Multi-robot manipulation tasks involve various control entities that can be separated into dynamically independent parts. A typical example of such real-world tasks is dual-arm manipulation. Learning to naively solve such tasks with reinforcement learning is often unfeasible due to the sample complexity and exploration requirements growing with the dimensionality of the action and state spaces. Instead, we would like to handle such environments as multi-agent systems and have several agents control parts of the whole. However, decentralizing the generation of actions requires coordination across agents through a channel limited to information central to the task. This paper proposes an approach to coordinating multi-robot manipulation through learned latent action spaces that are shared across different agents. We validate our method in simulated multi-robot manipulation tasks and demonstrate improvement over previous baselines in terms of sample efficiency and learning performance.
With the rise of deep reinforcement learning (RL) methods, many complex robotic manipulation tasks are being solved. However, harnessing the full power of deep learning requires large datasets. Online-RL does not suit itself readily into this paradigm due to costly and time-taking agent environment interaction. Therefore recently, many offline-RL algorithms have been proposed to learn robotic tasks. But mainly, all such methods focus on a single task or multi-task learning, which requires retraining every time we need to learn a new task. Continuously learning tasks without forgetting previous knowledge combined with the power of offline deep-RL would allow us to scale the number of tasks by keep adding them one-after-another. In this paper, we investigate the effectiveness of regularisation-based methods like synaptic intelligence for sequentially learning image-based robotic manipulation tasks in an offline-RL setup. We evaluate the performance of this combined framework against common challenges of sequential learning: catastrophic forgetting and forward knowledge transfer. We performed experiments with different task combinations to analyze the effect of task ordering. We also investigated the effect of the number of object configurations and density of robot trajectories. We found that learning tasks sequentially helps in the propagation of knowledge from previous tasks, thereby reducing the time required to learn a new task. Regularisation based approaches for continuous learning like the synaptic intelligence method although helps in mitigating catastrophic forgetting but has shown only limited transfer of knowledge from previous tasks.
Response generation is one of the critical components in task-oriented dialog systems. Existing studies have shown that large pre-trained language models can be adapted to this task. The typical paradigm of adapting such extremely large language models would be by fine-tuning on the downstream tasks which is not only time-consuming but also involves significant resources and access to fine-tuning data. Prompting \citep{schick2020exploiting} has been an alternative to fine-tuning in many NLP tasks. In our work, we explore the idea of using prompting for response generation in task-oriented dialog systems. Specifically, we propose an approach that performs \textit{contextual dynamic prompting} where the prompts are learnt from dialog contexts. We aim to distill useful prompting signals from the dialog context. On experiments with MultiWOZ 2.2 dataset \cite{zang2020multiwoz}, we show that contextual dynamic prompts improve response generation in terms of \textit{combined score} \cite{mehri-etal-2019-structured} by 3 absolute points, and a massive 20 points when dialog states are incorporated. Furthermore, human annotation on these conversations found that agents which incorporate context were preferred over agents with vanilla prefix-tuning.
Summation-by-parts (SBP) operators are popular building blocks for systematically developing stable and high-order accurate numerical methods for time-dependent differential equations. The main idea behind existing SBP operators is that the solution is assumed to be well approximated by polynomials up to a certain degree, and the SBP operator should therefore be exact for them. However, polynomials might not provide the best approximation for some problems, and other approximation spaces may be more appropriate. In this paper, a theory for SBP operators based on general function spaces is developed. We demonstrate that most of the established results for polynomial-based SBP operators carry over to this general class of SBP operators. Our findings imply that the concept of SBP operators can be applied to a significantly larger class of methods than currently known. We exemplify the general theory by considering trigonometric, exponential, and radial basis functions.
Dense real-time tracking and mapping from RGB-D images is an important tool for many robotic applications, such as navigation and manipulation. The recently presented Directional Truncated Signed Distance Function (DTSDF) is an augmentation of the regular TSDF that shows potential for more coherent maps and improved tracking performance. In this work, we present methods for rendering depth- and color images from the DTSDF, making it a true drop-in replacement for the regular TSDF in established trackers. We evaluate the algorithm on well-established datasets and observe that our method improves tracking performance and increases re-usability of mapped scenes. Furthermore, we add color integration which notably improves color-correctness at adjacent surfaces. Our novel formulation of combined ICP with frame-to-keyframe photometric error minimization further improves tracking results. Lastly, we introduce Sim3 point-to-plane ICP for refining pose priors in a multi-sensor scenario with different scale factors.
Reinforcement learning (RL) agents typically learn tabula rasa, without prior knowledge of the world, which makes learning complex tasks with sparse rewards difficult. If initialized with knowledge of high-level subgoals and transitions between subgoals, RL agents could utilize this Abstract World Model (AWM) for planning and exploration. We propose using few-shot large language models (LLMs) to hypothesize an AWM, that is tested and verified during exploration, to improve sample efficiency in embodied RL agents. Our DECKARD agent applies LLM-guided exploration to item crafting in Minecraft in two phases: (1) the Dream phase where the agent uses an LLM to decompose a task into a sequence of subgoals, the hypothesized AWM; and (2) the Wake phase where the agent learns a modular policy for each subgoal and verifies or corrects the hypothesized AWM on the basis of its experiences. Our method of hypothesizing an AWM with LLMs and then verifying the AWM based on agent experience not only increases sample efficiency over contemporary methods by an order of magnitude but is also robust to and corrects errors in the LLM, successfully blending noisy internet-scale information from LLMs with knowledge grounded in environment dynamics.
