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Yifan Hou

Publications and source records attributed to Yifan Hou.

At least 37 records · Page 2Linked to original sources

Adaptive Compliance Policy: Learning Approximate Compliance for Diffusion Guided Control

Compliance plays a crucial role in manipulation, as it balances between the concurrent control of position and force under uncertainties. Yet compliance is often overlooked by today's visuomotor policies that solely focus on position control. This paper introduces Adaptive Compliance Policy (ACP), a novel framework that learns to dynamically adjust system compliance both spatially and temporally for given manipulation tasks from human demonstrations, improving upon previous approaches that rely on pre-selected compliance parameters or assume uniform constant stiffness. However, computing full compliance parameters from human demonstrations is an ill-defined problem. Instead, we estimate an approximate compliance profile with two useful properties: avoiding large contact forces and encouraging accurate tracking. Our approach enables robots to handle complex contact-rich manipulation tasks and achieves over 50\% performance improvement compared to state-of-the-art visuomotor policy methods. For result videos, see https://adaptive-compliance.github.io/

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Explore the Reasoning Capability of LLMs in the Chess Testbed

Reasoning is a central capability of human intelligence. In recent years, with the advent of large-scale datasets, pretrained large language models have emerged with new capabilities, including reasoning. However, these models still struggle with long-term, complex reasoning tasks, such as playing chess. Based on the observation that expert chess players employ a dual approach combining long-term strategic play with short-term tactical play along with language explanation, we propose improving the reasoning capability of large language models in chess by integrating annotated strategy and tactic. Specifically, we collect a dataset named MATE, which consists of 1 million chess positions with candidate moves annotated by chess experts for strategy and tactics. We finetune the LLaMA-3-8B model and compare it against state-of-the-art commercial language models in the task of selecting better chess moves. Our experiments show that our models perform better than GPT, Claude, and Gemini models. We find that language explanations can enhance the reasoning capability of large language models.

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What Do Language Models Learn in Context? The Structured Task Hypothesis

Large language models (LLMs) exhibit an intriguing ability to learn a novel task from in-context examples presented in a demonstration, termed in-context learning (ICL). Understandably, a swath of research has been dedicated to uncovering the theories underpinning ICL. One popular hypothesis explains ICL by task selection. LLMs identify the task based on the demonstration and generalize it to the prompt. Another popular hypothesis is that ICL is a form of meta-learning, i.e., the models learn a learning algorithm at pre-training time and apply it to the demonstration. Finally, a third hypothesis argues that LLMs use the demonstration to select a composition of tasks learned during pre-training to perform ICL. In this paper, we empirically explore these three hypotheses that explain LLMs' ability to learn in context with a suite of experiments derived from common text classification tasks. We invalidate the first two hypotheses with counterexamples and provide evidence in support of the last hypothesis. Our results suggest an LLM could learn a novel task in context via composing tasks learned during pre-training.

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Towards a Mechanistic Interpretation of Multi-Step Reasoning Capabilities of Language Models

Recent work has shown that language models (LMs) have strong multi-step (i.e., procedural) reasoning capabilities. However, it is unclear whether LMs perform these tasks by cheating with answers memorized from pretraining corpus, or, via a multi-step reasoning mechanism. In this paper, we try to answer this question by exploring a mechanistic interpretation of LMs for multi-step reasoning tasks. Concretely, we hypothesize that the LM implicitly embeds a reasoning tree resembling the correct reasoning process within it. We test this hypothesis by introducing a new probing approach (called MechanisticProbe) that recovers the reasoning tree from the model's attention patterns. We use our probe to analyze two LMs: GPT-2 on a synthetic task (k-th smallest element), and LLaMA on two simple language-based reasoning tasks (ProofWriter & AI2 Reasoning Challenge). We show that MechanisticProbe is able to detect the information of the reasoning tree from the model's attentions for most examples, suggesting that the LM indeed is going through a process of multi-step reasoning within its architecture in many cases.

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Mitigating Label Biases for In-context Learning

Various design settings for in-context learning (ICL), such as the choice and order of the in-context examples, can bias a model toward a particular prediction without being reflective of an understanding of the task. While many studies discuss these design choices, there have been few systematic investigations into categorizing them and mitigating their impact. In this work, we define a typology for three types of label biases in ICL for text classification: vanilla-label bias, context-label bias, and domain-label bias (which we conceptualize and detect for the first time). Our analysis demonstrates that prior label bias calibration methods fall short of addressing all three types of biases. Specifically, domain-label bias restricts LLMs to random-level performance on many tasks regardless of the choice of in-context examples. To mitigate the effect of these biases, we propose a simple bias calibration method that estimates a language model's label bias using random in-domain words from the task corpus. After controlling for this estimated bias when making predictions, our novel domain-context calibration significantly improves the ICL performance of GPT-J and GPT-3 on a wide range of tasks. The gain is substantial on tasks with large domain-label bias (up to 37% in Macro-F1). Furthermore, our results generalize to models with different scales, pretraining methods, and manually-designed task instructions, showing the prevalence of label biases in ICL.

