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This paper describes using Relation Networks (RN) for reasoning about relations between objects/entities. RN is a plug-and-play module and although expects object representations as input, the semantics of what an object is need not be specified, so object representations can be convolutional layer feature vectors or entity embeddings from text, or something else. And the feedforward network is free to discover relations between objects (as opposed to being hand-assigned specific relations). - At its core, RN has two parts: - a feedforward network `g` that operates on pairs of object representations, for all possible pairs, all pairwise computations pooled via element-wise addition - a feedforward network `f` that operates on pooled features for downstream task, everything being trained end-to-end - When dealing with pixels (as in CLEVR experiment), individual object representations are spatially distinct convolutional layer features (196 512-d object representations for VGG conv5 say). The other experiment on CLEVR uses explicit factored object state representations with 3D coordinates, shape, material, color, size. - For bAbI, object representations are LSTM encodings of supporting sentences. - For VQA tasks, `g` conditions its processing on question encoding as well, as relations that are relevant for figuring out the answer would be question-dependent. ## Strengths - Very simple idea, clearly explained, performs well. Somewhat shocked that it hasn't been tried before. ## Weaknesses / Notes Fairly simple idea — let a feedforward network operate on all pairs of object representations and figure out relations necessary for downstream task with end-to-end training. And it is fairly general in its design, relations aren't hand-designed and neither are object representations — for RGB images, these are spatially distinct convolutional layer features, for text, these are LSTM encodings of supporting facts, and so on. This module can be dropped in and combined with more sophisticated networks to improve performance at VQA. RNs also offer an alternative design choice to prior works on CLEVR, that have this explicit notion of programs or modules with specialized roles (that need to be pre-defined), as opposed to letting these relations emerge, reducing dependency on hand-designing modules and adding in inductive biases from an architectural point-of-view for the network to reason about relations (earlier end-to-end VQA models didn't have the capacity to figure out relations). ![]() |
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Hein and Andriushchenko give a intuitive bound on the robustness of neural networks based on the local Lipschitz constant. With robustness, the authors refer a small $\epsilon$-ball around each sample; this ball is supposed to describe the region where the neural network predicts a constant class. This means that adversarial examples have to compute changes large enough to leave these robust areas. Larger $\epsilon$-balls imply higher robustness to adversarial examples. When considering a single example $x$, and a classifier $f = (f_1, \ldots, f_K)^T$ (i.e. in a multi-class setting), the bound can be stated as follows. For $q$ and $p$ such that $\frac{1}{q} + \frac{1}{p} = 1$ and $c$ being the class predicted for $x$, the it holds $x = \arg\max_j f_j(x + \delta)$ for all $\delta$ with $\|\delta\|_p \leq \max_{R > 0}\min \left\{\min_{j \neq c} \frac{f_c(x) – f_j(x)}{\max_{y \in B_p(x, R)} \|\nabla f_c(y) - \nabla f_j(y)\|_q}, R\right\}$. Here, $B_p(x, R)$ describes the $R$-ball around $x$ measured using the $p$-norm. Based on the local Lipschitz constant (in the denominator), the bound essentially measures how far we can deviate from the sample $x$ (measured in the $p$-norm) until $f_j(x) > f_c(x)$ for some $j \neq c$. The higher the local Lipschitz constant, the smaller deviations are allowed, i.e. adversarial examples are easier to find. Note that the bound also depends on the confidence, i.e. the edge $f_c(x)$ has in comparison to all other $f_j(x)$. In the remaining paper, the authors also provide bounds for simple classifiers including linear classifiers, kernel methods and two-layer perceptrons (i.e. one hidden layer). For the latter, they also propose a new type of regularization called cross-Lipschitz regularization: $P(f) = \frac{1}{nK^2} \sum_{i = 1}^n \sum_{l,m = 1}^K \|\nabla f_l(x_i) - \nabla f_m(x_i)\|_2^2$. This regularization term is intended to reduce the Lipschitz constant locally around training examples. They show experimental results using this regularization on MNIST and CIFAR, see the paper for details. Also view this summary at [davidstutz.de](https://davidstutz.de/category/reading/). ![]() |
