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Yutaka Matsuo

Publications and source records attributed to Yutaka Matsuo.

At least 145 records · Page 8Linked to original sources

Large Language Models are Zero-Shot Reasoners

Pretrained large language models (LLMs) are widely used in many sub-fields of natural language processing (NLP) and generally known as excellent few-shot learners with task-specific exemplars. Notably, chain of thought (CoT) prompting, a recent technique for eliciting complex multi-step reasoning through step-by-step answer examples, achieved the state-of-the-art performances in arithmetics and symbolic reasoning, difficult system-2 tasks that do not follow the standard scaling laws for LLMs. While these successes are often attributed to LLMs' ability for few-shot learning, we show that LLMs are decent zero-shot reasoners by simply adding "Let's think step by step" before each answer. Experimental results demonstrate that our Zero-shot-CoT, using the same single prompt template, significantly outperforms zero-shot LLM performances on diverse benchmark reasoning tasks including arithmetics (MultiArith, GSM8K, AQUA-RAT, SVAMP), symbolic reasoning (Last Letter, Coin Flip), and other logical reasoning tasks (Date Understanding, Tracking Shuffled Objects), without any hand-crafted few-shot examples, e.g. increasing the accuracy on MultiArith from 17.7% to 78.7% and GSM8K from 10.4% to 40.7% with large InstructGPT model (text-davinci-002), as well as similar magnitudes of improvements with another off-the-shelf large model, 540B parameter PaLM. The versatility of this single prompt across very diverse reasoning tasks hints at untapped and understudied fundamental zero-shot capabilities of LLMs, suggesting high-level, multi-task broad cognitive capabilities may be extracted by simple prompting. We hope our work not only serves as the minimal strongest zero-shot baseline for the challenging reasoning benchmarks, but also highlights the importance of carefully exploring and analyzing the enormous zero-shot knowledge hidden inside LLMs before crafting finetuning datasets or few-shot exemplars.

cs.CL↗

Multimodal Sequential Generative Models for Semi-Supervised Language Instruction Following

Agents that can follow language instructions are expected to be useful in a variety of situations such as navigation. However, training neural network-based agents requires numerous paired trajectories and languages. This paper proposes using multimodal generative models for semi-supervised learning in the instruction following tasks. The models learn a shared representation of the paired data, and enable semi-supervised learning by reconstructing unpaired data through the representation. Key challenges in applying the models to sequence-to-sequence tasks including instruction following are learning a shared representation of variable-length mulitimodal data and incorporating attention mechanisms. To address the problems, this paper proposes a novel network architecture to absorb the difference in the sequence lengths of the multimodal data. In addition, to further improve the performance, this paper shows how to incorporate the generative model-based approach with an existing semi-supervised method called a speaker-follower model, and proposes a regularization term that improves inference using unpaired trajectories. Experiments on BabyAI and Room-to-Room (R2R) environments show that the proposed method improves the performance of instruction following by leveraging unpaired data, and improves the performance of the speaker-follower model by 2\% to 4\% in R2R.

cs.LG↗

Improving the Robustness to Variations of Objects and Instructions with a Neuro-Symbolic Approach for Interactive Instruction Following

An interactive instruction following task has been proposed as a benchmark for learning to map natural language instructions and first-person vision into sequences of actions to interact with objects in 3D environments. We found that an existing end-to-end neural model for this task tends to fail to interact with objects of unseen attributes and follow various instructions. We assume that this problem is caused by the high sensitivity of neural feature extraction to small changes in vision and language inputs. To mitigate this problem, we propose a neuro-symbolic approach that utilizes high-level symbolic features, which are robust to small changes in raw inputs, as intermediate representations. We verify the effectiveness of our model with the subtask evaluation on the ALFRED benchmark. Our experiments show that our approach significantly outperforms the end-to-end neural model by 9, 46, and 74 points in the success rate on the ToggleObject, PickupObject, and SliceObject subtasks in unseen environments respectively.

