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Yuandong Tian

Publications and source records attributed to Yuandong Tian.

144 records · Page 8Linked to original sources

A Neural-based Program Decompiler

Reverse engineering of binary executables is a critical problem in the computer security domain. On the one hand, malicious parties may recover interpretable source codes from the software products to gain commercial advantages. On the other hand, binary decompilation can be leveraged for code vulnerability analysis and malware detection. However, efficient binary decompilation is challenging. Conventional decompilers have the following major limitations: (i) they are only applicable to specific source-target language pair, hence incurs undesired development cost for new language tasks; (ii) their output high-level code cannot effectively preserve the correct functionality of the input binary; (iii) their output program does not capture the semantics of the input and the reversed program is hard to interpret. To address the above problems, we propose Coda, the first end-to-end neural-based framework for code decompilation. Coda decomposes the decompilation task into two key phases: First, Coda employs an instruction type-aware encoder and a tree decoder for generating an abstract syntax tree (AST) with attention feeding during the code sketch generation stage. Second, Coda then updates the code sketch using an iterative error correction machine guided by an ensembled neural error predictor. By finding a good approximate candidate and then fixing it towards perfect, Coda achieves superior performance compared to baseline approaches. We assess Coda's performance with extensive experiments on various benchmarks. Evaluation results show that Coda achieves an average of 82\% program recovery accuracy on unseen binary samples, where the state-of-the-art decompilers yield 0\% accuracy. Furthermore, Coda outperforms the sequence-to-sequence model with attention by a margin of 70\% program accuracy.

cs.PL↗

CoDraw: Collaborative Drawing as a Testbed for Grounded Goal-driven Communication

In this work, we propose a goal-driven collaborative task that combines language, perception, and action. Specifically, we develop a Collaborative image-Drawing game between two agents, called CoDraw. Our game is grounded in a virtual world that contains movable clip art objects. The game involves two players: a Teller and a Drawer. The Teller sees an abstract scene containing multiple clip art pieces in a semantically meaningful configuration, while the Drawer tries to reconstruct the scene on an empty canvas using available clip art pieces. The two players communicate with each other using natural language. We collect the CoDraw dataset of ~10K dialogs consisting of ~138K messages exchanged between human players. We define protocols and metrics to evaluate learned agents in this testbed, highlighting the need for a novel "crosstalk" evaluation condition which pairs agents trained independently on disjoint subsets of the training data. We present models for our task and benchmark them using both fully automated evaluation and by having them play the game live with humans.

cs.CV↗

FBNet: Hardware-Aware Efficient ConvNet Design via Differentiable Neural Architecture Search

Designing accurate and efficient ConvNets for mobile devices is challenging because the design space is combinatorially large. Due to this, previous neural architecture search (NAS) methods are computationally expensive. ConvNet architecture optimality depends on factors such as input resolution and target devices. However, existing approaches are too expensive for case-by-case redesigns. Also, previous work focuses primarily on reducing FLOPs, but FLOP count does not always reflect actual latency. To address these, we propose a differentiable neural architecture search (DNAS) framework that uses gradient-based methods to optimize ConvNet architectures, avoiding enumerating and training individual architectures separately as in previous methods. FBNets, a family of models discovered by DNAS surpass state-of-the-art models both designed manually and generated automatically. FBNet-B achieves 74.1% top-1 accuracy on ImageNet with 295M FLOPs and 23.1 ms latency on a Samsung S8 phone, 2.4x smaller and 1.5x faster than MobileNetV2-1.3 with similar accuracy. Despite higher accuracy and lower latency than MnasNet, we estimate FBNet-B's search cost is 420x smaller than MnasNet's, at only 216 GPU-hours. Searched for different resolutions and channel sizes, FBNets achieve 1.5% to 6.4% higher accuracy than MobileNetV2. The smallest FBNet achieves 50.2% accuracy and 2.9 ms latency (345 frames per second) on a Samsung S8. Over a Samsung-optimized FBNet, the iPhone-X-optimized model achieves a 1.4x speedup on an iPhone X.

