# Can Graph Neural Networks Count Substructures?
## Categories
- Machine Learning
- Discrete Mathematics
## Abstract
The ability to detect and count certain substructures in graphs is important for solving many tasks on graph-structured data, especially in the contexts of computational chemistry and biology as well as social network analysis. Inspired by this, we propose to study the expressive power of graph neural networks (GNNs) via their ability to count attributed graph substructures, extending recent works that examine their power in graph isomorphism testing and function approximation. We distinguish between two types of substructure counting: induced-subgraph-count and subgraph-count, and establish both positive and negative answers for popular GNN architectures. Specifically, we prove that Message Passing Neural Networks (MPNNs), 2-Weisfeiler-Lehman (2-WL) and 2-Invariant Graph Networks (2-IGNs) cannot perform induced-subgraph-count of substructures consisting of 3 or more nodes, while they can perform subgraph-count of star-shaped substructures. As an intermediary step, we prove that 2-WL and 2-IGNs are equivalent in distinguishing non-isomorphic graphs, partly answering an open problem raised in Maron et al. (2019). We also prove positive results for k-WL and k-IGNs as well as negative results for k-WL with a finite number of iterations. We then conduct experiments that support the theoretical results for MPNNs and 2-IGNs. Moreover, motivated by substructure counting and inspired by Murphy et al. (2019), we propose the Local Relational Pooling model and demonstrate that it is not only effective for substructure counting but also able to achieve competitive performance on molecular prediction tasks.

Machine Learning
Discrete Mathematics
Machine Learning


# A Model of Fast Concept Inference with Object-Factorized Cognitive Programs
## Categories
- Artificial Intelligence
- Robotics
## Abstract
The ability of humans to quickly identify general concepts from a handful of images has proven difficult to emulate with robots. Recently, a computer architecture was developed that allows robots to mimic some aspects of this human ability by modeling concepts as cognitive programs using an instruction set of primitive cognitive functions. This allowed a robot to emulate human imagination by simulating candidate programs in a world model before generalizing to the physical world. However, this model used a naive search algorithm that required 30 minutes to discover a single concept, and became intractable for programs with more than 20 instructions. To circumvent this bottleneck, we present an algorithm that emulates the human cognitive heuristics of object factorization and sub-goaling, allowing human-level inference speed, improving accuracy, and making the output more explainable.


# Vision based body gesture meta features for Affective Computing
## Categories
- Computer Vision and Pattern Recognition
- Human-Computer Interaction
## Abstract
Early detection of psychological distress is key to effective treatment. Automatic detection of distress, such as depression, is an active area of research. Current approaches utilise vocal, facial, and bodily modalities. Of these, the bodily modality is the least investigated, partially due to the difficulty in extracting bodily representations from videos, and partially due to the lack of viable datasets. Existing body modality approaches use automatic categorization of expressions to represent body language as a series of specific expressions, much like words within natural language. In this dissertation I present a new type of feature, within the body modality, that represents meta information of gestures, such as speed, and use it to predict a non-clinical depression label. This differs to existing work by representing overall behaviour as a small set of aggregated meta features derived from a person's movement. In my method I extract pose estimation from videos, detect gestures within body parts, extract meta information from individual gestures, and finally aggregate these features to generate a small feature vector for use in prediction tasks. I introduce a new dataset of 65 video recordings of interviews with self-evaluated distress, personality, and demographic labels. This dataset enables the development of features utilising the whole body in distress detection tasks. I evaluate my newly introduced meta-features for predicting depression, anxiety, perceived stress, somatic stress, five standard personality measures, and gender. A linear regression based classifier using these features achieves a 82.70% F1 score for predicting depression within my novel dataset.

Computer Vision and Pattern Recognition
Human-Computer Interaction


# Limits of Detecting Text Generated by Large-Scale Language Models
## Categories
- Computation and Language
- Computers and Society
- Machine Learning
## Abstract
Some consider large-scale language models that can generate long and coherent pieces of text as dangerous, since they may be used in misinformation campaigns. Here we formulate large-scale language model output detection as a hypothesis testing problem to classify text as genuine or generated. We show that error exponents for particular language models are bounded in terms of their perplexity, a standard measure of language generation performance. Under the assumption that human language is stationary and ergodic, the formulation is extended from considering specific language models to considering maximum likelihood language models, among the class of k-order Markov approximations; error probabilities are characterized. Some discussion of incorporating semantic side information is also given.

Computation and Language
Computers and Society
Machine Learning


# Graph Neural Distance Metric Learning with Graph-Bert
## Categories
- Machine Learning
- Neural and Evolutionary Computing
## Abstract
Graph distance metric learning serves as the foundation for many graph learning problems, e.g., graph clustering, graph classification and graph matching. Existing research works on graph distance metric (or graph kernels) learning fail to maintain the basic properties of such metrics, e.g., non-negative, identity of indiscernibles, symmetry and triangle inequality, respectively. In this paper, we will introduce a new graph neural network based distance metric learning approaches, namely GB-DISTANCE (GRAPH-BERT based Neural Distance). Solely based on the attention mechanism, GB-DISTANCE can learn graph instance representations effectively based on a pre-trained GRAPH-BERT model. Different from the existing supervised/unsupervised metrics, GB-DISTANCE can be learned effectively in a semi-supervised manner. In addition, GB-DISTANCE can also maintain the distance metric basic properties mentioned above. Extensive experiments have been done on several benchmark graph datasets, and the results demonstrate that GB-DISTANCE can out-perform the existing baseline methods, especially the recent graph neural network model based graph metrics, with a significant gap in computing the graph distance.

Machine Learning
Neural and Evolutionary Computing
Machine Learning


# Attend to the beginning: A study on using bidirectional attention for extractive summarization
## Categories
- Computation and Language
- Machine Learning
## Abstract
Forum discussion data differ in both structure and properties from generic form of textual data such as news. Henceforth, summarization techniques should, in turn, make use of such differences, and craft models that can benefit from the structural nature of discussion data. In this work, we propose attending to the beginning of a document, to improve the performance of extractive summarization models when applied to forum discussion data. Evaluations demonstrated that with the help of bidirectional attention mechanism, attending to the beginning of a document (initial comment/post) in a discussion thread, can introduce a consistent boost in ROUGE scores, as well as introducing a new State Of The Art (SOTA) ROUGE scores on the forum discussions dataset. Additionally, we explored whether this hypothesis is extendable to other generic forms of textual data. We make use of the tendency of introducing important information early in the text, by attending to the first few sentences in generic textual data. Evaluations demonstrated that attending to introductory sentences using bidirectional attention, improves the performance of extractive summarization models when even applied to more generic form of textual data.

Computation and Language
Machine Learning


# Time-aware Large Kernel Convolutions
## Categories
- Machine Learning
- Computation and Language
## Abstract
To date, most state-of-the-art sequence modeling architectures use attention to build generative models for language based tasks. Some of these models use all the available sequence tokens to generate an attention distribution which results in time complexity of $O(n^2)$. Alternatively, they utilize depthwise convolutions with softmax normalized kernels of size $k$ acting as a limited-window self-attention, resulting in time complexity of $O(k{\cdot}n)$. In this paper, we introduce Time-aware Large Kernel (TaLK) Convolutions, a novel adaptive convolution operation that learns to predict the size of a summation kernel instead of using a fixed-sized kernel matrix. This method yields a time complexity of $O(n)$, effectively making the sequence encoding process linear to the number of tokens. We evaluate the proposed method on large-scale standard machine translation, abstractive summarization and language modeling datasets and show that TaLK Convolutions constitute an efficient improvement over other attention/convolution based approaches.

Machine Learning
Computation and Language
Machine Learning


# Random Features Strengthen Graph Neural Networks
## Categories
- Machine Learning
## Abstract
Graph neural networks (GNNs) are powerful machine learning models for various graph learning tasks. Recently, the limitations of the expressive power of various GNN models have been revealed. For example, GNNs cannot distinguish some non-isomorphic graphs and they cannot learn efficient graph algorithms. In this paper, we demonstrate that GNNs become powerful just by adding a random feature to each node. We prove that the random features enable GNNs to learn almost optimal polynomial-time approximation algorithms for the minimum dominating set problem and maximum matching problem in terms of approximation ratios. The main advantage of our method is that it can be combined with off-the-shelf GNN models with slight modifications. Through experiments, we show that the addition of random features enables GNNs to solve various problems that normal GNNs, including the graph convolutional networks (GCNs) and graph isomorphism networks (GINs), cannot solve.


