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Optimizing Long Short-Term Memory Recurrent Neural Networks Using Ant Colony Optimization to Predict Turbine Engine Vibration

AbdElRahman ElSaid, Travis Desell, Fatima El Jamiy, James Higgins, Brandon Wild

This article expands on research that has been done to develop a recurrent neural network (RNN) capable of predicting aircraft engine vibrations using long short-term memory (LSTM) neurons. LSTM RNNs can provide a more generalizable and robust method for prediction over analytical calculations of engine vibration, as analytical calculations must be solved iteratively based on specific empirical engine parameters, making this approach ungeneralizable across multiple engines. In initial work, multiple LSTM RNN architectures were proposed, evaluated and compared. This research improves the performance of the most effective LSTM network design proposed in the previous work by using a promising neuroevolution method based on ant colony optimization (ACO) to develop and enhance the LSTM cell structure of the network. A parallelized version of the ACO neuroevolution algorithm has been developed and the evolved LSTM RNNs were compared to the previously used fixed topology. The evolved networks were trained on a large database of flight data records obtained from an airline containing flights that suffered from excessive vibration. Results were obtained using MPI (Message Passing Interface) on a high performance computing (HPC) cluster, evolving 1000 different LSTM cell structures using 168 cores over 4 days. The new evolved LSTM cells showed an improvement of 1.35%, reducing prediction error from 5.51% to 4.17% when predicting excessive engine vibrations 10 seconds in the future, while at the same time dramatically reducing the number of weights from 21,170 to 11,810.

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Rainbow: Combining Improvements in Deep Reinforcement Learning

Matteo Hessel, Joseph Modayil, Hado van Hasselt, Tom Schaul, Georg Ostrovski, Will Dabney, Dan Horgan, Bilal Piot, Mohammad Azar, David Silver

The deep reinforcement learning community has made several independent improvements to the DQN algorithm. However, it is unclear which of these extensions are complementary and can be fruitfully combined. This paper examines six extensions to the DQN algorithm and empirically studies their combination. Our experiments show that the combination provides state-of-the-art performance on the Atari 2600 benchmark, both in terms of data efficiency and final performance. We also provide results from a detailed ablation study that shows the contribution of each component to overall performance.

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AISHELL-1: An Open-Source Mandarin Speech Corpus and A Speech Recognition Baseline

Hui Bu, Jiayu Du, Xingyu Na, Bengu Wu, Hao Zheng

An open-source Mandarin speech corpus called AISHELL-1 is released. It is by far the largest corpus which is suitable for conducting the speech recognition research and building speech recognition systems for Mandarin. The recording procedure, including audio capturing devices and environments are presented in details. The preparation of the related resources, including transcriptions and lexicon are described. The corpus is released with a Kaldi recipe. Experimental results implies that the quality of audio recordings and transcriptions are promising.

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An Empirical Study of AI Population Dynamics with Million-agent Reinforcement Learning

Yaodong Yang, Lantao Yu, Yiwei Bai, Jun Wang, Weinan Zhang, Ying Wen, Yong Yu

In this paper, we conduct an empirical study on discovering the ordered collective dynamics obtained by a population of artificial intelligence (AI) agents. Our intention is to put AI agents into a simulated natural context, and then to understand their induced dynamics at the population level. In particular, we aim to verify if the principles developed in the real world could also be used in understanding an artificially-created intelligent population. To achieve this, we simulate a large-scale predator-prey world, where the laws of the world are designed by only the findings or logical equivalence that have been discovered in nature. We endow the agents with the intelligence based on deep reinforcement learning, and scale the population size up to millions. Our results show that the population dynamics of AI agents, driven only by each agent's individual self interest, reveals an ordered pattern that is similar to the Lotka-Volterra model studied in population biology. We further discover the emergent behaviors of collective adaptations in studying how the agents' grouping behaviors will change with the environmental resources. Both of the two findings could be explained by the self-organization theory in nature.