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M$^3$RL: Mind-aware Multi-agent Management Reinforcement Learning

Most of the prior work on multi-agent reinforcement learning (MARL) achieves optimal collaboration by directly controlling the agents to maximize a common reward. In this paper, we aim to address this from a different angle. In particular, we consider scenarios where there are self-interested agents (i.e., worker agents) which have their own minds (preferences, intentions, skills, etc.) and can not be dictated to perform tasks they do not wish to do. For achieving optimal coordination among these agents, we train a super agent (i.e., the manager) to manage them by first inferring their minds based on both current and past observations and then initiating contracts to assign suitable tasks to workers and promise to reward them with corresponding bonuses so that they will agree to work together. The objective of the manager is maximizing the overall productivity as well as minimizing payments made to the workers for ad-hoc worker teaming. To train the manager, we propose Mind-aware Multi-agent Management Reinforcement Learning (M^3RL), which consists of agent modeling and policy learning. We have evaluated our approach in two environments, Resource Collection and Crafting, to simulate multi-agent management problems with various task settings and multiple designs for the worker agents. The experimental results have validated the effectiveness of our approach in modeling worker agents' minds online, and in achieving optimal ad-hoc teaming with good generalization and fast adaptation.

cs.AI↗

Mixed Precision Quantization of ConvNets via Differentiable Neural Architecture Search

Recent work in network quantization has substantially reduced the time and space complexity of neural network inference, enabling their deployment on embedded and mobile devices with limited computational and memory resources. However, existing quantization methods often represent all weights and activations with the same precision (bit-width). In this paper, we explore a new dimension of the design space: quantizing different layers with different bit-widths. We formulate this problem as a neural architecture search problem and propose a novel differentiable neural architecture search (DNAS) framework to efficiently explore its exponential search space with gradient-based optimization. Experiments show we surpass the state-of-the-art compression of ResNet on CIFAR-10 and ImageNet. Our quantized models with 21.1x smaller model size or 103.9x lower computational cost can still outperform baseline quantized or even full precision models.

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A theoretical framework for deep locally connected ReLU network

Understanding theoretical properties of deep and locally connected nonlinear network, such as deep convolutional neural network (DCNN), is still a hard problem despite its empirical success. In this paper, we propose a novel theoretical framework for such networks with ReLU nonlinearity. The framework explicitly formulates data distribution, favors disentangled representations and is compatible with common regularization techniques such as Batch Norm. The framework is built upon teacher-student setting, by expanding the student forward/backward propagation onto the teacher's computational graph. The resulting model does not impose unrealistic assumptions (e.g., Gaussian inputs, independence of activation, etc). Our framework could help facilitate theoretical analysis of many practical issues, e.g. overfitting, generalization, disentangled representations in deep networks.

cs.LG↗

Learning and Planning with a Semantic Model

Building deep reinforcement learning agents that can generalize and adapt to unseen environments remains a fundamental challenge for AI. This paper describes progresses on this challenge in the context of man-made environments, which are visually diverse but contain intrinsic semantic regularities. We propose a hybrid model-based and model-free approach, LEArning and Planning with Semantics (LEAPS), consisting of a multi-target sub-policy that acts on visual inputs, and a Bayesian model over semantic structures. When placed in an unseen environment, the agent plans with the semantic model to make high-level decisions, proposes the next sub-target for the sub-policy to execute, and updates the semantic model based on new observations. We perform experiments in visual navigation tasks using House3D, a 3D environment that contains diverse human-designed indoor scenes with real-world objects. LEAPS outperforms strong baselines that do not explicitly plan using the semantic content.

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Gradient Descent Learns One-hidden-layer CNN: Don't be Afraid of Spurious Local Minima

We consider the problem of learning a one-hidden-layer neural network with non-overlapping convolutional layer and ReLU activation, i.e., $f(\mathbf{Z}, \mathbf{w}, \mathbf{a}) = \sum_j a_jσ(\mathbf{w}^T\mathbf{Z}_j)$, in which both the convolutional weights $\mathbf{w}$ and the output weights $\mathbf{a}$ are parameters to be learned. When the labels are the outputs from a teacher network of the same architecture with fixed weights $(\mathbf{w}^*, \mathbf{a}^*)$, we prove that with Gaussian input $\mathbf{Z}$, there is a spurious local minimizer. Surprisingly, in the presence of the spurious local minimizer, gradient descent with weight normalization from randomly initialized weights can still be proven to recover the true parameters with constant probability, which can be boosted to probability $1$ with multiple restarts. We also show that with constant probability, the same procedure could also converge to the spurious local minimum, showing that the local minimum plays a non-trivial role in the dynamics of gradient descent. Furthermore, a quantitative analysis shows that the gradient descent dynamics has two phases: it starts off slow, but converges much faster after several iterations.

