AIJul 31, 2024
The Llama 3 Herd of ModelsAaron Grattafiori, Abhimanyu Dubey, Abhinav Jauhri et al. · allen-ai, berkeley
Modern artificial intelligence (AI) systems are powered by foundation models. This paper presents a new set of foundation models, called Llama 3. It is a herd of language models that natively support multilinguality, coding, reasoning, and tool usage. Our largest model is a dense Transformer with 405B parameters and a context window of up to 128K tokens. This paper presents an extensive empirical evaluation of Llama 3. We find that Llama 3 delivers comparable quality to leading language models such as GPT-4 on a plethora of tasks. We publicly release Llama 3, including pre-trained and post-trained versions of the 405B parameter language model and our Llama Guard 3 model for input and output safety. The paper also presents the results of experiments in which we integrate image, video, and speech capabilities into Llama 3 via a compositional approach. We observe this approach performs competitively with the state-of-the-art on image, video, and speech recognition tasks. The resulting models are not yet being broadly released as they are still under development.
RONov 27, 2023Code
On Bringing Robots HomeNur Muhammad Mahi Shafiullah, Anant Rai, Haritheja Etukuru et al.
Throughout history, we have successfully integrated various machines into our homes. Dishwashers, laundry machines, stand mixers, and robot vacuums are a few recent examples. However, these machines excel at performing only a single task effectively. The concept of a "generalist machine" in homes - a domestic assistant that can adapt and learn from our needs, all while remaining cost-effective - has long been a goal in robotics that has been steadily pursued for decades. In this work, we initiate a large-scale effort towards this goal by introducing Dobb-E, an affordable yet versatile general-purpose system for learning robotic manipulation within household settings. Dobb-E can learn a new task with only five minutes of a user showing it how to do it, thanks to a demonstration collection tool ("The Stick") we built out of cheap parts and iPhones. We use the Stick to collect 13 hours of data in 22 homes of New York City, and train Home Pretrained Representations (HPR). Then, in a novel home environment, with five minutes of demonstrations and fifteen minutes of adapting the HPR model, we show that Dobb-E can reliably solve the task on the Stretch, a mobile robot readily available on the market. Across roughly 30 days of experimentation in homes of New York City and surrounding areas, we test our system in 10 homes, with a total of 109 tasks in different environments, and finally achieve a success rate of 81%. Beyond success percentages, our experiments reveal a plethora of unique challenges absent or ignored in lab robotics. These range from effects of strong shadows, to variable demonstration quality by non-expert users. With the hope of accelerating research on home robots, and eventually seeing robot butlers in every home, we open-source Dobb-E software stack and models, our data, and our hardware designs at https://dobb-e.com
ROSep 9, 2024Code
Robot Utility Models: General Policies for Zero-Shot Deployment in New EnvironmentsHaritheja Etukuru, Norihito Naka, Zijin Hu et al.
Robot models, particularly those trained with large amounts of data, have recently shown a plethora of real-world manipulation and navigation capabilities. Several independent efforts have shown that given sufficient training data in an environment, robot policies can generalize to demonstrated variations in that environment. However, needing to finetune robot models to every new environment stands in stark contrast to models in language or vision that can be deployed zero-shot for open-world problems. In this work, we present Robot Utility Models (RUMs), a framework for training and deploying zero-shot robot policies that can directly generalize to new environments without any finetuning. To create RUMs efficiently, we develop new tools to quickly collect data for mobile manipulation tasks, integrate such data into a policy with multi-modal imitation learning, and deploy policies on-device on Hello Robot Stretch, a cheap commodity robot, with an external mLLM verifier for retrying. We train five such utility models for opening cabinet doors, opening drawers, picking up napkins, picking up paper bags, and reorienting fallen objects. Our system, on average, achieves 90% success rate in unseen, novel environments interacting with unseen objects. Moreover, the utility models can also succeed in different robot and camera set-ups with no further data, training, or fine-tuning. Primary among our lessons are the importance of training data over training algorithm and policy class, guidance about data scaling, necessity for diverse yet high-quality demonstrations, and a recipe for robot introspection and retrying to improve performance on individual environments. Our code, data, models, hardware designs, as well as our experiment and deployment videos are open sourced and can be found on our project website: https://robotutilitymodels.com
RODec 2, 2022
Navigating to Objects in the Real WorldTheophile Gervet, Soumith Chintala, Dhruv Batra et al.
