in order to better preserve the meaning of the sentence while reducing stylistic properties. Then adversarial generation techniques are used to make the output match the desired style. We evaluate this technique on three different style transformations: sentiment, gender and political slant. Compared to two state-of-the-art style transfer modeling techniques we show improvements both in automatic evaluation of style transfer and in manual evaluation of meaning preservation and fluency.

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Block-Normalized Gradient Method: An Empirical Study for Training Deep Neural Network

In this paper, we propose a generic and simple strategy for utilizing stochastic gradient information in optimization. The technique essentially contains two consecutive steps in each iteration: 1) computing and normalizing each block (layer) of the mini-batch stochastic gradient; 2) selecting appropriate step size to update the decision variable (parameter) towards the negative of the block-normalized gradient. We conduct extensive empirical studies on various non-convex neural network optimization problems, including multi-layer perceptron, convolution neural networks and recurrent neural networks. The results indicate the block-normalized gradient can help accelerate the training of neural networks. In particular, we observe that the normalized gradient methods having constant step size with occasionally decay, such as SGD with momentum, have better performance in the deep convolution neural networks, while those with adaptive step sizes, such as Adam, perform better in recurrent neural networks. Besides, we also observe this line of methods can lead to solutions with better generalization properties, which is confirmed by the performance improvement over strong baselines.

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Neural Models for Reasoning over Multiple Mentions using Coreference

Many problems in NLP require aggregating information from multiple mentions of the same entity which may be far apart in the text. Existing Recurrent Neural Network (RNN) layers are biased towards short-term dependencies and hence not suited to such tasks. We present a recurrent layer which is instead biased towards coreferent dependencies. The layer uses coreference annotations extracted from an external system to connect entity mentions belonging to the same cluster. Incorporating this layer into a state-of-the-art reading comprehension model improves performance on three datasets -- Wikihop, LAMBADA and the bAbi AI tasks -- with large gains when training data is scarce.

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Deep Sets

We study the problem of designing models for machine learning tasks defined on \emph{sets}. In contrast to traditional approach of operating on fixed dimensional vectors, we consider objective functions defined on sets that are invariant to permutations. Such problems are widespread, ranging from estimation of population statistics \cite{poczos13aistats}, to anomaly detection in piezometer data of embankment dams \cite{Jung15Exploration}, to cosmology \cite{Ntampaka16Dynamical,Ravanbakhsh16ICML1}. Our main theorem characterizes the permutation invariant functions and provides a family of functions to which any permutation invariant objective function must belong. This family of functions has a special structure which enables us to design a deep network architecture that can operate on sets and which can be deployed on a variety of scenarios including both unsupervised and supervised learning tasks. We also derive the necessary and sufficient conditions for permutation equivariance in deep models. We demonstrate the applicability of our method on population statistic estimation, point cloud classification, set expansion, and outlier detection.

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Breaking the Softmax Bottleneck: A High-Rank RNN Language Model

We formulate language modeling as a matrix factorization problem, and show that the expressiveness of Softmax-based models (including the majority of neural language models) is limited by a Softmax bottleneck. Given that natural language is highly context-dependent, this further implies that in practice Softmax with distributed word embeddings does not have enough capacity to model natural language. We propose a simple and effective method to address this issue, and improve the state-of-the-art perplexities on Penn Treebank and WikiText-2 to 47.69 and 40.68 respectively. The proposed method also excels on the large-scale 1B Word dataset, outperforming the baseline by over 5.6 points in perplexity.

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Structured Control Nets for Deep Reinforcement Learning

In recent years, Deep Reinforcement Learning has made impressive advances in solving several important benchmark problems for sequential decision making. Many control applications use a generic multilayer perceptron (MLP) for non-vision parts of the policy network. In this work, we propose a new neural network architecture for the policy network representation that is simple yet effective. The proposed Structured Control Net (SCN) splits the generic MLP into two separate sub-modules: a nonlinear control module and a linear control module. Intuitively, the nonlinear control is for forward-looking and global control, while the linear control stabilizes the local dynamics around the residual of global control. We hypothesize that this will bring together the benefits of both linear and nonlinear policies: improve training sample efficiency, final episodic reward, and generalization of learned policy, while requiring a smaller network and being generally applicable to different training methods. We validated our hypothesis with competitive results on simulations from OpenAI MuJoCo, Roboschool, Atari, and a custom 2D urban driving environment, with various ablation and generalization tests, trained with multiple black-box and policy gradient training methods. The proposed architecture has the potential to improve upon broader control tasks by incorporating problem specific priors into the architecture. As a case study, we demonstrate much improved performance for locomotion tasks by emulating the biological central pattern generators (CPGs) as the nonlinear part of the architecture.

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Global Pose Estimation with an Attention-based Recurrent Network

The ability for an agent to localize itself within an environment is crucial for many real-world applications. For unknown environments, Simultaneous Localization and Mapping (SLAM) enables incremental and concurrent building of and localizing within a map. We present a new, differentiable architecture, Neural Graph Optimizer, progressing towards a complete neural network solution for SLAM by designing a system composed of a local pose estimation model, a novel pose selection module, and a novel graph optimization process. The entire architecture is trained in an end-to-end fashion, enabling the network to automatically learn domain-specific features relevant to the visual odometry and avoid the involved process of feature engineering. We demonstrate the effectiveness of our system on a simulated 2D maze and the 3D ViZ-Doom environment.

