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Deep Learning from Crowds

AAAI Conferences

Over the last few years, deep learning has revolutionized the field of machine learning by dramatically improving the state-of-the-art in various domains. However, as the size of supervised artificial neural networks grows, typically so does the need for larger labeled datasets. Recently, crowdsourcing has established itself as an efficient and cost-effective solution for labeling large sets of data in a scalable manner, but it often requires aggregating labels from multiple noisy contributors with different levels of expertise. In this paper, we address the problem of learning deep neural networks from crowds. We begin by describing an EM algorithm for jointly learning the parameters of the network and the reliabilities of the annotators. Then, a novel general-purpose crowd layer is proposed, which allows us to train deep neural networks end-to-end, directly from the noisy labels of multiple annotators, using only backpropagation. We empirically show that the proposed approach is able to internally capture the reliability and biases of different annotators and achieve new state-of-the-art results for various crowdsourced datasets across different settings, namely classification, regression and sequence labeling.


Information Gathering With Peers: Submodular Optimization With Peer-Prediction Constraints

AAAI Conferences

We study a problem of optimal information gathering from multiple data providers that need to be incentivized to provide accurate information. This problem arises in many real world applications that rely on crowdsourced data sets, but where the process of obtaining data is costly. A notable example of such a scenario is crowd sensing. To this end, we formulate the problem of optimal information gathering as maximization of a submodular function under a budget constraint, where the budget represents the total expected payment to data providers. Contrary to the existing approaches, we base our payments on incentives for accuracy and truthfulness, in particular, peer prediction methods that score each of the selected data providers against its best peer, while ensuring that the minimum expected payment is above a given threshold. We first show that the problem at hand is hard to approximate within a constant factor that is not dependent on the properties of the payment function. However, for given topological and analytical properties of the instance, we construct two greedy algorithms, respectively called PPCGreedy and PPCGreedyIter, and establish theoretical bounds on their performance w.r.t. the optimal solution. Finally, we evaluate our methods using a realistic crowd sensing testbed.


Partial Truthfulness in Minimal Peer Prediction Mechanisms With Limited Knowledge

AAAI Conferences

We study minimal single-task peer prediction mechanisms that have limited knowledge about agents' beliefs. Without knowing what agents' beliefs are or eliciting additional information, it is not possible to design a truthful mechanism in a Bayesian-Nash sense. We go beyond truthfulness and explore equilibrium strategy profiles that are only partially truthful. Using the results from the multi-armed bandit literature, we give a characterization of how inefficient these equilibria are comparing to truthful reporting. We measure the inefficiency of such strategies by counting the number of dishonest reports that any minimal knowledge-bounded mechanism must have. We show that the order of this number is ฮธ(log n), where n is the number of agents, and we provide a peer prediction mechanism that achieves this bound in expectation.


Optimizing Interventions via Offline Policy Evaluation: Studies in Citizen Science

AAAI Conferences

Volunteers who help with online crowdsourcing such as citizen science tasks typically make only a few contributions before exiting. We propose a computational approach for increasing users' engagement in such settings that is based on optimizing policies for displaying motivational messages to users. The approach, which we refer to as Trajectory Corrected Intervention (TCI), reasons about the tradeoff between the long-term influence of engagement messages on participants' contributions and the potential risk of disrupting their current work. We combine model-based reinforcement learning with off-line policy evaluation to generate intervention policies, without relying on a fixed representation of the domain. TCI works iteratively to learn the best representation from a set of random intervention trials and to generate candidate intervention policies. It is able to refine selected policies off-line by exploiting the fact that users can only be interrupted once per session.We implemented TCI in the wild with Galaxy Zoo, one of the largest citizen science platforms on the web. We found that TCI was able to outperform the state-of-the-art intervention policy for this domain, and significantly increased the contributions of thousands of users. This work demonstrates the benefit of combining traditional AI planning with off-line policy methods to generate intelligent intervention strategies.


Memory-Augmented Monte Carlo Tree Search

AAAI Conferences

This paper proposes and evaluates Memory-Augmented Monte Carlo Tree Search (M-MCTS), which provides a new approach to exploit generalization in online real-time search. The key idea of M-MCTS is to incorporate MCTS with a memory structure, where each entry contains information of a particular state. This memory is used to generate an approximate value estimation by combining the estimations of similar states. We show that the memory based value approximation is better than the vanilla Monte Carlo estimation with high probability under mild conditions. We evaluate M-MCTS in the game of Go. Experimental results show that M-MCTS outperforms the original MCTS with the same number of simulations.