# Comprehensive and Efficient Data Labeling via Adaptive Model Scheduling
## Categories
- Machine Learning
## Abstract
Labeling data (e.g., labeling the people, objects, actions and scene in images) comprehensively and efficiently is a widely needed but challenging task. Numerous models were proposed to label various data and many approaches were designed to enhance the ability of deep learning models or accelerate them. Unfortunately, a single machine-learning model is not powerful enough to extract various semantic information from data. Given certain applications, such as image retrieval platforms and photo album management apps, it is often required to execute a collection of models to obtain sufficient labels. With limited computing resources and stringent delay, given a data stream and a collection of applicable resource-hungry deep-learning models, we design a novel approach to adaptively schedule a subset of these models to execute on each data item, aiming to maximize the value of the model output (e.g., the number of high-confidence labels). Achieving this lofty goal is nontrivial since a model's output on any data item is content-dependent and unknown until we execute it. To tackle this, we propose an Adaptive Model Scheduling framework, consisting of 1) a deep reinforcement learning-based approach to predict the value of unexecuted models by mining semantic relationship among diverse models, and 2) two heuristic algorithms to adaptively schedule the model execution order under a deadline or deadline-memory constraints respectively. The proposed framework doesn't require any prior knowledge of the data, which works as a powerful complement to existing model optimization technologies. We conduct extensive evaluations on five diverse image datasets and 30 popular image labeling models to demonstrate the effectiveness of our design: our design could save around 53\% execution time without loss of any valuable labels.


# Student/Teacher Advising through Reward Augmentation
## Categories
- Artificial Intelligence
## Abstract
Transfer learning is an important new subfield of multiagent reinforcement learning that aims to help an agent learn about a problem by using knowledge that it has gained solving another problem, or by using knowledge that is communicated to it by an agent who already knows the problem. This is useful when one wishes to change the architecture or learning algorithm of an agent (so that the new knowledge need not be built "from scratch"), when new agents are frequently introduced to the environment with no knowledge, or when an agent must adapt to similar but different problems. Great progress has been made in the agent-to-agent case using the Teacher/Student framework proposed by (Torrey and Taylor 2013). However, that approach requires that learning from a teacher be treated differently from learning in every other reinforcement learning context. In this paper, I propose a method which allows the teacher/student framework to be applied in a way that fits directly and naturally into the more general reinforcement learning framework by integrating the teacher feedback into the reward signal received by the learning agent. I show that this approach can significantly improve the rate of learning for an agent playing a one-player stochastic game; I give examples of potential pitfalls of the approach; and I propose further areas of research building on this framework.


# What Would You Ask the Machine Learning Model? Identification of User Needs for Model Explanations Based on Human-Model Conversations
## Categories
- Computers and Society
- Machine Learning
- Human-Computer Interaction
- Computation and Language
- Machine Learning
## Abstract
Recently we see a rising number of methods in the field of eXplainable Artificial Intelligence. To our surprise, their development is driven by model developers rather than a study of needs for human end users. The analysis of needs, if done, takes the form of an A/B test rather than a study of open questions. To answer the question "What would a human operator like to ask the ML model?" we propose a conversational system explaining decisions of the predictive model. In this experiment, we developed a chatbot called dr_ant to talk about machine learning model trained to predict survival odds on Titanic. People can talk with dr_ant about different aspects of the model to understand the rationale behind its predictions. Having collected a corpus of 1000+ dialogues, we analyse the most common types of questions that users would like to ask. To our knowledge, it is the first study which uses a conversational system to collect the needs of human operators from the interactive and iterative dialogue explorations of a predictive model.

Machine Learning
Human-Computer Interaction
Computation and Language
Computers and Society
Machine Learning


# Modeling Engagement in Long-Term, In-Home Socially Assistive Robot Interventions for Children with Autism Spectrum Disorders
## Categories
- Human-Computer Interaction
- Machine Learning
- I.2.9
- Robotics
## Abstract
Socially assistive robotics (SAR) has great potential to provide accessible, affordable, and personalized therapeutic interventions for children with autism spectrum disorders (ASD). However, human-robot interaction (HRI) methods are still limited in their ability to autonomously recognize and respond to behavioral cues, especially in atypical users and everyday settings. This work applies supervised machine learning algorithms to model user engagement in the context of long-term, in-home SAR interventions for children with ASD. Specifically, we present two types of engagement models for each user: (i) generalized models trained on data from different users; and (ii) individualized models trained on an early subset of the user's data. The models achieved approximately 90% accuracy (AUROC) for post hoc binary classification of engagement, despite the high variance in data observed across users, sessions, and engagement states. Moreover, temporal patterns in model predictions could be used to reliably initiate re-engagement actions at appropriate times. These results validate the feasibility and challenges of recognition and response to user disengagement in long-term, real-world HRI settings. The contributions of this work also inform the design of engaging and personalized HRI, especially for the ASD community.

Human-Computer Interaction
Machine Learning
I.2.9
Robotics


# Context Aware Image Annotation in Active Learning
## Categories
- Machine Learning
- Information Retrieval
## Abstract
Image annotation for active learning is labor-intensive. Various automatic and semi-automatic labeling methods are proposed to save the labeling cost, but a reduction in the number of labeled instances does not guarantee a reduction in cost because the queries that are most valuable to the learner may be the most difficult or ambiguous cases, and therefore the most expensive for an oracle to label accurately. In this paper, we try to solve this problem by using image metadata to offer the oracle more clues about the image during annotation process. We propose a Context Aware Image Annotation Framework (CAIAF) that uses image metadata as similarity metric to cluster images into groups for annotation. We also present useful metadata information as context for each image on the annotation interface. Experiments show that it reduces that annotation cost with CAIAF compared to the conventional framework, while maintaining a high classification performance.


# Fake News Detection on News-Oriented Heterogeneous Information Networks through Hierarchical Graph Attention
## Categories
- Social and Information Networks
- Computation and Language
- Machine Learning
- Machine Learning
## Abstract
The viral spread of fake news has caused great social harm, making fake news detection an urgent task. Current fake news detection methods rely heavily on text information by learning the extracted news content or writing style of internal knowledge. However, deliberate rumors can mask writing style, bypassing language models and invalidating simple text-based models. In fact, news articles and other related components (such as news creators and news topics) can be modeled as a heterogeneous information network (HIN for short). In this paper, we propose a novel fake news detection framework, namely Hierarchical Graph Attention Network(HGAT), which uses a novel hierarchical attention mechanism to perform node representation learning in HIN, and then detects fake news by classifying news article nodes. Experiments on two real-world fake news datasets show that HGAT can outperform text-based models and other network-based models. In addition, the experiment proved the expandability and generalizability of our for graph representation learning and other node classification related applications in heterogeneous graphs.

Computation and Language
Machine Learning
Machine Learning
Social and Information Networks


# Domain Embedded Multi-model Generative Adversarial Networks for Image-based Face Inpainting
## Categories
- Computer Vision and Pattern Recognition
- Machine Learning
- Image and Video Processing
## Abstract
Prior knowledge of face shape and structure plays an important role in face inpainting. However, traditional face inpainting methods mainly focus on the generated image resolution of the missing portion without consideration of the special particularities of the human face explicitly and generally produce discordant facial parts. To solve this problem, we present a domain embedded multi-model generative adversarial model for inpainting of face images with large cropped regions. We firstly represent only face regions using the latent variable as the domain knowledge and combine it with the non-face parts textures to generate high-quality face images with plausible contents. Two adversarial discriminators are finally used to judge whether the generated distribution is close to the real distribution or not. It can not only synthesize novel image structures but also explicitly utilize the embedded face domain knowledge to generate better predictions with consistency on structures and appearance. Experiments on both CelebA and CelebA-HQ face datasets demonstrate that our proposed approach achieved state-of-the-art performance and generates higher quality inpainting results than existing ones.

Computer Vision and Pattern Recognition
Machine Learning
Image and Video Processing


# If I Hear You Correctly: Building and Evaluating Interview Chatbots with Active Listening Skills
## Categories
- Human-Computer Interaction
- Computation and Language
- Artificial Intelligence
## Abstract
Interview chatbots engage users in a text-based conversation to draw out their views and opinions. It is, however, challenging to build effective interview chatbots that can handle user free-text responses to open-ended questions and deliver engaging user experience. As the first step, we are investigating the feasibility and effectiveness of using publicly available, practical AI technologies to build effective interview chatbots. To demonstrate feasibility, we built a prototype scoped to enable interview chatbots with a subset of active listening skills - the abilities to comprehend a user's input and respond properly. To evaluate the effectiveness of our prototype, we compared the performance of interview chatbots with or without active listening skills on four common interview topics in a live evaluation with 206 users. Our work presents practical design implications for building effective interview chatbots, hybrid chatbot platforms, and empathetic chatbots beyond interview tasks.

Computation and Language
Artificial Intelligence
Human-Computer Interaction


# Discontinuous Constituent Parsing with Pointer Networks
## Categories
- Computation and Language
- 68T50
- I.2.7
## Abstract
One of the most complex syntactic representations used in computational linguistics and NLP are discontinuous constituent trees, crucial for representing all grammatical phenomena of languages such as German. Recent advances in dependency parsing have shown that Pointer Networks excel in efficiently parsing syntactic relations between words in a sentence. This kind of sequence-to-sequence models achieve outstanding accuracies in building non-projective dependency trees, but its potential has not been proved yet on a more difficult task. We propose a novel neural network architecture that, by means of Pointer Networks, is able to generate the most accurate discontinuous constituent representations to date, even without the need of Part-of-Speech tagging information. To do so, we internally model discontinuous constituent structures as augmented non-projective dependency structures. The proposed approach achieves state-of-the-art results on the two widely-used NEGRA and TIGER benchmarks, outperforming previous work by a wide margin.


