Non-prehensile pushing actions have the potential to singulate a target object from its surrounding clutter in order to facilitate the robotic grasping of the target. To address this problem we utilize a heuristic rule that moves the target object towards the workspace's empty space and demonstrate that this simple heuristic rule achieves singulation. Furthermore, we incorporate this heuristic rule to the reward in order to train more efficiently reinforcement learning (RL) agents for singulation. Simulation experiments demonstrate that this insight increases performance. Finally, our results show that the RL-based policy implicitly learns something similar to one of the used heuristics in terms of decision making.
Code completion is usually cast as a language modelling problem, i.e., continuing an input in a left-to-right fashion. However, in practice, some parts of the completion (e.g., string literals) may be very hard to predict, whereas subsequent parts directly follow from the context. To handle this, we instead consider the scenario of generating code completions with "holes" inserted in places where a model is uncertain. We develop Grammformer, a Transformer-based model that guides code generation by the programming language grammar, and compare it to a variety of more standard sequence models. We train the models on code completion for C# and Python given partial code context. To evaluate models, we consider both ROUGE as well as a new metric RegexAcc that measures success of generating completions matching long outputs with as few holes as possible. In our experiments, Grammformer generates 10-50% more accurate completions compared to traditional generative models and 37-50% longer sketches compared to sketch-generating baselines trained with similar techniques.
In metric learning, the goal is to learn an embedding so that data points with the same class are close to each other and data points with different classes are far apart. We propose a distance-ratio-based (DR) formulation for metric learning. Like softmax-based formulation for metric learning, it models $p(y=c|x')$, which is a probability that a query point $x'$ belongs to a class $c$. The DR formulation has two useful properties. First, the corresponding loss is not affected by scale changes of an embedding. Second, it outputs the optimal (maximum or minimum) classification confidence scores on representing points for classes. To demonstrate the effectiveness of our formulation, we conduct few-shot classification experiments using softmax-based and DR formulations on CUB and mini-ImageNet datasets. The results show that DR formulation generally enables faster and more stable metric learning than the softmax-based formulation. As a result, using DR formulation achieves improved or comparable generalization performances.
We study constrained reinforcement learning (CRL) from a novel perspective by setting constraints directly on state density functions, rather than the value functions considered by previous works. State density has a clear physical and mathematical interpretation, and is able to express a wide variety of constraints such as resource limits and safety requirements. Density constraints can also avoid the time-consuming process of designing and tuning cost functions required by value function-based constraints to encode system specifications. We leverage the duality between density functions and Q functions to develop an effective algorithm to solve the density constrained RL problem optimally and the constrains are guaranteed to be satisfied. We prove that the proposed algorithm converges to a near-optimal solution with a bounded error even when the policy update is imperfect. We use a set of comprehensive experiments to demonstrate the advantages of our approach over state-of-the-art CRL methods, with a wide range of density constrained tasks as well as standard CRL benchmarks such as Safety-Gym.
Many important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy evaluation and improvement. In this paper, we propose a general framework to reason in a principled way about policy evaluation and improvement over such sampled action subsets. This sample-based policy iteration framework can in principle be applied to any reinforcement learning algorithm based upon policy iteration. Concretely, we propose Sampled MuZero, an extension of the MuZero algorithm that is able to learn in domains with arbitrarily complex action spaces by planning over sampled actions. We demonstrate this approach on the classical board game of Go and on two continuous control benchmark domains: DeepMind Control Suite and Real-World RL Suite.
Discovering causal structure among a set of variables is a fundamental problem in many empirical sciences. Traditional score-based casual discovery methods rely on various local heuristics to search for a Directed Acyclic Graph (DAG) according to a predefined score function. While these methods, e.g., greedy equivalence search, may have attractive results with infinite samples and certain model assumptions, they are usually less satisfactory in practice due to finite data and possible violation of assumptions. Motivated by recent advances in neural combinatorial optimization, we propose to use Reinforcement Learning (RL) to search for the DAG with the best scoring. Our encoder-decoder model takes observable data as input and generates graph adjacency matrices that are used to compute rewards. The reward incorporates both the predefined score function and two penalty terms for enforcing acyclicity. In contrast with typical RL applications where the goal is to learn a policy, we use RL as a search strategy and our final output would be the graph, among all graphs generated during training, that achieves the best reward. We conduct experiments on both synthetic and real datasets, and show that the proposed approach not only has an improved search ability but also allows a flexible score function under the acyclicity constraint.