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Building Generalizable Agents with a Realistic and Rich 3D Environment

Teaching an agent to navigate in an unseen 3D environment is a challenging task, even in the event of simulated environments. To generalize to unseen environments, an agent needs to be robust to low-level variations (e.g. color, texture, object changes), and also high-level variations (e.g. layout changes of the environment). To improve overall generalization, all types of variations in the environment have to be taken under consideration via different level of data augmentation steps. To this end, we propose House3D, a rich, extensible and efficient environment that contains 45,622 human-designed 3D scenes of visually realistic houses, ranging from single-room studios to multi-storied houses, equipped with a diverse set of fully labeled 3D objects, textures and scene layouts, based on the SUNCG dataset (Song et.al.). The diversity in House3D opens the door towards scene-level augmentation, while the label-rich nature of House3D enables us to inject pixel- & task-level augmentations such as domain randomization (Toubin et. al.) and multi-task training. Using a subset of houses in House3D, we show that reinforcement learning agents trained with an enhancement of different levels of augmentations perform much better in unseen environments than our baselines with raw RGB input by over 8% in terms of navigation success rate. House3D is publicly available at http://github.com/facebookresearch/House3D.

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Channel-Recurrent Autoencoding for Image Modeling

Despite recent successes in synthesizing faces and bedrooms, existing generative models struggle to capture more complex image types, potentially due to the oversimplification of their latent space constructions. To tackle this issue, building on Variational Autoencoders (VAEs), we integrate recurrent connections across channels to both inference and generation steps, allowing the high-level features to be captured in global-to-local, coarse-to-fine manners. Combined with adversarial loss, our channel-recurrent VAE-GAN (crVAE-GAN) outperforms VAE-GAN in generating a diverse spectrum of high resolution images while maintaining the same level of computational efficacy. Our model produces interpretable and expressive latent representations to benefit downstream tasks such as image completion. Moreover, we propose two novel regularizations, namely the KL objective weighting scheme over time steps and mutual information maximization between transformed latent variables and the outputs, to enhance the training.

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When is a Convolutional Filter Easy To Learn?

We analyze the convergence of (stochastic) gradient descent algorithm for learning a convolutional filter with Rectified Linear Unit (ReLU) activation function. Our analysis does not rely on any specific form of the input distribution and our proofs only use the definition of ReLU, in contrast with previous works that are restricted to standard Gaussian input. We show that (stochastic) gradient descent with random initialization can learn the convolutional filter in polynomial time and the convergence rate depends on the smoothness of the input distribution and the closeness of patches. To the best of our knowledge, this is the first recovery guarantee of gradient-based algorithms for convolutional filter on non-Gaussian input distributions. Our theory also justifies the two-stage learning rate strategy in deep neural networks. While our focus is theoretical, we also present experiments that illustrate our theoretical findings.

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ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 40K frame-per-second (FPS) per core on a Macbook Pro notebook. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like Arcade Learning Environment. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU and Batch Normalization coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than $70\%$ of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies. ELF, along with its RL platform, is open-sourced at https://github.com/facebookresearch/ELF.

cs.AI↗

An Analytical Formula of Population Gradient for two-layered ReLU network and its Applications in Convergence and Critical Point Analysis

In this paper, we explore theoretical properties of training a two-layered ReLU network $g(\mathbf{x}; \mathbf{w}) = \sum_{j=1}^K σ(\mathbf{w}_j^T\mathbf{x})$ with centered $d$-dimensional spherical Gaussian input $\mathbf{x}$ ($σ$=ReLU). We train our network with gradient descent on $\mathbf{w}$ to mimic the output of a teacher network with the same architecture and fixed parameters $\mathbf{w}^*$. We show that its population gradient has an analytical formula, leading to interesting theoretical analysis of critical points and convergence behaviors. First, we prove that critical points outside the hyperplane spanned by the teacher parameters ("out-of-plane") are not isolated and form manifolds, and characterize in-plane critical-point-free regions for two ReLU case. On the other hand, convergence to $\mathbf{w}^*$ for one ReLU node is guaranteed with at least $(1-ε)/2$ probability, if weights are initialized randomly with standard deviation upper-bounded by $O(ε/\sqrt{d})$, consistent with empirical practice. For network with many ReLU nodes, we prove that an infinitesimal perturbation of weight initialization results in convergence towards $\mathbf{w}^*$ (or its permutation), a phenomenon known as spontaneous symmetric-breaking (SSB) in physics. We assume no independence of ReLU activations. Simulation verifies our findings.

