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Yilun Du

Publications and source records attributed to Yilun Du.

214 records · Page 12Linked to original sources

Weakly Supervised Human-Object Interaction Detection in Video via Contrastive Spatiotemporal Regions

We introduce the task of weakly supervised learning for detecting human and object interactions in videos. Our task poses unique challenges as a system does not know what types of human-object interactions are present in a video or the actual spatiotemporal location of the human and the object. To address these challenges, we introduce a contrastive weakly supervised training loss that aims to jointly associate spatiotemporal regions in a video with an action and object vocabulary and encourage temporal continuity of the visual appearance of moving objects as a form of self-supervision. To train our model, we introduce a dataset comprising over 6.5k videos with human-object interaction annotations that have been semi-automatically curated from sentence captions associated with the videos. We demonstrate improved performance over weakly supervised baselines adapted to our task on our video dataset.

cs.CV↗

Neural Radiance Flow for 4D View Synthesis and Video Processing

We present a method, Neural Radiance Flow (NeRFlow),to learn a 4D spatial-temporal representation of a dynamic scene from a set of RGB images. Key to our approach is the use of a neural implicit representation that learns to capture the 3D occupancy, radiance, and dynamics of the scene. By enforcing consistency across different modalities, our representation enables multi-view rendering in diverse dynamic scenes, including water pouring, robotic interaction, and real images, outperforming state-of-the-art methods for spatial-temporal view synthesis. Our approach works even when inputs images are captured with only one camera. We further demonstrate that the learned representation can serve as an implicit scene prior, enabling video processing tasks such as image super-resolution and de-noising without any additional supervision.

cs.CV↗

Curious Representation Learning for Embodied Intelligence

Self-supervised representation learning has achieved remarkable success in recent years. By subverting the need for supervised labels, such approaches are able to utilize the numerous unlabeled images that exist on the Internet and in photographic datasets. Yet to build truly intelligent agents, we must construct representation learning algorithms that can learn not only from datasets but also learn from environments. An agent in a natural environment will not typically be fed curated data. Instead, it must explore its environment to acquire the data it will learn from. We propose a framework, curious representation learning (CRL), which jointly learns a reinforcement learning policy and a visual representation model. The policy is trained to maximize the error of the representation learner, and in doing so is incentivized to explore its environment. At the same time, the learned representation becomes stronger and stronger as the policy feeds it ever harder data to learn from. Our learned representations enable promising transfer to downstream navigation tasks, performing better than or comparably to ImageNet pretraining without using any supervision at all. In addition, despite being trained in simulation, our learned representations can obtain interpretable results on real images. Code is available at https://yilundu.github.io/crl/.

cs.CV↗

3D Shape Generation and Completion through Point-Voxel Diffusion

We propose a novel approach for probabilistic generative modeling of 3D shapes. Unlike most existing models that learn to deterministically translate a latent vector to a shape, our model, Point-Voxel Diffusion (PVD), is a unified, probabilistic formulation for unconditional shape generation and conditional, multi-modal shape completion. PVD marries denoising diffusion models with the hybrid, point-voxel representation of 3D shapes. It can be viewed as a series of denoising steps, reversing the diffusion process from observed point cloud data to Gaussian noise, and is trained by optimizing a variational lower bound to the (conditional) likelihood function. Experiments demonstrate that PVD is capable of synthesizing high-fidelity shapes, completing partial point clouds, and generating multiple completion results from single-view depth scans of real objects.

cs.CV↗

Improved Contrastive Divergence Training of Energy Based Models

Contrastive divergence is a popular method of training energy-based models, but is known to have difficulties with training stability. We propose an adaptation to improve contrastive divergence training by scrutinizing a gradient term that is difficult to calculate and is often left out for convenience. We show that this gradient term is numerically significant and in practice is important to avoid training instabilities, while being tractable to estimate. We further highlight how data augmentation and multi-scale processing can be used to improve model robustness and generation quality. Finally, we empirically evaluate stability of model architectures and show improved performance on a host of benchmarks and use cases,such as image generation, OOD detection, and compositional generation.

cs.LG↗

Unsupervised Discovery of 3D Physical Objects from Video

We study the problem of unsupervised physical object discovery. While existing frameworks aim to decompose scenes into 2D segments based off each object's appearance, we explore how physics, especially object interactions, facilitates disentangling of 3D geometry and position of objects from video, in an unsupervised manner. Drawing inspiration from developmental psychology, our Physical Object Discovery Network (POD-Net) uses both multi-scale pixel cues and physical motion cues to accurately segment observable and partially occluded objects of varying sizes, and infer properties of those objects. Our model reliably segments objects on both synthetic and real scenes. The discovered object properties can also be used to reason about physical events.

cs.CV↗

Model Based Planning with Energy Based Models

Model-based planning holds great promise for improving both sample efficiency and generalization in reinforcement learning (RL). We show that energy-based models (EBMs) are a promising class of models to use for model-based planning. EBMs naturally support inference of intermediate states given start and goal state distributions. We provide an online algorithm to train EBMs while interacting with the environment, and show that EBMs allow for significantly better online learning than corresponding feed-forward networks. We further show that EBMs support maximum entropy state inference and are able to generate diverse state space plans. We show that inference purely in state space - without planning actions - allows for better generalization to previously unseen obstacles in the environment and prevents the planner from exploiting the dynamics model by applying uncharacteristic action sequences. Finally, we show that online EBM training naturally leads to intentionally planned state exploration which performs significantly better than random exploration.

