Asia
Learning $\textit{Ex Nihilo}$
Bringsjord, Selmer, Govindarajulu, Naveen Sundar
This paper introduces, philosophically and to a degree formally, the novel concept of learning $\textit{ex nihilo}$, intended (obviously) to be analogous to the concept of creation $\textit{ex nihilo}$. Learning $\textit{ex nihilo}$ is an agent's learning "from nothing," by the suitable employment of schemata for deductive and inductive reasoning. This reasoning must be in machine-verifiable accord with a formal proof/argument theory in a $\textit{cognitive calculus}$ (i.e., roughly, an intensional higher-order multi-operator quantified logic), and this reasoning is applied to percepts received by the agent, in the context of both some prior knowledge, and some prior and current interests. Learning $\textit{ex nihilo}$ is a challenge to contemporary forms of ML, indeed a severe one, but the challenge is offered in the spirt of seeking to stimulate attempts, on the part of non-logicist ML researchers and engineers, to collaborate with those in possession of learning-$\textit{ex nihilo}$ frameworks, and eventually attempts to integrate directly with such frameworks at the implementation level. Such integration will require, among other things, the symbiotic interoperation of state-of-the-art automated reasoners and high-expressivity planners, with statistical/connectionist ML technology.
What to Expect of Classifiers? Reasoning about Logistic Regression with Missing Features
Khosravi, Pasha, Liang, Yitao, Choi, YooJung, Broeck, Guy Van den
While discriminative classifiers often yield strong predictive performance, missing feature values at prediction time can still be a challenge. Classifiers may not behave as expected under certain ways of substituting the missing values, since they inherently make assumptions about the data distribution they were trained on. In this paper, we propose a novel framework that classifies examples with missing features by computing the expected prediction on a given feature distribution. We then use geometric programming to learn a naive Bayes distribution that embeds a given logistic regression classifier and can efficiently take its expected predictions. Empirical evaluations show that our model achieves the same performance as the logistic regression with all features observed, and outperforms standard imputation techniques when features go missing during prediction time. Furthermore, we demonstrate that our method can be used to generate 'sufficient explanations' of logistic regression classifications, by removing features that do not affect the classification.
Voyageur: An Experiential Travel Search Engine
Evensen, Sara, Feng, Aaron, Halevy, Alon, Li, Jinfeng, Li, Vivian, Li, Yuliang, Liu, Huining, Mihaila, George, Morales, John, Nuno, Natalie, Pavlovic, Ekaterina, Tan, Wang-Chiew, Wang, Xiaolan
We describe Voyageur, which is an application of experiential search to the domain of travel. Unlike traditional search engines for online services, experiential search focuses on the experiential aspects of the service under consideration. In particular, Voyageur needs to handle queries for subjective aspects of the service (e.g., quiet hotel, friendly staff) and combine these with objective attributes, such as price and location. Voyageur also highlights interesting facts and tips about the services the user is considering to provide them with further insights into their choices.
The Regretful Agent: Heuristic-Aided Navigation through Progress Estimation
Ma, Chih-Yao, Wu, Zuxuan, AlRegib, Ghassan, Xiong, Caiming, Kira, Zsolt
As deep learning continues to make progress for challenging perception tasks, there is increased interest in combining vision, language, and decision-making. Specifically, the Vision and Language Navigation (VLN) task involves navigating to a goal purely from language instructions and visual information without explicit knowledge of the goal. Recent successful approaches have made in-roads in achieving good success rates for this task but rely on beam search, which thoroughly explores a large number of trajectories and is unrealistic for applications such as robotics. In this paper, inspired by the intuition of viewing the problem as search on a navigation graph, we propose to use a progress monitor developed in prior work as a learnable heuristic for search. We then propose two modules incorporated into an end-to-end architecture: 1) A learned mechanism to perform backtracking, which decides whether to continue moving forward or roll back to a previous state (Regret Module) and 2) A mechanism to help the agent decide which direction to go next by showing directions that are visited and their associated progress estimate (Progress Marker). Combined, the proposed approach significantly outperforms current state-of-the-art methods using greedy action selection, with 5% absolute improvement on the test server in success rates, and more importantly 8% on success rates normalized by the path length. Our code is available at https://github.com/chihyaoma/regretful-agent .
Stochastic Online Learning with Probabilistic Graph Feedback
Li, Shuai, Chen, Wei, Wen, Zheng, Leung, Kwong-Sak
We consider a problem of stochastic online learning with general probabilistic graph feedback. Two cases are covered. (a) The one-step case where for each edge $(i,j)$ with probability $p_{ij}$ in the probabilistic feedback graph. After playing arm $i$ the learner observes a sample reward feedback of arm $j$ with independent probability $p_{ij}$. (b) The cascade case where after playing arm $i$ the learner observes feedback of all arms $j$ in a probabilistic cascade starting from $i$ -- for each $(i,j)$ with probability $p_{ij}$, if arm $i$ is played or observed, then a reward sample of arm $j$ would be observed with independent probability $p_{ij}$. Previous works mainly focus on deterministic graphs which corresponds to one-step case with $p_{ij} \in \{0,1\}$, an adversarial sequence of graphs with certain topology guarantees or a specific type of random graphs. We analyze the asymptotic lower bounds and design algorithms in both cases. The regret upper bounds of the algorithms match the lower bounds with high probability.