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simPLE: a visuotactile method learned in simulation to precisely pick, localize, regrasp, and place objects

Existing robotic systems have a clear tension between generality and precision. Deployed solutions for robotic manipulation tend to fall into the paradigm of one robot solving a single task, lacking precise generalization, i.e., the ability to solve many tasks without compromising on precision. This paper explores solutions for precise and general pick-and-place. In precise pick-and-place, i.e. kitting, the robot transforms an unstructured arrangement of objects into an organized arrangement, which can facilitate further manipulation. We propose simPLE (simulation to Pick Localize and PLacE) as a solution to precise pick-and-place. simPLE learns to pick, regrasp and place objects precisely, given only the object CAD model and no prior experience. We develop three main components: task-aware grasping, visuotactile perception, and regrasp planning. Task-aware grasping computes affordances of grasps that are stable, observable, and favorable to placing. The visuotactile perception model relies on matching real observations against a set of simulated ones through supervised learning. Finally, we compute the desired robot motion by solving a shortest path problem on a graph of hand-to-hand regrasps. On a dual-arm robot equipped with visuotactile sensing, we demonstrate pick-and-place of 15 diverse objects with simPLE. The objects span a wide range of shapes and simPLE achieves successful placements into structured arrangements with 1mm clearance over 90% of the time for 6 objects, and over 80% of the time for 11 objects. Videos are available at http://mcube.mit.edu/research/simPLE.html .

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RecurrentGPT: Interactive Generation of (Arbitrarily) Long Text

The fixed-size context of Transformer makes GPT models incapable of generating arbitrarily long text. In this paper, we introduce RecurrentGPT, a language-based simulacrum of the recurrence mechanism in RNNs. RecurrentGPT is built upon a large language model (LLM) such as ChatGPT and uses natural language to simulate the Long Short-Term Memory mechanism in an LSTM. At each timestep, RecurrentGPT generates a paragraph of text and updates its language-based long-short term memory stored on the hard drive and the prompt, respectively. This recurrence mechanism enables RecurrentGPT to generate texts of arbitrary length without forgetting. Since human users can easily observe and edit the natural language memories, RecurrentGPT is interpretable and enables interactive generation of long text. RecurrentGPT is an initial step towards next-generation computer-assisted writing systems beyond local editing suggestions. In addition to producing AI-generated content (AIGC), we also demonstrate the possibility of using RecurrentGPT as an interactive fiction that directly interacts with consumers. We call this usage of generative models by ``AI As Contents'' (AIAC), which we believe is the next form of conventional AIGC. We further demonstrate the possibility of using RecurrentGPT to create personalized interactive fiction that directly interacts with readers instead of interacting with writers. More broadly, RecurrentGPT demonstrates the utility of borrowing ideas from popular model designs in cognitive science and deep learning for prompting LLMs. Our code is available at https://github.com/aiwaves-cn/RecurrentGPT and an online demo is available at https://www.aiwaves.org/recurrentgpt.

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What Has Been Enhanced in my Knowledge-Enhanced Language Model?

Pretrained language models (LMs) do not capture factual knowledge very well. This has led to the development of a number of knowledge integration (KI) methods which aim to incorporate external knowledge into pretrained LMs. Even though KI methods show some performance gains over vanilla LMs, the inner-workings of these methods are not well-understood. For instance, it is unclear how and what kind of knowledge is effectively integrated into these models and if such integration may lead to catastrophic forgetting of already learned knowledge. This paper revisits the KI process in these models with an information-theoretic view and shows that KI can be interpreted using a graph convolution operation. We propose a probe model called \textit{Graph Convolution Simulator} (GCS) for interpreting knowledge-enhanced LMs and exposing what kind of knowledge is integrated into these models. We conduct experiments to verify that our GCS can indeed be used to correctly interpret the KI process, and we use it to analyze two well-known knowledge-enhanced LMs: ERNIE and K-Adapter, and find that only a small amount of factual knowledge is integrated in them. We stratify knowledge in terms of various relation types and find that ERNIE and K-Adapter integrate different kinds of knowledge to different extent. Our analysis also shows that simply increasing the size of the KI corpus may not lead to better KI; fundamental advances may be needed.

