Did I also have it coming?
122 karma · joined February 3, 2019
Did I also have it coming?
This basically started in the PS3 era, where it appeared that the casual consumer's bar of visual graphics were raised high enough that pushed up development costs, to the point where developer couldn't cheaply churn out interesting, experimental titles.
Many people will cite the SNES and PS1 era as the golden age of JRPGs, but I think the PS2 era is under-appreciated. The SNES/PS1 era had a lot of classics, but the PS2 era was absolutely flooded with great, 8/10 JRPGs across all manner of series, benefiting from the gameplay/UI/UX refinements learned from the SNES/PS1 era and the improved hardware capabilities of the PS2. You had participation across all manner of series: from your popular Final Fantasies and Dragon Quests, to Tales, Persona, Star Ocean, Suikoden, Wild Arms, Breath of Fire, Arc the Lad and so on. You had a whole generation of new entrants like Radiata Stories, Shadow Hearts, Atelier, Dark Cloud, Rogue Galaxy, Xenosaga, .Hack, and many others. Not all of these were amazing, but most of these were at least very good, and in particular they were diverse while also being streamlined as some of the visual/gameplay "language" JRPGs become more firmly established. To me, this was the last great age of JRPGs.
I am one such person who is happy to argue for the fact that ability to grind is one of the (maybe two?) defining traits of a JRPG. The option to meaningfully strengthen your player avatar that is not tied to story/game progression is the heart of JRPGs.
As far as I'm aware, causal convolutions were used in WaveNet (and subsequent models) and a small number of NLP applications. Meanwhile, LSTM-based models are used in just about every NLP paper, and at least a baseline in the newer ones more dominated by Transformers.
The one place I've run into it is in web development where it's used for caching? In some tutorials I've read.
Have a set of "irrational actions"? Add in information and computational constraints and the necessity for heuristics, the exact right kind of risk-aversion / novelty-seeking behavior, (or play with the second or higher derivatives of your utility function), add in social dynamics like signaling, repeated games (or incorporate mental burdens that negate the impact of repeated games) etc. There exists some formalized universe where your agent is indeed rational.
The later misuse of the word meme to refer only to image macros is also a separate shift.
That's not true.
You compute an attention weight across however many context steps you have by computing an interaction between some current decoder hidden state and every encoder hidden state, and normalizing over all of them via a softmax. There is no constraint whatsoever on a fixed context length or a fixed number of context vectors. See section 3.1 in the paper.
I will be happy to discuss and clarify over email.
Attention is generally length invariant. You take some transformation on the hidden representations (/+ inputs) at that each time step, and then you normalize over all the transformed values to get weights that sum to one. No part of this is constrained by length.
For CNNs, any network that has pooling has the potential to be length/dimension invariant. Whether it actually is is a combination of the architectural design and an implementation detail (e.g. some implementations when trying to pool will specifically define a pooling operation over, say, a 9x9 window. You could define the same pooling operation over a variable-dimension window).
The length/dimension invariance aren't a special or novel property. In the case of attention it's built in. In the case of CNNs, the convolutions are not length invariant, but depending on the architecture, the pooling operations are (or can be modified to be).
With regards to adversarial discussions, it's one thing to argue about whether method A or method B gives better results in a largely empirical and experimental field. But giving a very misleading characterization of a model is actively detrimental especially when it would give casual readers the impression that the Transformer is a "convolution-based" model, which no one in the field would do.
You can take the mean over 3 elements or 10 elements just the same. Pooling is lossy, but it seems that if you have the right architecture the model can still learn what it needs to.
It's worth noting that the attention mechanism (at least in RNNs) has always been invariant to inputs lengths. It's a weighted sum with weights computed per element, so there's no length constraint at all.