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Post Selection Inference with Incomplete Maximum Mean Discrepancy Estimator

Measuring divergence between two distributions is essential in machine learning and statistics and has various applications including binary classification, change point detection, and two-sample test. Furthermore, in the era of big data, designing divergence measure that is interpretable and can handle high-dimensional and complex data becomes extremely important. In the paper, we propose a post selection inference (PSI) framework for divergence measure, which can select a set of statistically significant features that discriminate two distributions. Specifically, we employ an additive variant of maximum mean discrepancy (MMD) for features and introduce a general hypothesis test for PSI. A novel MMD estimator using the incomplete U-statistics, which has an asymptotically Normal distribution (under mild assumptions) and gives high detection power in PSI, is also proposed and analyzed theoretically. Through synthetic and real-world feature selection experiments, we show that the proposed framework can successfully detect statistically significant features. Last, we propose a sample selection framework for analyzing different members in the Generative Adversarial Networks (GANs) family.

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"Dependency Bottleneck" in Auto-encoding Architectures: an Empirical Study

Recent works investigated the generalization properties in deep neural networks (DNNs) by studying the Information Bottleneck in DNNs. However, the mea- surement of the mutual information (MI) is often inaccurate due to the density estimation. To address this issue, we propose to measure the dependency instead of MI between layers in DNNs. Specifically, we propose to use Hilbert-Schmidt Independence Criterion (HSIC) as the dependency measure, which can measure the dependence of two random variables without estimating probability densities. Moreover, HSIC is a special case of the Squared-loss Mutual Information (SMI). In the experiment, we empirically evaluate the generalization property using HSIC in both the reconstruction and prediction auto-encoding (AE) architectures.

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On Characterizing the Capacity of Neural Networks using Algebraic Topology

The learnability of different neural architectures can be characterized directly by computable measures of data complexity. In this paper, we reframe the problem of architecture selection as understanding how data determines the most expressive and generalizable architectures suited to that data, beyond inductive bias. After suggesting algebraic topology as a measure for data complexity, we show that the power of a network to express the topological complexity of a dataset in its decision region is a strictly limiting factor in its ability to generalize. We then provide the first empirical characterization of the topological capacity of neural networks. Our empirical analysis shows that at every level of dataset complexity, neural networks exhibit topological phase transitions. This observation allowed us to connect existing theory to empirically driven conjectures on the choice of architectures for fully-connected neural networks.

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Active Neural Localization

Localization is the problem of estimating the location of an autonomous agent from an observation and a map of the environment. Traditional methods of localization, which filter the belief based on the observations, are sub-optimal in the number of steps required, as they do not decide the actions taken by the agent. We propose "Active Neural Localizer", a fully differentiable neural network that learns to localize accurately and efficiently. The proposed model incorporates ideas of traditional filtering-based localization methods, by using a structured belief of the state with multiplicative interactions to propagate belief, and combines it with a policy model to localize accurately while minimizing the number of steps required for localization. Active Neural Localizer is trained end-to-end with reinforcement learning. We use a variety of simulation environments for our experiments which include random 2D mazes, random mazes in the Doom game engine and a photo-realistic environment in the Unreal game engine. The results on the 2D environments show the effectiveness of the learned policy in an idealistic setting while results on the 3D environments demonstrate the model's capability of learning the policy and perceptual model jointly from raw-pixel based RGB observations. We also show that a model trained on random textures in the Doom environment generalizes well to a photo-realistic office space environment in the Unreal engine.

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Improving One-Shot Learning through Fusing Side Information

Deep Neural Networks (DNNs) often struggle with one-shot learning where we have only one or a few labeled training examples per category. In this paper, we argue that by using side information, we may compensate the missing information across classes. We introduce two statistical approaches for fusing side information into data representation learning to improve one-shot learning. First, we propose to enforce the statistical dependency between data representations and multiple types of side information. Second, we introduce an attention mechanism to efficiently treat examples belonging to the 'lots-of-examples' classes as quasi-samples (additional training samples) for 'one-example' classes. We empirically show that our learning architecture improves over traditional softmax regression networks as well as state-of-the-art attentional regression networks on one-shot recognition tasks.

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Gated-Attention Architectures for Task-Oriented Language Grounding

To perform tasks specified by natural language instructions, autonomous agents need to extract semantically meaningful representations of language and map it to visual elements and actions in the environment. This problem is called task-oriented language grounding. We propose an end-to-end trainable neural architecture for task-oriented language grounding in 3D environments which assumes no prior linguistic or perceptual knowledge and requires only raw pixels from the environment and the natural language instruction as input. The proposed model combines the image and text representations using a Gated-Attention mechanism and learns a policy to execute the natural language instruction using standard reinforcement and imitation learning methods. We show the effectiveness of the proposed model on unseen instructions as well as unseen maps, both quantitatively and qualitatively. We also introduce a novel environment based on a 3D game engine to simulate the challenges of task-oriented language grounding over a rich set of instructions and environment states.

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