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This paper describes how rank pooling, a very recent approach for pooling representations organized in a sequence $\\{{\bf v}_t\\}_{t=1}^T$, can be used in an end-to-end trained neural network architecture. Rank pooling is an alternative to average and max pooling for sequences, but with the distinctive advantage of maintaining some order information from the sequence. Rank pooling first solves a regularized (linear) support vector regression (SVR) problem where the inputs are the vector representations ${\bf v}_t$ in the sequence and the target is the corresponding index $t$ of that representation in the sequence (see Equation 5). The output of rank pooling is then simply the linear regression parameters $\bf{u}$ learned for that sequence. Because of the way ${\bf u}$ is trained, we can see that ${\bf u}$ will capture order information, as successful training would imply that ${\bf u}^\top {\bf v}_t < {\bf u}^\top {\bf v}_{t'} $ if $t < t'$. See [this paper](https://www.robots.ox.ac.uk/~vgg/rg/papers/videoDarwin.pdf) for more on rank pooling. While previous work has focused on using rank pooling on hand-designed and fixed representations, this paper proposes to use ConvNet features (pre-trained on ImageNet) for the representation and backpropagate through rank pooling to fine-tune the ConvNet features. Since the output of rank pooling corresponds to an argmin operation, passing gradients through this operation is not as straightforward as for average or max pooling. However, it turns out that if the objective being minimized (in our case regularized SVR) is twice differentiable, gradients with respect to its argmin can be computed (see Lemmas 1 and 2). The authors derive the gradient for rank pooling (Equation 21). Finally, since its gradient requires inverting a matrix (corresponding to a hessian), the authors propose to either use an efficient procedure for computing it by exploiting properties of sums of rank-one matrices (see Lemma 3) or to simply use an approximation based on using a diagonal hessian. In experiments on two small scale video activity recognition datasets (UCF-Sports and Hollywood2), the authors show that fine-tuning the ConvNet features significantly improves the performance of rank pooling and makes it superior to max and average pooling. **My two cents** This paper was eye opening for me, first because I did not realize that one could backpropagate through an operation corresponding to an argmin that doesn't have a closed form solution (though apparently this paper isn't the first to make that observation). Moreover, I did not know about rank pooling, which itself is a really thought provoking approach to pooling representations in a way that preserves some organizational information about the original representations. I wonder how sensitive the results are to the value of the regularization constant of the SVR problem. The authors mention some theoretical guaranties on the stability of the solution found by SVR in general, but intuitively I would expect that the regularization constant would play a large role in the stability. I'll be looking forward to any future attempts to increase the speed of rank pooling (or any similar method). Indeed, as the authors mention, it is currently too slow to be used on the larger video datasets that are currently available. Code for computing rank pooling (though not for computing its gradients) seems to be available [here](https://bitbucket.org/bfernando/videodarwin). ![]()
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Originally posted on my Github repo [paper-notes](https://github.com/karpathy/paper-notes/blob/master/vin.md). # Value Iteration Networks By Berkeley group: Aviv Tamar, Yi Wu, Garrett Thomas, Sergey Levine, and Pieter Abbeel This paper introduces a poliy network architecture for RL tasks that has an embedded differentiable *planning module*, trained end-to-end. It hence falls into a category of fun papers that take explicit algorithms, make them differentiable, embed them in a larger neural net, and train everything end-to-end. **Observation**: in most RL approaches the policy is a "reactive" controller that internalizes into its weights actions that historically led to high rewards. **Insight**: To improve the inductive bias of the model, embed a specifically-structured neural net planner into the policy. In particular, the planner runs the value Iteration algorithm, which can be implemented with a ConvNet. So this is kind of like a model-based approach trained with model-free RL, or something. Lol. NOTE: This is very different from the more standard/obvious approach of learning a separate neural network environment dynamics model (e.g. with regression), fixing it, and then using a planning algorithm over this intermediate representation. This would not be end-to-end because we're not backpropagating the end objective through the full model but rely on auxiliary objectives (e.g. log prob of a state given previous state and action when training a dynamics model), and in practice also does not work well. NOTE2: A recurrent agent (e.g. with an LSTM policy), or a feedforward agent with a sufficiently