cs.AI↗

Langevin Autoencoders for Learning Deep Latent Variable Models

Markov chain Monte Carlo (MCMC), such as Langevin dynamics, is valid for approximating intractable distributions. However, its usage is limited in the context of deep latent variable models owing to costly datapoint-wise sampling iterations and slow convergence. This paper proposes the amortized Langevin dynamics (ALD), wherein datapoint-wise MCMC iterations are entirely replaced with updates of an encoder that maps observations into latent variables. This amortization enables efficient posterior sampling without datapoint-wise iterations. Despite its efficiency, we prove that ALD is valid as an MCMC algorithm, whose Markov chain has the target posterior as a stationary distribution under mild assumptions. Based on the ALD, we also present a new deep latent variable model named the Langevin autoencoder (LAE). Interestingly, the LAE can be implemented by slightly modifying the traditional autoencoder. Using multiple synthetic datasets, we first validate that ALD can properly obtain samples from target posteriors. We also evaluate the LAE on the image generation task, and show that our LAE can outperform existing methods based on variational inference, such as the variational autoencoder, and other MCMC-based methods in terms of the test likelihood.

cs.LG↗

Domain Prompt Learning for Efficiently Adapting CLIP to Unseen Domains

Domain generalization (DG) is a difficult transfer learning problem aiming to learn a generalizable model for unseen domains. Recent foundation models (FMs) are robust to many distribution shifts and, therefore, should substantially improve the performance of DG. In this work, we study generic ways to adopt CLIP, a Visual-Language Foundation Model, for DG problems in image classification. While ERM greatly improves the accuracy with bigger backbones and training datasets using standard DG benchmarks, fine-tuning FMs is not practical in many real-world situations. We propose Domain Prompt Learning (DPL) as a novel approach for domain inference in the form of conditional prompt generation. DPL achieved a significant accuracy improvement with only training a lightweight prompt generator (a three-layer MLP), whose parameter is of equivalent scale to the classification projector in the previous DG literature. Combining \dplshort~with CLIP provides surprising performance, raising the accuracy of zero-shot CLIP from 73.7% to 79.3% on several standard datasets, namely PACS, VLCS, OfficeHome, and TerraIncognita. We hope the simplicity and success of our approach lead to broader adoption and analysis of foundation models in the domain generalization field. Our code is available at https://github.com/shogi880/DPLCLIP.

cs.CV↗

Recognition of All Categories of Entities by AI

Human-level AI will have significant impacts on human society. However, estimates for the realization time are debatable. To arrive at human-level AI, artificial general intelligence (AGI), as opposed to AI systems that are specialized for a specific task, was set as a technically meaningful long-term goal. But now, propelled by advances in deep learning, that achievement is getting much closer. Considering the recent technological developments, it would be meaningful to discuss the completion date of human-level AI through the "comprehensive technology map approach," wherein we map human-level capabilities at a reasonable granularity, identify the current range of technology, and discuss the technical challenges in traversing unexplored areas and predict when all of them will be overcome. This paper presents a new argumentative option to view the ontological sextet, which encompasses entities in a way that is consistent with our everyday intuition and scientific practice, as a comprehensive technological map. Because most of the modeling of the world, in terms of how to interpret it, by an intelligent subject is the recognition of distal entities and the prediction of their temporal evolution, being able to handle all distal entities is a reasonable goal. Based on the findings of philosophy and engineering cognitive technology, we predict that in the relatively near future, AI will be able to recognize various entities to the same degree as humans.

cs.AI↗

Deep Billboards towards Lossless Real2Sim in Virtual Reality

An aspirational goal for virtual reality (VR) is to bring in a rich diversity of real world objects losslessly. Existing VR applications often convert objects into explicit 3D models with meshes or point clouds, which allow fast interactive rendering but also severely limit its quality and the types of supported objects, fundamentally upper-bounding the "realism" of VR. Inspired by the classic "billboards" technique in gaming, we develop Deep Billboards that model 3D objects implicitly using neural networks, where only 2D image is rendered at a time based on the user's viewing direction. Our system, connecting a commercial VR headset with a server running neural rendering, allows real-time high-resolution simulation of detailed rigid objects, hairy objects, actuated dynamic objects and more in an interactive VR world, drastically narrowing the existing real-to-simulation (real2sim) gap. Additionally, we augment Deep Billboards with physical interaction capability, adapting classic billboards from screen-based games to immersive VR. At our pavilion, the visitors can use our off-the-shelf setup for quickly capturing their favorite objects, and within minutes, experience them in an immersive and interactive VR world with minimal loss of reality. Our project page: https://sites.google.com/view/deepbillboards/

cs.CV↗

World Robot Challenge 2020 -- Partner Robot: A Data-Driven Approach for Room Tidying with Mobile Manipulator