cs.LG↗

Compositional Visual Generation and Inference with Energy Based Models

A vital aspect of human intelligence is the ability to compose increasingly complex concepts out of simpler ideas, enabling both rapid learning and adaptation of knowledge. In this paper we show that energy-based models can exhibit this ability by directly combining probability distributions. Samples from the combined distribution correspond to compositions of concepts. For example, given a distribution for smiling faces, and another for male faces, we can combine them to generate smiling male faces. This allows us to generate natural images that simultaneously satisfy conjunctions, disjunctions, and negations of concepts. We evaluate compositional generation abilities of our model on the CelebA dataset of natural faces and synthetic 3D scene images. We also demonstrate other unique advantages of our model, such as the ability to continually learn and incorporate new concepts, or infer compositions of concept properties underlying an image.

cs.CV↗

A Long Horizon Planning Framework for Manipulating Rigid Pointcloud Objects

We present a framework for solving long-horizon planning problems involving manipulation of rigid objects that operates directly from a point-cloud observation, i.e. without prior object models. Our method plans in the space of object subgoals and frees the planner from reasoning about robot-object interaction dynamics by relying on a set of generalizable manipulation primitives. We show that for rigid bodies, this abstraction can be realized using low-level manipulation skills that maintain sticking contact with the object and represent subgoals as 3D transformations. To enable generalization to unseen objects and improve planning performance, we propose a novel way of representing subgoals for rigid-body manipulation and a graph-attention based neural network architecture for processing point-cloud inputs. We experimentally validate these choices using simulated and real-world experiments on the YuMi robot. Results demonstrate that our method can successfully manipulate new objects into target configurations requiring long-term planning. Overall, our framework realizes the best of the worlds of task-and-motion planning (TAMP) and learning-based approaches. Project website: https://anthonysimeonov.github.io/rpo-planning-framework/.

cs.RO↗

Implicit Generation and Generalization in Energy-Based Models

Energy based models (EBMs) are appealing due to their generality and simplicity in likelihood modeling, but have been traditionally difficult to train. We present techniques to scale MCMC based EBM training on continuous neural networks, and we show its success on the high-dimensional data domains of ImageNet32x32, ImageNet128x128, CIFAR-10, and robotic hand trajectories, achieving better samples than other likelihood models and nearing the performance of contemporary GAN approaches, while covering all modes of the data. We highlight some unique capabilities of implicit generation such as compositionality and corrupt image reconstruction and inpainting. Finally, we show that EBMs are useful models across a wide variety of tasks, achieving state-of-the-art out-of-distribution classification, adversarially robust classification, state-of-the-art continual online class learning, and coherent long term predicted trajectory rollouts.

cs.LG↗

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↗

Neural MMO v1.3: A Massively Multiagent Game Environment for Training and Evaluating Neural Networks

Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learning that are not well modeled by any other game genre. We present Neural MMO, a massively multiagent game environment inspired by MMOs and discuss our progress on two more general challenges in multiagent systems engineering for AI research: distributed infrastructure and game IO. We further demonstrate that standard policy gradient methods and simple baseline models can learn interesting emergent exploration and specialization behaviors in this setting.

cs.LG↗

Observational Overfitting in Reinforcement Learning

A major component of overfitting in model-free reinforcement learning (RL) involves the case where the agent may mistakenly correlate reward with certain spurious features from the observations generated by the Markov Decision Process (MDP). We provide a general framework for analyzing this scenario, which we use to design multiple synthetic benchmarks from only modifying the observation space of an MDP. When an agent overfits to different observation spaces even if the underlying MDP dynamics is fixed, we term this observational overfitting. Our experiments expose intriguing properties especially with regards to implicit regularization, and also corroborate results from previous works in RL generalization and supervised learning (SL).

cs.LG↗

Task-Agnostic Dynamics Priors for Deep Reinforcement Learning

While model-based deep reinforcement learning (RL) holds great promise for sample efficiency and generalization, learning an accurate dynamics model is often challenging and requires substantial interaction with the environment. A wide variety of domains have dynamics that share common foundations like the laws of classical mechanics, which are rarely exploited by existing algorithms. In fact, humans continuously acquire and use such dynamics priors to easily adapt to operating in new environments. In this work, we propose an approach to learn task-agnostic dynamics priors from videos and incorporate them into an RL agent. Our method involves pre-training a frame predictor on task-agnostic physics videos to initialize dynamics models (and fine-tune them) for unseen target environments. Our frame prediction architecture, SpatialNet, is designed specifically to capture localized physical phenomena and interactions. Our approach allows for both faster policy learning and convergence to better policies, outperforming competitive approaches on several different environments. We also demonstrate that incorporating this prior allows for more effective transfer between environments.

cs.LG↗

An Empirical Study on Hyperparameters and their Interdependence for RL Generalization

Recent results in Reinforcement Learning (RL) have shown that agents with limited training environments are susceptible to a large amount of overfitting across many domains. A key challenge for RL generalization is to quantitatively explain the effects of changing parameters on testing performance. Such parameters include architecture, regularization, and RL-dependent variables such as discount factor and action stochasticity. We provide empirical results that show complex and interdependent relationships between hyperparameters and generalization. We further show that several empirical metrics such as gradient cosine similarity and trajectory-dependent metrics serve to provide intuition towards these results.

cs.LG↗

Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agents

The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human game genre of MMORPGs (Massively Multiplayer Online Role-Playing Games, a.k.a. MMOs), that aims to simulate this setting in microcosm. As with MMORPGs and the real world alike, our environment is persistent and supports a large and variable number of agents. Our environment is well suited to the study of large-scale multiagent interaction: it requires that agents learn robust combat and navigation policies in the presence of large populations attempting to do the same. Baseline experiments reveal that population size magnifies and incentivizes the development of skillful behaviors and results in agents that outcompete agents trained in smaller populations. We further show that the policies of agents with unshared weights naturally diverge to fill different niches in order to avoid competition.

cs.MA↗