11 research outputs found
Recurrent Models of Visual Attention
Applying convolutional neural networks to large images is computationally
expensive because the amount of computation scales linearly with the number of
image pixels. We present a novel recurrent neural network model that is capable
of extracting information from an image or video by adaptively selecting a
sequence of regions or locations and only processing the selected regions at
high resolution. Like convolutional neural networks, the proposed model has a
degree of translation invariance built-in, but the amount of computation it
performs can be controlled independently of the input image size. While the
model is non-differentiable, it can be trained using reinforcement learning
methods to learn task-specific policies. We evaluate our model on several image
classification tasks, where it significantly outperforms a convolutional neural
network baseline on cluttered images, and on a dynamic visual control problem,
where it learns to track a simple object without an explicit training signal
for doing so
Deep AutoRegressive Networks
We introduce a deep, generative autoencoder capable of learning hierarchies
of distributed representations from data. Successive deep stochastic hidden
layers are equipped with autoregressive connections, which enable the model to
be sampled from quickly and exactly via ancestral sampling. We derive an
efficient approximate parameter estimation method based on the minimum
description length (MDL) principle, which can be seen as maximising a
variational lower bound on the log-likelihood, with a feedforward neural
network implementing approximate inference. We demonstrate state-of-the-art
generative performance on a number of classic data sets: several UCI data sets,
MNIST and Atari 2600 games.Comment: Appears in Proceedings of the 31st International Conference on
Machine Learning (ICML), Beijing, China, 201
Supplementary Data for 'Human-level performance in 3D multiplayer games with population-based reinforcement learning'
Supplementary Data for "Human-level performance in 3D multiplayer games with population-based reinforcement learning" Jaderberg, et al., 2019.
See README.md in .zip file for details
An Online Sequence-to-Sequence Model Using Partial Conditioning
Abstract Sequence-to-sequence models have achieved impressive results on various tasks. However, they are unsuitable for tasks that require incremental predictions to be made as more data arrives or tasks that have long input sequences and output sequences. This is because they generate an output sequence conditioned on an entire input sequence. In this paper, we present a Neural Transducer that can make incremental predictions as more input arrives, without redoing the entire computation. Unlike sequence-to-sequence models, the Neural Transducer computes the next-step distribution conditioned on the partially observed input sequence and the partially generated sequence. At each time step, the transducer can decide to emit zero to many output symbols. The data can be processed using an encoder and presented as input to the transducer. The discrete decision to emit a symbol at every time step makes it difficult to learn with conventional backpropagation. It is however possible to train the transducer by using a dynamic programming algorithm to generate target discrete decisions. Our experiments show that the Neural Transducer works well in settings where it is required to produce output predictions as data come in. We also find that the Neural Transducer performs well for long sequences even when attention mechanisms are not used