#EEGManyLabs: Investigating the replicability of influential EEG experiments
Yuri G Pavlov
N. Adamian
Stefan Appelhoff
Mahnaz Arvaneh
C. Benwell
Christian Beste
A. Bland
Daniel E. Bradford
Florian Bublatzky
Niko A. Busch
Peter E. Clayson
Damian Cruse
Artur Czeszumski
Anna Dreber
Benedikt V. Ehinger
Giorgio Ganis
Xun He
J. Hinojosa
Christoph Huber-Huber … (see 39 more)
Michael Inzlicht
B. Jack
Magnus Johannesson
Rhiannon Jones
Evgenii Kalenkovich
Laura Kaltwasser
Hamid Karimi-rouzbahani
And Andreas Keil
P. König
Layla Kouara
Louisa V. Kulke
C. Ladouceur
Nicolas Langer
Heinrich R. Liesefeld
David Luque
Annmarie MacNamara
Liad Mudrik
Muthuraman Muthuraman
Lauren Browning Neal
Gustav Nilsonne
Guiomar Niso
Sebastian Ocklenburg
Robert Oostenveld
Cyril R. Pernet
G. Pourtois
Manuela Ruzzoli
S. Sass
Alexandre Schaefer
Magdalena Senderecka
Joel S. Snyder
Christian Krog Tamnes
E Tognoli
M. V. Vugt
Edelyn Verona
Robin Vloeberghs
Dominik Welke
J. Wessel
Ilya V Zakharov
Faisal Mushtaq
Human attachments shape interbrain synchrony toward efficient performance of social goals
Amir Djalovski
Sivan Kinreich
Ruth Pinkenson Feldman
Interactive Psychometrics for Autism With the Human Dynamic Clamp: Interpersonal Synchrony From Sensorimotor to Sociocognitive Domains
Florence Baillin
Aline Lefebvre
Amandine Pedoux
Yann Beauxis
Denis-Alexander Engemann
Anna Maruani
Frederique Amsellem
J. A. Scott Kelso
Thomas Bourgeron
Richard Delorme
The human dynamic clamp (HDC) is a human–machine interface designed on the basis of coordination dynamics for studying realistic social in… (see more)teraction under controlled and reproducible conditions. Here, we propose to probe the validity of the HDC as a psychometric instrument for quantifying social abilities in children with autism spectrum disorder (ASD) and neurotypical development. To study interpersonal synchrony with the HDC, we derived five standardized scores following a gradient from sensorimotor and motor to higher sociocognitive skills in a sample of 155 individuals (113 participants with ASD, 42 typically developing participants; aged 5 to 25 years; IQ > 70). Regression analyses were performed using normative modeling on global scores according to four subconditions (HDC behavior “cooperative/competitive,” human task “in-phase/anti-phase,” diagnosis, and age at inclusion). Children with ASD had lower scores than controls for motor skills. HDC motor coordination scores were the best candidates for stratification and diagnostic biomarkers according to exploratory analyses of hierarchical clustering and multivariate classification. Independently of phenotype, sociocognitive skills increased with developmental age while being affected by the ongoing task and HDC behavior. Weaker performance in ASD for motor skills suggests the convergent validity of the HDC for evaluating social interaction. Results provided additional evidence of a relationship between sensorimotor and sociocognitive skills. HDC may also be used as a marker of maturation of sociocognitive skills during real-time social interaction. Through its standardized and objective evaluation, the HDC not only represents a valid paradigm for the study of interpersonal synchrony but also offers a promising, clinically relevant psychometric instrument for the evaluation and stratification of sociomotor dysfunctions.
RetroGNN: Approximating Retrosynthesis by Graph Neural Networks for De Novo Drug Design
Cheng-Hao Liu
Maksym Korablyov
Stanisław Jastrzębski
Paweł Włodarczyk-Pruszyński
Marwin Segler
De novo molecule generation often results in chemically unfeasible molecules. A natural idea to mitigate this problem is to bias the search … (see more)process towards more easily synthesizable molecules using a proxy for synthetic accessibility. However, using currently available proxies still results in highly unrealistic compounds. We investigate the feasibility of training deep graph neural networks to approximate the outputs of a retrosynthesis planning software, and their use to bias the search process. We evaluate our method on a benchmark involving searching for drug-like molecules with antibiotic properties. Compared to enumerating over five million existing molecules from the ZINC database, our approach finds molecules predicted to be more likely to be antibiotics while maintaining good drug-like properties and being easily synthesizable. Importantly, our deep neural network can successfully filter out hard to synthesize molecules while achieving a
AR-DAE: Towards Unbiased Neural Entropy Gradient Estimation
Jae Hyun Lim
Chin-Wei Huang
Countering Language Drift with Seeded Iterated Learning
Yuchen Lu
Soumye Singhal
Florian Strub
Olivier Pietquin
Pretraining on human corpus and then finetuning in a simulator has become a standard pipeline for training a goal-oriented dialogue agent. N… (see more)evertheless, as soon as the agents are finetuned to maximize task completion, they suffer from the so-called language drift phenomenon: they slowly lose syntactic and semantic properties of language as they only focus on solving the task. In this paper, we propose a generic approach to counter language drift called Seeded iterated learning (SIL). We periodically refine a pretrained student agent by imitating data sampled from a newly generated teacher agent. At each time step, the teacher is created by copying the student agent, before being finetuned to maximize task completion. SIL does not require external syntactic constraint nor semantic knowledge, making it a valuable task-agnostic finetuning protocol. We evaluate SIL in a toy-setting Lewis Game, and then scale it up to the translation game with natural language. In both settings, SIL helps counter language drift as well as it improves the task completion compared to baselines.