# Action Graphs: Weakly-supervised Action Localization with Graph Convolution Networks
## Categories
- Computer Vision and Pattern Recognition
## Abstract
We present a method for weakly-supervised action localization based on graph convolutions. In order to find and classify video time segments that correspond to relevant action classes, a system must be able to both identify discriminative time segments in each video, and identify the full extent of each action. Achieving this with weak video level labels requires the system to use similarity and dissimilarity between moments across videos in the training data to understand both how an action appears, as well as the sub-actions that comprise the action's full extent. However, current methods do not make explicit use of similarity between video moments to inform the localization and classification predictions. We present a novel method that uses graph convolutions to explicitly model similarity between video moments. Our method utilizes similarity graphs that encode appearance and motion, and pushes the state of the art on THUMOS '14, ActivityNet 1.2, and Charades for weakly supervised action localization.


# ALPINE: Active Link Prediction using Network Embedding
## Categories
- Machine Learning
- Information Theory
- Information Theory
## Abstract
Many real-world problems can be formalized as predicting links in a partially observed network. Examples include Facebook friendship suggestions, consumer-product recommendations, and the identification of hidden interactions between actors in a crime network. Several link prediction algorithms, notably those recently introduced using network embedding, are capable of doing this by just relying on the observed part of the network. Often, the link status of a node pair can be queried, which can be used as additional information by the link prediction algorithm. Unfortunately, such queries can be expensive or time-consuming, mandating the careful consideration of which node pairs to query. In this paper we estimate the improvement in link prediction accuracy after querying any particular node pair, to use in an active learning setup. Specifically, we propose ALPINE (Active Link Prediction usIng Network Embedding), the first method to achieve this for link prediction based on network embedding. To this end, we generalized the notion of V-optimality from experimental design to this setting, as well as more basic active learning heuristics originally developed in standard classification settings. Empirical results on real data show that ALPINE is scalable, and boosts link prediction accuracy with far fewer queries.

Machine Learning
Information Theory
Information Theory
Machine Learning


# Quantifying Hypothesis Space Misspecification in Learning from Human-Robot Demonstrations and Physical Corrections
## Categories
- Robotics
- Machine Learning
- Machine Learning
- Human-Computer Interaction
- Artificial Intelligence
## Abstract
Human input has enabled autonomous systems to improve their capabilities and achieve complex behaviors that are otherwise challenging to generate automatically. Recent work focuses on how robots can use such input - like demonstrations or corrections - to learn intended objectives. These techniques assume that the human's desired objective already exists within the robot's hypothesis space. In reality, this assumption is often inaccurate: there will always be situations where the person might care about aspects of the task that the robot does not know about. Without this knowledge, the robot cannot infer the correct objective. Hence, when the robot's hypothesis space is misspecified, even methods that keep track of uncertainty over the objective fail because they reason about which hypothesis might be correct, and not whether any of the hypotheses are correct. In this paper, we posit that the robot should reason explicitly about how well it can explain human inputs given its hypothesis space and use that situational confidence to inform how it should incorporate human input. We demonstrate our method on a 7 degree-of-freedom robot manipulator in learning from two important types of human input: demonstrations of manipulation tasks, and physical corrections during the robot's task execution.

Machine Learning
Machine Learning
Human-Computer Interaction
Robotics
Artificial Intelligence


# Explain Graph Neural Networks to Understand Weighted Graph Features in Node Classification
## Categories
- Social and Information Networks
- Machine Learning
- Artificial Intelligence
## Abstract
Real data collected from different applications that have additional topological structures and connection information are amenable to be represented as a weighted graph. Considering the node labeling problem, Graph Neural Networks (GNNs) is a powerful tool, which can mimic experts' decision on node labeling. GNNs combine node features, connection patterns, and graph structure by using a neural network to embed node information and pass it through edges in the graph. We want to identify the patterns in the input data used by the GNN model to make a decision and examine if the model works as we desire. However, due to the complex data representation and non-linear transformations, explaining decisions made by GNNs is challenging. In this work, we propose new graph features' explanation methods to identify the informative components and important node features. Besides, we propose a pipeline to identify the key factors used for node classification. We use four datasets (two synthetic and two real) to validate our methods. Our results demonstrate that our explanation approach can mimic data patterns used for node classification by human interpretation and disentangle different features in the graphs. Furthermore, our explanation methods can be used for understanding data, debugging GNN models, and examine model decisions.

Social and Information Networks
Machine Learning
Artificial Intelligence


# Deep Reinforcement Learning for Autonomous Driving: A Survey
## Categories
- Machine Learning
- Artificial Intelligence
- Robotics
## Abstract
With the development of deep representation learning, the domain of reinforcement learning (RL) has become a powerful learning framework now capable of learning complex policies in high dimensional environments. This review summarises deep reinforcement learning (DRL) algorithms and provides a taxonomy of automated driving tasks where (D)RL methods have been employed, while addressing key computational challenges in real world deployment of autonomous driving agents. It also delineates adjacent domains such as behavior cloning, imitation learning, inverse reinforcement learning that are related but are not classical RL algorithms. The role of simulators in training agents, methods to validate, test and robustify existing solutions in RL are discussed.

Machine Learning
Artificial Intelligence
Robotics


# Continuous Emotion Recognition via Deep Convolutional Autoencoder and Support Vector Regressor
## Categories
- Computer Vision and Pattern Recognition
- Machine Learning
## Abstract
Automatic facial expression recognition is an important research area in the emotion recognition and computer vision. Applications can be found in several domains such as medical treatment, driver fatigue surveillance, sociable robotics, and several other human-computer interaction systems. Therefore, it is crucial that the machine should be able to recognize the emotional state of the user with high accuracy. In recent years, deep neural networks have been used with great success in recognizing emotions. In this paper, we present a new model for continuous emotion recognition based on facial expression recognition by using an unsupervised learning approach based on transfer learning and autoencoders. The proposed approach also includes preprocessing and post-processing techniques which contribute favorably to improving the performance of predicting the concordance correlation coefficient for arousal and valence dimensions. Experimental results for predicting spontaneous and natural emotions on the RECOLA 2016 dataset have shown that the proposed approach based on visual information can achieve CCCs of 0.516 and 0.264 for valence and arousal, respectively.

Computer Vision and Pattern Recognition
Machine Learning


# Joint Visual-Temporal Embedding for Unsupervised Learning of Actions in Untrimmed Sequences
## Categories
- Computer Vision and Pattern Recognition
## Abstract
Understanding the structure of complex activities in untrimmed videos is a challenging task in the area of action recognition. One problem here is that this task usually requires a large amount of hand-annotated minute- or even hour-long video data, but annotating such data is very time consuming and can not easily be automated or scaled. To address this problem, this paper proposes an approach for the unsupervised learning of actions in untrimmed video sequences based on a joint visual-temporal embedding space. To this end, we combine a visual embedding based on a predictive U-Net architecture with a temporal continuous function. The resulting representation space allows detecting relevant action clusters based on their visual as well as their temporal appearance. The proposed method is evaluated on three standard benchmark datasets, Breakfast Actions, INRIA YouTube Instructional Videos, and 50 Salads. We show that the proposed approach is able to provide a meaningful visual and temporal embedding out of the visual cues present in contiguous video frames and is suitable for the task of unsupervised temporal segmentation of actions.


# Interventions and Counterfactuals in Tractable Probabilistic Models: Limitations of Contemporary Transformations
## Categories
- Artificial Intelligence
## Abstract
In recent years, there has been an increasing interest in studying causality-related properties in machine learning models generally, and in generative models in particular. While that is well motivated, it inherits the fundamental computational hardness of probabilistic inference, making exact reasoning intractable. Probabilistic tractable models have also recently emerged, which guarantee that conditional marginals can be computed in time linear in the size of the model, where the model is usually learned from data. Although initially limited to low tree-width models, recent tractable models such as sum product networks (SPNs) and probabilistic sentential decision diagrams (PSDDs) exploit efficient function representations and also capture high tree-width models.   In this paper, we ask the following technical question: can we use the distributions represented or learned by these models to perform causal queries, such as reasoning about interventions and counterfactuals? By appealing to some existing ideas on transforming such models to Bayesian networks, we answer mostly in the negative. We show that when transforming SPNs to a causal graph interventional reasoning reduces to computing marginal distributions; in other words, only trivial causal reasoning is possible. For PSDDs the situation is only slightly better. We first provide an algorithm for constructing a causal graph from a PSDD, which introduces augmented variables. Intervening on the original variables, once again, reduces to marginal distributions, but when intervening on the augmented variables, a deterministic but nonetheless causal-semantics can be provided for PSDDs.


# Towards a Human-like Open-Domain Chatbot
## Categories
- Computation and Language
- Machine Learning
- Neural and Evolutionary Computing
- Machine Learning
## Abstract
We present Meena, a multi-turn open-domain chatbot trained end-to-end on data mined and filtered from public domain social media conversations. This 2.6B parameter neural network is simply trained to minimize perplexity of the next token. We also propose a human evaluation metric called Sensibleness and Specificity Average (SSA), which captures key elements of a human-like multi-turn conversation. Our experiments show strong correlation between perplexity and SSA. The fact that the best perplexity end-to-end trained Meena scores high on SSA (72% on multi-turn evaluation) suggests that a human-level SSA of 86% is potentially within reach if we can better optimize perplexity. Additionally, the full version of Meena (with a filtering mechanism and tuned decoding) scores 79% SSA, 23% higher in absolute SSA than the existing chatbots we evaluated.