deep network trained in a model-free setting has some capacity to learn planning-like computation in its hidden states. However, this is nowhere near as explicit as in this paper, since here we're directly "baking" the planning compute into the architecture. It's exciting. ## Value Iteration Value Iteration is an algorithm for computing the optimal value function/policy $V^*, \pi^*$ and involves turning the Bellman equation into a recurrence:  This iteration converges to $V^*$ as $n \rightarrow \infty$, which we can use to behave optimally (i.e. the optimal policy takes actions that lead to the most rewarding states, according to $V^*$). ## Grid-world domain The paper ends up running the model on several domains, but for the sake of an effective example consider the grid-world task where the agent is at some particular position in a 2D grid and has to reach a specific goal state while also avoiding obstacles. Here is an example of the toy task:  The agent gets a reward +1 in the goal state, -1 in obstacles (black), and -0.01 for each step (so that the shortest path to the goal is an optimal solution). ## VIN model The agent is implemented in a very straight-forward manner as a single neural network trained with TRPO (Policy Gradients with a KL constraint on predictive action distributions over a batch of trajectories). So the only loss function used is to maximize expected reward, as is standard in model-free RL. However, the policy network of the agent has a very specific structure since it (internally) runs value iteration. First, there's the core Value Iteration **(VI) Module** which runs the recurrence formula (reproducing again):  The input to this recurrence are the two arrays R (the reward array, reward for each state) and P (the dynamics array, the probabilities of transitioning to nearby states with each action), which are of course unknown to the agent, but can be predicted with neural networks as a function of the current state. This is a little funny because the networks take a _particular_ state **s** and are internally (during the forward pass) predicting the rewards and dynamics for all states and actions in the entire environment. Notice, extremely importantly and once again, that at no point are the reward and dynamics functions explicitly regressed to the observed transitions in the environment. They are just arrays of numbers that plug into value iteration recurrence module. But anyway, once we have **R,P** arrays, in the Grid-world above due to the local connectivity, value iteration can be implemented with a repeated application of convolving **P** over **R**, as these filters effectively *diffuse* the estimated reward function (**R**) through the dynamics model (**P**), followed by max pooling across the actions. If **P** is a not a function of the state, it would simply be the filters in the Conv layer. Notice that posing this as convolution also assumes that the env dynamics are position-invariant. See the diagram below on the right: Once the array of numbers that we interpret as holding the estimated $V^*$ is computed after running **K** steps of the recurrence (K is fixed beforehand. For example for a 16x16 map it is 20, since that's a bit more than the amount of steps needed to diffuse rewards across the entire map), we "pluck out" the state-action values $Q(s,.)$ at the state the agent happens to currently be in (by an "attention" operator $\psi$), and (optionally) append these Q values to the feedforward representation of the current state $\phi(s)$, and finally predicting the action distribution. ## Experiments **Baseline 1**: A vanilla ConvNet policy trained with TRPO. [(50 3x3 filters)\*2, 2x2 max pool, (100 3x3 filters)\*3, 2x2 max pool, FC(100), FC(4), Softmax]. **Baseline 2**: A fully convolutional network (FCN), 3 layers (with a filter that spans the whole image), of 150, 100, 10 filters. i.e. slightly different and perhaps a bit more domain-appropriate ConvNet architecture. **Curriculum** is used during training where easier environments are trained on first. This is claimed to work better but not quantified in tables. Models are trained with TRPO, RMSProp, implemented in Theano. Results when training on **5000** random grid-world instances (hey isn't that quite a bit low?): TLDR VIN generalizes better. The authors also run the model on the **Mars Rover Navigation** dataset (wait what?), a **Continuous Control** 2D path planning dataset, and the **WebNav Challenge**, a language-based search task on a graph (of a subset of Wikipedia). Skipping these because they don't add _too_ much to the core cool idea of the paper. ## Misc **The good**: I really like this paper because the core idea is cute (the planner is *embedded* in the policy and trained end-to-end), novel (I don't think I saw this idea executed on so far elsewhere), the paper is well-written and clear, and the supplementary materials are thorough. **On the approach**: Significant challenges remain to make this