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Adapters for Enhanced Modeling of Multilingual Knowledge and Text

Large language models appear to learn facts from the large text corpora they are trained on. Such facts are encoded implicitly within their many parameters, making it difficult to verify or manipulate what knowledge has been learned. Language models have recently been extended to multilingual language models (MLLMs), enabling knowledge to be learned across hundreds of languages. Meanwhile, knowledge graphs contain facts in an explicit triple format, which require careful and costly curation and are only available in a few high-resource languages, restricting their research and application. To address these issues, we propose to enhance MLLMs with knowledge from multilingual knowledge graphs (MLKGs) so as to tackle language and knowledge graph tasks across many languages, including low-resource ones. Specifically, we introduce a lightweight adapter set to enhance MLLMs with cross-lingual entity alignment and facts from MLKGs for many languages. Experiments on common benchmarks show that such enhancement benefits both MLLMs and MLKGs, achieving: (1) comparable or improved performance for knowledge graph completion and entity alignment relative to baselines, especially for low-resource languages (for which knowledge graphs are unavailable); and (2) improved MLLM performance on language understanding tasks that require multilingual factual knowledge; all while maintaining performance on other general language tasks.

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Mirror Complementary Transformer Network for RGB-thermal Salient Object Detection

RGB-thermal salient object detection (RGB-T SOD) aims to locate the common prominent objects of an aligned visible and thermal infrared image pair and accurately segment all the pixels belonging to those objects. It is promising in challenging scenes such as nighttime and complex backgrounds due to the insensitivity to lighting conditions of thermal images. Thus, the key problem of RGB-T SOD is to make the features from the two modalities complement and adjust each other flexibly, since it is inevitable that any modalities of RGB-T image pairs failure due to challenging scenes such as extreme light conditions and thermal crossover. In this paper, we propose a novel mirror complementary Transformer network (MCNet) for RGB-T SOD. Specifically, we introduce a Transformer-based feature extraction module to effective extract hierarchical features of RGB and thermal images. Then, through the attention-based feature interaction and serial multiscale dilated convolution (SDC) based feature fusion modules, the proposed model achieves the complementary interaction of low-level features and the semantic fusion of deep features. Finally, based on the mirror complementary structure, the salient regions of the two modalities can be accurately extracted even one modality is invalid. To demonstrate the robustness of the proposed model under challenging scenes in real world, we build a novel RGB-T SOD dataset VT723 based on a large public semantic segmentation RGB-T dataset used in the autonomous driving domain. Expensive experiments on benchmark and VT723 datasets show that the proposed method outperforms state-of-the-art approaches, including CNN-based and Transformer-based methods. The code and dataset will be released later at https://github.com/jxr326/SwinMCNet.

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Measuring and Improving the Use of Graph Information in Graph Neural Networks

Graph neural networks (GNNs) have been widely used for representation learning on graph data. However, there is limited understanding on how much performance GNNs actually gain from graph data. This paper introduces a context-surrounding GNN framework and proposes two smoothness metrics to measure the quantity and quality of information obtained from graph data. A new GNN model, called CS-GNN, is then designed to improve the use of graph information based on the smoothness values of a graph. CS-GNN is shown to achieve better performance than existing methods in different types of real graphs.

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A Representation Learning Framework for Property Graphs

Representation learning on graphs, also called graph embedding, has demonstrated its significant impact on a series of machine learning applications such as classification, prediction and recommendation. However, existing work has largely ignored the rich information contained in the properties (or attributes) of both nodes and edges of graphs in modern applications, e.g., those represented by property graphs. To date, most existing graph embedding methods either focus on plain graphs with only the graph topology, or consider properties on nodes only. We propose PGE, a graph representation learning framework that incorporates both node and edge properties into the graph embedding procedure. PGE uses node clustering to assign biases to differentiate neighbors of a node and leverages multiple data-driven matrices to aggregate the property information of neighbors sampled based on a biased strategy. PGE adopts the popular inductive model for neighborhood aggregation. We provide detailed analyses on the efficacy of our method and validate the performance of PGE by showing how PGE achieves better embedding results than the state-of-the-art graph embedding methods on benchmark applications such as node classification and link prediction over real-world datasets.

