Europe
Aff2Vec: Affect--Enriched Distributional Word Representations
Khosla, Sopan, Chhaya, Niyati, Chawla, Kushal
Human communication includes information, opinions, and reactions. Reactions are often captured by the affective-messages in written as well as verbal communications. While there has been work in affect modeling and to some extent affective content generation, the area of affective word distributions in not well studied. Synsets and lexica capture semantic relationships across words. These models however lack in encoding affective or emotional word interpretations. Our proposed model, Aff2Vec provides a method for enriched word embeddings that are representative of affective interpretations of words. Aff2Vec outperforms the state--of--the--art in intrinsic word-similarity tasks. Further, the use of Aff2Vec representations outperforms baseline embeddings in downstream natural language understanding tasks including sentiment analysis, personality detection, and frustration prediction.
Evolutionary Reinforcement Learning
Khadka, Shauharda, Tumer, Kagan
Deep Reinforcement Learning (DRL) algorithms have been successfully applied to a range of challenging control tasks. However, these methods typically suffer from three core difficulties: temporal credit assignment with sparse rewards, lack of effective exploration, and brittle convergence properties that are extremely sensitive to hyperparameters. Collectively, these challenges severely limit the applicability of these approaches to real world problems. Evolutionary Algorithms (EAs), a class of black box optimization techniques inspired by natural evolution, are well suited to address each of these three challenges. However, EAs typically suffer with high sample complexity and struggle to solve problems that require optimization of a large number of parameters. In this paper, we introduce Evolutionary Reinforcement Learning (ERL), a hybrid algorithm that leverages the population of an EA to provide diversified data to train an RL agent, and reinserts the RL agent into the EA population periodically to inject gradient information into the EA. ERL inherits EA's ability of temporal credit assignment with a fitness metric, effective exploration with a diverse set of policies, and stability of a population-based approach and complements it with off-policy DRL's ability to leverage gradients for higher sample efficiency and faster learning. Experiments in a range of challenging continuous control benchmark tasks demonstrate that ERL significantly outperforms prior DRL and EA methods, achieving state-of-the-art performances.
AGI Safety Literature Review
Everitt, Tom, Lea, Gary, Hutter, Marcus
The development of Artificial General Intelligence (AGI) promises to be a major event. Along with its many potential benefits, it also raises serious safety concerns (Bostrom, 2014). The intention of this paper is to provide an easily accessible and up-to-date collection of references for the emerging field of AGI safety. A significant number of safety problems for AGI have been identified. We list these, and survey recent research on solving them. We also cover works on how best to think of AGI from the limited knowledge we have today, predictions for when AGI will first be created, and what will happen after its creation. Finally, we review the current public policy on AGI.
Planning to Give Information in Partially Observed Domains with a Learned Weighted Entropy Model
Chitnis, Rohan, Kaelbling, Leslie Pack, Lozano-Pรฉrez, Tomรกs
In many real-world robotic applications, an autonomous agent must act within and explore a partially observed environment that is unobserved by its human teammate. We consider such a setting in which the agent can, while acting, transmit declarative information to the human that helps them understand aspects of this unseen environment. Importantly, we should expect the human to have preferences about what information they are given and when they are given it. In this work, we adopt an information-theoretic view of the human's preferences: the human scores a piece of information as a function of the induced reduction in weighted entropy of their belief about the environment state. We formulate this setting as a POMDP and give a practical algorithm for solving it approximately. Then, we give an algorithm that allows the agent to sample-efficiently learn the human's preferences online. Finally, we describe an extension in which the human's preferences are time-varying. We validate our approach experimentally in two planning domains: a 2D robot mining task and a more realistic 3D robot fetching task.
Discovering Discrete Latent Topics with Neural Variational Inference
Miao, Yishu, Grefenstette, Edward, Blunsom, Phil
Topic models have been widely explored as probabilistic generative models of documents. Traditional inference methods have sought closed-form derivations for updating the models, however as the expressiveness of these models grows, so does the difficulty of performing fast and accurate inference over their parameters. This paper presents alternative neural approaches to topic modelling by providing parameterisable distributions over topics which permit training by backpropagation in the framework of neural variational inference. In addition, with the help of a stick-breaking construction, we propose a recurrent network that is able to discover a notionally unbounded number of topics, analogous to Bayesian non-parametric topic models. Experimental results on the MXM Song Lyrics, 20NewsGroups and Reuters News datasets demonstrate the effectiveness and efficiency of these neural topic models.