Semantic navigation is necessary to deploy mobile robots in uncontrolled environments like our homes, schools, and hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation, which builds a geometric map using depth sensors and plans to reach point goals. Broadly, end-to-end learning approaches reactively map sensor inputs to actions with deep neural networks, while modular learning approaches enrich the classical pipeline with learning-based semantic sensing and exploration. But learned visual navigation policies have predominantly been evaluated in simulation. How well do different classes of methods work on a robot? We present a large-scale empirical study of semantic visual navigation methods comparing representative methods from classical, modular, and end-to-end learning approaches across six homes with no prior experience, maps, or instrumentation. We find that modular learning works well in the real world, attaining a 90% success rate. In contrast, end-to-end learning does not, dropping from 77% simulation to 23% real-world success rate due to a large image domain gap between simulation and reality. For practitioners, we show that modular learning is a reliable approach to navigate to objects: modularity and abstraction in policy design enable Sim-to-Real transfer. For researchers, we identify two key issues that prevent today's simulators from being reliable evaluation benchmarks - (A) a large Sim-to-Real gap in images and (B) a disconnect between simulation and real-world error modes - and propose concrete steps forward.
ROOct 11, 2022
CLIP-Fields: Weakly Supervised Semantic Fields for Robotic MemoryNur Muhammad Mahi Shafiullah, Chris Paxton, Lerrel Pinto et al.
We propose CLIP-Fields, an implicit scene model that can be used for a variety of tasks, such as segmentation, instance identification, semantic search over space, and view localization. CLIP-Fields learns a mapping from spatial locations to semantic embedding vectors. Importantly, we show that this mapping can be trained with supervision coming only from web-image and web-text trained models such as CLIP, Detic, and Sentence-BERT; and thus uses no direct human supervision. When compared to baselines like Mask-RCNN, our method outperforms on few-shot instance identification or semantic segmentation on the HM3D dataset with only a fraction of the examples. Finally, we show that using CLIP-Fields as a scene memory, robots can perform semantic navigation in real-world environments. Our code and demonstration videos are available here: https://mahis.life/clip-fields
ROFeb 9Code
Contact-Anchored Policies: Contact Conditioning Creates Strong Robot Utility ModelsZichen Jeff Cui, Omar Rayyan, Haritheja Etukuru et al.
The prevalent paradigm in robot learning attempts to generalize across environments, embodiments, and tasks with language prompts at runtime. A fundamental tension limits this approach: language is often too abstract to guide the concrete physical understanding required for robust manipulation. In this work, we introduce Contact-Anchored Policies (CAP), which replace language conditioning with points of physical contact in space. Simultaneously, we structure CAP as a library of modular utility models rather than a monolithic generalist policy. This factorization allows us to implement a real-to-sim iteration cycle: we build EgoGym, a lightweight simulation benchmark, to rapidly identify failure modes and refine our models and datasets prior to real-world deployment. We show that by conditioning on contact and iterating via simulation, CAP generalizes to novel environments and embodiments out of the box on three fundamental manipulation skills while using only 23 hours of demonstration data, and outperforms large, state-of-the-art VLAs in zero-shot evaluations by 56%. All model checkpoints, codebase, hardware, simulation, and datasets will be open-sourced. Project page: https://cap-policy.github.io/
ROOct 12, 2022
Holo-Dex: Teaching Dexterity with Immersive Mixed RealitySridhar Pandian Arunachalam, Irmak Güzey, Soumith Chintala et al.
A fundamental challenge in teaching robots is to provide an effective interface for human teachers to demonstrate useful skills to a robot. This challenge is exacerbated in dexterous manipulation, where teaching high-dimensional, contact-rich behaviors often require esoteric teleoperation tools. In this work, we present Holo-Dex, a framework for dexterous manipulation that places a teacher in an immersive mixed reality through commodity VR headsets. The high-fidelity hand pose estimator onboard the headset is used to teleoperate the robot and collect demonstrations for a variety of general-purpose dexterous tasks. Given these demonstrations, we use powerful feature learning combined with non-parametric imitation to train dexterous skills. Our experiments on six common dexterous tasks, including in-hand rotation, spinning, and bottle opening, indicate that Holo-Dex can both collect high-quality demonstration data and train skills in a matter of hours. Finally, we find that our trained skills can exhibit generalization on objects not seen in training. Videos of Holo-Dex are available at https://holo-dex.github.io.
