Edmonton
TAG: Toward Accurate Social Media Content Tagging with a Concept Graph
Yang, Jiuding, Guo, Weidong, Liu, Bang, Yu, Yakun, Wang, Chaoyue, Luo, Jinwen, Kong, Linglong, Niu, Di, Wen, Zhen
Although conceptualization has been widely studied in semantics and knowledge representation, it is still challenging to find the most accurate concept phrases to characterize the main idea of a text snippet on the fast-growing social media. This is partly attributed to the fact that most knowledge bases contain general terms of the world, such as trees and cars, which do not have the defining power or are not interesting enough to social media app users. Another reason is that the intricacy of natural language allows the use of tense, negation and grammar to change the logic or emphasis of language, thus conveying completely different meanings. In this paper, we present TAG, a high-quality concept matching dataset consisting of 10,000 labeled pairs of fine-grained concepts and web-styled natural language sentences, mined from the open-domain social media. The concepts we consider represent the trending interests of online users. Associated with TAG is a concept graph of these fine-grained concepts and entities to provide the structural context information. We evaluate a wide range of popular neural text matching models as well as pre-trained language models on TAG, and point out their insufficiency to tag social media content with the most appropriate concept. We further propose a novel graph-graph matching method that demonstrates superior abstraction and generalization performance by better utilizing both the structural context in the concept graph and logic interactions between semantic units in the sentence via syntactic dependency parsing. We open-source both the TAG dataset and the proposed methods to facilitate further research.
Hindsight Network Credit Assignment: Efficient Credit Assignment in Networks of Discrete Stochastic Units
Training neural networks with discrete stochastic variables presents a unique challenge. Backpropagation is not directly applicable, nor are the reparameterization tricks used in networks with continuous stochastic variables. To address this challenge, we present Hindsight Network Credit Assignment (HNCA), a novel learning algorithm for networks of discrete stochastic units. HNCA works by assigning credit to each unit based on the degree to which its output influences its immediate children in the network. We prove that HNCA produces unbiased gradient estimates with reduced variance compared to the REINFORCE estimator, while the computational cost is similar to that of backpropagation. We first apply HNCA in a contextual bandit setting to optimize a reward function that is unknown to the agent. In this setting, we empirically demonstrate that HNCA significantly outperforms REINFORCE, indicating that the variance reduction implied by our theoretical analysis is significant and impactful. We then show how HNCA can be extended to optimize a more general function of the outputs of a network of stochastic units, where the function is known to the agent. We apply this extended version of HNCA to train a discrete variational auto-encoder and empirically show it compares favourably to other strong methods. We believe that the ideas underlying HNCA can help stimulate new ways of thinking about efficient credit assignment in stochastic compute graphs.
Open Player Modeling: Empowering Players through Data Transparency
Zhu, Jichen, El-Nasr, Magy Seif
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models developed from this data transparent to users? In this paper, we synthesize existing work from the Intelligent User Interface and Learning Science research communities, where they started to investigate the potential of making such data and models available to users. We then present a new area exploring this question, which we call Open Player Modeling, as an emerging research area. We define the design space of Open Player Models and present exciting open problems that the games research community can explore. We conclude the paper with a case study and discuss the potential value of this approach.
Temporal Abstraction in Reinforcement Learning with the Successor Representation
Machado, Marlos C., Barreto, Andre, Precup, Doina
Reasoning at multiple levels of temporal abstraction is one of the key attributes of intelligence. In reinforcement learning, this is often modeled through temporally extended courses of actions called options. Options allow agents to make predictions and to operate at different levels of abstraction within an environment. Nevertheless, approaches based on the options framework often start with the assumption that a reasonable set of options is known beforehand. When this is not the case, there are no definitive answers for which options one should consider. In this paper, we argue that the successor representation (SR), which encodes states based on the pattern of state visitation that follows them, can be seen as a natural substrate for the discovery and use of temporal abstractions. To support our claim, we take a big picture view of recent results, showing how the SR can be used to discover options that facilitate either temporally-extended exploration or planning. We cast these results as instantiations of a general framework for option discovery in which the agent's representation is used to identify useful options, which are then used to further improve its representation. This results in a virtuous, never-ending, cycle in which both the representation and the options are constantly refined based on each other. Beyond option discovery itself, we discuss how the SR allows us to augment a set of options into a combinatorially large counterpart without additional learning. This is achieved through the combination of previously learned options. Our empirical evaluation focuses on options discovered for temporally-extended exploration and on the use of the SR to combine them. The results of our experiments shed light on design decisions involved in the definition of options and demonstrate the synergy of different methods based on the SR, such as eigenoptions and the option keyboard.
AMRA*: Anytime Multi-Resolution Multi-Heuristic A*
Saxena, Dhruv Mauria, Kusnur, Tushar, Likhachev, Maxim
Heuristic search-based motion planning algorithms typically discretise the search space in order to solve the shortest path problem. Their performance is closely related to this discretisation. A fine discretisation allows for better approximations of the continuous search space, but makes the search for a solution more computationally costly. A coarser resolution might allow the algorithms to find solutions quickly at the expense of quality. For large state spaces, it can be beneficial to search for solutions across multiple resolutions even though defining the discretisations is challenging. The recently proposed algorithm Multi-Resolution A* (MRA*) searches over multiple resolutions. It traverses large areas of obstacle-free space and escapes local minima at a coarse resolution. It can also navigate so-called narrow passageways at a finer resolution. In this work, we develop AMRA*, an anytime version of MRA*. AMRA* tries to find a solution quickly using the coarse resolution as much as possible. It then refines the solution by relying on the fine resolution to discover better paths that may not have been available at the coarse resolution. In addition to being anytime, AMRA* can also leverage information sharing between multiple heuristics. We prove that AMRA* is complete and optimal (in-the-limit of time) with respect to the finest resolution. We show its performance on 2D grid navigation and 4D kinodynamic planning problems.