Monte Carlo Q-learning for General Game Playing
Wang, Hui, Emmerich, Michael, Plaat, Aske
After the recent groundbreaking results of AlphaGo, we have seen a strong interest in reinforcement learning in game playing. General Game Playing (GGP) provides a good testbed for reinforcement learning. In GGP, a specification of games rules is given. GGP problems can be solved by reinforcement learning. Q-learning is one of the canonical reinforcement learning methods, and has been used by (Banerjee & Stone, IJCAI 2007) in GGP. In this paper we implement Q-learning in GGP for three small-board games (Tic-Tac-Toe, Connect Four, Hex), to allow comparison to Banerjee et al. As expected, Q-learning converges, although much slower than MCTS. Borrowing an idea from MCTS, we enhance Q-learning with Monte Carlo Search, to give QM-learning. This enhancement improves the performance of pure Q-learning. We believe that QM-learning can also be used to improve performance of reinforcement learning further for larger games, something which we will test in future work.
Meta-learning with differentiable closed-form solvers
Bertinetto, Luca, Henriques, Joรฃo F., Torr, Philip H. S., Vedaldi, Andrea
Adapting deep networks to new concepts from few examples is extremely challenging, due to the high computational and data requirements of standard fine-tuning procedures. Most works on meta-learning and few-shot learning have thus focused on simple learning techniques for adaptation, such as nearest neighbors or gradient descent. Nonetheless, the machine learning literature contains a wealth of methods that learn non-deep models very efficiently. In this work we propose to use these fast convergent methods as the main adaptation mechanism for few-shot learning. The main idea is to teach a deep network to use standard machine learning tools, such as logistic regression, as part of its own internal model, enabling it to quickly adapt to novel tasks. This requires back-propagating errors through the solver steps. While normally the matrix operations involved would be costly, the small number of examples works to our advantage, by making use of the Woodbury identity. We propose both iterative and closed-form solvers, based on logistic regression and ridge regression components. Our methods achieve excellent performance on three few-shot learning benchmarks, showing competitive performance on Omniglot and surpassing all state-of-the-art alternatives on miniImageNet and CIFAR-100.
NEWMA: a new method for scalable model-free online change-point detection
Keriven, Nicolas, Garreau, Damien, Poli, Iacopo
We consider the problem of detecting abrupt changes in the distribution of a multi-dimensional time series, with limited computing power and memory. In this paper, we propose a new method for model-free online change-point detection that relies only on fast and light recursive statistics, inspired by the classical Exponential Weighted Moving Average algorithm (EWMA). The proposed idea is to compute two EWMA statistics on the stream of data with different forgetting factors, and to compare them. By doing so, we show that we implicitly compare recent samples with older ones, without the need to explicitly store them. Additionally, we leverage Random Features to efficiently use the Maximum Mean Discrepancy as a distance between distributions. We show that our method is orders of magnitude faster than usual non-parametric methods for a given accuracy.
Bidirectional Learning for Robust Neural Networks
Pontes-Filho, Sidney, Liwicki, Marcus
A multilayer perceptron can behave as a generative classifier by applying bidirectional learning (BL). It consists of training an undirected neural network to map input to output and vice-versa; therefore it can produce a classifier in one direction, and a generator in the opposite direction for the same data. In this paper, two novel learning techniques are introduced which use BL for improving robustness to white noise static and adversarial examples. The first method is bidirectional propagation of errors, which the error propagation occurs in backward and forward directions. Motivated by the fact that its generative model receives as input a constant vector per class, we introduce as a second method the hybrid adversarial networks (HAN). Its generative model receives a random vector as input and its training is based on generative adversarial networks (GAN). To assess the performance of BL, we perform experiments using several architectures with fully and convolutional layers, with and without bias. Experimental results show that both methods improve robustness to white noise static and adversarial examples, but have different behaviour depending on the architecture and task, being more beneficial to use the one or the other. Nevertheless, HAN using a convolutional architecture with batch normalization presents outstanding robustness, reaching state-of-the-art accuracy on adversarial examples of hand-written digits.
Relating Leverage Scores and Density using Regularized Christoffel Functions
Pauwels, Edouard, Bach, Francis, Vert, Jean-Philippe
Statistical leverage scores emerged as a fundamental tool for matrix sketching and column sampling with applications to low rank approximation, regression, random feature learning and quadrature. Yet, the very nature of this quantity is barely understood. Borrowing ideas from the orthogonal polynomial literature, we introduce the regularized Christoffel function associated to a positive definite kernel. This uncovers a variational formulation for leverage scores for kernel methods and allows to elucidate their relationships with the chosen kernel as well as population density. Our main result quantitatively describes a decreasing relation between leverage score and population density for a broad class of kernels on Euclidean spaces. Numerical simulations support our findings.