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Randomized Confidence Bounds for Stochastic Partial Monitoring

arXiv.org Artificial Intelligence

The partial monitoring (PM) framework provides a theoretical formulation of sequential learning problems with incomplete feedback. On each round, a learning agent plays an action while the environment simultaneously chooses an outcome. The agent then observes a feedback signal that is only partially informative about the (unobserved) outcome. The agent leverages the received feedback signals to select actions that minimize the (unobserved) cumulative loss. In contextual PM, the outcomes depend on some side information that is observable by the agent before selecting the action on each round. In this paper, we consider the contextual and non-contextual PM settings with stochastic outcomes. We introduce a new class of strategies based on the randomization of deterministic confidence bounds, that extend regret guarantees to settings where existing stochastic strategies are not applicable. Our experiments show that the proposed RandCBP and RandCBPside* strategies improve state-of-the-art baselines in PM games. To encourage the adoption of the PM framework, we design a use case on the real-world problem of monitoring the error rate of any deployed classification system.


Personalized Text Generation with Fine-Grained Linguistic Control

arXiv.org Artificial Intelligence

As the text generation capabilities of large language models become increasingly prominent, recent studies have focused on controlling particular aspects of the generated text to make it more personalized. However, most research on controllable text generation focuses on controlling the content or modeling specific high-level/coarse-grained attributes that reflect authors' writing styles, such as formality, domain, or sentiment. In this paper, we focus on controlling fine-grained attributes spanning multiple linguistic dimensions, such as lexical and syntactic attributes. We introduce a novel benchmark to train generative models and evaluate their ability to generate personalized text based on multiple fine-grained linguistic attributes. We systematically investigate the performance of various large language models on our benchmark and draw insights from the factors that impact their performance. We make our code, data, and pretrained models publicly available.


Tactile Ergodic Control Using Diffusion and Geometric Algebra

arXiv.org Artificial Intelligence

Continuous physical interaction between robots and their environment is a requirement in many industrial and household tasks, such as sanding and cleaning. Due to the complex tactile information, these tasks are notoriously difficult to model and to sense. In this article, we introduce a closed-loop control method that is constrained to surfaces. The applications that we target have in common that they can be represented by probability distributions on the surface that correlate to the time the robot should spend in a region. These surfaces can easily be captured jointly with the target distributions using coloured point clouds. We present the extension of an ergodic control approach that can be used with point clouds, based on heat equation-driven area coverage (HEDAC). Our method enables closed-loop exploration by measuring the actual coverage using vision. Unlike existing approaches, we approximate the potential field from non-stationary diffusion using spectral acceleration, which does not require complex preprocessing steps and achieves real-time closed-loop control frequencies. We exploit geometric algebra to stay in contact with the target surface by tracking a line while simultaneously exerting a desired force along that line. Our approach is suitable for fully autonomous and human-robot interaction settings where the robot can either directly measure the coverage of the target with its sensors or by being guided online by markings or annotations of a human expert. We tested the performance of the approach in kinematic simulation using point clouds, ranging from the Stanford bunny to a variety of kitchen utensils. Our real-world experiments demonstrate that the proposed approach can successfully be used to wash kitchenware with curved surfaces, by cleaning the dirt detected by vision in an online manner. Website: https://geometric-algebra.tobiloew.ch/tactile_ergodic_control


Learning Communication Policies for Different Follower Behaviors in a Collaborative Reference Game

arXiv.org Artificial Intelligence

Albrecht and Stone (2018) state that modeling of changing behaviors remains an open problem "due to the essentially unconstrained nature of what other agents may do". In this work we evaluate the adaptability of neural artificial agents towards assumed partner behaviors in a collaborative reference game. In this game success is achieved when a knowledgeable Guide can verbally lead a Follower to the selection of a specific puzzle piece among several distractors. We frame this language grounding and coordination task as a reinforcement learning problem and measure to which extent a common reinforcement training algorithm (PPO) is able to produce neural agents (the Guides) that perform well with various heuristic Follower behaviors that vary along the dimensions of confidence and autonomy. We experiment with a learning signal that in addition to the goal condition also respects an assumed communicative effort. Our results indicate that this novel ingredient leads to communicative strategies that are less verbose (staying silent in some of the steps) and that with respect to that the Guide's strategies indeed adapt to the partner's level of confidence and autonomy. Figure 1: An exemplary interaction between a Guide and a Follower that controls the gripper (the black dot).


