Arrow Research search

Author name cluster

Linxi Fan

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

22 papers
2 author rows

Possible papers

22

ICRA Conference 2025 Conference Paper

DexMimicGen: Automated Data Generation for Bimanual Dexterous Manipulation via Imitation Learning

  • Zhenyu Jiang 0002
  • Yuqi Xie
  • Kevin Lin
  • Zhenjia Xu
  • Weikang Wan
  • Ajay Mandlekar
  • Linxi Fan
  • Yuke Zhu

Imitation learning from human demonstrations is an effective means to teach robots manipulation skills. But data acquisition is a major bottleneck in applying this paradigm more broadly, due to the high costs and human efforts involved. There has been significant interest in imitation learning for bimanual dexterous robots, like humanoids. Unfortunately, data collection is even more challenging here due to the difficulty of simultaneously controlling the two arms and multi-fingered hands. Automated data generation in simulation is a compelling, scalable alternative to fuel this need for training data. To this end, we introduce DexMimicGen, a large-scale automated data generation system that synthesizes trajectories from a handful of human demonstrations for bimanual robots with dexterous hands. We present a collection of simulation environments in the setting of bimanual dexterous manipulation, spanning a range of manipulation behaviors and different requirements for coordination among the two arms. We generate 21K demos across these tasks from just 60 source human demos and study the effect of several data generation and policy learning decisions on agent performance. Finally, we present a real-to-sim-to-real pipeline and deploy it on a real-world humanoid can sorting task. Generated datasets, simulation environments and additional results are at dexmimicgen.github.io.

ICRA Conference 2025 Conference Paper

HOVER: Versatile Neural Whole-Body Controller for Humanoid Robots

  • Tairan He
  • Wenli Xiao
  • Toru Lin
  • Zhengyi Luo 0002
  • Zhenjia Xu
  • Zhenyu Jiang 0002
  • Jan Kautz
  • Changliu Liu

Humanoid whole-body control requires adapting to diverse tasks such as navigation, loco-manipulation, and tabletop manipulation, each demanding a different mode of control. For example, navigation relies on root velocity or position tracking, while tabletop manipulation prioritizes upper-body joint angle tracking. Existing approaches typically train individual policies tailored to a specific command space, limiting their transferability across modes. We present the key insight that full-body kinematic motion imitation can serve as a common abstraction for all these tasks and provide general-purpose motor skills for learning multiple modes of whole-body control. Building on this, we propose HOVER (Humanoid Versatile Controller), a multi-mode policy distillation framework that consolidates diverse control modes into a unified policy. HOVER enables seamless transitions between control modes while preserving the distinct advantages of each, offering a robust and scalable solution for humanoid control across a wide range of modes. By eliminating the need for policy retraining for each control mode, our approach improves efficiency and flexibility for future humanoid applications.

ICLR Conference 2025 Conference Paper

LongVILA: Scaling Long-Context Visual Language Models for Long Videos

  • Yukang Chen
  • Fuzhao Xue
  • Dacheng Li
  • Qinghao Hu 0004
  • Ligeng Zhu
  • Xiuyu Li
  • Yunhao Fang
  • Haotian Tang

Long-context capability is critical for multi-modal foundation models, especially for long video understanding. We introduce LongVILA, a full-stack solution for long-context visual-language models by co-designing the algorithm and system. For model training, we upgrade existing VLMs to support long video understanding by incorporating two additional stages, i.e., long context extension and long video supervised fine-tuning. However, training on long video is computationally and memory intensive. We introduce the long-context Multi-Modal Sequence Parallelism (MM-SP) system that efficiently parallelizes long video training and inference, enabling 2M context length training on 256 GPUs without any gradient checkpointing. LongVILA efficiently extends the number of video frames of VILA from 8 to 2048, achieving 99.8% accuracy in 6,000-frame (more than 1 million tokens) video needle-in-a-haystack. LongVILA-7B demonstrates strong accuracy on 9 popular video benchmarks, e.g., 65.1% VideoMME with subtitle. Besides, MM-SP is 2.1x - 5.7x faster than ring style sequence parallelism and 1.1x - 1.4x faster than Megatron with a hybrid context and tensor parallelism. Moreover, it seamlessly integrates with Hugging Face Transformers.

