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Subhajit Chaudhury

Publications and source records attributed to Subhajit Chaudhury.

At least 37 records · Page 2Linked to original sources

EXPLORER: Exploration-guided Reasoning for Textual Reinforcement Learning

Text-based games (TBGs) have emerged as an important collection of NLP tasks, requiring reinforcement learning (RL) agents to combine natural language understanding with reasoning. A key challenge for agents attempting to solve such tasks is to generalize across multiple games and demonstrate good performance on both seen and unseen objects. Purely deep-RL-based approaches may perform well on seen objects; however, they fail to showcase the same performance on unseen objects. Commonsense-infused deep-RL agents may work better on unseen data; unfortunately, their policies are often not interpretable or easily transferable. To tackle these issues, in this paper, we present EXPLORER which is an exploration-guided reasoning agent for textual reinforcement learning. EXPLORER is neurosymbolic in nature, as it relies on a neural module for exploration and a symbolic module for exploitation. It can also learn generalized symbolic policies and perform well over unseen data. Our experiments show that EXPLORER outperforms the baseline agents on Text-World cooking (TW-Cooking) and Text-World Commonsense (TWC) games.

cs.CL↗

On the Convergence and Sample Complexity Analysis of Deep Q-Networks with $ε$-Greedy Exploration

This paper provides a theoretical understanding of Deep Q-Network (DQN) with the $\varepsilon$-greedy exploration in deep reinforcement learning. Despite the tremendous empirical achievement of the DQN, its theoretical characterization remains underexplored. First, the exploration strategy is either impractical or ignored in the existing analysis. Second, in contrast to conventional Q-learning algorithms, the DQN employs the target network and experience replay to acquire an unbiased estimation of the mean-square Bellman error (MSBE) utilized in training the Q-network. However, the existing theoretical analysis of DQNs lacks convergence analysis or bypasses the technical challenges by deploying a significantly overparameterized neural network, which is not computationally efficient. This paper provides the first theoretical convergence and sample complexity analysis of the practical setting of DQNs with $ε$-greedy policy. We prove an iterative procedure with decaying $ε$ converges to the optimal Q-value function geometrically. Moreover, a higher level of $ε$ values enlarges the region of convergence but slows down the convergence, while the opposite holds for a lower level of $ε$ values. Experiments justify our established theoretical insights on DQNs.

cs.LG↗

LakeBench: Benchmarks for Data Discovery over Data Lakes

Within enterprises, there is a growing need to intelligently navigate data lakes, specifically focusing on data discovery. Of particular importance to enterprises is the ability to find related tables in data repositories. These tables can be unionable, joinable, or subsets of each other. There is a dearth of benchmarks for these tasks in the public domain, with related work targeting private datasets. In LakeBench, we develop multiple benchmarks for these tasks by using the tables that are drawn from a diverse set of data sources such as government data from CKAN, Socrata, and the European Central Bank. We compare the performance of 4 publicly available tabular foundational models on these tasks. None of the existing models had been trained on the data discovery tasks that we developed for this benchmark; not surprisingly, their performance shows significant room for improvement. The results suggest that the establishment of such benchmarks may be useful to the community to build tabular models usable for data discovery in data lakes.

cs.DB↗

Learning Symbolic Rules over Abstract Meaning Representations for Textual Reinforcement Learning

Text-based reinforcement learning agents have predominantly been neural network-based models with embeddings-based representation, learning uninterpretable policies that often do not generalize well to unseen games. On the other hand, neuro-symbolic methods, specifically those that leverage an intermediate formal representation, are gaining significant attention in language understanding tasks. This is because of their advantages ranging from inherent interpretability, the lesser requirement of training data, and being generalizable in scenarios with unseen data. Therefore, in this paper, we propose a modular, NEuro-Symbolic Textual Agent (NESTA) that combines a generic semantic parser with a rule induction system to learn abstract interpretable rules as policies. Our experiments on established text-based game benchmarks show that the proposed NESTA method outperforms deep reinforcement learning-based techniques by achieving better generalization to unseen test games and learning from fewer training interactions.