Computation and Language
Machine Learning
Neural and Evolutionary Computing
Machine Learning


# Conversations with Documents. An Exploration of Document-Centered Assistance
## Categories
- Computation and Language
- Artificial Intelligence
- Human-Computer Interaction
- Information Retrieval
## Abstract
The role of conversational assistants has become more prevalent in helping people increase their productivity. Document-centered assistance, for example to help an individual quickly review a document, has seen less significant progress, even though it has the potential to tremendously increase a user's productivity. This type of document-centered assistance is the focus of this paper. Our contributions are three-fold: (1) We first present a survey to understand the space of document-centered assistance and the capabilities people expect in this scenario. (2) We investigate the types of queries that users will pose while seeking assistance with documents, and show that document-centered questions form the majority of these queries. (3) We present a set of initial machine learned models that show that (a) we can accurately detect document-centered questions, and (b) we can build reasonably accurate models for answering such questions. These positive results are encouraging, and suggest that even greater results may be attained with continued study of this interesting and novel problem space. Our findings have implications for the design of intelligent systems to support task completion via natural interactions with documents.

Computation and Language
Artificial Intelligence
Human-Computer Interaction
Information Retrieval


# Developing Multi-Task Recommendations with Long-Term Rewards via Policy Distilled Reinforcement Learning
## Categories
- Machine Learning
- Information Retrieval
## Abstract
With the explosive growth of online products and content, recommendation techniques have been considered as an effective tool to overcome information overload, improve user experience, and boost business revenue. In recent years, we have observed a new desideratum of considering long-term rewards of multiple related recommendation tasks simultaneously. The consideration of long-term rewards is strongly tied to business revenue and growth. Learning multiple tasks simultaneously could generally improve the performance of individual task due to knowledge sharing in multi-task learning. While a few existing works have studied long-term rewards in recommendations, they mainly focus on a single recommendation task. In this paper, we propose {\it PoDiRe}: a \underline{po}licy \underline{di}stilled \underline{re}commender that can address long-term rewards of recommendations and simultaneously handle multiple recommendation tasks. This novel recommendation solution is based on a marriage of deep reinforcement learning and knowledge distillation techniques, which is able to establish knowledge sharing among different tasks and reduce the size of a learning model. The resulting model is expected to attain better performance and lower response latency for real-time recommendation services. In collaboration with Samsung Game Launcher, one of the world's largest commercial mobile game platforms, we conduct a comprehensive experimental study on large-scale real data with hundreds of millions of events and show that our solution outperforms many state-of-the-art methods in terms of several standard evaluation metrics.

Machine Learning
Information Retrieval
Machine Learning


# Secondary Use of Electronic Health Record: Opportunities and Challenges
## Categories
- Computers and Society
- Cryptography and Security
## Abstract
In present technological era, healthcare providers generate huge amount of clinical data on daily basis. Generated clinical data is stored digitally in the form of Electronic Health Records (EHR) as a central data repository of hospitals. Data contained in EHR is not only used for the patients' primary care but also for various secondary purposes such as clinical research, automated disease surveillance and clinical audits for quality enhancement. Using EHR data for secondary purposes without consent or in some cases even with consent creates privacy issues for individuals. Secondly, EHR data is also made accessible to various stake holders including different government agencies at various geographical sites through wired or wireless networks. Sharing of EHR across multiples agencies makes it vulnerable to cyber attacks and also makes it difficult to implement strict privacy laws as in some cases data is shared with organization that is governed by specific regional law. Privacy of an individual could be severely affected when their sensitive private information contained in EHR is leaked or exposed to public. Data leak can cause financial losses or an individuals may encounter social boycott if their medical condition is exposed in public. To protect patients personal data from such threats, there exists different privacy regulations such as GDPR, HIPAA and MHR. However, continually evolving state-of-the-art techniques in machine learning, data analytics and hacking are making it even more difficult to completely protect individual's / patient's privacy. In this article, we have systematically examined various secondary uses of EHR with the aim to highlight how these secondary uses effect patients' privacy. Secondly, we have critically analyzed GDPR and highlighted possible areas of improvement, considering escalating use of technology and different secondary uses of EHR.

Cryptography and Security
Computers and Society


# Learning Non-Markovian Reward Models in MDPs
## Categories
- Artificial Intelligence
## Abstract
There are situations in which an agent should receive rewards only after having accomplished a series of previous tasks. In other words, the reward that the agent receives is non-Markovian. One natural and quite general way to represent history-dependent rewards is via a Mealy machine; a finite state automaton that produces output sequences (rewards in our case) from input sequences (state/action observations in our case). In our formal setting, we consider a Markov decision process (MDP) that models the dynamic of the environment in which the agent evolves and a Mealy machine synchronised with this MDP to formalise the non-Markovian reward function. While the MDP is known by the agent, the reward function is unknown from the agent and must be learnt.   Learning non-Markov reward functions is a challenge. Our approach to overcome this challenging problem is a careful combination of the Angluin's L* active learning algorithm to learn finite automata, testing techniques for establishing conformance of finite model hypothesis and optimisation techniques for computing optimal strategies in Markovian (immediate) reward MDPs. We also show how our framework can be combined with classical heuristics such as Monte Carlo Tree Search. We illustrate our algorithms and a preliminary implementation on two typical examples for AI.


# PCGRL: Procedural Content Generation via Reinforcement Learning
## Categories
- Machine Learning
- Artificial Intelligence
## Abstract
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcement learning to learn how to take the next action so that the expected final level quality is maximized. This approach can be used when few or no examples exist to train from, and the trained generator is very fast. We investigate three different ways of transforming two-dimensional level design problems into Markov decision processes and apply these to three game environments.

Machine Learning
Artificial Intelligence
Machine Learning


# SOLAR: Second-Order Loss and Attention for Image Retrieval
## Categories
- Computer Vision and Pattern Recognition
- Machine Learning
## Abstract
Recent works in deep-learning have shown that second-order information is beneficial in many computer-vision tasks. Second-order information can be enforced both in the spatial context and the abstract feature dimensions. In this work, we explore two second-order components. One is focused on second-order spatial information to increase the performance of image descriptors, both local and global. It is used to re-weight feature maps, and thus emphasise salient image locations that are subsequently used for description. The second component is concerned with a second-order similarity (SOS) loss, that we extend to global descriptors for image retrieval, and is used to enhance the triplet loss with hard-negative mining. We validate our approach on two different tasks and datasets for image retrieval and image matching. The results show that our two second-order components complement each other, bringing significant performance improvements in both tasks and lead to state-of-the-art results across the public benchmarks. Code available at: http://github.com/tonyngjichun/SOLAR


# MT-BioNER: Multi-task Learning for Biomedical Named Entity Recognition using Deep Bidirectional Transformers
## Categories
- Computation and Language
- Machine Learning
- Machine Learning
## Abstract
Conversational agents such as Cortana, Alexa and Siri are continuously working on increasing their capabilities by adding new domains. The support of a new domain includes the design and development of a number of NLU components for domain classification, intents classification and slots tagging (including named entity recognition). Each component only performs well when trained on a large amount of labeled data. Second, these components are deployed on limited-memory devices which requires some model compression. Third, for some domains such as the health domain, it is hard to find a single training data set that covers all the required slot types. To overcome these mentioned problems, we present a multi-task transformer-based neural architecture for slot tagging. We consider the training of a slot tagger using multiple data sets covering different slot types as a multi-task learning problem. The experimental results on the biomedical domain have shown that the proposed approach outperforms the previous state-of-the-art systems for slot tagging on the different benchmark biomedical datasets in terms of (time and memory) efficiency and effectiveness. The output slot tagger can be used by the conversational agent to better identify entities in the input utterances.

Computation and Language
Machine Learning
Machine Learning


# Progressive Local Filter Pruning for Image Retrieval Acceleration
## Categories
- Computer Vision and Pattern Recognition
## Abstract
This paper focuses on network pruning for image retrieval acceleration. Prevailing image retrieval works target at the discriminative feature learning, while little attention is paid to how to accelerate the model inference, which should be taken into consideration in real-world practice. The challenge of pruning image retrieval models is that the middle-level feature should be preserved as much as possible. Such different requirements of the retrieval and classification model make the traditional pruning methods not that suitable for our task. To solve the problem, we propose a new Progressive Local Filter Pruning (PLFP) method for image retrieval acceleration. Specifically, layer by layer, we analyze the local geometric properties of each filter and select the one that can be replaced by the neighbors. Then we progressively prune the filter by gradually changing the filter weights. In this way, the representation ability of the model is preserved. To verify this, we evaluate our method on two widely-used image retrieval datasets,i.e., Oxford5k and Paris6K, and one person re-identification dataset,i.e., Market-1501. The proposed method arrives with superior performance to the conventional pruning methods, suggesting the effectiveness of the proposed method for image retrieval.


# Exploration Based Language Learning for Text-Based Games
## Categories
- Computation and Language
- Artificial Intelligence
## Abstract
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and expect the player to interact with the game using text. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning environment in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories. Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.