ROMar 21, 2023
Dexterity from Touch: Self-Supervised Pre-Training of Tactile Representations with Robotic PlayIrmak Guzey, Ben Evans, Soumith Chintala et al.
Teaching dexterity to multi-fingered robots has been a longstanding challenge in robotics. Most prominent work in this area focuses on learning controllers or policies that either operate on visual observations or state estimates derived from vision. However, such methods perform poorly on fine-grained manipulation tasks that require reasoning about contact forces or about objects occluded by the hand itself. In this work, we present T-Dex, a new approach for tactile-based dexterity, that operates in two phases. In the first phase, we collect 2.5 hours of play data, which is used to train self-supervised tactile encoders. This is necessary to bring high-dimensional tactile readings to a lower-dimensional embedding. In the second phase, given a handful of demonstrations for a dexterous task, we learn non-parametric policies that combine the tactile observations with visual ones. Across five challenging dexterous tasks, we show that our tactile-based dexterity models outperform purely vision and torque-based models by an average of 1.7X. Finally, we provide a detailed analysis on factors critical to T-Dex including the importance of play data, architectures, and representation learning.
ROFeb 11Code
YOR: Your Own Mobile Manipulator for Generalizable RoboticsManan H Anjaria, Mehmet Enes Erciyes, Vedant Ghatnekar et al.
Recent advances in robot learning have generated significant interest in capable platforms that may eventually approach human-level competence. This interest, combined with the commoditization of actuators, has propelled growth in low-cost robotic platforms. However, the optimal form factor for mobile manipulation, especially on a budget, remains an open question. We introduce YOR, an open-source, low-cost mobile manipulator that integrates an omnidirectional base, a telescopic vertical lift, and two arms with grippers to achieve whole-body mobility and manipulation. Our design emphasizes modularity, ease of assembly using off-the-shelf components, and affordability, with a bill-of-materials cost under 10,000 USD. We demonstrate YOR's capability by completing tasks that require coordinated whole-body control, bimanual manipulation, and autonomous navigation. Overall, YOR offers competitive functionality for mobile manipulation research at a fraction of the cost of existing platforms. Project website: https://www.yourownrobot.ai/
ROSep 21, 2023
See to Touch: Learning Tactile Dexterity through Visual IncentivesIrmak Guzey, Yinlong Dai, Ben Evans et al.
Equipping multi-fingered robots with tactile sensing is crucial for achieving the precise, contact-rich, and dexterous manipulation that humans excel at. However, relying solely on tactile sensing fails to provide adequate cues for reasoning about objects' spatial configurations, limiting the ability to correct errors and adapt to changing situations. In this paper, we present Tactile Adaptation from Visual Incentives (TAVI), a new framework that enhances tactile-based dexterity by optimizing dexterous policies using vision-based rewards. First, we use a contrastive-based objective to learn visual representations. Next, we construct a reward function using these visual representations through optimal-transport based matching on one human demonstration. Finally, we use online reinforcement learning on our robot to optimize tactile-based policies that maximize the visual reward. On six challenging tasks, such as peg pick-and-place, unstacking bowls, and flipping slender objects, TAVI achieves a success rate of 73% using our four-fingered Allegro robot hand. The increase in performance is 108% higher than policies using tactile and vision-based rewards and 135% higher than policies without tactile observational input. Robot videos are best viewed on our project website: https://see-to-touch.github.io/.
RONov 7, 2024Code
DynaMem: Online Dynamic Spatio-Semantic Memory for Open World Mobile ManipulationPeiqi Liu, Zhanqiu Guo, Mohit Warke et al.
Significant progress has been made in open-vocabulary mobile manipulation, where the goal is for a robot to perform tasks in any environment given a natural language description. However, most current systems assume a static environment, which limits the system's applicability in real-world scenarios where environments frequently change due to human intervention or the robot's own actions. In this work, we present DynaMem, a new approach to open-world mobile manipulation that uses a dynamic spatio-semantic memory to represent a robot's environment. DynaMem constructs a 3D data structure to maintain a dynamic memory of point clouds, and answers open-vocabulary object localization queries using multimodal LLMs or open-vocabulary features generated by state-of-the-art vision-language models. Powered by DynaMem, our robots can explore novel environments, search for objects not found in memory, and continuously update the memory as objects move, appear, or disappear in the scene. We run extensive experiments on the Stretch SE3 robots in three real and nine offline scenes, and achieve an average pick-and-drop success rate of 70% on non-stationary objects, which is more than a 2x improvement over state-of-the-art static systems. Our code as well as our experiment and deployment videos are open sourced and can be found on our project website: https://dynamem.github.io/
ASOct 28, 2021Code
TorchAudio: Building Blocks for Audio and Speech ProcessingYao-Yuan Yang, Moto Hira, Zhaoheng Ni et al.