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MISMATCH: Fine-grained Evaluation of Machine-generated Text with Mismatch Error Types

With the growing interest in large language models, the need for evaluating the quality of machine text compared to reference (typically human-generated) text has become focal attention. Most recent works focus either on task-specific evaluation metrics or study the properties of machine-generated text captured by the existing metrics. In this work, we propose a new evaluation scheme to model human judgments in 7 NLP tasks, based on the fine-grained mismatches between a pair of texts. Inspired by the recent efforts in several NLP tasks for fine-grained evaluation, we introduce a set of 13 mismatch error types such as spatial/geographic errors, entity errors, etc, to guide the model for better prediction of human judgments. We propose a neural framework for evaluating machine texts that uses these mismatch error types as auxiliary tasks and re-purposes the existing single-number evaluation metrics as additional scalar features, in addition to textual features extracted from the machine and reference texts. Our experiments reveal key insights about the existing metrics via the mismatch errors. We show that the mismatch errors between the sentence pairs on the held-out datasets from 7 NLP tasks align well with the human evaluation.

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Scalable Learning of Latent Language Structure With Logical Offline Cycle Consistency

We introduce Logical Offline Cycle Consistency Optimization (LOCCO), a scalable, semi-supervised method for training a neural semantic parser. Conceptually, LOCCO can be viewed as a form of self-learning where the semantic parser being trained is used to generate annotations for unlabeled text that are then used as new supervision. To increase the quality of annotations, our method utilizes a count-based prior over valid formal meaning representations and a cycle-consistency score produced by a neural text generation model as additional signals. Both the prior and semantic parser are updated in an alternate fashion from full passes over the training data, which can be seen as approximating the marginalization of latent structures through stochastic variational inference. The use of a count-based prior, frozen text generation model, and offline annotation process yields an approach with negligible complexity and latency increases as compared to conventional self-learning. As an added bonus, the annotations produced by LOCCO can be trivially repurposed to train a neural text generation model. We demonstrate the utility of LOCCO on the well-known WebNLG benchmark where we obtain an improvement of 2 points against a self-learning parser under equivalent conditions, an improvement of 1.3 points against the previous state-of-the-art parser, and competitive text generation performance in terms of BLEU score.

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Laziness Is a Virtue When It Comes to Compositionality in Neural Semantic Parsing

Nearly all general-purpose neural semantic parsers generate logical forms in a strictly top-down autoregressive fashion. Though such systems have achieved impressive results across a variety of datasets and domains, recent works have called into question whether they are ultimately limited in their ability to compositionally generalize. In this work, we approach semantic parsing from, quite literally, the opposite direction; that is, we introduce a neural semantic parsing generation method that constructs logical forms from the bottom up, beginning from the logical form's leaves. The system we introduce is lazy in that it incrementally builds up a set of potential semantic parses, but only expands and processes the most promising candidate parses at each generation step. Such a parsimonious expansion scheme allows the system to maintain an arbitrarily large set of parse hypotheses that are never realized and thus incur minimal computational overhead. We evaluate our approach on compositional generalization; specifically, on the challenging CFQ dataset and three Text-to-SQL datasets where we show that our novel, bottom-up semantic parsing technique outperforms general-purpose semantic parsers while also being competitive with comparable neural parsers that have been designed for each task.

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Neuro-Symbolic Reinforcement Learning with First-Order Logic

Deep reinforcement learning (RL) methods often require many trials before convergence, and no direct interpretability of trained policies is provided. In order to achieve fast convergence and interpretability for the policy in RL, we propose a novel RL method for text-based games with a recent neuro-symbolic framework called Logical Neural Network, which can learn symbolic and interpretable rules in their differentiable network. The method is first to extract first-order logical facts from text observation and external word meaning network (ConceptNet), then train a policy in the network with directly interpretable logical operators. Our experimental results show RL training with the proposed method converges significantly faster than other state-of-the-art neuro-symbolic methods in a TextWorld benchmark.

cs.AI↗

LOA: Logical Optimal Actions for Text-based Interaction Games

We present Logical Optimal Actions (LOA), an action decision architecture of reinforcement learning applications with a neuro-symbolic framework which is a combination of neural network and symbolic knowledge acquisition approach for natural language interaction games. The demonstration for LOA experiments consists of a web-based interactive platform for text-based games and visualization for acquired knowledge for improving interpretability for trained rules. This demonstration also provides a comparison module with other neuro-symbolic approaches as well as non-symbolic state-of-the-art agent models on the same text-based games. Our LOA also provides open-sourced implementation in Python for the reinforcement learning environment to facilitate an experiment for studying neuro-symbolic agents. Code: https://github.com/ibm/loa

cs.AI↗

Eye of the Beholder: Improved Relation Generalization for Text-based Reinforcement Learning Agents