Computation and Language
Artificial Intelligence


# Facial Feedback for Reinforcement Learning: A Case Study and Offline Analysis Using the TAMER Framework
## Categories
- Human-Computer Interaction
- Machine Learning
## Abstract
Interactive reinforcement learning provides a way for agents to learn to solve tasks from evaluative feedback provided by a human user. Previous research showed that humans give copious feedback early in training but very sparsely thereafter. In this article, we investigate the potential of agent learning from trainers' facial expressions via interpreting them as evaluative feedback. To do so, we implemented TAMER which is a popular interactive reinforcement learning method in a reinforcement-learning benchmark problem --- Infinite Mario, and conducted the first large-scale study of TAMER involving 561 participants. With designed CNN-RNN model, our analysis shows that telling trainers to use facial expressions and competition can improve the accuracies for estimating positive and negative feedback using facial expressions. In addition, our results with a simulation experiment show that learning solely from predicted feedback based on facial expressions is possible and using strong/effective prediction models or a regression method, facial responses would significantly improve the performance of agents. Furthermore, our experiment supports previous studies demonstrating the importance of bi-directional feedback and competitive elements in the training interface.

Human-Computer Interaction
Machine Learning


# Multilingual Denoising Pre-training for Neural Machine Translation
## Categories
- Computation and Language
## Abstract
This paper demonstrates that multilingual denoising pre-training produces significant performance gains across a wide variety of machine translation (MT) tasks. We present mBART -- a sequence-to-sequence denoising auto-encoder pre-trained on large-scale monolingual corpora in many languages using the BART objective. mBART is one of the first methods for pre-training a complete sequence-to-sequence model by denoising full texts in multiple languages, while previous approaches have focused only on the encoder, decoder, or reconstructing parts of the text. Pre-training a complete model allows it to be directly fine tuned for supervised (both sentence-level and document-level) and unsupervised machine translation, with no task-specific modifications. We demonstrate that adding mBART initialization produces performance gains in all but the highest-resource settings, including up to 12 BLEU points for low resource MT and over 5 BLEU points for many document-level and unsupervised models. We also show it also enables new types of transfer to language pairs with no bi-text or that were not in the pre-training corpus, and present extensive analysis of which factors contribute the most to effective pre-training.


# Investigating Classification Techniques with Feature Selection For Intention Mining From Twitter Feed
## Categories
- Information Retrieval
- I.2; I.2.1; I.2.7; J.4
- Artificial Intelligence
- Machine Learning
- Machine Learning
## Abstract
In the last decade, social networks became most popular medium for communication and interaction. As an example, micro-blogging service Twitter has more than 200 million registered users who exchange more than 65 million posts per day. Users express their thoughts, ideas, and even their intentions through these tweets. Most of the tweets are written informally and often in slang language, that contains misspelt and abbreviated words. This paper investigates the problem of selecting features that affect extracting user's intention from Twitter feeds based on text mining techniques. It starts by presenting the method we used to construct our own dataset from extracted Twitter feeds. Following that, we present two techniques of feature selection followed by classification. In the first technique, we use Information Gain as a one-phase feature selection, followed by supervised classification algorithms. In the second technique, we use a hybrid approach based on forward feature selection algorithm in which two feature selection techniques employed followed by classification algorithms. We examine these two techniques with four classification algorithms. We evaluate them using our own dataset, and we critically review the results.

I.2; I.2.1; I.2.7; J.4
Artificial Intelligence
Information Retrieval
Machine Learning
Machine Learning


# EdgeNets:Edge Varying Graph Neural Networks
## Categories
- Machine Learning
- Neural and Evolutionary Computing
- Signal Processing
## Abstract
Driven by the outstanding performance of neural networks in the structured Euclidean domain, recent years have seen a surge of interest in developing neural networks for graphs and data supported on graphs. The graph is leveraged at each layer of the neural network as a parameterization to capture detail at the node level with a reduced number of parameters and computational complexity. Following this rationale, this paper puts forth a general framework that unifies state-of-the-art graph neural networks (GNNs) through the concept of EdgeNet. An EdgeNet is a GNN architecture that allows different nodes to use different parameters to weigh the information of different neighbors. By extrapolating this strategy to more iterations between neighboring nodes, the EdgeNet learns edge- and neighbor-dependent weights to capture local detail. This is a general linear and local operation that a node can perform and encompasses under one formulation all existing graph convolutional neural networks (GCNNs) as well as graph attention networks (GATs). In writing different GNN architectures with a common language, EdgeNets highlight specific architecture advantages and limitations, while providing guidelines to improve their capacity without compromising their local implementation. An interesting conclusion is the unification of GCNNs and GATs -- approaches that have been so far perceived as separate. In particular, we show that GATs are GCNNs on a graph that is learned from the features. This particularization opens the doors to develop alternative attention mechanisms for improving discriminatory power.

Machine Learning
Neural and Evolutionary Computing
Signal Processing
Machine Learning


# Early Forecasting of Text Classification Accuracy and F-Measure with Active Learning
## Categories
- Information Retrieval
- H.3.3; I.2.6; I.2.7; I.5.4
- Computation and Language
- Machine Learning
- Machine Learning
## Abstract
When creating text classification systems, one of the major bottlenecks is the annotation of training data. Active learning has been proposed to address this bottleneck using stopping methods to minimize the cost of data annotation. An important capability for improving the utility of stopping methods is to effectively forecast the performance of the text classification models. Forecasting can be done through the use of logarithmic models regressed on some portion of the data as learning is progressing. A critical unexplored question is what portion of the data is needed for accurate forecasting. There is a tension, where it is desirable to use less data so that the forecast can be made earlier, which is more useful, versus it being desirable to use more data, so that the forecast can be more accurate. We find that when using active learning it is even more important to generate forecasts earlier so as to make them more useful and not waste annotation effort. We investigate the difference in forecasting difficulty when using accuracy and F-measure as the text classification system performance metrics and we find that F-measure is more difficult to forecast. We conduct experiments on seven text classification datasets in different semantic domains with different characteristics and with three different base machine learning algorithms. We find that forecasting is easiest for decision tree learning, moderate for Support Vector Machines, and most difficult for neural networks.

H.3.3; I.2.6; I.2.7; I.5.4
Information Retrieval
Computation and Language
Machine Learning
Machine Learning


# A Survey of Reinforcement Learning Techniques: Strategies, Recent Development, and Future Directions
## Categories
- Artificial Intelligence
## Abstract
Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.


# Discriminator Soft Actor Critic without Extrinsic Rewards
## Categories
- Machine Learning
## Abstract
It is difficult to be able to imitate well in unknown states from a small amount of expert data and sampling data. Supervised learning methods such as Behavioral Cloning do not require sampling data, but usually suffer from distribution shift. The methods based on reinforcement learning, such as inverse reinforcement learning and generative adversarial imitation learning (GAIL), can learn from only a few expert data. However, they often need to interact with the environment. Soft Q imitation learning addressed the problems, and it was shown that it could learn efficiently by combining Behavioral Cloning and soft Q-learning with constant rewards. In order to make this algorithm more robust to distribution shift, we propose Discriminator Soft Actor Critic (DSAC). It uses a reward function based on adversarial inverse reinforcement learning instead of constant rewards. We evaluated it on PyBullet environments with only four expert trajectories.


# FRESH: Interactive Reward Shaping in High-Dimensional State Spaces using Human Feedback
## Categories
- Artificial Intelligence
## Abstract
Reinforcement learning has been successful in training autonomous agents to accomplish goals in complex environments. Although this has been adapted to multiple settings, including robotics and computer games, human players often find it easier to obtain higher rewards in some environments than reinforcement learning algorithms. This is especially true of high-dimensional state spaces where the reward obtained by the agent is sparse or extremely delayed. In this paper, we seek to effectively integrate feedback signals supplied by a human operator with deep reinforcement learning algorithms in high-dimensional state spaces. We call this FRESH (Feedback-based REward SHaping). During training, a human operator is presented with trajectories from a replay buffer and then provides feedback on states and actions in the trajectory. In order to generalize feedback signals provided by the human operator to previously unseen states and actions at test-time, we use a feedback neural network. We use an ensemble of neural networks with a shared network architecture to represent model uncertainty and the confidence of the neural network in its output. The output of the feedback neural network is converted to a shaping reward that is augmented to the reward provided by the environment. We evaluate our approach on the Bowling and Skiing Atari games in the arcade learning environment. Although human experts have been able to achieve high scores in these environments, state-of-the-art deep learning algorithms perform poorly. We observe that FRESH is able to achieve much higher scores than state-of-the-art deep learning algorithms in both environments. FRESH also achieves a 21.4% higher score than a human expert in Bowling and does as well as a human expert in Skiing.