This document describes version 0.10 of TorchAudio: building blocks for machine learning applications in the audio and speech processing domain. The objective of TorchAudio is to accelerate the development and deployment of machine learning applications for researchers and engineers by providing off-the-shelf building blocks. The building blocks are designed to be GPU-compatible, automatically differentiable, and production-ready. TorchAudio can be easily installed from Python Package Index repository and the source code is publicly available under a BSD-2-Clause License (as of September 2021) at https://github.com/pytorch/audio. In this document, we provide an overview of the design principles, functionalities, and benchmarks of TorchAudio. We also benchmark our implementation of several audio and speech operations and models. We verify through the benchmarks that our implementations of various operations and models are valid and perform similarly to other publicly available implementations.
ROJan 25, 2021Code
droidlet: modular, heterogenous, multi-modal agentsAnurag Pratik, Soumith Chintala, Kavya Srinet et al.
In recent years, there have been significant advances in building end-to-end Machine Learning (ML) systems that learn at scale. But most of these systems are: (a) isolated (perception, speech, or language only); (b) trained on static datasets. On the other hand, in the field of robotics, large-scale learning has always been difficult. Supervision is hard to gather and real world physical interactions are expensive. In this work we introduce and open-source droidlet, a modular, heterogeneous agent architecture and platform. It allows us to exploit both large-scale static datasets in perception and language and sophisticated heuristics often used in robotics; and provides tools for interactive annotation. Furthermore, it brings together perception, language and action onto one platform, providing a path towards agents that learn from the richness of real world interactions.
LGDec 24, 2014Code
Fast Convolutional Nets With fbfft: A GPU Performance EvaluationNicolas Vasilache, Jeff Johnson, Michael Mathieu et al.
We examine the performance profile of Convolutional Neural Network training on the current generation of NVIDIA Graphics Processing Units. We introduce two new Fast Fourier Transform convolution implementations: one based on NVIDIA's cuFFT library, and another based on a Facebook authored FFT implementation, fbfft, that provides significant speedups over cuFFT (over 1.5x) for whole CNNs. Both of these convolution implementations are available in open source, and are faster than NVIDIA's cuDNN implementation for many common convolutional layers (up to 23.5x for some synthetic kernel configurations). We discuss different performance regimes of convolutions, comparing areas where straightforward time domain convolutions outperform Fourier frequency domain convolutions. Details on algorithmic applications of NVIDIA GPU hardware specifics in the implementation of fbfft are also provided.
66.5LGMay 5
ExecuTorch -- A Unified PyTorch Solution to Run AI Models On-DeviceMergen Nachin, Digant Desai, Sicheng Stephen Jia et al.
Local execution of AI on edge devices is important for low latency and offline operation. However, deploying models on diverse hardware remains fragmented, often requiring model conversion or complete reimplementation outside the PyTorch ecosystem where the model was originally authored. We introduce ExecuTorch, a unified PyTorch-native deployment framework for edge AI. ExecuTorch enables seamless deployment of machine learning models across heterogeneous compute environments. It scales from embedded microcontrollers to complex system-on-chips (SoCs) with dedicated accelerators, powering devices ranging from wearables and smartphones to large compute clusters. ExecuTorch preserves PyTorch semantics while allowing customization, support for optimizations like quantization, and pluggable execution "backends". These features together enable fast experimentation, allowing researchers to validate deployment behavior entirely within PyTorch, bridging the gap between research and production.
DCJun 28, 2020
PyTorch Distributed: Experiences on Accelerating Data Parallel TrainingShen Li, Yanli Zhao, Rohan Varma et al.