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Contact Mode Guided Motion Planning for Quasidynamic Dexterous Manipulation in 3D

This paper presents Contact Mode Guided Manipulation Planning (CMGMP) for 3D quasistatic and quasidynamic rigid body motion planning in dexterous manipulation. The CMGMP algorithm generates hybrid motion plans including both continuous state transitions and discrete contact mode switches, without the need for pre-specified contact sequences or pre-designed motion primitives. The key idea is to use automatically enumerated contact modes of environment-object contacts to guide the tree expansions during the search. Contact modes automatically synthesize manipulation primitives, while the sampling-based planning framework sequences those primitives into a coherent plan. We test our algorithm on fourteen 3D manipulation tasks, and validate our models by executing some plans open-loop on a real robot-manipulator system

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Contact Mode Guided Sampling-Based Planning for Quasistatic Dexterous Manipulation in 2D

The discontinuities and multi-modality introduced by contacts make manipulation planning challenging. Many previous works avoid this problem by pre-designing a set of high-level motion primitives like grasping and pushing. However, such motion primitives are often not adequate to describe dexterous manipulation motions. In this work, we propose a method for dexterous manipulation planning at a more primitive level. The key idea is to use contact modes to guide the search in a sampling-based planning framework. Our method can automatically generate contact transitions and motion trajectories under the quasistatic assumption. In the experiments, this method sometimes generates motions that are often pre-designed as motion primitives, as well as dexterous motions that are more task-specific.

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Bird's Eye: Probing for Linguistic Graph Structures with a Simple Information-Theoretic Approach

NLP has a rich history of representing our prior understanding of language in the form of graphs. Recent work on analyzing contextualized text representations has focused on hand-designed probe models to understand how and to what extent do these representations encode a particular linguistic phenomenon. However, due to the inter-dependence of various phenomena and randomness of training probe models, detecting how these representations encode the rich information in these linguistic graphs remains a challenging problem. In this paper, we propose a new information-theoretic probe, Bird's Eye, which is a fairly simple probe method for detecting if and how these representations encode the information in these linguistic graphs. Instead of using classifier performance, our probe takes an information-theoretic view of probing and estimates the mutual information between the linguistic graph embedded in a continuous space and the contextualized word representations. Furthermore, we also propose an approach to use our probe to investigate localized linguistic information in the linguistic graphs using perturbation analysis. We call this probing setup Worm's Eye. Using these probes, we analyze BERT models on their ability to encode a syntactic and a semantic graph structure, and find that these models encode to some degree both syntactic as well as semantic information; albeit syntactic information to a greater extent.

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An Efficient Closed-Form Method for Optimal Hybrid Force-Velocity Control

This paper derives a closed-form method for computing hybrid force-velocity control. The key idea is to maximize the kinematic conditioning of the mechanical system, which includes a robot, free objects, a rigid environment and contact constraints. The method is complete, in that it always produces an optimal/near optimal solution when a solution exists. It is efficient, since it is in closed form, avoiding the iterative search of previous work. We test the method on 78,000 randomly generated test cases. The method outperforms our previous search-based technique by being from 7 to 40 times faster, while consistently producing better solutions in the sense of robustness to kinematic singularity. We also test the method in several representative manipulation experiments.

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Understanding Graph Neural Networks from Graph Signal Denoising Perspectives

Graph neural networks (GNNs) have attracted much attention because of their excellent performance on tasks such as node classification. However, there is inadequate understanding on how and why GNNs work, especially for node representation learning. This paper aims to provide a theoretical framework to understand GNNs, specifically, spectral graph convolutional networks and graph attention networks, from graph signal denoising perspectives. Our framework shows that GNNs are implicitly solving graph signal denoising problems: spectral graph convolutions work as denoising node features, while graph attentions work as denoising edge weights. We also show that a linear self-attention mechanism is able to compete with the state-of-the-art graph attention methods. Our theoretical results further lead to two new models, GSDN-F and GSDN-EF, which work effectively for graphs with noisy node features and/or noisy edges. We validate our theoretical findings and also the effectiveness of our new models by experiments on benchmark datasets. The source code is available at \url{https://github.com/fuguoji/GSDN}.

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Manipulation with Shared Grasping

A shared grasp is a grasp formed by contacts between the manipulated object and both the robot hand and the environment. By trading off hand contacts for environmental contacts, a shared grasp requires fewer contacts with the hand, and enables manipulation even when a full grasp is not possible. Previous research has used shared grasps for non-prehensile manipulation such as pivoting and tumbling. This paper treats the problem more generally, with methods to select the best shared grasp and robot actions for a desired object motion. The central issue is to evaluate the feasible contact modes: for each contact, whether that contact will remain active, and whether slip will occur. Robustness is important. When a contact mode fails, e.g., when a contact is lost, or when unintentional slip occurs, the operation will fail, and in some cases damage may occur. In this work, we enumerate all feasible contact modes, calculate corresponding controls, and select the most robust candidate. We can also optimize the contact geometry for robustness. This paper employs quasi-static analysis of planar rigid bodies with Coulomb friction to derive the algorithms and controls. Finally, we demonstrate the robustness of shared grasping and the use of our methods in representative experiments and examples. The video can be found at https://youtu.be/tyNhJvRYZNk

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