# Multi-View Photometric Stereo: A Robust Solution and Benchmark Dataset for Spatially Varying Isotropic Materials
## Categories
- Computer Vision and Pattern Recognition
## Abstract
We present a method to capture both 3D shape and spatially varying reflectance with a multi-view photometric stereo (MVPS) technique that works for general isotropic materials. Our algorithm is suitable for perspective cameras and nearby point light sources. Our data capture setup is simple, which consists of only a digital camera, some LED lights, and an optional automatic turntable. From a single viewpoint, we use a set of photometric stereo images to identify surface points with the same distance to the camera. We collect this information from multiple viewpoints and combine it with structure-from-motion to obtain a precise reconstruction of the complete 3D shape. The spatially varying isotropic bidirectional reflectance distribution function (BRDF) is captured by simultaneously inferring a set of basis BRDFs and their mixing weights at each surface point. In experiments, we demonstrate our algorithm with two different setups: a studio setup for highest precision and a desktop setup for best usability. According to our experiments, under the studio setting, the captured shapes are accurate to 0.5 millimeters and the captured reflectance has a relative root-mean-square error (RMSE) of 9%. We also quantitatively evaluate state-of-the-art MVPS on a newly collected benchmark dataset, which is publicly available for inspiring future research.


# Text-to-Image Generation with Attention Based Recurrent Neural Networks
## Categories
- Computer Vision and Pattern Recognition
## Abstract
Conditional image modeling based on textual descriptions is a relatively new domain in unsupervised learning. Previous approaches use a latent variable model and generative adversarial networks. While the formers are approximated by using variational auto-encoders and rely on the intractable inference that can hamper their performance, the latter is unstable to train due to Nash equilibrium based objective function. We develop a tractable and stable caption-based image generation model. The model uses an attention-based encoder to learn word-to-pixel dependencies. A conditional autoregressive based decoder is used for learning pixel-to-pixel dependencies and generating images. Experimentations are performed on Microsoft COCO, and MNIST-with-captions datasets and performance is evaluated by using the Structural Similarity Index. Results show that the proposed model performs better than contemporary approaches and generate better quality images. Keywords: Generative image modeling, autoregressive image modeling, caption-based image generation, neural attention, recurrent neural networks.


# Knowledge Discovery from Social Media using Big Data provided Sentiment Analysis (SoMABiT)
## Categories
- Social and Information Networks
- Databases
- Machine Learning
## Abstract
In todays competitive business world, being aware of customer needs and market-oriented production is a key success factor for industries. To this aim, the use of efficient analytic algorithms ensures a better understanding of customer feedback and improves the next generation of products. Accordingly, the dramatic increase in using social media in daily life provides beneficial sources for market analytics. But how traditional analytic algorithms and methods can scale up for such disparate and multi-structured data sources is the main challenge in this regard. This paper presents and discusses the technological and scientific focus of the SoMABiT as a social media analysis platform using big data technology. Sentiment analysis has been employed in order to discover knowledge from social media. The use of MapReduce and developing a distributed algorithm towards an integrated platform that can scale for any data volume and provide a social media-driven knowledge is the main novelty of the proposed concept in comparison to the state-of-the-art technologies.

Databases
Social and Information Networks
Machine Learning


# User-in-the-loop Adaptive Intent Detection for Instructable Digital Assistant
## Categories
- Human-Computer Interaction
- Artificial Intelligence
- Machine Learning
- Computation and Language
## Abstract
People are becoming increasingly comfortable using Digital Assistants (DAs) to interact with services or connected objects. However, for non-programming users, the available possibilities for customizing their DA are limited and do not include the possibility of teaching the assistant new tasks. To make the most of the potential of DAs, users should be able to customize assistants by instructing them through Natural Language (NL). To provide such functionalities, NL interpretation in traditional assistants should be improved: (1) The intent identification system should be able to recognize new forms of known intents, and to acquire new intents as they are expressed by the user. (2) In order to be adaptive to novel intents, the Natural Language Understanding module should be sample efficient, and should not rely on a pretrained model. Rather, the system should continuously collect the training data as it learns new intents from the user. In this work, we propose AidMe (Adaptive Intent Detection in Multi-Domain Environments), a user-in-the-loop adaptive intent detection framework that allows the assistant to adapt to its user by learning his intents as their interaction progresses. AidMe builds its repertoire of intents and collects data to train a model of semantic similarity evaluation that can discriminate between the learned intents and autonomously discover new forms of known intents. AidMe addresses two major issues - intent learning and user adaptation - for instructable digital assistants. We demonstrate the capabilities of AidMe as a standalone system by comparing it with a one-shot learning system and a pretrained NLU module through simulations of interactions with a user. We also show how AidMe can smoothly integrate to an existing instructable digital assistant.

Artificial Intelligence
Machine Learning
Computation and Language
Human-Computer Interaction


# Fact-aware Sentence Split and Rephrase with Permutation Invariant Training
## Categories
- Computation and Language
## Abstract
Sentence Split and Rephrase aims to break down a complex sentence into several simple sentences with its meaning preserved. Previous studies tend to address the issue by seq2seq learning from parallel sentence pairs, which takes a complex sentence as input and sequentially generates a series of simple sentences. However, the conventional seq2seq learning has two limitations for this task: (1) it does not take into account the facts stated in the long sentence; As a result, the generated simple sentences may miss or inaccurately state the facts in the original sentence. (2) The order variance of the simple sentences to be generated may confuse the seq2seq model during training because the simple sentences derived from the long source sentence could be in any order.   To overcome the challenges, we first propose the Fact-aware Sentence Encoding, which enables the model to learn facts from the long sentence and thus improves the precision of sentence split; then we introduce Permutation Invariant Training to alleviate the effects of order variance in seq2seq learning for this task. Experiments on the WebSplit-v1.0 benchmark dataset show that our approaches can largely improve the performance over the previous seq2seq learning approaches. Moreover, an extrinsic evaluation on oie-benchmark verifies the effectiveness of our approaches by an observation that splitting long sentences with our state-of-the-art model as preprocessing is helpful for improving OpenIE performance.


# Multi-site fMRI Analysis Using Privacy-preserving Federated Learning and Domain Adaptation: ABIDE Results
## Categories
- Machine Learning
- Image and Video Processing
## Abstract
Deep learning models have shown their advantage in many different tasks, including neuroimage analysis. However, to effectively train a high-quality deep learning model, the aggregation of a significant amount of patient information is required. The time and cost for acquisition and annotation in assembling, for example, large fMRI datasets make it difficult to acquire large numbers at a single site. However, due to the need to protect the privacy of patient data, it is hard to assemble a central database from multiple institutions. Federated learning allows for population-level models to be trained without centralizing entities' data by transmitting the global model to local entities, training the model locally, and then averaging the gradients or weights in the global model. However, some studies suggest that private information can be recovered from the model gradients or weights. In this work, we address the problem of multi-site fMRI classification with a privacy-preserving strategy. To solve the problem, we propose a federated learning approach, where a decentralized iterative optimization algorithm is implemented and shared local model weights are altered by a randomization mechanism. Considering the systemic differences of fMRI distributions from different sites, we further propose two domain adaptation methods in this federated learning formulation. We investigate various practical aspects of federated model optimization and compare federated learning with alternative training strategies. Overall, our results demonstrate that it is promising to utilize multi-site data without data sharing to boost neuroimage analysis performance and find reliable disease-related biomarkers. Our proposed pipeline can be generalized to other privacy-sensitive medical data analysis problems.

Machine Learning
Image and Video Processing


# Multimodal Story Generation on Plural Images
## Categories
- Computation and Language
- Computer Vision and Pattern Recognition
- Machine Learning
- Machine Learning
## Abstract
Traditionally, text generation models take in a sequence of text as input, and iteratively generate the next most probable word using pre-trained parameters. In this work, we propose the architecture to use images instead of text as the input of the text generation model, called StoryGen. In the architecture, we design a Relational Text Data Generator algorithm that relates different features from multiple images. The output samples from the model demonstrate the ability to generate meaningful paragraphs of text containing the extracted features from the input images. This is an undergraduate project report. Completed Dec. 2019 at the Cooper Union.

Computation and Language
Computer Vision and Pattern Recognition
Machine Learning
Machine Learning


# AvgOut: A Simple Output-Probability Measure to Eliminate Dull Responses
## Categories
- Computation and Language
- Machine Learning
## Abstract
Many sequence-to-sequence dialogue models tend to generate safe, uninformative responses. There have been various useful efforts on trying to eliminate them. However, these approaches either improve decoding algorithms during inference, rely on hand-crafted features, or employ complex models. In our work, we build dialogue models that are dynamically aware of what utterances or tokens are dull without any feature-engineering. Specifically, we start with a simple yet effective automatic metric, AvgOut, which calculates the average output probability distribution of all time steps on the decoder side during training. This metric directly estimates which tokens are more likely to be generated, thus making it a faithful evaluation of the model diversity (i.e., for diverse models, the token probabilities should be more evenly distributed rather than peaked at a few dull tokens). We then leverage this novel metric to propose three models that promote diversity without losing relevance. The first model, MinAvgOut, directly maximizes the diversity score through the output distributions of each batch; the second model, Label Fine-Tuning (LFT), prepends to the source sequence a label continuously scaled by the diversity score to control the diversity level; the third model, RL, adopts Reinforcement Learning and treats the diversity score as a reward signal. Moreover, we experiment with a hybrid model by combining the loss terms of MinAvgOut and RL. All four models outperform their base LSTM-RNN model on both diversity and relevance by a large margin, and are comparable to or better than competitive baselines (also verified via human evaluation). Moreover, our approaches are orthogonal to the base model, making them applicable as an add-on to other emerging better dialogue models in the future.