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Disguised Face Identification (DFI) with Facial KeyPoints using Spatial Fusion Convolutional Network

Amarjot Singh, Devendra Patil, G Meghana Reddy, SN Omkar

Disguised face identification (DFI) is an extremely challenging problem due to the numerous variations that can be introduced using different disguises. This paper introduces a deep learning framework to first detect 14 facial key-points which are then utilized to perform disguised face identification. Since the training of deep learning architectures relies on large annotated datasets, two annotated facial key-points datasets are introduced. The effectiveness of the facial keypoint detection framework is presented for each keypoint. The superiority of the key-point detection framework is also demonstrated by a comparison with other deep networks. The effectiveness of classification performance is also demonstrated by comparison with the state-of-the-art face disguise classification methods.

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Deep Learning for Video Game Playing

Niels Justesen, Philip Bontrager, Julian Togelius, Sebastian Risi

In this paper we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games or real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards.

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Learning Grasping Interaction with Geometry-aware 3D Representations

Xinchen Yan, Mohi Khansari, Yunfei Bai, Jasmine Hsu, Arkanath Pathak, Abhinav Gupta, James Davidson, Honglak Lee

Learning to interact with objects in the environment is a fundamental AI problem involving perception, motion planning, and control. However, learning representations of such interactions is very challenging due to a high dimensional state space, difficulty in collecting large-scale data, and many variations of an object's visual appearance (i.e. geometry, material, texture, and illumination). We argue that knowledge of 3D geometry is at the heart of grasping interactions and propose the notion of a geometry-aware learning agent. Our key idea is constraining and regularizing interaction learning through 3D geometry prediction. Specifically, we formulate the learning process of a geometry-aware agent as a two-step procedure: First, the agent learns to construct its geometry-aware representation of the scene from 2D sensory input via generative 3D shape modeling. Finally, it learns to predict grasping outcome with its built-in geometry-aware representation. The geometry-aware representation plays a key role in relating geometry and interaction via a novel learning-free depth projection layer. Our contributions are threefold: (1) we build a grasping dataset from demonstrations in virtual reality (VR) with rich sensory and interaction annotations; (2) we demonstrate that the learned geometry-aware representation results in a more robust grasping outcome prediction compared to a baseline model; and (3) we demonstrate the benefits of the learned geometry-aware representation in grasping planning.

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Twin Networks: Using the Future as a Regularizer

Dmitriy Serdyuk, Rosemary Nan Ke, Alessandro Sordoni, Chris Pal, Yoshua Bengio

Being able to model long-term dependencies in sequential data, such as text, has been among the long-standing challenges of recurrent neural networks (RNNs). This issue is strictly related to the absence of explicit planning in current RNN architectures. More explicitly, the RNNs are trained to predict only the next token given previous ones. In this paper, we introduce a simple way of encouraging the RNNs to plan for the future. In order to accomplish this, we introduce an additional neural network which is trained to generate the sequence in reverse order, and we require closeness between the states of the forward RNN and backward RNN that predict the same token. At each step, the states of the forward RNN are required to match the future information contained in the backward states. We hypothesize that the approach eases modeling of long-term dependencies thus helping in generating more globally consistent samples. The model trained with conditional generation for a speech recognition task achieved 12\% relative improvement (CER of 6.7 compared to a baseline of 7.6).

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A Brief Survey of Deep Reinforcement Learning

Kai Arulkumaran, Marc Peter Deisenroth, Miles Brundage, Anil Anthony Bharath

Deep reinforcement learning is poised to revolutionise the field of AI and represents a step towards building autonomous systems with a higher level understanding of the visual world. Currently, deep learning is enabling reinforcement learning to scale to problems that were previously intractable, such as learning to play video games directly from pixels. Deep reinforcement learning algorithms are also applied to robotics, allowing control policies for robots to be learned directly from camera inputs in the real world. In this survey, we begin with an introduction to the general field of reinforcement learning, then progress to the main streams of value-based and policy-based methods. Our survey will cover central algorithms in deep reinforcement learning, including the deep $Q$-network, trust region policy optimisation, and asynchronous advantage actor-critic. In parallel, we highlight the unique advantages of deep neural networks, focusing on visual understanding via reinforcement learning. To conclude, we describe several current areas of research within the field.