ICML Conference 2025 Conference Paper

One-Step Diffusion Policy: Fast Visuomotor Policies via Diffusion Distillation

  • Zhendong Wang 0005
  • Max Li
  • Ajay Mandlekar
  • Zhenjia Xu
  • Jiaojiao Fan
  • Yashraj Narang
  • Linxi Fan
  • Yuke Zhu

Diffusion models, praised for their success in generative tasks, are increasingly being applied to robotics, demonstrating exceptional performance in behavior cloning. However, their slow generation process stemming from iterative denoising steps poses a challenge for real-time applications in resource-constrained robotics setups and dynamically changing environments. In this paper, we introduce the One-Step Diffusion Policy (OneDP), a novel approach that distills knowledge from pre-trained diffusion policies into a single-step action generator, significantly accelerating response times for robotic control tasks. We ensure the distilled generator closely aligns with the original policy distribution by minimizing the Kullback-Leibler (KL) divergence along the diffusion chain, requiring only $2%$-$10%$ additional pre-training cost for convergence. We evaluated OneDP on 6 challenging simulation tasks as well as 4 self-designed real-world tasks using the Franka robot. The results demonstrate that OneDP not only achieves state-of-the-art success rates but also delivers an order-of-magnitude improvement in inference speed, boosting action prediction frequency from 1. 5 Hz to 62 Hz, establishing its potential for dynamic and computationally constrained robotic applications. A video demo is provided at our project page, and the code will be publicly available.

TMLR Journal 2025 Journal Article

Wolf: Dense Video Captioning with a World Summarization Framework

  • Boyi Li
  • Ligeng Zhu
  • Ran Tian
  • Shuhan Tan
  • Yuxiao Chen
  • Yao Lu
  • Yin Cui
  • Sushant Veer

We propose Wolf, a WOrLd summarization Framework for accurate video captioning. Wolf is an automated captioning framework that adopts a mixture-of-experts approach, leveraging complementary strengths of Vision Language Models (VLMs). By utilizing both image and video models, our framework captures different levels of information and summarizes them efficiently. Our approach can be applied to enhance video understanding, auto-labeling, and captioning. To evaluate caption quality, we introduce CapScore, an LLM-based metric to assess the similarity and quality of generated captions compared to the ground truth captions. We further build four human-annotated datasets in three domains: autonomous driving, general scenes, and robotics, to facilitate comprehensive comparisons. We show that Wolf achieves superior captioning performance compared to state-of-the-art approaches from the research community (VILA1.5, CogAgent) and commercial solutions (Gemini-Pro-1.5, GPT-4V). For instance, in comparison with GPT-4V, Wolf improves CapScore (caption quality) by 55.6% and CapScore (caption similarity) by 77.4% on challenging driving videos. Finally, we establish a benchmark for video captioning and introduce a leaderboard, aiming to accelerate advancements in video understanding, captioning, and data alignment.

ICLR Conference 2024 Conference Paper

AMAGO: Scalable In-Context Reinforcement Learning for Adaptive Agents

  • Jake Grigsby
  • Linxi Fan
  • Yuke Zhu

We introduce AMAGO, an in-context Reinforcement Learning (RL) agent that uses sequence models to tackle the challenges of generalization, long-term memory, and meta-learning. Recent works have shown that off-policy learning can make in-context RL with recurrent policies viable. Nonetheless, these approaches require extensive tuning and limit scalability by creating key bottlenecks in agents' memory capacity, planning horizon, and model size. AMAGO revisits and redesigns the off-policy in-context approach to successfully train long-sequence Transformers over entire rollouts in parallel with end-to-end RL. Our agent is scalable and applicable to a wide range of problems, and we demonstrate its strong performance empirically in meta-RL and long-term memory domains. AMAGO's focus on sparse rewards and off-policy data also allows in-context learning to extend to goal-conditioned problems with challenging exploration. When combined with a multi-goal hindsight relabeling scheme, AMAGO can solve a previously difficult category of open-world domains, where agents complete many possible instructions in procedurally generated environments.