Tidying up a household environment using a mobile manipulator poses various challenges in robotics, such as adaptation to large real-world environmental variations, and safe and robust deployment in the presence of humans.The Partner Robot Challenge in World Robot Challenge (WRC) 2020, a global competition held in September 2021, benchmarked tidying tasks in the real home environments, and importantly, tested for full system performances.For this challenge, we developed an entire household service robot system, which leverages a data-driven approach to adapt to numerous edge cases that occur during the execution, instead of classical manual pre-programmed solutions. In this paper, we describe the core ingredients of the proposed robot system, including visual recognition, object manipulation, and motion planning. Our robot system won the second prize, verifying the effectiveness and potential of data-driven robot systems for mobile manipulation in home environments.

cs.RO↗

A survey of multimodal deep generative models

Multimodal learning is a framework for building models that make predictions based on different types of modalities. Important challenges in multimodal learning are the inference of shared representations from arbitrary modalities and cross-modal generation via these representations; however, achieving this requires taking the heterogeneous nature of multimodal data into account. In recent years, deep generative models, i.e., generative models in which distributions are parameterized by deep neural networks, have attracted much attention, especially variational autoencoders, which are suitable for accomplishing the above challenges because they can consider heterogeneity and infer good representations of data. Therefore, various multimodal generative models based on variational autoencoders, called multimodal deep generative models, have been proposed in recent years. In this paper, we provide a categorized survey of studies on multimodal deep generative models.

cs.LG↗

Robustifying Vision Transformer without Retraining from Scratch by Test-Time Class-Conditional Feature Alignment

Vision Transformer (ViT) is becoming more popular in image processing. Specifically, we investigate the effectiveness of test-time adaptation (TTA) on ViT, a technique that has emerged to correct its prediction during test-time by itself. First, we benchmark various test-time adaptation approaches on ViT-B16 and ViT-L16. It is shown that the TTA is effective on ViT and the prior-convention (sensibly selecting modulation parameters) is not necessary when using proper loss function. Based on the observation, we propose a new test-time adaptation method called class-conditional feature alignment (CFA), which minimizes both the class-conditional distribution differences and the whole distribution differences of the hidden representation between the source and target in an online manner. Experiments of image classification tasks on common corruption (CIFAR-10-C, CIFAR-100-C, and ImageNet-C) and domain adaptation (digits datasets and ImageNet-Sketch) show that CFA stably outperforms the existing baselines on various datasets. We also verify that CFA is model agnostic by experimenting on ResNet, MLP-Mixer, and several ViT variants (ViT-AugReg, DeiT, and BeiT). Using BeiT backbone, CFA achieves 19.8% top-1 error rate on ImageNet-C, outperforming the existing test-time adaptation baseline 44.0%. This is a state-of-the-art result among TTA methods that do not need to alter training phase.

cs.CV↗

Generalized Decision Transformer for Offline Hindsight Information Matching

How to extract as much learning signal from each trajectory data has been a key problem in reinforcement learning (RL), where sample inefficiency has posed serious challenges for practical applications. Recent works have shown that using expressive policy function approximators and conditioning on future trajectory information -- such as future states in hindsight experience replay or returns-to-go in Decision Transformer (DT) -- enables efficient learning of multi-task policies, where at times online RL is fully replaced by offline behavioral cloning, e.g. sequence modeling. We demonstrate that all these approaches are doing hindsight information matching (HIM) -- training policies that can output the rest of trajectory that matches some statistics of future state information. We present Generalized Decision Transformer (GDT) for solving any HIM problem, and show how different choices for the feature function and the anti-causal aggregator not only recover DT as a special case, but also lead to novel Categorical DT (CDT) and Bi-directional DT (BDT) for matching different statistics of the future. For evaluating CDT and BDT, we define offline multi-task state-marginal matching (SMM) and imitation learning (IL) as two generic HIM problems, propose a Wasserstein distance loss as a metric for both, and empirically study them on MuJoCo continuous control benchmarks. CDT, which simply replaces anti-causal summation with anti-causal binning in DT, enables the first effective offline multi-task SMM algorithm that generalizes well to unseen and even synthetic multi-modal state-feature distributions. BDT, which uses an anti-causal second transformer as the aggregator, can learn to model any statistics of the future and outperforms DT variants in offline multi-task IL. Our generalized formulations from HIM and GDT greatly expand the role of powerful sequence modeling architectures in modern RL.