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Semantic Amodal Segmentation

Common visual recognition tasks such as classification, object detection, and semantic segmentation are rapidly reaching maturity, and given the recent rate of progress, it is not unreasonable to conjecture that techniques for many of these problems will approach human levels of performance in the next few years. In this paper we look to the future: what is the next frontier in visual recognition? We offer one possible answer to this question. We propose a detailed image annotation that captures information beyond the visible pixels and requires complex reasoning about full scene structure. Specifically, we create an amodal segmentation of each image: the full extent of each region is marked, not just the visible pixels. Annotators outline and name all salient regions in the image and specify a partial depth order. The result is a rich scene structure, including visible and occluded portions of each region, figure-ground edge information, semantic labels, and object overlap. We create two datasets for semantic amodal segmentation. First, we label 500 images in the BSDS dataset with multiple annotators per image, allowing us to study the statistics of human annotations. We show that the proposed full scene annotation is surprisingly consistent between annotators, including for regions and edges. Second, we annotate 5000 images from COCO. This larger dataset allows us to explore a number of algorithmic ideas for amodal segmentation and depth ordering. We introduce novel metrics for these tasks, and along with our strong baselines, define concrete new challenges for the community.

cs.CV↗

Single Image 3D Interpreter Network

Understanding 3D object structure from a single image is an important but difficult task in computer vision, mostly due to the lack of 3D object annotations in real images. Previous work tackles this problem by either solving an optimization task given 2D keypoint positions, or training on synthetic data with ground truth 3D information. In this work, we propose 3D INterpreter Network (3D-INN), an end-to-end framework which sequentially estimates 2D keypoint heatmaps and 3D object structure, trained on both real 2D-annotated images and synthetic 3D data. This is made possible mainly by two technical innovations. First, we propose a Projection Layer, which projects estimated 3D structure to 2D space, so that 3D-INN can be trained to predict 3D structural parameters supervised by 2D annotations on real images. Second, heatmaps of keypoints serve as an intermediate representation connecting real and synthetic data, enabling 3D-INN to benefit from the variation and abundance of synthetic 3D objects, without suffering from the difference between the statistics of real and synthesized images due to imperfect rendering. The network achieves state-of-the-art performance on both 2D keypoint estimation and 3D structure recovery. We also show that the recovered 3D information can be used in other vision applications, such as 3D rendering and image retrieval.

cs.CV↗

Better Computer Go Player with Neural Network and Long-term Prediction

Competing with top human players in the ancient game of Go has been a long-term goal of artificial intelligence. Go's high branching factor makes traditional search techniques ineffective, even on leading-edge hardware, and Go's evaluation function could change drastically with one stone change. Recent works [Maddison et al. (2015); Clark & Storkey (2015)] show that search is not strictly necessary for machine Go players. A pure pattern-matching approach, based on a Deep Convolutional Neural Network (DCNN) that predicts the next move, can perform as well as Monte Carlo Tree Search (MCTS)-based open source Go engines such as Pachi [Baudis & Gailly (2012)] if its search budget is limited. We extend this idea in our bot named darkforest, which relies on a DCNN designed for long-term predictions. Darkforest substantially improves the win rate for pattern-matching approaches against MCTS-based approaches, even with looser search budgets. Against human players, the newest versions, darkfores2, achieve a stable 3d level on KGS Go Server as a ranked bot, a substantial improvement upon the estimated 4k-5k ranks for DCNN reported in Clark & Storkey (2015) based on games against other machine players. Adding MCTS to darkfores2 creates a much stronger player named darkfmcts3: with 5000 rollouts, it beats Pachi with 10k rollouts in all 250 games; with 75k rollouts it achieves a stable 5d level in KGS server, on par with state-of-the-art Go AIs (e.g., Zen, DolBaram, CrazyStone) except for AlphaGo [Silver et al. (2016)]; with 110k rollouts, it won the 3rd place in January KGS Go Tournament.

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Convolutional networks and learning invariant to homogeneous multiplicative scalings

The conventional classification schemes -- notably multinomial logistic regression -- used in conjunction with convolutional networks (convnets) are classical in statistics, designed without consideration for the usual coupling with convnets, stochastic gradient descent, and backpropagation. In the specific application to supervised learning for convnets, a simple scale-invariant classification stage turns out to be more robust than multinomial logistic regression, appears to result in slightly lower errors on several standard test sets, has similar computational costs, and features precise control over the actual rate of learning. "Scale-invariant" means that multiplying the input values by any nonzero scalar leaves the output unchanged.

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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. .

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