approach more practicaly viable, but it also seems that much more exciting followup work can be done in this framework. I wish the authors discussed this more in the conclusion. In particular, it seems that one has to explicitly encode the environment connectivity structure in the internal model $\bar{M}$. How much of a problem is this and what could be done about it? Or how could we do the planning in more higher-level abstract spaces instead of the actual low-level state space of the problem? Also, it seems that a potentially nice feature of this approach is that the agent could dynamically "decide" on a reward function at runtime, and the VI module can diffuse it through the dynamics and hence do the planning. A potentially interesting outcome is that the agent could utilize this kind of computation so that an LSTM controller could learn to "emit" reward function subgoals and the VI planner computes how to meet them. A nice/clean division of labor one could hope for in principle. **The experiments**. Unfortunately, I'm not sure why the authors preferred breadth of experiments and sacrificed depth of experiments. I would have much preferred a more in-depth analysis of the gridworld environment. For instance: - Only 5,000 training examples are used for training, which seems very little. Presumable, the baselines get stronger as you increase the number of training examples? - Lack of visualizations: Does the model actually learn the "correct" rewards **R** and dynamics **P**? The authors could inspect these manually and correlate them to the actual model. This would have been reaaaallllyy cool. I also wouldn't expect the model to exactly learn these, but who knows. - How does the model compare to the baselines in the number of parameters? or FLOPS? It seems that doing VI for 30 steps at each single iteration of the algorithm should be quite expensive. - The authors should study the performance as a function of the number of recurrences **K**. A particularly funny experiment would be K = 1, where the model would be effectively predicting **V*** directly, without planning. What happens? - If the output of VI $\psi(s)$ is concatenated to the state parameters, are these Q values actually used? What if all the weights to these numbers are zero in the trained models? - Why do the authors only evaluate success rate when the training criterion is expected reward? Overall a very cute idea, well executed as a first step and well explained, with a bit of unsatisfying lack of depth in the experiments in favor of breadth that doesn't add all that much. ![]()
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Everyone has been thinking about how to apply GANs to discrete sequence data for the past year or so. This paper presents the model that I would guess most people thought of as the first-thing-to-try: 1. Build a recurrent generator model which samples from its softmax outputs at each timestep. 2. Pass sampled sequences to a recurrent discriminator model which distinguishes between sampled sequences and real-data sequences. 3. Train the discriminator under the standard GAN loss. 4. Train the generator with a REINFORCE (policy gradient) objective, where each trajectory is assigned a single episodic reward: the score assigned to the generated sequence by the discriminator. Sounds hacky, right? We're learning a generator with a high-variance model-free reinforcement learning algorithm, in a very seriously non-stationary environment. (Here the "environment" is a discriminator being jointly learned with the generator.) There's just one trick in this paper on top of that setup: for non-terminal states, the reward is defined as the *expectation* of the discriminator score after stochastically generating from that state forward. To restate using standard (somewhat sloppy) RL syntax, in different terms than the paper: (under stochastic sequential policy $\pi$, with current state $s_t$, trajectory $\tau_{1:T}$ and discriminator $D(\tau)$) $$r_t = \mathbb E_{\tau_{t+1:T} \sim \pi(s_t)} \left[ D(\tau_{1:T}) \right]$$ The rewards are estimated via Monte Carlo — i.e., just take the mean of $N$ rollouts from each intermediate state. They claim this helps to reduce variance. That makes intuitive sense, but I don't see any results in the paper demonstrating the effect of varying $N$. --- Yep, so it turns out that this sort of works.. with a big caveat: ## The big caveat Graph from appendix:  SeqGANs don't work without supervised pretraining. Makes sense — with a cold start, the generator just samples a bunch of nonsense and the discriminator overfits. Both the generator and discriminator are pretrained on supervised data in this paper (see Algorithm 1). I think it must be possible to overcome this with the proper training tricks and enough sweat. But it's probably more worth our time to address the fundamental problem here of developing better RL for structured prediction tasks. ![]()
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