cs.LG↗

Tool as Embodiment for Recursive Manipulation

Humans and many animals exhibit a robust capability to manipulate diverse objects, often directly with their bodies and sometimes indirectly with tools. Such flexibility is likely enabled by the fundamental consistency in underlying physics of object manipulation such as contacts and force closures. Inspired by viewing tools as extensions of our bodies, we present Tool-As-Embodiment (TAE), a parameterization for tool-based manipulation policies that treat hand-object and tool-object interactions in the same representation space. The result is a single policy that can be applied recursively on robots to use end effectors to manipulate objects, and use objects as tools, i.e. new end-effectors, to manipulate other objects. By sharing experiences across different embodiments for grasping or pushing, our policy exhibits higher performance than if separate policies were trained. Our framework could utilize all experiences from different resolutions of tool-enabled embodiments to a single generic policy for each manipulation skill. Videos at https://sites.google.com/view/recursivemanipulation

cs.RO↗

VaxNeRF: Revisiting the Classic for Voxel-Accelerated Neural Radiance Field

Neural Radiance Field (NeRF) is a popular method in data-driven 3D reconstruction. Given its simplicity and high quality rendering, many NeRF applications are being developed. However, NeRF's big limitation is its slow speed. Many attempts are made to speeding up NeRF training and inference, including intricate code-level optimization and caching, use of sophisticated data structures, and amortization through multi-task and meta learning. In this work, we revisit the basic building blocks of NeRF through the lens of classic techniques before NeRF. We propose Voxel-Accelearated NeRF (VaxNeRF), integrating NeRF with visual hull, a classic 3D reconstruction technique only requiring binary foreground-background pixel labels per image. Visual hull, which can be optimized in about 10 seconds, can provide coarse in-out field separation to omit substantial amounts of network evaluations in NeRF. We provide a clean fully-pythonic, JAX-based implementation on the popular JaxNeRF codebase, consisting of only about 30 lines of code changes and a modular visual hull subroutine, and achieve about 2-8x faster learning on top of the highly-performative JaxNeRF baseline with zero degradation in rendering quality. With sufficient compute, this effectively brings down full NeRF training from hours to 30 minutes. We hope VaxNeRF -- a careful combination of a classic technique with a deep method (that arguably replaced it) -- can empower and accelerate new NeRF extensions and applications, with its simplicity, portability, and reliable performance gains. Codes are available at https://github.com/naruya/VaxNeRF .

cs.CV↗

Co-Adaptation of Algorithmic and Implementational Innovations in Inference-based Deep Reinforcement Learning

Recently many algorithms were devised for reinforcement learning (RL) with function approximation. While they have clear algorithmic distinctions, they also have many implementation differences that are algorithm-independent and sometimes under-emphasized. Such mixing of algorithmic novelty and implementation craftsmanship makes rigorous analyses of the sources of performance improvements across algorithms difficult. In this work, we focus on a series of off-policy inference-based actor-critic algorithms -- MPO, AWR, and SAC -- to decouple their algorithmic innovations and implementation decisions. We present unified derivations through a single control-as-inference objective, where we can categorize each algorithm as based on either Expectation-Maximization (EM) or direct Kullback-Leibler (KL) divergence minimization and treat the rest of specifications as implementation details. We performed extensive ablation studies, and identified substantial performance drops whenever implementation details are mismatched for algorithmic choices. These results show which implementation or code details are co-adapted and co-evolved with algorithms, and which are transferable across algorithms: as examples, we identified that tanh Gaussian policy and network sizes are highly adapted to algorithmic types, while layer normalization and ELU are critical for MPO's performances but also transfer to noticeable gains in SAC. We hope our work can inspire future work to further demystify sources of performance improvements across multiple algorithms and allow researchers to build on one another's both algorithmic and implementational innovations.

cs.LG↗

AfroMT: Pretraining Strategies and Reproducible Benchmarks for Translation of 8 African Languages

