We propose a novel framework to perform classification via deep learning in the presence of noisy annotations. When trained on noisy labels, deep neural networks have been observed to first fit the training data with clean labels during an "early learning" phase, before eventually memorizing the examples with false labels. We prove that early learning and memorization are fundamental phenomena in high-dimensional classification tasks, even in simple linear models, and give a theoretical explanation in this setting. Motivated by these findings, we develop a new technique for noisy classification tasks, which exploits the progress of the early learning phase. In contrast with existing approaches, which use the model output during early learning to detect the examples with clean labels, and either ignore or attempt to correct the false labels, we take a different route and instead capitalize on early learning via regularization. There are two key elements to our approach. First, we leverage semi-supervised learning techniques to produce target probabilities based on the model outputs. Second, we design a regularization term that steers the model towards these targets, implicitly preventing memorization of the false labels. The resulting framework is shown to provide robustness to noisy annotations on several standard benchmarks and real-world datasets, where it achieves results comparable to the state of the art.
Zero-shot learning (ZSL) aims to discriminate images from unseen classes by exploiting relations to seen classes via their semantic descriptions. Some recent papers have shown the importance of localized features together with fine-tuning the feature extractor to obtain discriminative and transferable features. However, these methods require complex attention or part detection modules to perform explicit localization in the visual space. In contrast, in this paper we propose localizing representations in the semantic/attribute space, with a simple but effective pipeline where localization is implicit. Focusing on attribute representations, we show that our method obtains state-of-the-art performance on CUB and SUN datasets, and also achieves competitive results on AWA2 dataset, outperforming generally more complex methods with explicit localization in the visual space. Our method can be implemented easily, which can be used as a new baseline for zero shot learning.
Convolutional Neural Networks experience catastrophic forgetting when optimized on a sequence of learning problems: as they meet the objective of the current training examples, their performance on previous tasks drops drastically. In this work, we introduce a novel framework to tackle this problem with conditional computation. We equip each convolutional layer with task-specific gating modules, selecting which filters to apply on the given input. This way, we achieve two appealing properties. Firstly, the execution patterns of the gates allow to identify and protect important filters, ensuring no loss in the performance of the model for previously learned tasks. Secondly, by using a sparsity objective, we can promote the selection of a limited set of kernels, allowing to retain sufficient model capacity to digest new tasks.Existing solutions require, at test time, awareness of the task to which each example belongs to. This knowledge, however, may not be available in many practical scenarios. Therefore, we additionally introduce a task classifier that predicts the task label of each example, to deal with settings in which a task oracle is not available. We validate our proposal on four continual learning datasets. Results show that our model consistently outperforms existing methods both in the presence and the absence of a task oracle. Notably, on Split SVHN and Imagenet-50 datasets, our model yields up to 23.98% and 17.42% improvement in accuracy w.r.t. competing methods.
A core capability of intelligent systems is the ability to quickly learn new tasks by drawing on prior experience. Gradient (or optimization) based meta-learning has recently emerged as an effective approach for few-shot learning. In this formulation, meta-parameters are learned in the outer loop, while task-specific models are learned in the inner-loop, by using only a small amount of data from the current task. A key challenge in scaling these approaches is the need to differentiate through the inner loop learning process, which can impose considerable computational and memory burdens. By drawing upon implicit differentiation, we develop the implicit MAML algorithm, which depends only on the solution to the inner level optimization and not the path taken by the inner loop optimizer. This effectively decouples the meta-gradient computation from the choice of inner loop optimizer. As a result, our approach is agnostic to the choice of inner loop optimizer and can gracefully handle many gradient steps without vanishing gradients or memory constraints. Theoretically, we prove that implicit MAML can compute accurate meta-gradients with a memory footprint that is, up to small constant factors, no more than that which is required to compute a single inner loop gradient and at no overall increase in the total computational cost. Experimentally, we show that these benefits of implicit MAML translate into empirical gains on few-shot image recognition benchmarks.
Deep reinforcement learning (RL) algorithms have shown an impressive ability to learn complex control policies in high-dimensional environments. However, despite the ever-increasing performance on popular benchmarks such as the Arcade Learning Environment (ALE), policies learned by deep RL algorithms often struggle to generalize when evaluated in remarkably similar environments. In this paper, we assess the generalization capabilities of DQN, one of the most traditional deep RL algorithms in the field. We provide evidence suggesting that DQN overspecializes to the training environment. We comprehensively evaluate the impact of traditional regularization methods, $\ell_2$-regularization and dropout, and of reusing the learned representations to improve the generalization capabilities of DQN. We perform this study using different game modes of Atari 2600 games, a recently introduced modification for the ALE which supports slight variations of the Atari 2600 games traditionally used for benchmarking. Despite regularization being largely underutilized in deep RL, we show that it can, in fact, help DQN learn more general features. These features can then be reused and fine-tuned on similar tasks, considerably improving the sample efficiency of DQN.