Text-based games (TBGs) have become a popular proving ground for the demonstration of learning-based agents that make decisions in quasi real-world settings. The crux of the problem for a reinforcement learning agent in such TBGs is identifying the objects in the world, and those objects' relations with that world. While the recent use of text-based resources for increasing an agent's knowledge and improving its generalization have shown promise, we posit in this paper that there is much yet to be learned from visual representations of these same worlds. Specifically, we propose to retrieve images that represent specific instances of text observations from the world and train our agents on such images. This improves the agent's overall understanding of the game 'scene' and objects' relationships to the world around them, and the variety of visual representations on offer allow the agent to generate a better generalization of a relationship. We show that incorporating such images improves the performance of agents in various TBG settings.

cs.LG↗

Reinforcement Learning with External Knowledge by using Logical Neural Networks

Conventional deep reinforcement learning methods are sample-inefficient and usually require a large number of training trials before convergence. Since such methods operate on an unconstrained action set, they can lead to useless actions. A recent neuro-symbolic framework called the Logical Neural Networks (LNNs) can simultaneously provide key-properties of both neural networks and symbolic logic. The LNNs functions as an end-to-end differentiable network that minimizes a novel contradiction loss to learn interpretable rules. In this paper, we utilize LNNs to define an inference graph using basic logical operations, such as AND and NOT, for faster convergence in reinforcement learning. Specifically, we propose an integrated method that enables model-free reinforcement learning from external knowledge sources in an LNNs-based logical constrained framework such as action shielding and guide. Our results empirically demonstrate that our method converges faster compared to a model-free reinforcement learning method that doesn't have such logical constraints.

cs.AI↗

Image inpainting using frequency domain priors

In this paper, we present a novel image inpainting technique using frequency domain information. Prior works on image inpainting predict the missing pixels by training neural networks using only the spatial domain information. However, these methods still struggle to reconstruct high-frequency details for real complex scenes, leading to a discrepancy in color, boundary artifacts, distorted patterns, and blurry textures. To alleviate these problems, we investigate if it is possible to obtain better performance by training the networks using frequency domain information (Discrete Fourier Transform) along with the spatial domain information. To this end, we propose a frequency-based deconvolution module that enables the network to learn the global context while selectively reconstructing the high-frequency components. We evaluate our proposed method on the publicly available datasets CelebA, Paris Streetview, and DTD texture dataset, and show that our method outperforms current state-of-the-art image inpainting techniques both qualitatively and quantitatively.

cs.CV↗

VisualHints: A Visual-Lingual Environment for Multimodal Reinforcement Learning

We present VisualHints, a novel environment for multimodal reinforcement learning (RL) involving text-based interactions along with visual hints (obtained from the environment). Real-life problems often demand that agents interact with the environment using both natural language information and visual perception towards solving a goal. However, most traditional RL environments either solve pure vision-based tasks like Atari games or video-based robotic manipulation; or entirely use natural language as a mode of interaction, like Text-based games and dialog systems. In this work, we aim to bridge this gap and unify these two approaches in a single environment for multimodal RL. We introduce an extension of the TextWorld cooking environment with the addition of visual clues interspersed throughout the environment. The goal is to force an RL agent to use both text and visual features to predict natural language action commands for solving the final task of cooking a meal. We enable variations and difficulties in our environment to emulate various interactive real-world scenarios. We present a baseline multimodal agent for solving such problems using CNN-based feature extraction from visual hints and LSTMs for textual feature extraction. We believe that our proposed visual-lingual environment will facilitate novel problem settings for the RL community.

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Bootstrapped Q-learning with Context Relevant Observation Pruning to Generalize in Text-based Games

We show that Reinforcement Learning (RL) methods for solving Text-Based Games (TBGs) often fail to generalize on unseen games, especially in small data regimes. To address this issue, we propose Context Relevant Episodic State Truncation (CREST) for irrelevant token removal in observation text for improved generalization. Our method first trains a base model using Q-learning, which typically overfits the training games. The base model's action token distribution is used to perform observation pruning that removes irrelevant tokens. A second bootstrapped model is then retrained on the pruned observation text. Our bootstrapped agent shows improved generalization in solving unseen TextWorld games, using 10x-20x fewer training games compared to previous state-of-the-art methods despite requiring less number of training episodes.