Reproducible benchmarks are crucial in driving progress of machine translation research. However, existing machine translation benchmarks have been mostly limited to high-resource or well-represented languages. Despite an increasing interest in low-resource machine translation, there are no standardized reproducible benchmarks for many African languages, many of which are used by millions of speakers but have less digitized textual data. To tackle these challenges, we propose AfroMT, a standardized, clean, and reproducible machine translation benchmark for eight widely spoken African languages. We also develop a suite of analysis tools for system diagnosis taking into account the unique properties of these languages. Furthermore, we explore the newly considered case of low-resource focused pretraining and develop two novel data augmentation-based strategies, leveraging word-level alignment information and pseudo-monolingual data for pretraining multilingual sequence-to-sequence models. We demonstrate significant improvements when pretraining on 11 languages, with gains of up to 2 BLEU points over strong baselines. We also show gains of up to 12 BLEU points over cross-lingual transfer baselines in data-constrained scenarios. All code and pretrained models will be released as further steps towards larger reproducible benchmarks for African languages.

cs.CL↗

Subformer: Exploring Weight Sharing for Parameter Efficiency in Generative Transformers

Transformers have shown improved performance when compared to previous architectures for sequence processing such as RNNs. Despite their sizeable performance gains, as recently suggested, the model is computationally expensive to train and with a high parameter budget. In light of this, we explore parameter-sharing methods in Transformers with a specific focus on generative models. We perform an analysis of different parameter sharing/reduction methods and develop the Subformer. Our model combines sandwich-style parameter sharing, which overcomes naive cross-layer parameter sharing in generative models, and self-attentive embedding factorization (SAFE). Experiments on machine translation, abstractive summarization and language modeling show that the Subformer can outperform the Transformer even when using significantly fewer parameters.

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Policy Information Capacity: Information-Theoretic Measure for Task Complexity in Deep Reinforcement Learning

Progress in deep reinforcement learning (RL) research is largely enabled by benchmark task environments. However, analyzing the nature of those environments is often overlooked. In particular, we still do not have agreeable ways to measure the difficulty or solvability of a task, given that each has fundamentally different actions, observations, dynamics, rewards, and can be tackled with diverse RL algorithms. In this work, we propose policy information capacity (PIC) -- the mutual information between policy parameters and episodic return -- and policy-optimal information capacity (POIC) -- between policy parameters and episodic optimality -- as two environment-agnostic, algorithm-agnostic quantitative metrics for task difficulty. Evaluating our metrics across toy environments as well as continuous control benchmark tasks from OpenAI Gym and DeepMind Control Suite, we empirically demonstrate that these information-theoretic metrics have higher correlations with normalized task solvability scores than a variety of alternatives. Lastly, we show that these metrics can also be used for fast and compute-efficient optimizations of key design parameters such as reward shaping, policy architectures, and MDP properties for better solvability by RL algorithms without ever running full RL experiments.

cs.LG↗

Estimating Disentangled Belief about Hidden State and Hidden Task for Meta-RL

There is considerable interest in designing meta-reinforcement learning (meta-RL) algorithms, which enable autonomous agents to adapt new tasks from small amount of experience. In meta-RL, the specification (such as reward function) of current task is hidden from the agent. In addition, states are hidden within each task owing to sensor noise or limitations in realistic environments. Therefore, the meta-RL agent faces the challenge of specifying both the hidden task and states based on small amount of experience. To address this, we propose estimating disentangled belief about task and states, leveraging an inductive bias that the task and states can be regarded as global and local features of each task. Specifically, we train a hierarchical state-space model (HSSM) parameterized by deep neural networks as an environment model, whose global and local latent variables correspond to task and states, respectively. Because the HSSM does not allow analytical computation of posterior distribution, i.e., belief, we employ amortized inference to approximate it. After the belief is obtained, we can augment observations of a model-free policy with the belief to efficiently train the policy. Moreover, because task and state information are factorized and interpretable, the downstream policy training is facilitated compared with the prior methods that did not consider the hierarchical nature. Empirical validations on a GridWorld environment confirm that the HSSM can separate the hidden task and states information. Then, we compare the meta-RL agent with the HSSM to prior meta-RL methods in MuJoCo environments, and confirm that our agent requires less training data and reaches higher final performance.

cs.AI↗