This paper presents the design, implementation, and evaluation of the PyTorch distributed data parallel module. PyTorch is a widely-adopted scientific computing package used in deep learning research and applications. Recent advances in deep learning argue for the value of large datasets and large models, which necessitates the ability to scale out model training to more computational resources. Data parallelism has emerged as a popular solution for distributed training thanks to its straightforward principle and broad applicability. In general, the technique of distributed data parallelism replicates the model on every computational resource to generate gradients independently and then communicates those gradients at each iteration to keep model replicas consistent. Despite the conceptual simplicity of the technique, the subtle dependencies between computation and communication make it non-trivial to optimize the distributed training efficiency. As of v1.5, PyTorch natively provides several techniques to accelerate distributed data parallel, including bucketing gradients, overlapping computation with communication, and skipping gradient synchronization. Evaluations show that, when configured appropriately, the PyTorch distributed data parallel module attains near-linear scalability using 256 GPUs.
LGDec 3, 2019
PyTorch: An Imperative Style, High-Performance Deep Learning LibraryAdam Paszke, Sam Gross, Francisco Massa et al.
Deep learning frameworks have often focused on either usability or speed, but not both. PyTorch is a machine learning library that shows that these two goals are in fact compatible: it provides an imperative and Pythonic programming style that supports code as a model, makes debugging easy and is consistent with other popular scientific computing libraries, while remaining efficient and supporting hardware accelerators such as GPUs. In this paper, we detail the principles that drove the implementation of PyTorch and how they are reflected in its architecture. We emphasize that every aspect of PyTorch is a regular Python program under the full control of its user. We also explain how the careful and pragmatic implementation of the key components of its runtime enables them to work together to achieve compelling performance. We demonstrate the efficiency of individual subsystems, as well as the overall speed of PyTorch on several common benchmarks.
LGOct 3, 2019
Generalized Inner Loop Meta-LearningEdward Grefenstette, Brandon Amos, Denis Yarats et al.
Many (but not all) approaches self-qualifying as "meta-learning" in deep learning and reinforcement learning fit a common pattern of approximating the solution to a nested optimization problem. In this paper, we give a formalization of this shared pattern, which we call GIMLI, prove its general requirements, and derive a general-purpose algorithm for implementing similar approaches. Based on this analysis and algorithm, we describe a library of our design, higher, which we share with the community to assist and enable future research into these kinds of meta-learning approaches. We end the paper by showcasing the practical applications of this framework and library through illustrative experiments and ablation studies which they facilitate.
CLFeb 15, 2017
Training Language Models Using Target-PropagationSam Wiseman, Sumit Chopra, Marc'Aurelio Ranzato et al.
While Truncated Back-Propagation through Time (BPTT) is the most popular approach to training Recurrent Neural Networks (RNNs), it suffers from being inherently sequential (making parallelization difficult) and from truncating gradient flow between distant time-steps. We investigate whether Target Propagation (TPROP) style approaches can address these shortcomings. Unfortunately, extensive experiments suggest that TPROP generally underperforms BPTT, and we end with an analysis of this phenomenon, and suggestions for future work.
LGJan 29, 2017
Transformation-Based Models of Video SequencesJoost van Amersfoort, Anitha Kannan, Marc'Aurelio Ranzato et al.
In this work we propose a simple unsupervised approach for next frame prediction in video. Instead of directly predicting the pixels in a frame given past frames, we predict the transformations needed for generating the next frame in a sequence, given the transformations of the past frames. This leads to sharper results, while using a smaller prediction model. In order to enable a fair comparison between different video frame prediction models, we also propose a new evaluation protocol. We use generated frames as input to a classifier trained with ground truth sequences. This criterion guarantees that models scoring high are those producing sequences which preserve discriminative features, as opposed to merely penalizing any deviation, plausible or not, from the ground truth. Our proposed approach compares favourably against more sophisticated ones on the UCF-101 data set, while also being more efficient in terms of the number of parameters and computational cost.
MLJan 26, 2017
Wasserstein GANMartin Arjovsky, Soumith Chintala, Léon Bottou
We introduce a new algorithm named WGAN, an alternative to traditional GAN training. In this new model, we show that we can improve the stability of learning, get rid of problems like mode collapse, and provide meaningful learning curves useful for debugging and hyperparameter searches. Furthermore, we show that the corresponding optimization problem is sound, and provide extensive theoretical work highlighting the deep connections to other distances between distributions.
CVNov 25, 2016
Semantic Segmentation using Adversarial NetworksPauline Luc, Camille Couprie, Soumith Chintala et al.