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Toward Geometric Deep SLAM

Daniel DeTone, Tomasz Malisiewicz, Andrew Rabinovich

We present a point tracking system powered by two deep convolutional neural networks. The first network, MagicPoint, operates on single images and extracts salient 2D points. The extracted points are "SLAM-ready" because they are by design isolated and well-distributed throughout the image. We compare this network against classical point detectors and discover a significant performance gap in the presence of image noise. As transformation estimation is more simple when the detected points are geometrically stable, we designed a second network, MagicWarp, which operates on pairs of point images (outputs of MagicPoint), and estimates the homography that relates the inputs. This transformation engine differs from traditional approaches because it does not use local point descriptors, only point locations. Both networks are trained with simple synthetic data, alleviating the requirement of expensive external camera ground truthing and advanced graphics rendering pipelines. The system is fast and lean, easily running 30+ FPS on a single CPU.

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Voice Synthesis for in-the-Wild Speakers via a Phonological Loop

Yaniv Taigman, Lior Wolf, Adam Polyak, Eliya Nachmani

We present a new neural text to speech method that is able to transform text to speech in voices that are sampled in the wild. Unlike other text to speech systems, our solution is able to deal with unconstrained samples obtained from public speeches. The network architecture is simpler than those in the existing literature and is based on a novel shifting buffer working memory. The same buffer is used for estimating the attention, computing the output audio, and for updating the buffer itself. The input sentence is encoded using a context-free lookup table that contains one entry per character or phoneme. Lastly, the speakers are similarly represented by a short vector that can also be fitted to new speakers and variability in the generated speech is achieved by priming the buffer prior to generating the audio. Experimental results on two datasets demonstrate convincing multi-speaker and in-the-wild capabilities. In order to promote reproducibility, we release our source code and models: PyTorch code and sample audio files are available at

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Learning like humans with Deep Symbolic Networks

Qunzhi Zhang, Didier Sornette

We introduce the Deep Symbolic Network (DSN) model, which aims at becoming the white-box version of Deep Neural Networks (DNN). The DSN model provides a simple, universal yet powerful structure, similar to DNN, to represent any knowledge of the world, which is transparent to humans. The conjecture behind the DSN model is that any type of real world objects sharing enough common features are mapped into human brains as a symbol. Those symbols are connected by links, representing the composition, correlation, causality, or other relationships between them, forming a deep, hierarchical symbolic network structure. Powered by such a structure, the DSN model is expected to learn like humans, because of its unique characteristics. First, it is universal, using the same structure to store any knowledge. Second, it can learn symbols from the world and construct the deep symbolic networks automatically, by utilizing the fact that real world objects have been naturally separated by singularities. Third, it is symbolic, with the capacity of performing causal deduction and generalization. Fourth, the symbols and the links between them are transparent to us, and thus we will know what it has learned or not - which is the key for the security of an AI system. Fifth, its transparency enables it to learn with relatively small data. Sixth, its knowledge can be accumulated. Last but not least, it is more friendly to unsupervised learning than DNN. We present the details of the model, the algorithm powering its automatic learning ability, and describe its usefulness in different use cases. The purpose of this paper is to generate broad interest to develop it within an open source project centered on the Deep Symbolic Network (DSN) model towards the development of general AI.

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Controlling Linguistic Style Aspects in Neural Language Generation

Jessica Ficler, Yoav Goldberg

Most work on neural natural language generation (NNLG) focus on controlling the content of the generated text. We experiment with controlling several stylistic aspects of the generated text, in addition to its content. The method is based on conditioned RNN language model, where the desired content as well as the stylistic parameters serve as conditioning contexts. We demonstrate the approach on the movie reviews domain and show that it is successful in generating coherent sentences corresponding to the required linguistic style and content.