Interference and Generalization in Temporal Difference Learning
We study the link between generalization and interference in temporal-difference (TD) learning. Interference is defined as the inner product… (see more) of two different gradients, representing their alignment. This quantity emerges as being of interest from a variety of observations about neural networks, parameter sharing and the dynamics of learning. We find that TD easily leads to low-interference, under-generalizing parameters, while the effect seems reversed in supervised learning. We hypothesize that the cause can be traced back to the interplay between the dynamics of interference and bootstrapping. This is supported empirically by several observations: the negative relationship between the generalization gap and interference in TD, the negative effect of bootstrapping on interference and the local coherence of targets, and the contrast between the propagation rate of information in TD(0) versus TD(
Invariant Causal Prediction for Block MDPs
Amy Zhang
Clare Lyle
Shagun Sodhani
Angelos Filos
Marta Z. Kwiatkowska
Yarin Gal
Generalization across environments is critical to the successful application of reinforcement learning algorithms to real-world challenges. … (see more)In this paper, we consider the problem of learning abstractions that generalize in block MDPs, families of environments with a shared latent state space and dynamics structure over that latent space, but varying observations. We leverage tools from causal inference to propose a method of invariant prediction to learn model-irrelevance state abstractions (MISA) that generalize to novel observations in the multi-environment setting. We prove that for certain classes of environments, this approach outputs with high probability a state abstraction corresponding to the causal feature set with respect to the return. We further provide more general bounds on model error and generalization error in the multi-environment setting, in the process showing a connection between causal variable selection and the state abstraction framework for MDPs. We give empirical evidence that our methods work in both linear and nonlinear settings, attaining improved generalization over single- and multi-task baselines.
Linear Lower Bounds and Conditioning of Differentiable Games
Adam Ibrahim
Waiss Azizian
Recent successes of game-theoretic formulations in ML have caused a resurgence of research interest in differentiable games. Overwhelmingly,… (see more) that research focuses on methods and upper bounds on their speed of convergence. In this work, we approach the question of fundamental iteration complexity by providing lower bounds to complement the linear (i.e. geometric) upper bounds observed in the literature on a wide class of problems. We cast saddle-point and min-max problems as 2-player games. We leverage tools from single-objective convex optimisation to propose new linear lower bounds for convex-concave games. Notably, we give a linear lower bound for
Perceptual Generative Autoencoders
Zijun Zhang
Ruixiang ZHANG
Zongpeng Li
Modern generative models are usually designed to match target distributions directly in the data space, where the intrinsic dimension of dat… (see more)a can be much lower than the ambient dimension. We argue that this discrepancy may contribute to the difficulties in training generative models. We therefore propose to map both the generated and target distributions to a latent space using the encoder of a standard autoencoder, and train the generator (or decoder) to match the target distribution in the latent space. Specifically, we enforce the consistency in both the data space and the latent space with theoretically justified data and latent reconstruction losses. The resulting generative model, which we call a perceptual generative autoencoder (PGA), is then trained with a maximum likelihood or variational autoencoder (VAE) objective. With maximum likelihood, PGAs generalize the idea of reversible generative models to unrestricted neural network architectures and arbitrary number of latent dimensions. When combined with VAEs, PGAs substantially improve over the baseline VAEs in terms of sample quality. Compared to other autoencoder-based generative models using simple priors, PGAs achieve state-of-the-art FID scores on CIFAR-10 and CelebA.
Revisiting Fundamentals of Experience Replay
William Fedus
Prajit Ramachandran
Mark Rowland
Will Dabney
Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understa… (see more)nding. We therefore present a systematic and extensive analysis of experience replay in Q-learning methods, focusing on two fundamental properties: the replay capacity and the ratio of learning updates to experience collected (replay ratio). Our additive and ablative studies upend conventional wisdom around experience replay -- greater capacity is found to substantially increase the performance of certain algorithms, while leaving others unaffected. Counterintuitively we show that theoretically ungrounded, uncorrected n-step returns are uniquely beneficial while other techniques confer limited benefit for sifting through larger memory. Separately, by directly controlling the replay ratio we contextualize previous observations in the literature and empirically measure its importance across a variety of deep RL algorithms. Finally, we conclude by testing a set of hypotheses on the nature of these performance benefits.
What can I do here? A Theory of Affordances in Reinforcement Learning
Zafarali Ahmed
Gheorghe Comanici
David Abel