Counting Linear Extensions in Practice: MCMC Versus Exponential Monte Carlo

AAAI Conferences

Counting the linear extensions of a given partial order is a #P-complete problem that arises in numerous applications. For polynomial-time approximation, several Markov chain Monte Carlo schemes have been proposed; however, little is known of their efficiency in practice. This work presents an empirical evaluation of the state-of-the-art schemes and investigates a number of ideas to enhance their performance. In addition, we introduce a novel approximation scheme, adaptive relaxation Monte Carlo (ARMC), that leverages exact exponential-time counting algorithms. We show that approximate counting is feasible up to a few hundred elements on various classes of partial orders, and within this range ARMC typically outperforms the other schemes.


Streaming Non-Monotone Submodular Maximization: Personalized Video Summarization on the Fly

AAAI Conferences

The need for real time analysis of rapidly producing data streams (e.g., video and image streams) motivated the design of streaming algorithms that can efficiently extract and summarize useful information from massive data "on the fly." Such problems can often be reduced to maximizing a submodular set function subject to various constraints. While efficient streaming methods have been recently developed for monotone submodular maximization, in a wide range of applications, such as video summarization, the underlying utility function is non-monotone, and there are often various constraints imposed on the optimization problem to consider privacy or personalization. We develop the first efficient single pass streaming algorithm, Streaming Local Search, that for any streaming monotone submodular maximization algorithm with approximation guarantee ฮฑ under a collection of independence systems I, provides a constant 1/(1+2/โˆšฮฑ+1/ฮฑ+2d(1+โˆšฮฑ)) approximation guarantee for maximizing a non-monotone submodular function under the intersection of I and d knapsack constraints. Our experiments show that for video summarization, our method runs more than 1700 times faster than previous work, while maintaining practically the same performance.


A Two-Stage MaxSAT Reasoning Approach for the Maximum Weight Clique Problem

AAAI Conferences

MaxSAT reasoning is an effective technology used in modern branch-and-bound (BnB) algorithms for the Maximum Weight Clique problem (MWC) to reduce the search space. However, the current MaxSAT reasoning approach for MWC is carried out in a blind manner and is not guided by any relevant strategy. In this paper, we describe a new BnB algorithm for MWC that incorporates a novel two-stage MaxSAT reasoning approach. In each stage, the MaxSAT reasoning is specialised and guided for different tasks. Experiments on an extensive set of graphs show that the new algorithm implementing this approach significantly outperforms relevant exact and heuristic MWC algorithms in both small/medium and massive real-world graphs.


Average-Case Approximation Ratio of Scheduling Without Payments

AAAI Conferences

Apart from the principles and methodologies inherited from Economics and Game Theory, the studies in Algorithmic Mechanism Design typically employ the worst-case analysis and approximation schemes of Theoretical Computer Science. For instance, the approximation ratio, which is the canonical measure of evaluating how well an incentive-compatible mechanism approximately optimizes the objective, is defined in the worst-case sense. It compares the performance of the optimal mechanism against the performance of a truthful mechanism, for all possible inputs. In this paper, we take the average-case analysis approach, and tackle one of the primary motivating problems in Algorithmic Mechanism Design -- the scheduling problem [Nisan and Ronen 1999]. One version of this problem which includes a verification component is studied by [Koutsoupias 2014]. It was shown that the problem has a tight approximation ratio bound of (n+1)/2 for the single-task setting, where n is the number of machines. We show, however, when the costs of the machines to executing the task follow any independent and identical distribution, the average-case approximation ratio of the mechanism given in [Koutsoupias 2014] is upper bounded by a constant. This positive result asymptotically separates the average-case ratio from the worst-case ratio, and indicates that the optimal mechanism for the problem actually works well on average, although in the worst-case the expected cost of the mechanism is Theta(n) times that of the optimal cost.


A Regression Approach for Modeling Games With Many Symmetric Players

AAAI Conferences

We exploit player symmetry to formulate the representation of large normal-form games as a regression task. This formulation allows arbitrary regression methods to be employed in in estimating utility functions from a small subset of the game's outcomes. We demonstrate the applicability both neural networks and Gaussian process regression, but focus on the latter. Once utility functions are learned, computing Nash equilibria requires estimating expected payoffs of pure-strategy deviations from mixed-strategy profiles. Computing these expectations exactly requires an infeasible sum over the full payoff matrix, so we propose and test several approximation methods. Three of these are simple and generic, applicable to any regression method and games with any number of player roles. However, the best performance is achieved by a continuous integral that approximates the summation, which we formulate for the specific case of fully-symmetric games learned by Gaussian process regression with a radial basis function kernel. We demonstrate experimentally that the combination of learned utility functions and expected payoff estimation allows us to efficiently identify approximate equilibria of large games using sparse payoff data.