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Emergence of Locomotion Behaviours in Rich Environments

Nicolas Heess, Dhruva TB, Srinivasan Sriram, Jay Lemmon, Josh Merel, Greg Wayne, Yuval Tassa, Tom Erez, Ziyu Wang, Ali Eslami, Martin Riedmiller, David Silver

The reinforcement learning paradigm allows, in principle, for complex behaviours to be learned directly from simple reward signals. In practice, however, it is common to carefully hand-design the reward function to encourage a particular solution, or to derive it from demonstration data. In this paper explore how a rich environment can help to promote the learning of complex behavior. Specifically, we train agents in diverse environmental contexts, and find that this encourages the emergence of robust behaviours that perform well across a suite of tasks. We demonstrate this principle for locomotion -- behaviours that are known for their sensitivity to the choice of reward. We train several simulated bodies on a diverse set of challenging terrains and obstacles, using a simple reward function based on forward progress. Using a novel scalable variant of policy gradient reinforcement learning, our agents learn to run, jump, crouch and turn as required by the environment without explicit reward-based guidance. A visual depiction of highlights of the learned behavior can be viewed in this $\href{}{video}$ .

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Teacher-Student Curriculum Learning

Tambet Matiisen, Avital Oliver, Taco Cohen, John Schulman

We propose Teacher-Student Curriculum Learning (TSCL), a framework for automatic curriculum learning, where the Student tries to learn a complex task and the Teacher automatically chooses subtasks from a given set for the Student to train on. We describe a family of Teacher algorithms that rely on the intuition that the Student should practice more those tasks on which it makes the fastest progress, i.e. where the slope of the learning curve is highest. In addition, the Teacher algorithms address the problem of forgetting by also choosing tasks where the Student's performance is getting worse. We demonstrate that TSCL matches or surpasses the results of carefully hand-crafted curricula in two tasks: addition of decimal numbers with LSTM and navigation in Minecraft. Using our automatically generated curriculum enabled to solve a Minecraft maze that could not be solved at all when training directly on solving the maze, and the learning was an order of magnitude faster than uniform sampling of subtasks.

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You Are How You Walk: Uncooperative MoCap Gait Identification for Video Surveillance with Incomplete and Noisy Data

Michal Balazia, Petr Sojka

This work offers a design of a video surveillance system based on a soft biometric -- gait identification from MoCap data. The main focus is on two substantial issues of the video surveillance scenario: (1) the walkers do not cooperate in providing learning data to establish their identities and (2) the data are often noisy or incomplete. We show that only a few examples of human gait cycles are required to learn a projection of raw MoCap data onto a low-dimensional sub-space where the identities are well separable. Latent features learned by Maximum Margin Criterion (MMC) method discriminate better than any collection of geometric features. The MMC method is also highly robust to noisy data and works properly even with only a fraction of joints tracked. The overall workflow of the design is directly applicable for a day-to-day operation based on the available MoCap technology and algorithms for gait analysis. In the concept we introduce, a walker's identity is represented by a cluster of gait data collected at their incidents within the surveillance system: They are how they walk.

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Cognitive Psychology for Deep Neural Networks: A Shape Bias Case Study

Samuel Ritter, David G. T. Barrett, Adam Santoro, Matt M. Botvinick

Deep neural networks (DNNs) have achieved unprecedented performance on a wide range of complex tasks, rapidly outpacing our understanding of the nature of their solutions. This has caused a recent surge of interest in methods for rendering modern neural systems more interpretable. In this work, we propose to address the interpretability problem in modern DNNs using the rich history of problem descriptions, theories and experimental methods developed by cognitive psychologists to study the human mind. To explore the potential value of these tools, we chose a well-established analysis from developmental psychology that explains how children learn word labels for objects, and applied that analysis to DNNs. Using datasets of stimuli inspired by the original cognitive psychology experiments, we find that state-of-the-art one shot learning models trained on ImageNet exhibit a similar bias to that observed in humans: they prefer to categorize objects according to shape rather than color. The magnitude of this shape bias varies greatly among architecturally identical, but differently seeded models, and even fluctuates within seeds throughout training, despite nearly equivalent classification performance. These results demonstrate the capability of tools from cognitive psychology for exposing hidden computational properties of DNNs, while concurrently providing us with a computational model for human word learning.