IROS Conference 2024 Conference Paper

ARDuP: Active Region Video Diffusion for Universal Policies

  • Shuaiyi Huang
  • Mara Levy
  • Zhenyu Jiang 0002
  • Anima Anandkumar
  • Yuke Zhu
  • Linxi Fan
  • De-An Huang
  • Abhinav Shrivastava

Sequential decision-making can be formulated as a text-conditioned video generation problem, where a video planner, guided by a text-defined goal, generates future frames visualizing planned actions, from which control actions are subsequently derived. In this work, we introduce Active Region Video Diffusion for Universal Policies (ARDuP), a novel framework for video-based policy learning that emphasizes the generation of active regions, i. e. potential interaction areas, enhancing the conditional policy’s focus on interactive areas critical for task execution. This innovative framework integrates active region conditioning with latent diffusion models for video planning and employs latent representations for direct action decoding during inverse dynamic modeling. By utilizing motion cues in videos for automatic active region discovery, our method eliminates the need for manual annotations of active regions. We validate ARDuP’s efficacy via extensive experiments on simulator CLIPort and the real-world dataset BridgeData v2, achieving notable improvements in success rates and generating convincingly realistic video plans.

ICLR Conference 2024 Conference Paper

Eureka: Human-Level Reward Design via Coding Large Language Models

  • Yecheng Jason Ma 0001
  • William Liang
  • Guanzhi Wang
  • De-An Huang
  • Osbert Bastani
  • Dinesh Jayaraman
  • Yuke Zhu
  • Linxi Fan

Large Language Models (LLMs) have excelled as high-level semantic planners for sequential decision-making tasks. However, harnessing them to learn complex low-level manipulation tasks, such as dexterous pen spinning, remains an open problem. We bridge this fundamental gap and present Eureka, a human-level reward design algorithm powered by LLMs. Eureka exploits the remarkable zero-shot generation, code-writing, and in-context improvement capabilities of state-of-the-art LLMs, such as GPT-4, to perform evolutionary optimization over reward code. The resulting rewards can then be used to acquire complex skills via reinforcement learning. Without any task-specific prompting or pre-defined reward templates, Eureka generates reward functions that outperform expert human-engineered rewards. In a diverse suite of 29 open-source RL environments that include 10 distinct robot morphologies, Eureka outperforms human experts on 83% of the tasks, leading to an average normalized improvement of 52%. The generality of Eureka also enables a new gradient-free in-context learning approach to reinforcement learning from human feedback (RLHF), readily incorporating human inputs to improve the quality and the safety of the generated rewards without model updating. Finally, using Eureka rewards in a curriculum learning setting, we demonstrate for the first time, a simulated Shadow Hand capable of performing pen spinning tricks, adeptly manipulating a pen in circles at rapid speed.

ICRA Conference 2024 Conference Paper

Open X-Embodiment: Robotic Learning Datasets and RT-X Models: Open X-Embodiment Collaboration

  • Abby O'Neill
  • Abdul Rehman
  • Abhiram Maddukuri
  • Abhishek Gupta 0004
  • Abhishek Padalkar
  • Abraham Lee
  • Acorn Pooley
  • Agrim Gupta

Large, high-capacity models trained on diverse datasets have shown remarkable successes on efficiently tackling downstream applications. In domains from NLP to Computer Vision, this has led to a consolidation of pretrained models, with general pretrained backbones serving as a starting point for many applications. Can such a consolidation happen in robotics? Conventionally, robotic learning methods train a separate model for every application, every robot, and even every environment. Can we instead train "generalist" X-robot policy that can be adapted efficiently to new robots, tasks, and environments? In this paper, we provide datasets in standardized data formats and models to make it possible to explore this possibility in the context of robotic manipulation, alongside experimental results that provide an example of effective X-robot policies. We assemble a dataset from 22 different robots collected through a collaboration between 21 institutions, demonstrating 527 skills (160266 tasks). We show that a high-capacity model trained on this data, which we call RT-X, exhibits positive transfer and improves the capabilities of multiple robots by leveraging experience from other platforms. The project website is robotics-transformer-x. github.io.