This paper studies the problem of domain division problem which aims to segment instances drawn from different probabilistic distributions. Such a problem exists in many previous recognition tasks, such as Open Set Learning (OSL) and Generalized Zero-Shot Learning (G-ZSL), where the testing instances come from either seen or novel/unseen classes of different probabilistic distributions. Previous works focused on either only calibrating the confident prediction of classifiers of seen classes (W-SVM), or taking unseen classes as outliers. In contrast, this paper proposes a probabilistic way of directly estimating and fine-tuning the decision boundary between seen and novel/unseen classes. In particular, we propose a domain division algorithm of learning to split the testing instances into known, unknown and uncertain domains, and then conduct recognize tasks in each domain. Two statistical tools, namely, bootstrapping and Kolmogorov-Smirnov (K-S) Test, for the first time, are introduced to discover and fine-tune the decision boundary of each domain. Critically, the uncertain domain is newly introduced in our framework to adopt those instances whose domain cannot be predicted confidently. Extensive experiments demonstrate that our approach achieved the state-of-the-art performance on OSL and G-ZSL benchmarks.
The key issue of few-shot learning is learning to generalize. In this paper, we propose a large margin principle to improve the generalization capacity of metric based methods for few-shot learning. To realize it, we develop a unified framework to learn a more discriminative metric space by augmenting the softmax classification loss function with a large margin distance loss function for training. Extensive experiments on two state-of-the-art few-shot learning models, graph neural networks and prototypical networks, show that our method can improve the performance of existing models substantially with very little computational overhead, demonstrating the effectiveness of the large margin principle and the potential of our method.
We propose an algorithm for real-time 6DOF pose tracking of rigid 3D objects using a monocular RGB camera. The key idea is to derive a region-based cost function using temporally consistent local color histograms. While such region-based cost functions are commonly optimized using first-order gradient descent techniques, we systematically derive a Gauss-Newton optimization scheme which gives rise to drastically faster convergence and highly accurate and robust tracking performance. We furthermore propose a novel complex dataset dedicated for the task of monocular object pose tracking and make it publicly available to the community. To our knowledge, It is the first to address the common and important scenario in which both the camera as well as the objects are moving simultaneously in cluttered scenes. In numerous experiments - including our own proposed data set - we demonstrate that the proposed Gauss-Newton approach outperforms existing approaches, in particular in the presence of cluttered backgrounds, heterogeneous objects and partial occlusions.
The task of face attribute manipulation has found increasing applications, but still remains challeng- ing with the requirement of editing the attributes of a face image while preserving its unique details. In this paper, we choose to combine the Variational AutoEncoder (VAE) and Generative Adversarial Network (GAN) for photorealistic image genera- tion. We propose an effective method to modify a modest amount of pixels in the feature maps of an encoder, changing the attribute strength contin- uously without hindering global information. Our training objectives of VAE and GAN are reinforced by the supervision of face recognition loss and cy- cle consistency loss for faithful preservation of face details. Moreover, we generate facial masks to en- force background consistency, which allows our training to focus on manipulating the foreground face rather than background. Experimental results demonstrate our method, called Mask-Adversarial AutoEncoder (M-AAE), can generate high-quality images with changing attributes and outperforms prior methods in detail preservation.
We present an implementation of a probabilistic first-order logic called TensorLog, in which classes of logical queries are compiled into differentiable functions in a neural-network infrastructure such as Tensorflow or Theano. This leads to a close integration of probabilistic logical reasoning with deep-learning infrastructure: in particular, it enables high-performance deep learning frameworks to be used for tuning the parameters of a probabilistic logic. Experimental results show that TensorLog scales to problems involving hundreds of thousands of knowledge-base triples and tens of thousands of examples.