Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.
The emergence of CLIP has opened the way for open-world image perception. The zero-shot classification capabilities of the model are impressive but are harder to use for dense tasks such as image segmentation. Several methods have proposed different modifications and learning schemes to produce dense output. Instead, we propose in this work an open-vocabulary semantic segmentation method, dubbed CLIP-DIY, which does not require any additional training or annotations, but instead leverages existing unsupervised object localization approaches. In particular, CLIP-DIY is a multi-scale approach that directly exploits CLIP classification abilities on patches of different sizes and aggregates the decision in a single map. We further guide the segmentation using foreground/background scores obtained using unsupervised object localization methods. With our method, we obtain state-of-the-art zero-shot semantic segmentation results on PASCAL VOC and perform on par with the best methods on COCO.
The information noise-contrastive estimation (InfoNCE) loss function provides the basis of many self-supervised deep learning methods due to its strong empirical results and theoretic motivation. Previous work suggests a supervised contrastive (SupCon) loss to extend InfoNCE to learn from available class labels. This SupCon loss has been widely-used due to reports of good empirical performance. However, in this work we suggest that the specific SupCon loss formulated by prior work has questionable theoretic justification, because it can encourage images from the same class to repel one another in the learned embedding space. This problematic behavior gets worse as the number of inputs sharing one class label increases. We propose the Supervised InfoNCE REvisited (SINCERE) loss as a remedy. SINCERE is a theoretically justified solution for a supervised extension of InfoNCE that never causes images from the same class to repel one another. We further show that minimizing our new loss is equivalent to maximizing a bound on the KL divergence between class conditional embedding distributions. We compare SINCERE and SupCon losses in terms of learning trajectories during pretraining and in ultimate linear classifier performance after finetuning. Our proposed SINCERE loss better separates embeddings from different classes during pretraining while delivering competitive accuracy.
Diffusion models generating images conditionally on text, such as Dall-E 2 and Stable Diffusion, have recently made a splash far beyond the computer vision community. Here, we tackle the related problem of generating point clouds, both unconditionally, and conditionally with images. For the latter, we introduce a novel geometrically-motivated conditioning scheme based on projecting sparse image features into the point cloud and attaching them to each individual point, at every step in the denoising process. This approach improves geometric consistency and yields greater fidelity than current methods relying on unstructured, global latent codes. Additionally, we show how to apply recent continuous-time diffusion schemes. Our method performs on par or above the state of art on conditional and unconditional experiments on synthetic data, while being faster, lighter, and delivering tractable likelihoods. We show it can also scale to diverse indoors scenes.
The aim of this study is to evaluate the performance of AI-assisted programming in actual mobile development teams that are focused on native mobile languages like Kotlin and Swift. The extensive case study involves 16 participants and 2 technical reviewers, from a software development department designed to understand the impact of using LLMs trained for code generation in specific phases of the team, more specifically, technical onboarding and technical stack switch. The study uses technical problems dedicated to each phase and requests solutions from the participants with and without using AI-Code generators. It measures time, correctness, and technical integration using ReviewerScore, a metric specific to the paper and extracted from actual industry standards, the code reviewers of merge requests. The output is converted and analyzed together with feedback from the participants in an attempt to determine if using AI-assisted programming tools will have an impact on getting developers onboard in a project or helping them with a smooth transition between the two native development environments of mobile development, Android and iOS. The study was performed between May and June 2023 with members of the mobile department of a software development company based in Cluj-Napoca, with Romanian ownership and management.
We consider the problem of estimating the learning rate in adaptive methods, such as Adagrad and Adam. We describe two techniques, Prodigy and Resetting, to provably estimate the distance to the solution $D$, which is needed to set the learning rate optimally. Our techniques are modifications of the D-Adaptation method for learning-rate-free learning. Our methods improve upon the convergence rate of D-Adaptation by a factor of $O(\sqrt{\log(D/d_0)})$, where $d_0$ is the initial estimate of $D$. We test our methods on 12 common logistic-regression benchmark datasets, VGG11 and ResNet-50 training on CIFAR10, ViT training on Imagenet, LSTM training on IWSLT14, DLRM training on Criteo dataset, VarNet on Knee MRI dataset, as well as RoBERTa and GPT transformer training on BookWiki. Our experimental results show that our approaches consistently outperform D-Adaptation and reach test accuracy values close to that of hand-tuned Adam.
The integration of Large Language Models (LLMs) into robotics has revolutionized human-robot interactions and autonomous task planning. However, these systems are often unable to self-correct during the task execution, which hinders their adaptability in dynamic real-world environments. To address this issue, we present a Hierarchical Closed-loop Robotic Intelligent Self-correction Planner (HiCRISP), an innovative framework that enables robots to correct errors within individual steps during the task execution. HiCRISP actively monitors and adapts the task execution process, addressing both high-level planning and low-level action errors. Extensive benchmark experiments, encompassing virtual and real-world scenarios, showcase HiCRISP's exceptional performance, positioning it as a promising solution for robotic task planning with LLMs.
Text-guided image generation aimed to generate desired images conditioned on given texts, while text-guided image manipulation refers to semantically edit parts of a given image based on specified texts. For these two similar tasks, the key point is to ensure image fidelity as well as semantic consistency. Many previous approaches require complex multi-stage generation and adversarial training, while struggling to provide a unified framework for both tasks. In this work, we propose TextCLIP, a unified framework for text-guided image generation and manipulation without adversarial training. The proposed method accepts input from images or random noise corresponding to these two different tasks, and under the condition of the specific texts, a carefully designed mapping network that exploits the powerful generative capabilities of StyleGAN and the text image representation capabilities of Contrastive Language-Image Pre-training (CLIP) generates images of up to $1024\times1024$ resolution that can currently be generated. Extensive experiments on the Multi-modal CelebA-HQ dataset have demonstrated that our proposed method outperforms existing state-of-the-art methods, both on text-guided generation tasks and manipulation tasks.
Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.
Learning with limited data is a key challenge for visual recognition. Few-shot learning methods address this challenge by learning an instance embedding function from seen classes and apply the function to instances from unseen classes with limited labels. This style of transfer learning is task-agnostic: the embedding function is not learned optimally discriminative with respect to the unseen classes, where discerning among them is the target task. In this paper, we propose a novel approach to adapt the embedding model to the target classification task, yielding embeddings that are task-specific and are discriminative. To this end, we employ a type of self-attention mechanism called Transformer to transform the embeddings from task-agnostic to task-specific by focusing on relating instances from the test instances to the training instances in both seen and unseen classes. Our approach also extends to both transductive and generalized few-shot classification, two important settings that have essential use cases. We verify the effectiveness of our model on two standard benchmark few-shot classification datasets --- MiniImageNet and CUB, where our approach demonstrates state-of-the-art empirical performance.
Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.