TMLR Journal 2024 Journal Article

Prismer: A Vision-Language Model with Multi-Task Experts

  • Shikun Liu
  • Linxi Fan
  • Edward Johns
  • Zhiding Yu
  • Chaowei Xiao
  • Anima Anandkumar

Recent vision-language models have shown impressive multi-modal generation capabilities. However, typically they require training huge models on massive datasets. As a more scalable alternative, we introduce Prismer, a data- and parameter-efficient vision-language model that leverages an ensemble of task-specific experts. Prismer only requires training of a small number of components, with the majority of network weights inherited from multiple readily-available, pre-trained experts, and kept frozen during training. By leveraging experts from a wide range of domains, we show Prismer can efficiently pool this expert knowledge and adapt it to various vision-language reasoning tasks. In our experiments, we show that Prismer achieves fine-tuned and few-shot learning performance which is competitive with current state-of-the-arts, whilst requiring up to two orders of magnitude less training data. Code is available at https://github.com/NVlabs/prismer.

TMLR Journal 2024 Journal Article

Voyager: An Open-Ended Embodied Agent with Large Language Models

  • Guanzhi Wang
  • Yuqi Xie
  • Yunfan Jiang
  • Ajay Mandlekar
  • Chaowei Xiao
  • Yuke Zhu
  • Linxi Fan
  • Anima Anandkumar

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in an open-ended world that continuously explores, acquires diverse skills, and makes novel discoveries without human intervention in Minecraft. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent’s capability rapidly and alleviates catastrophic forgetting. Empirically, Voyager demonstrates strong in-context lifelong learning capabilities. It outperforms prior SOTA by obtaining 3.1x more unique items, unlocking tech tree milestones up to 15.3x faster, and traveling 2.3x longer distances. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize.

NeurIPS Conference 2023 Conference Paper

Cross-Episodic Curriculum for Transformer Agents

  • Lucy Xiaoyang Shi
  • Yunfan Jiang
  • Jake Grigsby
  • Linxi Fan
  • Yuke Zhu

We present a new algorithm, Cross-Episodic Curriculum (CEC), to boost the learning efficiency and generalization of Transformer agents. Central to CEC is the placement of cross-episodic experiences into a Transformer’s context, which forms the basis of a curriculum. By sequentially structuring online learning trials and mixed-quality demonstrations, CEC constructs curricula that encapsulate learning progression and proficiency increase across episodes. Such synergy combined with the potent pattern recognition capabilities of Transformer models delivers a powerful cross-episodic attention mechanism. The effectiveness of CEC is demonstrated under two representative scenarios: one involving multi-task reinforcement learning with discrete control, such as in DeepMind Lab, where the curriculum captures the learning progression in both individual and progressively complex settings; and the other involving imitation learning with mixed-quality data for continuous control, as seen in RoboMimic, where the curriculum captures the improvement in demonstrators' expertise. In all instances, policies resulting from CEC exhibit superior performance and strong generalization. Code is open-sourced on the project website https: //cec-agent. github. io/ to facilitate research on Transformer agent learning.