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Gated-Attention Architectures for Task-Oriented Language Grounding

Devendra Singh Chaplot, Kanthashree Mysore Sathyendra, Rama Kumar Pasumarthi, Dheeraj Rajagopal, Ruslan Salakhutdinov

To perform tasks specified by natural language instructions, autonomous agents need to extract semantically meaningful representations of language and map it to visual elements and actions in the environment. This problem is called task-oriented language grounding. We propose an end-to-end trainable neural architecture for task-oriented language grounding in 3D environments which assumes no prior linguistic or perceptual knowledge and requires only raw pixels from the environment and the natural language instruction as input. The proposed model combines the image and text representations using a Gated-Attention mechanism and learns a policy to execute the natural language instruction using standard reinforcement and imitation learning methods. We show the effectiveness of the proposed model on unseen instructions as well as unseen maps, both quantitatively and qualitatively. We also introduce a novel environment based on a 3D game engine to simulate the challenges of task-oriented language grounding over a rich set of instructions and environment states.

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Constrained Bayesian Optimization with Noisy Experiments

Benjamin Letham, Brian Karrer, Guilherme Ottoni, Eytan Bakshy

Randomized experiments are the gold standard for evaluating the effects of changes to real-world systems, including Internet services. Data in these tests may be difficult to collect and outcomes may have high variance, resulting in potentially large measurement error. Bayesian optimization is a promising technique for optimizing multiple continuous parameters for field experiments, but existing approaches degrade in performance when the noise level is high. We derive an exact expression for expected improvement under greedy batch optimization with noisy observations and noisy constraints, and develop a quasi-Monte Carlo approximation that allows it to be efficiently optimized. Experiments with synthetic functions show that optimization performance on noisy, constrained problems outperforms existing methods. We further demonstrate the effectiveness of the method with two real experiments conducted at Facebook: optimizing a production ranking system, and optimizing web server compiler flags.

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SEP-Nets: Small and Effective Pattern Networks

Zhe Li, Xiaoyu Wang, Xutao Lv, Tianbao Yang

While going deeper has been witnessed to improve the performance of convolutional neural networks (CNN), going smaller for CNN has received increasing attention recently due to its attractiveness for mobile/embedded applications. It remains an active and important topic how to design a small network while retaining the performance of large and deep CNNs (e.g., Inception Nets, ResNets). Albeit there are already intensive studies on compressing the size of CNNs, the considerable drop of performance is still a key concern in many designs. This paper addresses this concern with several new contributions. First, we propose a simple yet powerful method for compressing the size of deep CNNs based on parameter binarization. The striking difference from most previous work on parameter binarization/quantization lies at different treatments of $1\times 1$ convolutions and $k\times k$ convolutions ($k>1$), where we only binarize $k\times k$ convolutions into binary patterns. The resulting networks are referred to as pattern networks. By doing this, we show that previous deep CNNs such as GoogLeNet and Inception-type Nets can be compressed dramatically with marginal drop in performance. Second, in light of the different functionalities of $1\times 1$ (data projection/transformation) and $k\times k$ convolutions (pattern extraction), we propose a new block structure codenamed the pattern residual block that adds transformed feature maps generated by $1\times 1$ convolutions to the pattern feature maps generated by $k\times k$ convolutions, based on which we design a small network with $\sim 1$ million parameters. Combining with our parameter binarization, we achieve better performance on ImageNet than using similar sized networks including recently released Google MobileNets.

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