Adversarial training has been shown to produce state of the art results for generative image modeling. In this paper we propose an adversarial training approach to train semantic segmentation models. We train a convolutional semantic segmentation network along with an adversarial network that discriminates segmentation maps coming either from the ground truth or from the segmentation network. The motivation for our approach is that it can detect and correct higher-order inconsistencies between ground truth segmentation maps and the ones produced by the segmentation net. Our experiments show that our adversarial training approach leads to improved accuracy on the Stanford Background and PASCAL VOC 2012 datasets.
LGNov 1, 2016
TorchCraft: a Library for Machine Learning Research on Real-Time Strategy GamesGabriel Synnaeve, Nantas Nardelli, Alex Auvolat et al.
We present TorchCraft, a library that enables deep learning research on Real-Time Strategy (RTS) games such as StarCraft: Brood War, by making it easier to control these games from a machine learning framework, here Torch. This white paper argues for using RTS games as a benchmark for AI research, and describes the design and components of TorchCraft.
AISep 10, 2016
Episodic Exploration for Deep Deterministic Policies: An Application to StarCraft Micromanagement TasksNicolas Usunier, Gabriel Synnaeve, Zeming Lin et al.
We consider scenarios from the real-time strategy game StarCraft as new benchmarks for reinforcement learning algorithms. We propose micromanagement tasks, which present the problem of the short-term, low-level control of army members during a battle. From a reinforcement learning point of view, these scenarios are challenging because the state-action space is very large, and because there is no obvious feature representation for the state-action evaluation function. We describe our approach to tackle the micromanagement scenarios with deep neural network controllers from raw state features given by the game engine. In addition, we present a heuristic reinforcement learning algorithm which combines direct exploration in the policy space and backpropagation. This algorithm allows for the collection of traces for learning using deterministic policies, which appears much more efficient than, for example, ε-greedy exploration. Experiments show that with this algorithm, we successfully learn non-trivial strategies for scenarios with armies of up to 15 agents, where both Q-learning and REINFORCE struggle.
MLMay 26, 2016
Discovering Causal Signals in ImagesDavid Lopez-Paz, Robert Nishihara, Soumith Chintala et al.
This paper establishes the existence of observable footprints that reveal the "causal dispositions" of the object categories appearing in collections of images. We achieve this goal in two steps. First, we take a learning approach to observational causal discovery, and build a classifier that achieves state-of-the-art performance on finding the causal direction between pairs of random variables, given samples from their joint distribution. Second, we use our causal direction classifier to effectively distinguish between features of objects and features of their contexts in collections of static images. Our experiments demonstrate the existence of a relation between the direction of causality and the difference between objects and their contexts, and by the same token, the existence of observable signals that reveal the causal dispositions of objects.
CVApr 7, 2016
A MultiPath Network for Object DetectionSergey Zagoruyko, Adam Lerer, Tsung-Yi Lin et al.
The recent COCO object detection dataset presents several new challenges for object detection. In particular, it contains objects at a broad range of scales, less prototypical images, and requires more precise localization. To address these challenges, we test three modifications to the standard Fast R-CNN object detector: (1) skip connections that give the detector access to features at multiple network layers, (2) a foveal structure to exploit object context at multiple object resolutions, and (3) an integral loss function and corresponding network adjustment that improve localization. The result of these modifications is that information can flow along multiple paths in our network, including through features from multiple network layers and from multiple object views. We refer to our modified classifier as a "MultiPath" network. We couple our MultiPath network with DeepMask object proposals, which are well suited for localization and small objects, and adapt our pipeline to predict segmentation masks in addition to bounding boxes. The combined system improves results over the baseline Fast R-CNN detector with Selective Search by 66% overall and by 4x on small objects. It placed second in both the COCO 2015 detection and segmentation challenges.
LGNov 23, 2015
MazeBase: A Sandbox for Learning from GamesSainbayar Sukhbaatar, Arthur Szlam, Gabriel Synnaeve et al.
This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then statements or set negation). A variety of neural models (fully connected, convolutional network, memory network) are deployed via reinforcement learning on these games, with and without a procedurally generated curriculum. Despite the tasks' simplicity, the performance of the models is far from optimal, suggesting directions for future development. We also demonstrate the versatility of MazeBase by using it to emulate small combat scenarios from StarCraft. Models trained on the MazeBase version can be directly applied to StarCraft, where they consistently beat the in-game AI.