ICML Conference 2023 Conference Paper

VIMA: Robot Manipulation with Multimodal Prompts

  • Yunfan Jiang 0001
  • Agrim Gupta
  • Zichen Zhang 0011
  • Guanzhi Wang
  • Yongqiang Dou
  • Yanjun Chen
  • Li Fei-Fei 0001
  • Anima Anandkumar

Prompt-based learning has emerged as a successful paradigm in natural language processing, where a single general-purpose language model can be instructed to perform any task specified by input prompts. Yet task specification in robotics comes in various forms, such as imitating one-shot demonstrations, following language instructions, and reaching visual goals. They are often considered different tasks and tackled by specialized models. We show that a wide spectrum of robot manipulation tasks can be expressed with multimodal prompts, interleaving textual and visual tokens. Accordingly, we develop a new simulation benchmark that consists of thousands of procedurally-generated tabletop tasks with multimodal prompts, 600K+ expert trajectories for imitation learning, and a four-level evaluation protocol for systematic generalization. We design a transformer-based robot agent, VIMA, that processes these prompts and outputs motor actions autoregressively. VIMA features a recipe that achieves strong model scalability and data efficiency. It outperforms alternative designs in the hardest zero-shot generalization setting by up to $2. 9\times$ task success rate given the same training data. With $10\times$ less training data, VIMA still performs $2. 7\times$ better than the best competing variant. Code and video demos are available at https: //vimalabs. github. io

ICLR Conference 2022 Conference Paper

MetaMorph: Learning Universal Controllers with Transformers

  • Agrim Gupta
  • Linxi Fan
  • Surya Ganguli
  • Li Fei-Fei 0001

Multiple domains like vision, natural language, and audio are witnessing tremendous progress by leveraging Transformers for large scale pre-training followed by task specific fine tuning. In contrast, in robotics we primarily train a single robot for a single task. However, modular robot systems now allow for the flexible combination of general-purpose building blocks into task optimized morphologies. However, given the exponentially large number of possible robot morphologies, training a controller for each new design is impractical. In this work, we propose MetaMorph, a Transformer based approach to learn a universal controller over a modular robot design space. MetaMorph is based on the insight that robot morphology is just another modality on which we can condition the output of a Transformer. Through extensive experiments we demonstrate that large scale pre-training on a variety of robot morphologies results in policies with combinatorial generalization capabilities, including zero shot generalization to unseen robot morphologies. We further demonstrate that our pre-trained policy can be used for sample-efficient transfer to completely new robot morphologies and tasks.

NeurIPS Conference 2022 Conference Paper

MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge

  • Linxi Fan
  • Guanzhi Wang
  • Yunfan Jiang
  • Ajay Mandlekar
  • Yuncong Yang
  • Haoyi Zhu
  • Andrew Tang
  • De-An Huang

Autonomous agents have made great strides in specialist domains like Atari games and Go. However, they typically learn tabula rasa in isolated environments with limited and manually conceived objectives, thus failing to generalize across a wide spectrum of tasks and capabilities. Inspired by how humans continually learn and adapt in the open world, we advocate a trinity of ingredients for building generalist agents: 1) an environment that supports a multitude of tasks and goals, 2) a large-scale database of multimodal knowledge, and 3) a flexible and scalable agent architecture. We introduce MineDojo, a new framework built on the popular Minecraft game that features a simulation suite with thousands of diverse open-ended tasks and an internet-scale knowledge base with Minecraft videos, tutorials, wiki pages, and forum discussions. Using MineDojo's data, we propose a novel agent learning algorithm that leverages large pre-trained video-language models as a learned reward function. Our agent is able to solve a variety of open-ended tasks specified in free-form language without any manually designed dense shaping reward. We open-source the simulation suite, knowledge bases, algorithm implementation, and pretrained models (https: //minedojo. org) to promote research towards the goal of generally capable embodied agents.

