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Proceedings Article

Attention is All you Need

12 Jun 2017-Vol. 30, pp 5998-6008
TL;DR: This paper proposed a simple network architecture based solely on an attention mechanism, dispensing with recurrence and convolutions entirely and achieved state-of-the-art performance on English-to-French translation.
Abstract: The dominant sequence transduction models are based on complex recurrent orconvolutional neural networks in an encoder and decoder configuration. The best performing such models also connect the encoder and decoder through an attentionm echanisms. We propose a novel, simple network architecture based solely onan attention mechanism, dispensing with recurrence and convolutions entirely.Experiments on two machine translation tasks show these models to be superiorin quality while being more parallelizable and requiring significantly less timeto train. Our single model with 165 million parameters, achieves 27.5 BLEU onEnglish-to-German translation, improving over the existing best ensemble result by over 1 BLEU. On English-to-French translation, we outperform the previoussingle state-of-the-art with model by 0.7 BLEU, achieving a BLEU score of 41.1.

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Journal ArticleDOI
30 Oct 2019-Nature
TL;DR: The agent, AlphaStar, is evaluated, which uses a multi-agent reinforcement learning algorithm and has reached Grandmaster level, ranking among the top 0.2% of human players for the real-time strategy game StarCraft II.
Abstract: Many real-world applications require artificial agents to compete and coordinate with other agents in complex environments. As a stepping stone to this goal, the domain of StarCraft has emerged as an important challenge for artificial intelligence research, owing to its iconic and enduring status among the most difficult professional esports and its relevance to the real world in terms of its raw complexity and multi-agent challenges. Over the course of a decade and numerous competitions1-3, the strongest agents have simplified important aspects of the game, utilized superhuman capabilities, or employed hand-crafted sub-systems4. Despite these advantages, no previous agent has come close to matching the overall skill of top StarCraft players. We chose to address the challenge of StarCraft using general-purpose learning methods that are in principle applicable to other complex domains: a multi-agent reinforcement learning algorithm that uses data from both human and agent games within a diverse league of continually adapting strategies and counter-strategies, each represented by deep neural networks5,6. We evaluated our agent, AlphaStar, in the full game of StarCraft II, through a series of online games against human players. AlphaStar was rated at Grandmaster level for all three StarCraft races and above 99.8% of officially ranked human players.

2,595 citations

Posted Content
TL;DR: A detailed review over existing graph neural network models is provided, systematically categorize the applications, and four open problems for future research are proposed.
Abstract: Lots of learning tasks require dealing with graph data which contains rich relation information among elements. Modeling physics systems, learning molecular fingerprints, predicting protein interface, and classifying diseases demand a model to learn from graph inputs. In other domains such as learning from non-structural data like texts and images, reasoning on extracted structures (like the dependency trees of sentences and the scene graphs of images) is an important research topic which also needs graph reasoning models. Graph neural networks (GNNs) are neural models that capture the dependence of graphs via message passing between the nodes of graphs. In recent years, variants of GNNs such as graph convolutional network (GCN), graph attention network (GAT), graph recurrent network (GRN) have demonstrated ground-breaking performances on many deep learning tasks. In this survey, we propose a general design pipeline for GNN models and discuss the variants of each component, systematically categorize the applications, and propose four open problems for future research.

2,494 citations

Journal ArticleDOI
TL;DR: This paper reviews significant deep learning related models and methods that have been employed for numerous NLP tasks and provides a walk-through of their evolution.
Abstract: Deep learning methods employ multiple processing layers to learn hierarchical representations of data, and have produced state-of-the-art results in many domains. Recently, a variety of model designs and methods have blossomed in the context of natural language processing (NLP). In this paper, we review significant deep learning related models and methods that have been employed for numerous NLP tasks and provide a walk-through of their evolution. We also summarize, compare and contrast the various models and put forward a detailed understanding of the past, present and future of deep learning in NLP.

2,466 citations

Posted Content
TL;DR: This work describes how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrates results that outperform prior work on neural rendering and view synthesis.
Abstract: We present a method that achieves state-of-the-art results for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views. Our algorithm represents a scene using a fully-connected (non-convolutional) deep network, whose input is a single continuous 5D coordinate (spatial location $(x,y,z)$ and viewing direction $(\theta, \phi)$) and whose output is the volume density and view-dependent emitted radiance at that spatial location. We synthesize views by querying 5D coordinates along camera rays and use classic volume rendering techniques to project the output colors and densities into an image. Because volume rendering is naturally differentiable, the only input required to optimize our representation is a set of images with known camera poses. We describe how to effectively optimize neural radiance fields to render photorealistic novel views of scenes with complicated geometry and appearance, and demonstrate results that outperform prior work on neural rendering and view synthesis. View synthesis results are best viewed as videos, so we urge readers to view our supplementary video for convincing comparisons.

2,435 citations

Proceedings Article
30 Apr 2020
TL;DR: This work presents two parameter-reduction techniques to lower memory consumption and increase the training speed of BERT, and uses a self-supervised loss that focuses on modeling inter-sentence coherence.
Abstract: Increasing model size when pretraining natural language representations often results in improved performance on downstream tasks. However, at some point further model increases become harder due to GPU/TPU memory limitations, longer training times, and unexpected model degradation. To address these problems, we present two parameter-reduction techniques to lower memory consumption and increase the training speed of BERT. Comprehensive empirical evidence shows that our proposed methods lead to models that scale much better compared to the original BERT. We also use a self-supervised loss that focuses on modeling inter-sentence coherence, and show it consistently helps downstream tasks with multi-sentence inputs. As a result, our best model establishes new state-of-the-art results on the GLUE, RACE, and SQuAD benchmarks while having fewer parameters compared to BERT-large.

2,367 citations