Multi-label classification aims to classify instances with discrete non-exclusive labels. Most approaches on multi-label classification focus on effective adaptation or transformation of existing binary and multi-class learning approaches but fail in modelling the joint probability of labels or do not preserve generalization abilities for unseen label combinations. To address these issues we propose a new multi-label classification scheme, LNEMLC - Label Network Embedding for Multi-Label Classification, that embeds the label network and uses it to extend input space in learning and inference of any base multi-label classifier. The approach allows capturing of labels' joint probability at low computational complexity providing results comparable to the best methods reported in the literature. We demonstrate how the method reveals statistically significant improvements over the simple kNN baseline classifier. We also provide hints for selecting the robust configuration that works satisfactorily across data domains.
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
Deep learning has made remarkable achievement in many fields. However, learning the parameters of neural networks usually demands a large amount of labeled data. The algorithms of deep learning, therefore, encounter difficulties when applied to supervised learning where only little data are available. This specific task is called few-shot learning. To address it, we propose a novel algorithm for few-shot learning using discrete geometry, in the sense that the samples in a class are modeled as a reduced simplex. The volume of the simplex is used for the measurement of class scatter. During testing, combined with the test sample and the points in the class, a new simplex is formed. Then the similarity between the test sample and the class can be quantized with the ratio of volumes of the new simplex to the original class simplex. Moreover, we present an approach to constructing simplices using local regions of feature maps yielded by convolutional neural networks. Experiments on Omniglot and miniImageNet verify the effectiveness of our simplex algorithm on few-shot learning.
In recent years, deep neural networks have yielded state-of-the-art performance on several tasks. Although some recent works have focused on combining deep learning with recommendation, we highlight three issues of existing works. First, most works perform deep content feature learning and resort to matrix factorization, which cannot effectively model the highly complex user-item interaction function. Second, due to the difficulty on training deep neural networks, existing models utilize a shallow architecture, and thus limit the expressive potential of deep learning. Third, neural network models are easy to overfit on the implicit setting, because negative interactions are not taken into account. To tackle these issues, we present a generic recommender framework called Neural Collaborative Autoencoder (NCAE) to perform collaborative filtering, which works well for both explicit feedback and implicit feedback. NCAE can effectively capture the relationship between interactions via a non-linear matrix factorization process. To optimize the deep architecture of NCAE, we develop a three-stage pre-training mechanism that combines supervised and unsupervised feature learning. Moreover, to prevent overfitting on the implicit setting, we propose an error reweighting module and a sparsity-aware data-augmentation strategy. Extensive experiments on three real-world datasets demonstrate that NCAE can significantly advance the state-of-the-art.
We develop an approach to risk minimization and stochastic optimization that provides a convex surrogate for variance, allowing near-optimal and computationally efficient trading between approximation and estimation error. Our approach builds off of techniques for distributionally robust optimization and Owen's empirical likelihood, and we provide a number of finite-sample and asymptotic results characterizing the theoretical performance of the estimator. In particular, we show that our procedure comes with certificates of optimality, achieving (in some scenarios) faster rates of convergence than empirical risk minimization by virtue of automatically balancing bias and variance. We give corroborating empirical evidence showing that in practice, the estimator indeed trades between variance and absolute performance on a training sample, improving out-of-sample (test) performance over standard empirical risk minimization for a number of classification problems.
In multi-task learning, a learner is given a collection of prediction tasks and needs to solve all of them. In contrast to previous work, which required that annotated training data is available for all tasks, we consider a new setting, in which for some tasks, potentially most of them, only unlabeled training data is provided. Consequently, to solve all tasks, information must be transferred between tasks with labels and tasks without labels. Focusing on an instance-based transfer method we analyze two variants of this setting: when the set of labeled tasks is fixed, and when it can be actively selected by the learner. We state and prove a generalization bound that covers both scenarios and derive from it an algorithm for making the choice of labeled tasks (in the active case) and for transferring information between the tasks in a principled way. We also illustrate the effectiveness of the algorithm by experiments on synthetic and real data.