NeurIPS Conference 2022 Conference Paper

Pre-Trained Language Models for Interactive Decision-Making

  • Shuang Li
  • Xavier Puig
  • Chris Paxton
  • Yilun Du
  • Clinton Wang
  • Linxi Fan
  • Tao Chen
  • De-An Huang

Language model (LM) pre-training is useful in many language processing tasks. But can pre-trained LMs be further leveraged for more general machine learning problems? We propose an approach for using LMs to scaffold learning and generalization in general sequential decision-making problems. In this approach, goals and observations are represented as a sequence of embeddings, and a policy network initialized with a pre-trained LM predicts the next action. We demonstrate that this framework enables effective combinatorial generalization across different environments and supervisory modalities. We begin by assuming access to a set of expert demonstrations, and show that initializing policies with LMs and fine-tuning them via behavior cloning improves task completion rates by 43. 6% in the VirtualHome environment. Next, we integrate an active data gathering procedure in which agents iteratively interact with the environment, relabel past "failed" experiences with new goals, and update their policies in a self-supervised loop. Active data gathering further improves combinatorial generalization, outperforming the best baseline by 25. 1%. Finally, we explain these results by investigating three possible factors underlying the effectiveness of the LM-based policy. We find that sequential input representations (vs. fixed-dimensional feature vectors) and LM-based weight initialization are both important for generalization. Surprisingly, however, the format of the policy inputs encoding (e. g. as a natural language string vs. an arbitrary sequential encoding) has little influence. Together, these results suggest that language modeling induces representations that are useful for modeling not just language, but also goals and plans; these representations can aid learning and generalization even outside of language processing.

IROS Conference 2021 Conference Paper

iGibson 1. 0: A Simulation Environment for Interactive Tasks in Large Realistic Scenes

  • Bokui Shen
  • Fei Xia 0002
  • Chengshu Li 0002
  • Roberto Martín-Martín
  • Linxi Fan
  • Guanzhi Wang
  • Claudia Pérez-D'Arpino
  • Shyamal Buch

We present iGibson 1. 0, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains 15 fully interactive home-sized scenes with 108 rooms populated with rigid and articulated objects. The scenes are replicas of real-world homes, with distribution and the layout of objects aligned to those of the real world. iGibson 1. 0 integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality virtual sensor signals (RGB, depth, segmentation, LiDAR, flow and so on), ii) domain randomization to change the materials of the objects (both visual and physical) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of human demonstrated (mobile) manipulation behaviors. iGibson 1. 0 is open-source, equipped with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/.

ICML Conference 2021 Conference Paper

SECANT: Self-Expert Cloning for Zero-Shot Generalization of Visual Policies

  • Linxi Fan
  • Guanzhi Wang
  • De-An Huang
  • Zhiding Yu
  • Li Fei-Fei 0001
  • Yuke Zhu
  • Anima Anandkumar

Generalization has been a long-standing challenge for reinforcement learning (RL). Visual RL, in particular, can be easily distracted by irrelevant factors in high-dimensional observation space. In this work, we consider robust policy learning which targets zero-shot generalization to unseen visual environments with large distributional shift. We propose SECANT, a novel self-expert cloning technique that leverages image augmentation in two stages to *decouple* robust representation learning from policy optimization. Specifically, an expert policy is first trained by RL from scratch with weak augmentations. A student network then learns to mimic the expert policy by supervised learning with strong augmentations, making its representation more robust against visual variations compared to the expert. Extensive experiments demonstrate that SECANT significantly advances the state of the art in zero-shot generalization across 4 challenging domains. Our average reward improvements over prior SOTAs are: DeepMind Control (+26. 5%), robotic manipulation (+337. 8%), vision-based autonomous driving (+47. 7%), and indoor object navigation (+15. 8%). Code release and video are available at https: //linxifan. github. io/secant-site/.