Computation and Language
Machine Learning


# Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda
## Categories
- Artificial Intelligence
- Machine Learning
- Neural and Evolutionary Computing
## Abstract
Generative Adversarial Networks (GANs) have demonstrated their ability to learn patterns in data and produce new exemplars similar to, but different from, their training set in several domains, including video games. However, GANs have a fixed output size, so creating levels of arbitrary size for a dungeon crawling game is difficult. GANs also have trouble encoding semantic requirements that make levels interesting and playable. This paper combines a GAN approach to generating individual rooms with a graph grammar approach to combining rooms into a dungeon. The GAN captures design principles of individual rooms, but the graph grammar organizes rooms into a global layout with a sequence of obstacles determined by a designer. Room data from The Legend of Zelda is used to train the GAN. This approach is validated by a user study, showing that GAN dungeons are as enjoyable to play as a level from the original game, and levels generated with a graph grammar alone. However, GAN dungeons have rooms considered more complex, and plain graph grammar's dungeons are considered least complex and challenging. Only the GAN approach creates an extensive supply of both layouts and rooms, where rooms span across the spectrum of those seen in the training set to new creations merging design principles from multiple rooms.

Artificial Intelligence
Machine Learning
Neural and Evolutionary Computing


# Unifying Deep Local and Global Features for Image Search
## Categories
- Computer Vision and Pattern Recognition
## Abstract
Image retrieval is the problem of searching an image database for items that are similar to a query image. To address this task, two main types of image representations have been studied: global and local image features. In this work, our key contribution is to unify global and local features into a single deep model, enabling accurate retrieval with efficient feature extraction. We refer to the new model as DELG, standing for DEep Local and Global features. We leverage lessons from recent feature learning work and propose a model that combines generalized mean pooling for global features and attentive selection for local features. The entire network can be learned end-to-end by carefully balancing the gradient flow between two heads -- requiring only image-level labels. We also introduce an autoencoder-based dimensionality reduction technique for local features, which is integrated into the model, improving training efficiency and matching performance. Comprehensive experiments show that our model achieves state-of-the-art image retrieval on the Revisited Oxford and Paris datasets, and state-of-the-art single-model instance-level recognition on the Google Landmarks dataset v2. Code and models are available at https://github.com/tensorflow/models/tree/master/research/delf .


# Humpty Dumpty: Controlling Word Meanings via Corpus Poisoning
## Categories
- Computation and Language
- Cryptography and Security
- Machine Learning
- Machine Learning
## Abstract
Word embeddings, i.e., low-dimensional vector representations such as GloVe and SGNS, encode word "meaning" in the sense that distances between words' vectors correspond to their semantic proximity. This enables transfer learning of semantics for a variety of natural language processing tasks.   Word embeddings are typically trained on large public corpora such as Wikipedia or Twitter. We demonstrate that an attacker who can modify the corpus on which the embedding is trained can control the "meaning" of new and existing words by changing their locations in the embedding space. We develop an explicit expression over corpus features that serves as a proxy for distance between words and establish a causative relationship between its values and embedding distances. We then show how to use this relationship for two adversarial objectives: (1) make a word a top-ranked neighbor of another word, and (2) move a word from one semantic cluster to another.   An attack on the embedding can affect diverse downstream tasks, demonstrating for the first time the power of data poisoning in transfer learning scenarios. We use this attack to manipulate query expansion in information retrieval systems such as resume search, make certain names more or less visible to named entity recognition models, and cause new words to be translated to a particular target word regardless of the language. Finally, we show how the attacker can generate linguistically likely corpus modifications, thus fooling defenses that attempt to filter implausible sentences from the corpus using a language model.

Computation and Language
Cryptography and Security
Machine Learning
Machine Learning


# Fine-grained Image Classification and Retrieval by Combining Visual and Locally Pooled Textual Features
## Categories
- Computer Vision and Pattern Recognition
## Abstract
Text contained in an image carries high-level semantics that can be exploited to achieve richer image understanding. In particular, the mere presence of text provides strong guiding content that should be employed to tackle a diversity of computer vision tasks such as image retrieval, fine-grained classification, and visual question answering. In this paper, we address the problem of fine-grained classification and image retrieval by leveraging textual information along with visual cues to comprehend the existing intrinsic relation between the two modalities. The novelty of the proposed model consists of the usage of a PHOC descriptor to construct a bag of textual words along with a Fisher Vector Encoding that captures the morphology of text. This approach provides a stronger multimodal representation for this task and as our experiments demonstrate, it achieves state-of-the-art results on two different tasks, fine-grained classification and image retrieval.


# Nmbr9 as a Constraint Programming Challenge
## Categories
- Artificial Intelligence
## Abstract
Modern board games are a rich source of interesting and new challenges for combinatorial problems. The game Nmbr9 is a solitaire style puzzle game using polyominoes. The rules of the game are simple to explain, but modelling the game effectively using constraint programming is hard. This abstract presents the game, contributes new generalized variants of the game suitable for benchmarking and testing, and describes a model for the presented variants. The question of the top possible score in the standard game is an open challenge.


# Towards High Performance Java-based Deep Learning Frameworks
## Categories
- Machine Learning
- Distributed, Parallel, and Cluster Computing
## Abstract
The advent of modern cloud services along with the huge volume of data produced on a daily basis, have set the demand for fast and efficient data processing. This demand is common among numerous application domains, such as deep learning, data mining, and computer vision. Prior research has focused on employing hardware accelerators as a means to overcome this inefficiency. This trend has driven software development to target heterogeneous execution, and several modern computing systems have incorporated a mixture of diverse computing components, including GPUs and FPGAs. However, the specialization of the applications' code for heterogeneous execution is not a trivial task, as it requires developers to have hardware expertise in order to obtain high performance. The vast majority of the existing deep learning frameworks that support heterogeneous acceleration, rely on the implementation of wrapper calls from a high-level programming language to a low-level accelerator backend, such as OpenCL, CUDA or HLS.   In this paper we have employed TornadoVM, a state-of-the-art heterogeneous programming framework to transparently accelerate Deep Netts; a Java-based deep learning framework. Our initial results demonstrate up to 8x performance speedup when executing the back propagation process of the network's training on AMD GPUs against the sequential execution of the original Deep Netts framework.


# Detecting New Word Meanings: A Comparison of Word Embedding Models in Spanish
## Categories
- Computation and Language
## Abstract
Semantic neologisms (SN) are defined as words that acquire a new word meaning while maintaining their form. Given the nature of this kind of neologisms, the task of identifying these new word meanings is currently performed manually by specialists at observatories of neology. To detect SN in a semi-automatic way, we developed a system that implements a combination of the following strategies: topic modeling, keyword extraction, and word sense disambiguation. The role of topic modeling is to detect the themes that are treated in the input text. Themes within a text give clues about the particular meaning of the words that are used, for example: viral has one meaning in the context of computer science (CS) and another when talking about health. To extract keywords, we used TextRank with POS tag filtering. With this method, we can obtain relevant words that are already part of the Spanish lexicon. We use a deep learning model to determine if a given keyword could have a new meaning. Embeddings that are different from all the known meanings (or topics) indicate that a word might be a valid SN candidate. In this study, we examine the following word embedding models: Word2Vec, Sense2Vec, and FastText. The models were trained with equivalent parameters using Wikipedia in Spanish as corpora. Then we used a list of words and their concordances (obtained from our database of neologisms) to show the different embeddings that each model yields. Finally, we present a comparison of these outcomes with the concordances of each word to show how we can determine if a word could be a valid candidate for SN.


# Complementary Network with Adaptive Receptive Fields for Melanoma Segmentation
## Categories
- Computer Vision and Pattern Recognition
## Abstract
Automatic melanoma segmentation in dermoscopic images is essential in computer-aided diagnosis of skin cancer. Existing methods may suffer from the hole and shrink problems with limited segmentation performance. To tackle these issues, we propose a novel complementary network with adaptive receptive filed learning. Instead of regarding the segmentation task independently, we introduce a foreground network to detect melanoma lesions and a background network to mask non-melanoma regions. Moreover, we propose adaptive atrous convolution (AAC) and knowledge aggregation module (KAM) to fill holes and alleviate the shrink problems. AAC explicitly controls the receptive field at multiple scales and KAM convolves shallow feature maps by dilated convolutions with adaptive receptive fields, which are adjusted according to deep feature maps. In addition, a novel mutual loss is proposed to utilize the dependency between the foreground and background networks, thereby enabling the reciprocally influence within these two networks. Consequently, this mutual training strategy enables the semi-supervised learning and improve the boundary-sensitivity. Training with Skin Imaging Collaboration (ISIC) 2018 skin lesion segmentation dataset, our method achieves a dice co-efficient of 86.4% and shows better performance compared with state-of-the-art melanoma segmentation methods.


