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While designing inductive bias in neural architectures has been widely studied, we hypothesize that transformer networks are flexible enough to learn inductive bias from suitable generic tasks. Here, we replace architecture engineering by encoding inductive bias in the form of datasets. Inspired by Peirces view that deduction, induction, and abduction form an irreducible set of reasoning primitives, we design three synthetic tasks that are intended to require the model to have these three abilities. We specifically design these synthetic tasks in a way that they are devoid of mathematical knowledge to ensure that only the fundamental reasoning biases can be learned from these tasks. This defines a new pre-training methodology called LIME (Learning Inductive bias for Mathematical rEasoning). Models trained with LIME significantly outperform vanilla transformers on three very different large mathematical reasoning benchmarks. Unlike dominating the computation cost as traditional pre-training approaches, LIME requires only a small fraction of the computation cost of the typical downstream task.
The recent success of natural language understanding (NLU) systems has been troubled by results highlighting the failure of these models to generalize in a systematic and robust way. In this work, we introduce a diagnostic benchmark suite, named CLUTRR, to clarify some key issues related to the robustness and systematicity of NLU systems. Motivated by classic work on inductive logic programming, CLUTRR requires that an NLU system infer kinship relations between characters in short stories. Successful performance on this task requires both extracting relationships between entities, as well as inferring the logical rules governing these relationships. CLUTRR allows us to precisely measure a models ability for systematic generalization by evaluating on held-out combinations of logical rules, and it allows us to evaluate a models robustness by adding curated noise facts. Our empirical results highlight a substantial performance gap between state-of-the-art NLU models (e.g., BERT and MAC) and a graph neural network model that works directly with symbolic inputs---with the graph-based model exhibiting both stronger generalization and greater robustness.
We convert the DeepMind Mathematics Dataset into a reinforcement learning environment by interpreting it as a program synthesis problem. Each action taken in the environment adds an operator or an input into a discrete compute graph. Graphs which compute correct answers yield positive reward, enabling the optimization of a policy to construct compute graphs conditioned on problem statements. Baseline models are trained using Double DQN on various subsets of problem types, demonstrating the capability to learn to correctly construct graphs despite the challenges of combinatorial explosion and noisy rewards.
Dropout is a simple but effective technique for learning in neural networks and other settings. A sound theoretical understanding of dropout is needed to determine when dropout should be applied and how to use it most effectively. In this paper we continue the exploration of dropout as a regularizer pioneered by Wager, et.al. We focus on linear classification where a convex proxy to the misclassification loss (i.e. the logistic loss used in logistic regression) is minimized. We show: (a) when the dropout-regularized criterion has a unique minimizer, (b) when the dropout-regularization penalty goes to infinity with the weights, and when it remains bounded, (c) that the dropout regularization can be non-monotonic as individual weights increase from 0, and (d) that the dropout regularization penalty may not be convex. This last point is particularly surprising because the combination of dropout regularization with any convex loss proxy is always a convex function. In order to contrast dropout regularization with $L_2$ regularization, we formalize the notion of when different sources are more compatible with different regularizers. We then exhibit distributions that are provably more compatible with dropout regularization than $L_2$ regularization, and vice versa. These sources provide additional insight into how the inductive biases of dropout and $L_2$ regularization differ. We provide some similar results for $L_1$ regularization.
Reinforcement learning agents that operate in diverse and complex environments can benefit from the structured decomposition of their behavior. Often, this is addressed in the context of hierarchical reinforcement learning, where the aim is to decompose a policy into lower-level primitives or options, and a higher-level meta-policy that triggers the appropriate behaviors for a given situation. However, the meta-policy must still produce appropriate decisions in all states. In this work, we propose a policy design that decomposes into primitives, similarly to hierarchical reinforcement learning, but without a high-level meta-policy. Instead, each primitive can decide for themselves whether they wish to act in the current state. We use an information-theoretic mechanism for enabling this decentralized decision: each primitive chooses how much information it needs about the current state to make a decision and the primitive that requests the most information about the current state acts in the world. The primitives are regularized to use as little information as possible, which leads to natural competition and specialization. We experimentally demonstrate that this policy architecture improves over both flat and hierarchical policies in terms of generalization.
Reinforcement learning has the potential to automate the acquisition of behavior in complex settings, but in order for it to be successfully deployed, a number of practical challenges must be addressed. First, in real world settings, when an agent attempts a task and fails, the environment must somehow reset so that the agent can attempt the task again. While easy in simulation, this could require considerable human effort in the real world, especially if the number of trials is very large. Second, real world learning often involves complex, temporally extended behavior that is often difficult to acquire with random exploration. While these two problems may at first appear unrelated, in this work, we show how a single method can allow an agent to acquire skills with minimal supervision while removing the need for resets. We do this by exploiting the insight that the need to reset an agent to a broad set of initial states for a learning task provides a natural setting to learn a diverse set of reset-skills. We propose a general-sum game formulation that balances the objectives of resetting and learning skills, and demonstrate that this approach improves performance on reset-free tasks, and additionally show that the skills we obtain can be used to significantly accelerate downstream learning.