JMLR Journal 2019 Journal Article

Kernel Approximation Methods for Speech Recognition

  • Avner May
  • Alireza Bagheri Garakani
  • Zhiyun Lu
  • Dong Guo
  • Kuan Liu
  • Aurélien Bellet
  • Linxi Fan
  • Michael Collins

We study the performance of kernel methods on the acoustic modeling task for automatic speech recognition, and compare their performance to deep neural networks (DNNs). To scale the kernel methods to large data sets, we use the random Fourier feature method of Rahimi and Recht (2007). We propose two novel techniques for improving the performance of kernel acoustic models. First, we propose a simple but effective feature selection method which reduces the number of random features required to attain a fixed level of performance. Second, we present a number of metrics which correlate strongly with speech recognition performance when computed on the heldout set; we attain improved performance by using these metrics to decide when to stop training. Additionally, we show that the linear bottleneck method of Sainath et al. (2013a) improves the performance of our kernel models significantly, in addition to speeding up training and making the models more compact. Leveraging these three methods, the kernel methods attain token error rates between $0.5\%$ better and $0.1\%$ worse than fully-connected DNNs across four speech recognition data sets, including the TIMIT and Broadcast News benchmark tasks. [abs] [ pdf ][ bib ] &copy JMLR 2019. ( edit, beta )

ICML Conference 2017 Conference Paper

World of Bits: An Open-Domain Platform for Web-Based Agents

  • Tianlin Shi
  • Andrej Karpathy
  • Linxi Fan
  • Jonathan Hernandez
  • Percy Liang

While simulated game environments have greatly accelerated research in reinforcement learning, existing environments lack the open-domain realism of tasks in computer vision or natural language processing, which operate on artifacts created by humans in natural, organic settings. To foster reinforcement learning research in such settings, we introduce the World of Bits (WoB), a platform in which agents complete tasks on the Internet by performing low-level keyboard and mouse actions. The two main challenges are: (i) to curate a large, diverse set of interesting web-based tasks, and (ii) to ensure that these tasks have a well-defined reward structure and are reproducible despite the transience of the web. To do this, we develop a methodology in which crowdworkers create tasks defined by natural language questions and provide demonstrations of how to answer the question on real websites using keyboard and mouse; HTTP traffic is cached to create a reproducible offline approximation of the web site. Finally, we show that agents trained via behavioral cloning and reinforcement learning can successfully complete a range of our web-based tasks.

ICML Conference 2016 Conference Paper

Deconstructing the Ladder Network Architecture

  • Mohammad Pezeshki
  • Linxi Fan
  • Philemon Brakel
  • Aaron C. Courville
  • Yoshua Bengio

The Ladder Network is a recent new approach to semi-supervised learning that turned out to be very successful. While showing impressive performance, the Ladder Network has many components intertwined, whose contributions are not obvious in such a complex architecture. This paper presents an extensive experimental investigation of variants of the Ladder Network in which we replaced or removed individual components to learn about their relative importance. For semi-supervised tasks, we conclude that the most important contribution is made by the lateral connections, followed by the application of noise, and the choice of what we refer to as the ‘combinator function’. As the number of labeled training examples increases, the lateral connections and the reconstruction criterion become less important, with most of the generalization improvement coming from the injection of noise in each layer. Finally, we introduce a combinator function that reduces test error rates on Permutation-Invariant MNIST to 0. 57% for the supervised setting, and to 0. 97% and 1. 0% for semi-supervised settings with 1000 and 100 labeled examples, respectively.

ICML Conference 2016 Conference Paper

Deep Speech 2: End-to-End Speech Recognition in English and Mandarin

  • Dario Amodei
  • Sundaram Ananthanarayanan
  • Rishita Anubhai
  • Jingliang Bai
  • Eric Battenberg
  • Carl Case
  • Jared Casper
  • Bryan Catanzaro

We show that an end-to-end deep learning approach can be used to recognize either English or Mandarin Chinese speech–two vastly different languages. Because it replaces entire pipelines of hand-engineered components with neural networks, end-to-end learning allows us to handle a diverse variety of speech including noisy environments, accents and different languages. Key to our approach is our application of HPC techniques, enabling experiments that previously took weeks to now run in days. This allows us to iterate more quickly to identify superior architectures and algorithms. As a result, in several cases, our system is competitive with the transcription of human workers when benchmarked on standard datasets. Finally, using a technique called Batch Dispatch with GPUs in the data center, we show that our system can be inexpensively deployed in an online setting, delivering low latency when serving users at scale.

v2026.09.13