# Reward Engineering for Object Pick and Place Training
## Categories
- Artificial Intelligence
- Robotics
## Abstract
Robotic grasping is a crucial area of research as it can result in the acceleration of the automation of several Industries utilizing robots ranging from manufacturing to healthcare. Reinforcement learning is the field of study where an agent learns a policy to execute an action by exploring and exploiting rewards from an environment. Reinforcement learning can thus be used by the agent to learn how to execute a certain task, in our case grasping an object. We have used the Pick and Place environment provided by OpenAI's Gym to engineer rewards. Hindsight Experience Replay (HER) has shown promising results with problems having a sparse reward. In the default configuration of the OpenAI baseline and environment the reward function is calculated using the distance between the target location and the robot end-effector. By weighting the cost based on the distance of the end-effector from the goal in the x,y and z-axes we were able to almost halve the learning time compared to the baselines provided by OpenAI, an intuitive strategy that further reduced learning time. In this project, we were also able to introduce certain user desired trajectories in the learnt policies (city-block / Manhattan trajectories). This helps us understand that by engineering the rewards we can tune the agent to learn policies in a certain way even if it might not be the most optimal but is the desired manner.


# Improving Spoken Language Understanding By Exploiting ASR N-best Hypotheses
## Categories
- Computation and Language
- Sound
- Audio and Speech Processing
## Abstract
In a modern spoken language understanding (SLU) system, the natural language understanding (NLU) module takes interpretations of a speech from the automatic speech recognition (ASR) module as the input. The NLU module usually uses the first best interpretation of a given speech in downstream tasks such as domain and intent classification. However, the ASR module might misrecognize some speeches and the first best interpretation could be erroneous and noisy. Solely relying on the first best interpretation could make the performance of downstream tasks non-optimal. To address this issue, we introduce a series of simple yet efficient models for improving the understanding of semantics of the input speeches by collectively exploiting the n-best speech interpretations from the ASR module.

Computation and Language
Sound
Audio and Speech Processing


# Are you still with me? Continuous Engagement Assessment from a Robot's Point of View
## Categories
- Robotics
## Abstract
Continuously measuring the engagement of users with a robot in a Human-Robot Interaction (HRI) setting paves the way towards in-situ reinforcement learning, improve metrics of interaction quality, and can guide interaction design and behaviour optimisation. However, engagement is often considered very multi-faceted and difficult to capture in a workable and generic computational model that can serve as an overall measure of engagement. Building upon the intuitive ways humans successfully can assess situation for a degree of engagement when they see it, we propose a novel regression model (utilising CNN and LSTM networks) enabling robots to compute a single scalar engagement during interactions with humans from standard video streams, obtained from the point of view of an interacting robot. The model is based on a long-term dataset from an autonomous tour guide robot deployed in a public museum, with continuous annotation of a numeric engagement assessment by three independent coders. We show that this model not only can predict engagement very well in our own application domain but show its successful transfer to an entirely different dataset (with different tasks, environment, camera, robot and people). The trained model and the software is available to the HRI community as a tool to measure engagement in a variety of settings.


# Inductive Document Network Embedding with Topic-Word Attention
## Categories
- Machine Learning
- Computation and Language
- Information Retrieval
## Abstract
Document network embedding aims at learning representations for a structured text corpus i.e. when documents are linked to each other. Recent algorithms extend network embedding approaches by incorporating the text content associated with the nodes in their formulations. In most cases, it is hard to interpret the learned representations. Moreover, little importance is given to the generalization to new documents that are not observed within the network. In this paper, we propose an interpretable and inductive document network embedding method. We introduce a novel mechanism, the Topic-Word Attention (TWA), that generates document representations based on the interplay between word and topic representations. We train these word and topic vectors through our general model, Inductive Document Network Embedding (IDNE), by leveraging the connections in the document network. Quantitative evaluations show that our approach achieves state-of-the-art performance on various networks and we qualitatively show that our model produces meaningful and interpretable representations of the words, topics and documents.

Machine Learning
Computation and Language
Information Retrieval
Machine Learning


# Investigating the Impact of Inclusion in Face Recognition Training Data on Individual Face Identification
## Categories
- Computers and Society
- Computer Vision and Pattern Recognition
## Abstract
Modern face recognition systems leverage datasets containing images of hundreds of thousands of specific individuals' faces to train deep convolutional neural networks to learn an embedding space that maps an arbitrary individual's face to a vector representation of their identity. The performance of a face recognition system in face verification (1:1) and face identification (1:N) tasks is directly related to the ability of an embedding space to discriminate between identities. Recently, there has been significant public scrutiny into the source and privacy implications of large-scale face recognition training datasets such as MS-Celeb-1M and MegaFace, as many people are uncomfortable with their face being used to train dual-use technologies that can enable mass surveillance. However, the impact of an individual's inclusion in training data on a derived system's ability to recognize them has not previously been studied. In this work, we audit ArcFace, a state-of-the-art, open source face recognition system, in a large-scale face identification experiment with more than one million distractor images. We find a Rank-1 face identification accuracy of 79.71% for individuals present in the model's training data and an accuracy of 75.73% for those not present. This modest difference in accuracy demonstrates that face recognition systems using deep learning work better for individuals they are trained on, which has serious privacy implications when one considers all major open source face recognition training datasets do not obtain informed consent from individuals during their collection.

Computer Vision and Pattern Recognition
Computers and Society


# Coordination of Autonomous Vehicles: Taxonomy and Survey
## Categories
- Multiagent Systems
## Abstract
In the near future, our streets will be populated by myriads of autonomous self-driving vehicles to serve our diverse mobility needs. This will raise the need to coordinate their movements in order to properly handle both access to shared resources (e.g., intersections and parking slots) and the execution of mobility tasks (e.g., platooning and ramp merging). In this paper, we firstly introduce the general issues associated to coordination of autonomous vehicles, by identifying and framing the key classes of coordination problems. Following, we overview the different approaches that can be adopted to manage such coordination problems, by classifying them in terms of the degree of autonomy in decision making that is left to autonomous vehicles during coordination. Finally, we overview some further peculiar challenges that research will have to address before autonomously coordinated vehicles can safely hit our streets.


# Backtracking Gradient Descent allowing unbounded learning rates
## Categories
- Optimization and Control
- Machine Learning
- Machine Learning
## Abstract
In unconstrained optimisation on an Euclidean space, to prove convergence in Gradient Descent processes (GD) $x_{n+1}=x_n-\delta _n \nabla f(x_n)$ it usually is required that the learning rates $\delta _n$'s are bounded: $\delta _n\leq \delta $ for some positive $\delta $. Under this assumption, if the sequence $x_n$ converges to a critical point $z$, then with large values of $n$ the update will be small because $||x_{n+1}-x_n||\lesssim ||\nabla f(x_n)||$. This may also force the sequence to converge to a bad minimum. If we can allow, at least theoretically, that the learning rates $\delta _n$'s are not bounded, then we may have better convergence to better minima.   A previous joint paper by the author showed convergence for the usual version of Backtracking GD under very general assumptions on the cost function $f$. In this paper, we allow the learning rates $\delta _n$ to be unbounded, in the sense that there is a function $h:(0,\infty)\rightarrow (0,\infty )$ such that $\lim _{t\rightarrow 0}th(t)=0$ and $\delta _n\lesssim \max \{h(x_n),\delta \}$ satisfies Armijo's condition for all $n$, and prove convergence under the same assumptions as in the mentioned paper. It will be shown that this growth rate of $h$ is best possible if one wants convergence of the sequence $\{x_n\}$.   A specific way for choosing $\delta _n$ in a discrete way connects to Two-way Backtracking GD defined in the mentioned paper. We provide some results which either improve or are implicitly contained in those in the mentioned paper and another recent paper on avoidance of saddle points.

Machine Learning
Machine Learning
Optimization and Control


# Language Models Are An Effective Patient Representation Learning Technique For Electronic Health Record Data
## Categories
- Computation and Language
- Machine Learning
- Machine Learning
## Abstract
Widespread adoption of electronic health records (EHRs) has fueled the development of using machine learning to build prediction models for various clinical outcomes. This process is often constrained by having a relatively small number of patient records for training the model. We demonstrate that using patient representation schemes inspired from techniques in natural language processing can increase the accuracy of clinical prediction models by transferring information learned from the entire patient population to the task of training a specific model, where only a subset of the population is relevant. Such patient representation schemes enable a 3.5% mean improvement in AUROC on five prediction tasks compared to standard baselines, with the average improvement rising to 19% when only a small number of patient records are available for training the clinical prediction model.

Computation and Language
Machine Learning
Machine Learning


# Improving Entity Linking by Modeling Latent Entity Type Information
## Categories
- Computation and Language
## Abstract
Existing state of the art neural entity linking models employ attention-based bag-of-words context model and pre-trained entity embeddings bootstrapped from word embeddings to assess topic level context compatibility. However, the latent entity type information in the immediate context of the mention is neglected, which causes the models often link mentions to incorrect entities with incorrect type. To tackle this problem, we propose to inject latent entity type information into the entity embeddings based on pre-trained BERT. In addition, we integrate a BERT-based entity similarity score into the local context model of a state-of-the-art model to better capture latent entity type information. Our model significantly outperforms the state-of-the-art entity linking models on standard benchmark (AIDA-CoNLL). Detailed experiment analysis demonstrates that our model corrects most of the type errors produced by the direct baseline.