To control how a robot moves, motion planning algorithms must compute paths in high-dimensional state spaces while accounting for physical constraints related to motors and joints, generating smooth and stable motions, avoiding obstacles, and preventing collisions. A motion planning algorithm must therefore balance competing demands, and should ideally incorporate uncertainty to handle noise, model errors, and facilitate deployment in complex environments. To address these issues, we introduce a framework for robot motion planning based on variational Gaussian Processes, which unifies and generalizes various probabilistic-inference-based motion planning algorithms. Our framework provides a principled and flexible way to incorporate equality-based, inequality-based, and soft motion-planning constraints during end-to-end training, is straightforward to implement, and provides both interval-based and Monte-Carlo-based uncertainty estimates. We conduct experiments using different environments and robots, comparing against baseline approaches based on the feasibility of the planned paths, and obstacle avoidance quality. Results show that our proposed approach yields a good balance between success rates and path quality.
Sequential transfer optimization (STO), which aims to improve the optimization performance on a task of interest by exploiting the knowledge captured from several previously-solved optimization tasks stored in a database, has been gaining increasing research attention over the years. However, despite the remarkable advances in algorithm design, the development of a systematic benchmark suite for comprehensive comparisons of STO algorithms received far less attention. Existing test problems are either simply generated by assembling other benchmark functions or extended from specific practical problems with limited scalability. The relationships between the optimal solutions of the source and target tasks in these problems are also often manually configured, limiting their ability to model different similarity relationships presented in real-world problems. Consequently, the good performance achieved by an algorithm on these problems might be biased and hard to be generalized to other problems. In light of the above, in this study, we first introduce four concepts for characterizing STO problems and present an important problem feature, namely similarity distribution, which quantitatively delineates the relationship between the optima of the source and target tasks. Then, we present the general design guidelines of STO problems and a particular STO problem generator with good scalability. Specifically, the similarity distribution of a problem can be easily customized, enabling a continuous spectrum of representation of the diverse similarity relationships of real-world problems. Lastly, a benchmark suite with 12 STO problems featured by a variety of customized similarity relationships is developed using the proposed generator. The source code of the problem generator is available at //github.com/XmingHsueh/STOP-G.
Making models algorithmically fairer in tabular data has been long studied, with techniques typically oriented towards fixes which usually take a neural model with an undesirable outcome and make changes to how the data are ingested, what the model weights are, or how outputs are processed. We employ an emergent and different strategy where we consider updating the model's architecture and training hyperparameters to find an entirely new model with better outcomes from the beginning of the debiasing procedure. In this work, we propose using multi-objective Neural Architecture Search (NAS) and Hyperparameter Optimization (HPO) in the first application to the very challenging domain of tabular data. We conduct extensive exploration of architectural and hyperparameter spaces (MLP, ResNet, and FT-Transformer) across diverse datasets, demonstrating the dependence of accuracy and fairness metrics of model predictions on hyperparameter combinations. We show that models optimized solely for accuracy with NAS often fail to inherently address fairness concerns. We propose a novel approach that jointly optimizes architectural and training hyperparameters in a multi-objective constraint of both accuracy and fairness. We produce architectures that consistently Pareto dominate state-of-the-art bias mitigation methods either in fairness, accuracy or both, all of this while being Pareto-optimal over hyperparameters achieved through single-objective (accuracy) optimization runs. This research underscores the promise of automating fairness and accuracy optimization in deep learning models.
Generative Adversarial Networks (GAN) is a model for data synthesis, which creates plausible data through the competition of generator and discriminator. Although GAN application to image synthesis is extensively studied, it has inherent limitations to natural language generation. Because natural language is composed of discrete tokens, a generator has difficulty updating its gradient through backpropagation; therefore, most text-GAN studies generate sentences starting with a random token based on a reward system. Thus, the generators of previous studies are pre-trained in an autoregressive way before adversarial training, causing data memorization that synthesized sentences reproduce the training data. In this paper, we synthesize sentences using a framework similar to the original GAN. More specifically, we propose Text Embedding Space Generative Adversarial Networks (TESGAN) which generate continuous text embedding spaces instead of discrete tokens to solve the gradient backpropagation problem. Furthermore, TESGAN conducts unsupervised learning which does not directly refer to the text of the training data to overcome the data memorization issue. By adopting this novel method, TESGAN can synthesize new sentences, showing the potential of unsupervised learning for text synthesis. We expect to see extended research combining Large Language Models with a new perspective of viewing text as an continuous space.