Modeling Social Group Communication with Multi-Agent Imitation Learning
Sanghvi, Navyata, Yonetani, Ryo, Kitani, Kris
In crowded social scenarios with a myriad of external stimuli, human brains exhibit a natural ability to filter out irrelevant information and narrowly focus their attention. In the midst of multiple groups of people, humans use such sensory gating to effectively further their own group's interactional goals. In this work, we consider the design of a policy network to model multi-group multi-person communication. Our policy takes as input the state of the world such as an agent's gaze direction, body pose of other agents or history of past actions, and outputs an optimal action such as speaking, listening or responding (communication modes). Inspired by humans' natural neurobiological filtering process, a central component of our policy network design is an information gating function, termed the Kinesic-Proxemic-Message Gate (KPM-Gate), that models the ability of an agent to selectively gather information from specific neighboring agents. The degree of influence of a neighbor is based on dynamic non-verbal cues such as body motion, head pose (kinesics) and interpersonal space (proxemics). We further show that the KPM-Gate can be used to discover social groups using its natural interpretation as a social attention mechanism. We pose the communication policy learning problem as a multi-agent imitation learning problem. We learn a single policy shared by all agents under the assumption of a decentralized Markov decision process. We term our policy network as the Multi-Agent Group Discovery and Communication Mode Network (MAGDAM network), as it learns social group structure in addition to the dynamics of group communication. Our experimental validation on both synthetic and real world data shows that our model is able to both discover social group structure and learn an accurate multi-agent communication policy.
Hybrid Actor-Critic Reinforcement Learning in Parameterized Action Space
Fan, Zhou, Su, Rui, Zhang, Weinan, Yu, Yong
In this paper we propose a hybrid architecture of actor-critic algorithms for reinforcement learning in parameterized action space, which consists of multiple parallel sub-actor networks to decompose the structured action space into simpler action spaces along with a critic network to guide the training of all sub-actor networks. While this paper is mainly focused on parameterized action space, the proposed architecture, which we call hybrid actor-critic, can be extended for more general action spaces which has a hierarchical structure. We present an instance of the hybrid actor-critic architecture based on proximal policy optimization (PPO), which we refer to as hybrid proximal policy optimization (H-PPO). Our experiments test H-PPO on a collection of tasks with parameterized action space, where H-PPO demonstrates superior performance over previous methods of parameterized action reinforcement learning.
Local Distance Restricted Bribery in Voting
Studying complexity of various bribery problems has been one of the main research focus in computational social choice. In all the models of bribery studied so far, the briber has to pay every voter some amount of money depending on what the briber wants the voter to report and the briber has some budget at her disposal. Although these models successfully capture many real world applications, in many other scenarios, the voters may be unwilling to deviate too much from their true preferences. In this paper, we study the computational complexity of the problem of finding a preference profile which is as close to the true preference profile as possible and still achieves the briber's goal subject to budget constraints. We call this problem Optimal Bribery. We consider three important measures of distances, namely, swap distance, footrule distance, and maximum displacement distance, and resolve the complexity of the optimal bribery problem for many common voting rules. We show that the problem is polynomial time solvable for the plurality and veto voting rules for all the three measures of distance. On the other hand, we prove that the problem is NP-complete for a class of scoring rules which includes the Borda voting rule, maximin, Copeland$^\alpha$ for any $\alpha\in[0,1]$, and Bucklin voting rules for all the three measures of distance even when the distance allowed per voter is $1$ for the swap and maximum displacement distances and $2$ for the footrule distance even without the budget constraints (which corresponds to having an infinite budget). For the $k$-approval voting rule for any constant $k>1$ and the simplified Bucklin voting rule, we show that the problem is NP-complete for the swap distance even when the distance allowed is $2$ and for the footrule distance even when the distance allowed is $4$ even without the budget constraints.
Russian Language Datasets in the Digitial Humanities Domain and Their Evaluation with Word Embeddings
Wohlgenannt, Gerhard, Babushkin, Artemii, Romashov, Denis, Ukrainets, Igor, Maskaykin, Anton, Shutov, Ilya
The datasets are split into two task types, word intrusion and word analogy, and contain 31362 task units in total. The characteristics of the tasks and datasets are that they build upon small, domain-specific corpora, and that the datasets contain a high number of named entities. The datasets were created manually for two fantasy novel book series ("A Song of Ice and Fire" and "Harry Potter"). We provide baseline evaluations with popular word embedding models trained on the book corpora for the given tasks, both for the Russian and English language versions of the datasets. Finally, we compare and analyze the results and discuss specifics of Russian language with regards to the problem setting.
China's Xinhua presents news using robot anchor - Times of India
SINGAPORE: China's Xinhua state news agency on Sunday used a lifelike robotic news anchor that mimics human facial expressions and mannerisms to present a story about delegates attending an annual parliament meeting arriving in Beijing. The artificial intelligence robot named "Xin Xiaomeng" sported a short haircut and wore a pink blouse and earrings in a one-minute video presentation by Xinhua. Xinhua displayed two AI news anchors dressed in men's clothes last November at the World Internet Conference in the eastern Chinese town of Wuzhen. China is pushing to advance its prowess in AI technology, from surveillance equipment to self-driving cars.