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Assessing Robustness of Deep learning Methods in Dermatological Workflow

This paper aims to evaluate the suitability of current deep learning methods for clinical workflow especially by focusing on dermatology. Although deep learning methods have been attempted to get dermatologist level accuracy in several individual conditions, it has not been rigorously tested for common clinical complaints. Most projects involve data acquired in well-controlled laboratory conditions. This may not reflect regular clinical evaluation where corresponding image quality is not always ideal. We test the robustness of deep learning methods by simulating non-ideal characteristics on user submitted images of ten classes of diseases. Assessing via imitated conditions, we have found the overall accuracy to drop and individual predictions change significantly in many cases despite of robust training.

cs.CV↗

Investigating Generalization in Neural Networks under Optimally Evolved Training Perturbations

In this paper, we study the generalization properties of neural networks under input perturbations and show that minimal training data corruption by a few pixel modifications can cause drastic overfitting. We propose an evolutionary algorithm to search for optimal pixel perturbations using novel cost function inspired from literature in domain adaptation that explicitly maximizes the generalization gap and domain divergence between clean and corrupted images. Our method outperforms previous pixel-based data distribution shift methods on state-of-the-art Convolutional Neural Networks (CNNs) architectures. Interestingly, we find that the choice of optimization plays an important role in generalization robustness due to the empirical observation that SGD is resilient to such training data corruption unlike adaptive optimization techniques (ADAM). Our source code is available at https://github.com/subhajitchaudhury/evo-shift.

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Unsupervised Temporal Feature Aggregation for Event Detection in Unstructured Sports Videos

Image-based sports analytics enable automatic retrieval of key events in a game to speed up the analytics process for human experts. However, most existing methods focus on structured television broadcast video datasets with a straight and fixed camera having minimum variability in the capturing pose. In this paper, we study the case of event detection in sports videos for unstructured environments with arbitrary camera angles. The transition from structured to unstructured video analysis produces multiple challenges that we address in our paper. Specifically, we identify and solve two major problems: unsupervised identification of players in an unstructured setting and generalization of the trained models to pose variations due to arbitrary shooting angles. For the first problem, we propose a temporal feature aggregation algorithm using person re-identification features to obtain high player retrieval precision by boosting a weak heuristic scoring method. Additionally, we propose a data augmentation technique, based on multi-modal image translation model, to reduce bias in the appearance of training samples. Experimental evaluations show that our proposed method improves precision for player retrieval from 0.78 to 0.86 for obliquely angled videos. Additionally, we obtain an improvement in F1 score for rally detection in table tennis videos from 0.79 in case of global frame-level features to 0.89 using our proposed player-level features. Please see the supplementary video submission at https://ibm.biz/BdzeZA.

cs.CV↗

Injective State-Image Mapping facilitates Visual Adversarial Imitation Learning

The growing use of virtual autonomous agents in applications like games and entertainment demands better control policies for natural-looking movements and actions. Unlike the conventional approach of hard-coding motion routines, we propose a deep learning method for obtaining control policies by directly mimicking raw video demonstrations. Previous methods in this domain rely on extracting low-dimensional features from expert videos followed by a separate hand-crafted reward estimation step. We propose an imitation learning framework that reduces the dependence on hand-engineered reward functions by jointly learning the feature extraction and reward estimation steps using Generative Adversarial Networks (GANs). Our main contribution in this paper is to show that under injective mapping between low-level joint state (angles and velocities) trajectories and corresponding raw video stream, performing adversarial imitation learning on video demonstrations is equivalent to learning from the state trajectories. Experimental results show that the proposed adversarial learning method from raw videos produces a similar performance to state-of-the-art imitation learning techniques while frequently outperforming existing hand-crafted video imitation methods. Furthermore, we show that our method can learn action policies by imitating video demonstrations on YouTube with similar performance to learned agents from true reward signals. Please see the supplementary video submission at https://ibm.biz/BdzzNA.

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