Mix-up training approaches have proven to be effective in improving the generalization ability of Deep Neural Networks. Over the years, the research community expands mix-up methods into two directions, with extensive efforts to improve saliency-guided procedures but minimal focus on the arbitrary path, leaving the randomization domain unexplored. In this paper, inspired by the superior qualities of each direction over one another, we introduce a novel method that lies at the junction of the two routes. By combining the best elements of randomness and saliency utilization, our method balances speed, simplicity, and accuracy. We name our method R-Mix following the concept of "Random Mix-up". We demonstrate its effectiveness in generalization, weakly supervised object localization, calibration, and robustness to adversarial attacks. Finally, in order to address the question of whether there exists a better decision protocol, we train a Reinforcement Learning agent that decides the mix-up policies based on the classifier's performance, reducing dependency on human-designed objectives and hyperparameter tuning. Extensive experiments further show that the agent is capable of performing at the cutting-edge level, laying the foundation for a fully automatic mix-up. Our code is released at [//github.com/minhlong94/Random-Mixup].
Climate-induced disasters are and will continue to be on the rise, and thus search-and-rescue (SAR) operations, where the task is to localize and assist one or several people who are missing, become increasingly relevant. In many cases the rough location may be known and a UAV can be deployed to explore a given, confined area to precisely localize the missing people. Due to time and battery constraints it is often critical that localization is performed as efficiently as possible. In this work we approach this type of problem by abstracting it as an aerial view goal localization task in a framework that emulates a SAR-like setup without requiring access to actual UAVs. In this framework, an agent operates on top of an aerial image (proxy for a search area) and is tasked with localizing a goal that is described in terms of visual cues. To further mimic the situation on an actual UAV, the agent is not able to observe the search area in its entirety, not even at low resolution, and thus it has to operate solely based on partial glimpses when navigating towards the goal. To tackle this task, we propose AiRLoc, a reinforcement learning (RL)-based model that decouples exploration (searching for distant goals) and exploitation (localizing nearby goals). Extensive evaluations show that AiRLoc outperforms heuristic search methods as well as alternative learnable approaches, and that it generalizes across datasets, e.g. to disaster-hit areas without seeing a single disaster scenario during training. We also conduct a proof-of-concept study which indicates that the learnable methods outperform humans on average. Code and models have been made publicly available at //github.com/aleksispi/airloc.
Out-of-distribution (OOD) data poses serious challenges in deployed machine learning models as even subtle changes could incur significant performance drops. Being able to estimate a model's performance on test data is important in practice as it indicates when to trust to model's decisions. We present a simple yet effective method to predict a model's performance on an unknown distribution without any addition annotation. Our approach is rooted in the Optimal Transport theory, viewing test samples' output softmax scores from deep neural networks as empirical samples from an unknown distribution. We show that our method, Confidence Optimal Transport (COT), provides robust estimates of a model's performance on a target domain. Despite its simplicity, our method achieves state-of-the-art results on three benchmark datasets and outperforms existing methods by a large margin.
Recent progress in end-to-end Imitation Learning approaches has shown promising results and generalization capabilities on mobile manipulation tasks. Such models are seeing increasing deployment in real-world settings, where scaling up requires robots to be able to operate with high autonomy, i.e. requiring as little human supervision as possible. In order to avoid the need for one-on-one human supervision, robots need to be able to detect and prevent policy failures ahead of time, and ask for help, allowing a remote operator to supervise multiple robots and help when needed. However, the black-box nature of end-to-end Imitation Learning models such as Behavioral Cloning, as well as the lack of an explicit state-value representation, make it difficult to predict failures. To this end, we introduce Behavioral Cloning Value Approximation (BCVA), an approach to learning a state value function based on and trained jointly with a Behavioral Cloning policy that can be used to predict failures. We demonstrate the effectiveness of BCVA by applying it to the challenging mobile manipulation task of latched-door opening, showing that we can identify failure scenarios with with 86% precision and 81% recall, evaluated on over 2000 real world runs, improving upon the baseline of simple failure classification by 10 percentage-points.
Deep reinforcement learning policies, despite their outstanding efficiency in simulated visual control tasks, have shown disappointing ability to generalize across disturbances in the input training images. Changes in image statistics or distracting background elements are pitfalls that prevent generalization and real-world applicability of such control policies. We elaborate on the intuition that a good visual policy should be able to identify which pixels are important for its decision, and preserve this identification of important sources of information across images. This implies that training of a policy with small generalization gap should focus on such important pixels and ignore the others. This leads to the introduction of saliency-guided Q-networks (SGQN), a generic method for visual reinforcement learning, that is compatible with any value function learning method. SGQN vastly improves the generalization capability of Soft Actor-Critic agents and outperforms existing stateof-the-art methods on the Deepmind Control Generalization benchmark, setting a new reference in terms of training efficiency, generalization gap, and policy interpretability.