Resource scheduling and allocation is a critical component of many high impact systems ranging from congestion control to cloud computing. Finding more optimal solutions to these problems often has significant impact on resource and time savings, reducing device wear-and-tear, and even potentially improving carbon emissions. In this paper, we focus on a specific instance of a scheduling problem, namely the memory mapping problem that occurs during compilation of machine learning programs: That is, mapping tensors to different memory layers to optimize execution time. We introduce an approach for solving the memory mapping problem using Reinforcement Learning. RL is a solution paradigm well-suited for sequential decision making problems that are amenable to planning, and combinatorial search spaces with high-dimensional data inputs. We formulate the problem as a single-player game, which we call the mallocGame, such that high-reward trajectories of the game correspond to efficient memory mappings on the target hardware. We also introduce a Reinforcement Learning agent, mallocMuZero, and show that it is capable of playing this game to discover new and improved memory mapping solutions that lead to faster execution times on real ML workloads on ML accelerators. We compare the performance of mallocMuZero to the default solver used by the Accelerated Linear Algebra (XLA) compiler on a benchmark of realistic ML workloads. In addition, we show that mallocMuZero is capable of improving the execution time of the recently published AlphaTensor matrix multiplication model.
Mesh optimization procedures are generally a combination of node smoothing and discrete operations which affect a small number of elements to improve the quality of the overall mesh. These procedures are useful as a post-processing step in mesh generation procedures and in applications such as fluid simulations with severely deforming domains. In order to perform high-order mesh optimization, these ingredients must also be extended to high-order (curved) meshes. In this work, we present a method to perform local element operations on curved meshes. The mesh operations discussed in this work are edge/face swaps, edge collapses, and edge splitting (more generally refinement) for triangular and tetrahedral meshes. These local operations are performed by first identifying the patch of elements which contain the edge/face being acted on, performing the operation as a straight-sided one by placing the high-order nodes via an isoparametric mapping from the master element, and smoothing the high-order nodes on the elements in the patch by minimizing a Jacobian-based high-order mesh distortion measure. Since the initial straight-sided guess from the placement of the nodes via the isoparametric mapping frequently results in invalid elements, the distortion measure must be regularized which allows for mesh untangling for the optimization to succeed. We present several examples in 2D and 3D to demonstrate these local operations and how they can be combined with a high-order node smoothing procedure to maintain mesh quality when faced with severe deformations.
Contrastive learning models have achieved great success in unsupervised visual representation learning, which maximize the similarities between feature representations of different views of the same image, while minimize the similarities between feature representations of views of different images. In text summarization, the output summary is a shorter form of the input document and they have similar meanings. In this paper, we propose a contrastive learning model for supervised abstractive text summarization, where we view a document, its gold summary and its model generated summaries as different views of the same mean representation and maximize the similarities between them during training. We improve over a strong sequence-to-sequence text generation model (i.e., BART) on three different summarization datasets. Human evaluation also shows that our model achieves better faithfulness ratings compared to its counterpart without contrastive objectives.
Humans perceive the world by concurrently processing and fusing high-dimensional inputs from multiple modalities such as vision and audio. Machine perception models, in stark contrast, are typically modality-specific and optimised for unimodal benchmarks, and hence late-stage fusion of final representations or predictions from each modality (`late-fusion') is still a dominant paradigm for multimodal video classification. Instead, we introduce a novel transformer based architecture that uses `fusion bottlenecks' for modality fusion at multiple layers. Compared to traditional pairwise self-attention, our model forces information between different modalities to pass through a small number of bottleneck latents, requiring the model to collate and condense the most relevant information in each modality and only share what is necessary. We find that such a strategy improves fusion performance, at the same time reducing computational cost. We conduct thorough ablation studies, and achieve state-of-the-art results on multiple audio-visual classification benchmarks including Audioset, Epic-Kitchens and VGGSound. All code and models will be released.
Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.
Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.
We advocate the use of implicit fields for learning generative models of shapes and introduce an implicit field decoder for shape generation, aimed at improving the visual quality of the generated shapes. An implicit field assigns a value to each point in 3D space, so that a shape can be extracted as an iso-surface. Our implicit field decoder is trained to perform this assignment by means of a binary classifier. Specifically, it takes a point coordinate, along with a feature vector encoding a shape, and outputs a value which indicates whether the point is outside the shape or not. By replacing conventional decoders by our decoder for representation learning and generative modeling of shapes, we demonstrate superior results for tasks such as shape autoencoding, generation, interpolation, and single-view 3D reconstruction, particularly in terms of visual quality.