LGNov 19, 2015
Unsupervised Representation Learning with Deep Convolutional Generative Adversarial NetworksAlec Radford, Luke Metz, Soumith Chintala
In recent years, supervised learning with convolutional networks (CNNs) has seen huge adoption in computer vision applications. Comparatively, unsupervised learning with CNNs has received less attention. In this work we hope to help bridge the gap between the success of CNNs for supervised learning and unsupervised learning. We introduce a class of CNNs called deep convolutional generative adversarial networks (DCGANs), that have certain architectural constraints, and demonstrate that they are a strong candidate for unsupervised learning. Training on various image datasets, we show convincing evidence that our deep convolutional adversarial pair learns a hierarchy of representations from object parts to scenes in both the generator and discriminator. Additionally, we use the learned features for novel tasks - demonstrating their applicability as general image representations.
LGJun 26, 2015
Convolutional networks and learning invariant to homogeneous multiplicative scalingsMark Tygert, Arthur Szlam, Soumith Chintala et al.
The conventional classification schemes -- notably multinomial logistic regression -- used in conjunction with convolutional networks (convnets) are classical in statistics, designed without consideration for the usual coupling with convnets, stochastic gradient descent, and backpropagation. In the specific application to supervised learning for convnets, a simple scale-invariant classification stage turns out to be more robust than multinomial logistic regression, appears to result in slightly lower errors on several standard test sets, has similar computational costs, and features precise control over the actual rate of learning. "Scale-invariant" means that multiplying the input values by any nonzero scalar leaves the output unchanged.
CVJun 18, 2015
Deep Generative Image Models using a Laplacian Pyramid of Adversarial NetworksEmily Denton, Soumith Chintala, Arthur Szlam et al.
In this paper we introduce a generative parametric model capable of producing high quality samples of natural images. Our approach uses a cascade of convolutional networks within a Laplacian pyramid framework to generate images in a coarse-to-fine fashion. At each level of the pyramid, a separate generative convnet model is trained using the Generative Adversarial Nets (GAN) approach (Goodfellow et al.). Samples drawn from our model are of significantly higher quality than alternate approaches. In a quantitative assessment by human evaluators, our CIFAR10 samples were mistaken for real images around 40% of the time, compared to 10% for samples drawn from a GAN baseline model. We also show samples from models trained on the higher resolution images of the LSUN scene dataset.
LGMar 11, 2015
A mathematical motivation for complex-valued convolutional networksJoan Bruna, Soumith Chintala, Yann LeCun et al.
A complex-valued convolutional network (convnet) implements the repeated application of the following composition of three operations, recursively applying the composition to an input vector of nonnegative real numbers: (1) convolution with complex-valued vectors followed by (2) taking the absolute value of every entry of the resulting vectors followed by (3) local averaging. For processing real-valued random vectors, complex-valued convnets can be viewed as "data-driven multiscale windowed power spectra," "data-driven multiscale windowed absolute spectra," "data-driven multiwavelet absolute values," or (in their most general configuration) "data-driven nonlinear multiwavelet packets." Indeed, complex-valued convnets can calculate multiscale windowed spectra when the convnet filters are windowed complex-valued exponentials. Standard real-valued convnets, using rectified linear units (ReLUs), sigmoidal (for example, logistic or tanh) nonlinearities, max. pooling, etc., do not obviously exhibit the same exact correspondence with data-driven wavelets (whereas for complex-valued convnets, the correspondence is much more than just a vague analogy). Courtesy of the exact correspondence, the remarkably rich and rigorous body of mathematical analysis for wavelets applies directly to (complex-valued) convnets.
CVApr 18, 2012
Convolutional Neural Networks Applied to House Numbers Digit ClassificationPierre Sermanet, Soumith Chintala, Yann LeCun
We classify digits of real-world house numbers using convolutional neural networks (ConvNets). ConvNets are hierarchical feature learning neural networks whose structure is biologically inspired. Unlike many popular vision approaches that are hand-designed, ConvNets can automatically learn a unique set of features optimized for a given task. We augmented the traditional ConvNet architecture by learning multi-stage features and by using Lp pooling and establish a new state-of-the-art of 94.85% accuracy on the SVHN dataset (45.2% error improvement). Furthermore, we analyze the benefits of different pooling methods and multi-stage features in ConvNets. The source code and a tutorial are available at eblearn.sf.net.