A guided journey through non-interactive automatic story generation
We present a literature survey on non-interactive computational story generation. The article starts with the presentation of requirements for creative systems, three types of models of creativity (computational, socio-cultural, and individual), and models of human creative writing. Then it reviews each class of story generation approach depending on the used technology: story-schemas, analogy, rules, planning, evolutionary algorithms, implicit knowledge learning, and explicit knowledge learning. Before the concluding section, the article analyses the contributions of the reviewed work to improve the quality of the generated stories. This analysis addresses the description of the story characters, the use of narrative knowledge including about character believability, and the possible lack of more comprehensive or more detailed knowledge or creativity models. Finally, the article presents concluding remarks in the form of suggestions of research topics that might have a significant impact on the advancement of the state of the art on autonomous non-interactive story generation systems. The article concludes that the autonomous generation and adoption of the main idea to be conveyed and the autonomous design of the creativity ensuring criteria are possibly two of most important topics for future research.
TensorPlan and the Few Actions Lower Bound for Planning in MDPs under Linear Realizability of Optimal Value Functions
Weisz, Gellért, Szepesvári, Csaba, György, András
We consider the minimax query complexity of online planning with a generative model in fixed-horizon Markov decision processes (MDPs) with linear function approximation. Following recent works, we consider broad classes of problems where either (i) the optimal value function $v^\star$ or (ii) the optimal action-value function $q^\star$ lie in the linear span of some features; or (iii) both $v^\star$ and $q^\star$ lie in the linear span when restricted to the states reachable from the starting state. Recently, Weisz et al. (2021b) showed that under (ii) the minimax query complexity of any planning algorithm is at least exponential in the horizon $H$ or in the feature dimension $d$ when the size $A$ of the action set can be chosen to be exponential in $\min(d,H)$. On the other hand, for the setting (i), Weisz et al. (2021a) introduced TensorPlan, a planner whose query cost is polynomial in all relevant quantities when the number of actions is fixed. Among other things, these two works left open the question whether polynomial query complexity is possible when $A$ is subexponential in $min(d,H)$. In this paper we answer this question in the negative: we show that an exponentially large lower bound holds when $A=\Omega(\min(d^{1/4},H^{1/2}))$, under either (i), (ii) or (iii). In particular, this implies a perhaps surprising exponential separation of query complexity compared to the work of Du et al. (2021) who prove a polynomial upper bound when (iii) holds for all states. Furthermore, we show that the upper bound of TensorPlan can be extended to hold under (iii) and, for MDPs with deterministic transitions and stochastic rewards, also under (ii).
A Survey On Neural Word Embeddings
Understanding human language has been a sub-challenge on the way of intelligent machines. The study of meaning in natural language processing (NLP) relies on the distributional hypothesis where language elements get meaning from the words that co-occur within contexts. The revolutionary idea of distributed representation for a concept is close to the working of a human mind in that the meaning of a word is spread across several neurons, and a loss of activation will only slightly affect the memory retrieval process. Neural word embeddings transformed the whole field of NLP by introducing substantial improvements in all NLP tasks. In this survey, we provide a comprehensive literature review on neural word embeddings. We give theoretical foundations and describe existing work by an interplay between word embeddings and language modelling. We provide broad coverage on neural word embeddings, including early word embeddings, embeddings targeting specific semantic relations, sense embeddings, morpheme embeddings, and finally, contextual representations. Finally, we describe benchmark datasets in word embeddings' performance evaluation and downstream tasks along with the performance results of/due to word embeddings.
Surrogate-Based Black-Box Optimization Method for Costly Molecular Properties
Leguy, Jules, Cauchy, Thomas, Duval, Beatrice, Da Mota, Benoit
AI-assisted molecular optimization is a very active research field as it is expected to provide the next-generation drugs and molecular materials. An important difficulty is that the properties to be optimized rely on costly evaluations. Machine learning methods are investigated with success to predict these properties, but show generalization issues on less known areas of the chemical space. We propose here a surrogate-based black box optimization method, to tackle jointly the optimization and machine learning problems. It consists in optimizing the expected improvement of the surrogate of a molecular property using an evolutionary algorithm. The surrogate is defined as a Gaussian Process Regression (GPR) model, learned on a relevant area of the search space with respect to the property to be optimized. We show that our approach can successfully optimize a costly property of interest much faster than a purely metaheuristic approach.
Path Based Hierarchical Clustering on Knowledge Graphs
Pietrasik, Marcin, Reformat, Marek
Knowledge graphs have emerged as a widely adopted medium for storing relational data, making methods for automatically reasoning with them highly desirable. In this paper, we present a novel approach for inducing a hierarchy of subject clusters, building upon our earlier work done in taxonomy induction. Our method first constructs a tag hierarchy before assigning subjects to clusters on this hierarchy. We quantitatively demonstrate our method's ability to induce a coherent cluster hierarchy on three real-world datasets.