Arrow Research search

Author name cluster

Tejas Kulkarni

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.

8 papers
2 author rows

Possible papers

8

ICML Conference 2021 Conference Paper

Differentially Private Bayesian Inference for Generalized Linear Models

  • Tejas Kulkarni
  • Joonas Jälkö
  • Antti Koskela
  • Samuel Kaski
  • Antti Honkela

Generalized linear models (GLMs) such as logistic regression are among the most widely used arms in data analyst’s repertoire and often used on sensitive datasets. A large body of prior works that investigate GLMs under differential privacy (DP) constraints provide only private point estimates of the regression coefficients, and are not able to quantify parameter uncertainty. In this work, with logistic and Poisson regression as running examples, we introduce a generic noise-aware DP Bayesian inference method for a GLM at hand, given a noisy sum of summary statistics. Quantifying uncertainty allows us to determine which of the regression coefficients are statistically significantly different from zero. We provide a previously unknown tight privacy analysis and experimentally demonstrate that the posteriors obtained from our model, while adhering to strong privacy guarantees, are close to the non-private posteriors.

ICRA Conference 2021 Conference Paper

Representation Matters: Improving Perception and Exploration for Robotics

  • Markus Wulfmeier
  • Arunkumar Byravan
  • Tim Hertweck
  • Irina Higgins
  • Ankush Gupta
  • Tejas Kulkarni
  • Malcolm Reynolds
  • Denis Teplyashin

Projecting high-dimensional environment observations into lower-dimensional structured representations can considerably improve data-efficiency for reinforcement learning in domains with limited data such as robotics. Can a single generally useful representation be found? In order to answer this question, it is important to understand how the representation will be used by the agent and what properties such a good representation should have. In this paper we systematically evaluate a number of common learnt and hand-engineered representations in the context of three robotics tasks: lifting, stacking and pushing of 3D blocks. The representations are evaluated in two use-cases: as input to the agent, or as a source of auxiliary tasks. Furthermore, the value of each representation is evaluated in terms of three properties: dimensionality, observability and disentanglement. We can significantly improve performance in both use-cases and demonstrate that some representations can perform commensurate to simulator states as agent inputs. Finally, our results challenge common intuitions by demonstrating that: 1) dimensionality strongly matters for task generation, but is negligible for inputs, 2) observability of task-relevant aspects mostly affects the input representation use-case, and 3) disentanglement leads to better auxiliary tasks, but has only limited benefits for input representations. This work serves as a step towards a more systematic understanding of what makes a good representation for control in robotics, enabling practitioners to make more informed choices for developing new learned or hand-engineered representations.

NeurIPS Conference 2019 Conference Paper

Unsupervised Learning of Object Keypoints for Perception and Control

  • Tejas Kulkarni
  • Ankush Gupta
  • Catalin Ionescu
  • Sebastian Borgeaud
  • Malcolm Reynolds
  • Andrew Zisserman
  • Volodymyr Mnih

The study of object representations in computer vision has primarily focused on developing representations that are useful for image classification, object detection, or semantic segmentation as downstream tasks. In this work we aim to learn object representations that are useful for control and reinforcement learning (RL). To this end, we introduce Transporter, a neural network architecture for discovering concise geometric object representations in terms of keypoints or image-space coordinates. Our method learns from raw video frames in a fully unsupervised manner, by transporting learnt image features between video frames using a keypoint bottleneck. The discovered keypoints track objects and object parts across long time-horizons more accurately than recent similar methods. Furthermore, consistent long-term tracking enables two notable results in control domains -- (1) using the keypoint co-ordinates and corresponding image features as inputs enables highly sample-efficient reinforcement learning; (2) learning to explore by controlling keypoint locations drastically reduces the search space, enabling deep exploration (leading to states unreachable through random action exploration) without any extrinsic rewards.

ICML Conference 2018 Conference Paper

Synthesizing Programs for Images using Reinforced Adversarial Learning

  • Yaroslav Ganin
  • Tejas Kulkarni
  • Igor Babuschkin
  • S. M. Ali Eslami
  • Oriol Vinyals

Advances in deep generative networks have led to impressive results in recent years. Nevertheless, such models can often waste their capacity on the minutiae of datasets, presumably due to weak inductive biases in their decoders. This is where graphics engines may come in handy since they abstract away low-level details and represent images as high-level programs. Current methods that combine deep learning and renderers are limited by hand-crafted likelihood or distance functions, a need for large amounts of supervision, or difficulties in scaling their inference algorithms to richer datasets. To mitigate these issues, we present SPIRAL, an adversarially trained agent that generates a program which is executed by a graphics engine to interpret and sample images. The goal of this agent is to fool a discriminator network that distinguishes between real and rendered data, trained with a distributed reinforcement learning setup without any supervision. A surprising finding is that using the discriminator’s output as a reward signal is the key to allow the agent to make meaningful progress at matching the desired output rendering. To the best of our knowledge, this is the first demonstration of an end-to-end, unsupervised and adversarial inverse graphics agent on challenging real world (MNIST, Omniglot, CelebA) and synthetic 3D datasets. A video of the agent can be found at https: //youtu. be/iSyvwAwa7vk.