Explainability has become a central requirement for the development, deployment, and adoption of machine learning (ML) models and we are yet to understand what explanation methods can and cannot do. Several factors such as data, model prediction, hyperparameters used in training the model, and random initialization can all influence downstream explanations. While previous work empirically hinted that explanations (E) may have little relationship with the prediction (Y), there is a lack of conclusive study to quantify this relationship. Our work borrows tools from causal inference to systematically assay this relationship. More specifically, we measure the relationship between E and Y by measuring the treatment effect when intervening on their causal ancestors (hyperparameters) (inputs to generate saliency-based Es or Ys). We discover that Y's relative direct influence on E follows an odd pattern; the influence is higher in the lowest-performing models than in mid-performing models, and it then decreases in the top-performing models. We believe our work is a promising first step towards providing better guidance for practitioners who can make more informed decisions in utilizing these explanations by knowing what factors are at play and how they relate to their end task.
The complexity of designing reward functions has been a major obstacle to the wide application of deep reinforcement learning (RL) techniques. Describing an agent's desired behaviors and properties can be difficult, even for experts. A new paradigm called reinforcement learning from human preferences (or preference-based RL) has emerged as a promising solution, in which reward functions are learned from human preference labels among behavior trajectories. However, existing methods for preference-based RL are limited by the need for accurate oracle preference labels. This paper addresses this limitation by developing a method for crowd-sourcing preference labels and learning from diverse human preferences. The key idea is to stabilize reward learning through regularization and correction in a latent space. To ensure temporal consistency, a strong constraint is imposed on the reward model that forces its latent space to be close to the prior distribution. Additionally, a confidence-based reward model ensembling method is designed to generate more stable and reliable predictions. The proposed method is tested on a variety of tasks in DMcontrol and Meta-world and has shown consistent and significant improvements over existing preference-based RL algorithms when learning from diverse feedback, paving the way for real-world applications of RL methods.
The recent surge in popularity of diffusion models for image generation has brought new attention to the potential of these models in other areas of media synthesis. One area that has yet to be fully explored is the application of diffusion models to music generation. Music generation requires to handle multiple aspects, including the temporal dimension, long-term structure, multiple layers of overlapping sounds, and nuances that only trained listeners can detect. In our work, we investigate the potential of diffusion models for text-conditional music generation. We develop a cascading latent diffusion approach that can generate multiple minutes of high-quality stereo music at 48kHz from textual descriptions. For each model, we make an effort to maintain reasonable inference speed, targeting real-time on a single consumer GPU. In addition to trained models, we provide a collection of open-source libraries with the hope of facilitating future work in the field. We open-source the following: - Music samples for this paper: //bit.ly/anonymous-mousai - All music samples for all models: //bit.ly/audio-diffusion - Codes: //github.com/archinetai/audio-diffusion-pytorch
Quantum error correction codes (QECC) are a key component for realizing the potential of quantum computing. QECC, as its classical counterpart (ECC), enables the reduction of error rates, by distributing quantum logical information across redundant physical qubits, such that errors can be detected and corrected. In this work, we efficiently train novel deep quantum error decoders. We resolve the quantum measurement collapse by augmenting syndrome decoding to predict an initial estimate of the system noise, which is then refined iteratively through a deep neural network. The logical error rates calculated over finite fields are directly optimized via a differentiable objective, enabling efficient decoding under the constraints imposed by the code. Finally, our architecture is extended to support faulty syndrome measurement, to allow efficient decoding over repeated syndrome sampling. The proposed method demonstrates the power of neural decoders for QECC by achieving state-of-the-art accuracy, outperforming, for a broad range of topological codes, the existing neural and classical decoders, which are often computationally prohibitive.
Deep Learning algorithms have achieved the state-of-the-art performance for Image Classification and have been used even in security-critical applications, such as biometric recognition systems and self-driving cars. However, recent works have shown those algorithms, which can even surpass the human capabilities, are vulnerable to adversarial examples. In Computer Vision, adversarial examples are images containing subtle perturbations generated by malicious optimization algorithms in order to fool classifiers. As an attempt to mitigate these vulnerabilities, numerous countermeasures have been constantly proposed in literature. Nevertheless, devising an efficient defense mechanism has proven to be a difficult task, since many approaches have already shown to be ineffective to adaptive attackers. Thus, this self-containing paper aims to provide all readerships with a review of the latest research progress on Adversarial Machine Learning in Image Classification, however with a defender's perspective. Here, novel taxonomies for categorizing adversarial attacks and defenses are introduced and discussions about the existence of adversarial examples are provided. Further, in contrast to exisiting surveys, it is also given relevant guidance that should be taken into consideration by researchers when devising and evaluating defenses. Finally, based on the reviewed literature, it is discussed some promising paths for future research.