Learning representations with diversified information remains an open problem. Towards learning diversified representations, a new approach, termed Information Competing Process (ICP), is proposed in this paper. Aiming to enrich the information carried by feature representations, ICP separates a representation into two parts with different mutual information constraints. The separated parts are forced to accomplish the downstream task independently in a competitive environment which prevents the two parts from learning what each other learned for the downstream task. Such competing parts are then combined synergistically to complete the task. By fusing representation parts learned competitively under different conditions, ICP facilitates obtaining diversified representations which contain complementary information. Experiments on image classification and image reconstruction tasks demonstrate the great potential of ICP to learn discriminative and disentangled representations in both supervised and self-supervised learning settings.
The idea of collaborating neural representations can be found in Neural Expectation Maximization @cite_21 and Tagger @cite_13 , which uses different representations to group and represent individual entities. The Competitive Collaboration @cite_28 method is the most relevant to our work. It defines a three-player game with two competitors and a moderator, where the moderator takes the role of a critic and the two competitors collaborate to train the moderator. Unlike Competitive Collaboration, the proposed ICP enforces two (or more) parts to be complementary for the same downstream task by a competitive environment, which endows the capability of learning more discriminative and disentangled representations.
@cite_28 @cite_21 @cite_13
196536594 2788416960 2766210411 2617214882
This paper presents a novel algorithm for learning parameters in statistical dialogue systems which are modelled as Partially Observable Markov Decision Processes (POMDPs). The three main components of a POMDP dialogue manager are a dialogue model representing dialogue state information; a policy which selects the system’s responses based on the inferred state; and a reward function which specifies the desired behaviour of the system. Ideally both the model parameters and the policy would be designed to maximise the reward function. However, whilst there are many techniques available for learning the optimal policy, there are no good ways of learning the optimal model parameters that scale to real-world dialogue systems. The Natural Belief-Critic (NBC) algorithm presented in this paper is a policy gradient method which offers a solution to this problem. Based on observed rewards, the algorithm estimates the natural gradient of the expected reward. The resulting gradient is then used to adapt the prior distribution of the dialogue model parameters. The algorithm is evaluated on a spoken dialogue system in the tourist information domain. The experiments show that model parameters estimated to maximise the reward function result in significantly improved performance compared to the baseline handcrafted parameters. In this work, we advocate for representation learning as the key to mitigating unfair prediction outcomes downstream. We envision a scenario where learned representations may be handed off to other entities with unknown objectives. We propose and explore adversarial representation learning as a natural method of ensuring those entities will act fairly, and connect group fairness (demographic parity, equalized odds, and equal opportunity) to different adversarial objectives. Through worst-case theoretical guarantees and experimental validation, we show that the choice of this objective is crucial to fair prediction. Furthermore, we present the first in-depth experimental demonstration of fair transfer learning, by showing that our learned representations admit fair predictions on new tasks while maintaining utility, an essential goal of fair representation learning. Despite the improved accuracy of deep neural networks, the discovery of adversarial examples has raised serious safety concerns. Most existing approaches for crafting adversarial examples necessitate some knowledge (architecture, parameters, etc.) of the network at hand. In this paper, we focus on image classifiers and propose a feature-guided black-box approach to test the safety of deep neural networks that requires no such knowledge. Our algorithm employs object detection techniques such as SIFT (Scale Invariant Feature Transform) to extract features from an image. These features are converted into a mutable saliency distribution, where high probability is assigned to pixels that affect the composition of the image with respect to the human visual system. We formulate the crafting of adversarial examples as a two-player turn-based stochastic game, where the first player's objective is to minimise the distance to an adversarial example by manipulating the features, and the second player can be cooperative, adversarial, or random. We show that, theoretically, the two-player game can con- verge to the optimal strategy, and that the optimal strategy represents a globally minimal adversarial image. For Lipschitz networks, we also identify conditions that provide safety guarantees that no adversarial examples exist. Using Monte Carlo tree search we gradually explore the game state space to search for adversarial examples. Our experiments show that, despite the black-box setting, manipulations guided by a perception-based saliency distribution are competitive with state-of-the-art methods that rely on white-box saliency matrices or sophisticated optimization procedures. Finally, we show how our method can be used to evaluate robustness of neural networks in safety-critical applications such as traffic sign recognition in self-driving cars. Learning meaningful representations that maintain the content necessary for a particular task while filtering away detrimental variations is a problem of great interest in machine learning. In this paper, we tackle the problem of learning representations invariant to a specific factor or trait of data. The representation learning process is formulated as an adversarial minimax game. We analyze the optimal equilibrium of such a game and find that it amounts to maximizing the uncertainty of inferring the detrimental factor given the representation while maximizing the certainty of making task-specific predictions. On three benchmark tasks, namely fair and bias-free classification, language-independent generation, and lighting-independent image classification, we show that the proposed framework induces an invariant representation, and leads to better generalization evidenced by the improved performance.