NeurIPS Conference 2017 Conference Paper

Self-Supervised Intrinsic Image Decomposition

  • Michael Janner
  • Jiajun Wu
  • Tejas Kulkarni
  • Ilker Yildirim
  • Josh Tenenbaum

Intrinsic decomposition from a single image is a highly challenging task, due to its inherent ambiguity and the scarcity of training data. In contrast to traditional fully supervised learning approaches, in this paper we propose learning intrinsic image decomposition by explaining the input image. Our model, the Rendered Intrinsics Network (RIN), joins together an image decomposition pipeline, which predicts reflectance, shape, and lighting conditions given a single image, with a recombination function, a learned shading model used to recompose the original input based off of intrinsic image predictions. Our network can then use unsupervised reconstruction error as an additional signal to improve its intermediate representations. This allows large-scale unlabeled data to be useful during training, and also enables transferring learned knowledge to images of unseen object categories, lighting conditions, and shapes. Extensive experiments demonstrate that our method performs well on both intrinsic image decomposition and knowledge transfer.

NeurIPS Conference 2016 Conference Paper

Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation

  • Tejas Kulkarni
  • Karthik Narasimhan
  • Ardavan Saeedi
  • Josh Tenenbaum

Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning. A top-level q-value function learns a policy over intrinsic goals, while a lower-level function learns a policy over atomic actions to satisfy the given goals. h-DQN allows for flexible goal specifications, such as functions over entities and relations. This provides an efficient space for exploration in complicated environments. We demonstrate the strength of our approach on two problems with very sparse and delayed feedback: (1) a complex discrete stochastic decision process with stochastic transitions, and (2) the classic ATARI game -- `Montezuma's Revenge'.

NeurIPS Conference 2015 Conference Paper

Deep Convolutional Inverse Graphics Network

  • Tejas Kulkarni
  • William Whitney
  • Pushmeet Kohli
  • Josh Tenenbaum

This paper presents the Deep Convolution Inverse Graphics Network (DC-IGN), a model that aims to learn an interpretable representation of images, disentangled with respect to three-dimensional scene structure and viewing transformations such as depth rotations and lighting variations. The DC-IGN model is composed of multiple layers of convolution and de-convolution operators and is trained using the Stochastic Gradient Variational Bayes (SGVB) algorithm. We propose a training procedure to encourage neurons in the graphics code layer to represent a specific transformation (e. g. pose or light). Given a single input image, our model can generate new images of the same object with variations in pose and lighting. We present qualitative and quantitative tests of the model's efficacy at learning a 3D rendering engine for varied object classes including faces and chairs.

NeurIPS Conference 2013 Conference Paper

Approximate Bayesian Image Interpretation using Generative Probabilistic Graphics Programs

  • Vikash Mansinghka
  • Tejas Kulkarni
  • Yura Perov
  • Josh Tenenbaum

The idea of computer vision as the Bayesian inverse problem to computer graphics has a long history and an appealing elegance, but it has proved difficult to directly implement. Instead, most vision tasks are approached via complex bottom-up processing pipelines. Here we show that it is possible to write short, simple probabilistic graphics programs that define flexible generative models and to automatically invert them to interpret real-world images. Generative probabilistic graphics programs consist of a stochastic scene generator, a renderer based on graphics software, a stochastic likelihood model linking the renderer's output and the data, and latent variables that adjust the fidelity of the renderer and the tolerance of the likelihood model. Representations and algorithms from computer graphics, originally designed to produce high-quality images, are instead used as the deterministic backbone for highly approximate and stochastic generative models. This formulation combines probabilistic programming, computer graphics, and approximate Bayesian computation, and depends only on general-purpose, automatic inference techniques. We describe two applications: reading sequences of degraded and adversarially obscured alphanumeric characters, and inferring 3D road models from vehicle-mounted camera images. Each of the probabilistic graphics programs we present relies on under 20 lines of probabilistic code, and supports accurate, approximately Bayesian inferences about ambiguous real-world images.

v2026.09.13