Learning from demonstration (LfD) has the potential to greatly increase the applicability of robotic manipulators in modern industrial applications. Recent progress in LfD methods have put more emphasis in learning robustness than in guiding the demonstration itself in order to improve robustness. The latter is particularly important to consider when the target system reproducing the motion is structurally different to the demonstration system, as some demonstrated motions may not be reproducible. In light of this, this paper introduces a new guided learning from demonstration paradigm where an interactive graphical user interface (GUI) guides the user during demonstration, preventing them from demonstrating non-reproducible motions. The key aspect of our approach is determining the space of reproducible motions based on a motion planning framework which finds regions in the task space where trajectories are guaranteed to be of bounded length. We evaluate our method on two different setups with a six-degree-of-freedom (DOF) UR5 as the target system. First our method is validated using a seven-DOF Sawyer as the demonstration system. Then an extensive user study is carried out where several participants are asked to demonstrate, with and without guidance, a mock weld task using a hand held tool tracked by a VICON system. With guidance users were able to always carry out the task successfully in comparison to only 44% of the time without guidance.
A mainstream type of current self-supervised learning methods pursues a general-purpose representation that can be well transferred to downstream tasks, typically by optimizing on a given pretext task such as instance discrimination. In this work, we argue that existing pretext tasks inevitably introduce biases into the learned representation, which in turn leads to biased transfer performance on various downstream tasks. To cope with this issue, we propose Maximum Entropy Coding (MEC), a more principled objective that explicitly optimizes on the structure of the representation, so that the learned representation is less biased and thus generalizes better to unseen downstream tasks. Inspired by the principle of maximum entropy in information theory, we hypothesize that a generalizable representation should be the one that admits the maximum entropy among all plausible representations. To make the objective end-to-end trainable, we propose to leverage the minimal coding length in lossy data coding as a computationally tractable surrogate for the entropy, and further derive a scalable reformulation of the objective that allows fast computation. Extensive experiments demonstrate that MEC learns a more generalizable representation than previous methods based on specific pretext tasks. It achieves state-of-the-art performance consistently on various downstream tasks, including not only ImageNet linear probe, but also semi-supervised classification, object detection, instance segmentation, and object tracking. Interestingly, we show that existing batch-wise and feature-wise self-supervised objectives could be seen equivalent to low-order approximations of MEC. Code and pre-trained models are available at //github.com/xinliu20/MEC.
What matters for contrastive learning? We argue that contrastive learning heavily relies on informative features, or "hard" (positive or negative) features. Early works include more informative features by applying complex data augmentations and large batch size or memory bank, and recent works design elaborate sampling approaches to explore informative features. The key challenge toward exploring such features is that the source multi-view data is generated by applying random data augmentations, making it infeasible to always add useful information in the augmented data. Consequently, the informativeness of features learned from such augmented data is limited. In response, we propose to directly augment the features in latent space, thereby learning discriminative representations without a large amount of input data. We perform a meta learning technique to build the augmentation generator that updates its network parameters by considering the performance of the encoder. However, insufficient input data may lead the encoder to learn collapsed features and therefore malfunction the augmentation generator. A new margin-injected regularization is further added in the objective function to avoid the encoder learning a degenerate mapping. To contrast all features in one gradient back-propagation step, we adopt the proposed optimization-driven unified contrastive loss instead of the conventional contrastive loss. Empirically, our method achieves state-of-the-art results on several benchmark datasets.
Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.
While existing work in robust deep learning has focused on small pixel-level $\ell_p$ norm-based perturbations, this may not account for perturbations encountered in several real world settings. In many such cases although test data might not be available, broad specifications about the types of perturbations (such as an unknown degree of rotation) may be known. We consider a setup where robustness is expected over an unseen test domain that is not i.i.d. but deviates from the training domain. While this deviation may not be exactly known, its broad characterization is specified a priori, in terms of attributes. We propose an adversarial training approach which learns to generate new samples so as to maximize exposure of the classifier to the attributes-space, without having access to the data from the test domain. Our adversarial training solves a min-max optimization problem, with the inner maximization generating adversarial perturbations, and the outer minimization finding model parameters by optimizing the loss on adversarial perturbations generated from the inner maximization. We demonstrate the applicability of our approach on three types of naturally occurring perturbations -- object-related shifts, geometric transformations, and common image corruptions. Our approach enables deep neural networks to be robust against a wide range of naturally occurring perturbations. We demonstrate the usefulness of the proposed approach by showing the robustness gains of deep neural networks trained using our adversarial training on MNIST, CIFAR-10, and a new variant of the CLEVR dataset.
The Q-learning algorithm is known to be affected by the maximization bias, i.e. the systematic overestimation of action values, an important issue that has recently received renewed attention. Double Q-learning has been proposed as an efficient algorithm to mitigate this bias. However, this comes at the price of an underestimation of action values, in addition to increased memory requirements and a slower convergence. In this paper, we introduce a new way to address the maximization bias in the form of a "self-correcting algorithm" for approximating the maximum of an expected value. Our method balances the overestimation of the single estimator used in conventional Q-learning and the underestimation of the double estimator used in Double Q-learning. Applying this strategy to Q-learning results in Self-correcting Q-learning. We show theoretically that this new algorithm enjoys the same convergence guarantees as Q-learning while being more accurate. Empirically, it performs better than Double Q-learning in domains with rewards of high variance, and it even attains faster convergence than Q-learning in domains with rewards of zero or low variance. These advantages transfer to a Deep Q Network implementation that we call Self-correcting DQN and which outperforms regular DQN and Double DQN on several tasks in the Atari 2600 domain.