Analyzing the Neural Tangent Kernel of Periodically Activated Coordinate Networks

arXiv.org Artificial Intelligence

Recently, neural networks utilizing periodic activation functions have been proven to demonstrate superior performance in vision tasks compared to traditional ReLU-activated networks. However, there is still a limited understanding of the underlying reasons for this improved performance. In this paper, we aim to address this gap by providing a theoretical understanding of periodically activated networks through an analysis of their Neural Tangent Kernel (NTK). We derive bounds on the minimum eigenvalue of their NTK in the finite width setting, using a fairly general network architecture which requires only one wide layer that grows at least linearly with the number of data samples. Our findings indicate that periodically activated networks are \textit{notably more well-behaved}, from the NTK perspective, than ReLU activated networks. Additionally, we give an application to the memorization capacity of such networks and verify our theoretical predictions empirically. Our study offers a deeper understanding of the properties of periodically activated neural networks and their potential in the field of deep learning.


Theoretical and Empirical Analysis of Adaptive Entry Point Selection for Graph-based Approximate Nearest Neighbor Search

arXiv.org Artificial Intelligence

We present a theoretical and empirical analysis of the adaptive entry point selection for graph-based approximate nearest neighbor search (ANNS). We introduce novel concepts: $b\textit{-monotonic path}$ and $B\textit{-MSNET}$, which better capture an actual graph in practical algorithms than existing concepts like MSNET. We prove that adaptive entry point selection offers better performance upper bound than the fixed central entry point under more general conditions than previous work. Empirically, we validate the method's effectiveness in accuracy, speed, and memory usage across various datasets, especially in challenging scenarios with out-of-distribution data and hard instances. Our comprehensive study provides deeper insights into optimizing entry points for graph-based ANNS for real-world high-dimensional data applications.


Source Identification in Abstractive Summarization

arXiv.org Artificial Intelligence

Neural abstractive summarization models make summaries in an end-to-end manner, and little is known about how the source information is actually converted into summaries. In this paper, we define input sentences that contain essential information in the generated summary as $\textit{source sentences}$ and study how abstractive summaries are made by analyzing the source sentences. To this end, we annotate source sentences for reference summaries and system summaries generated by PEGASUS on document-summary pairs sampled from the CNN/DailyMail and XSum datasets. We also formulate automatic source sentence detection and compare multiple methods to establish a strong baseline for the task. Experimental results show that the perplexity-based method performs well in highly abstractive settings, while similarity-based methods perform robustly in relatively extractive settings. Our code and data are available at https://github.com/suhara/sourcesum.


CataractBot: An LLM-Powered Expert-in-the-Loop Chatbot for Cataract Patients

arXiv.org Artificial Intelligence

The healthcare landscape is evolving, with patients seeking more reliable information about their health conditions, treatment options, and potential risks. Despite the abundance of information sources, the digital age overwhelms individuals with excess, often inaccurate information. Patients primarily trust doctors and hospital staff, highlighting the need for expert-endorsed health information. However, the pressure on experts has led to reduced communication time, impacting information sharing. To address this gap, we propose CataractBot, an experts-in-the-loop chatbot powered by large language models (LLMs). Developed in collaboration with a tertiary eye hospital in India, CataractBot answers cataract surgery related questions instantly by querying a curated knowledge base, and provides expert-verified responses asynchronously. CataractBot features multimodal support and multilingual capabilities. In an in-the-wild deployment study with 49 participants, CataractBot proved valuable, providing anytime accessibility, saving time, and accommodating diverse literacy levels. Trust was established through expert verification. Broadly, our results could inform future work on designing expert-mediated LLM bots.


Meet JEANIE: a Similarity Measure for 3D Skeleton Sequences via Temporal-Viewpoint Alignment

arXiv.org Artificial Intelligence

Video sequences exhibit significant nuisance the-art results on NTU-60, NTU-120, Kinetics-skeleton and variations (undesired effects) of speed of actions, temporal UWA3D Multiview Activity II on supervised and unsupervised locations, and subjects' poses, leading to temporalviewpoint FSAR, and their meta-learning inspired fusion. Thus, we propose Joint tEmporal and cAmera viewpoiNt alIgnmEnt 1 Introduction (JEANIE) for sequence pairs. In particular, we focus on 3D skeleton sequences whose camera and subjects' poses can be Action recognition is a key topic in computer vision, easily manipulated in 3D. We evaluate JEANIE on skeletal with applications in video surveillance [105, 109, 120], Few-shot Action Recognition (FSAR), where matching well human-computer interaction, sport analysis and robotics. Given a query sequence, we create its several views labeling videos for 3D skeleton sequences is laborious, and by simulating several camera locations. For a support sequence, such pipelines need to be retrained or finetuned for new class we match it with view-simulated query sequences, concepts. Specifically, two-stream neural network [24, 23, 124] and 3D Convolutional each support temporal block can be matched to the Neural Network (3D CNN) [99, 9] aggregate framewise query temporal block with the same or adjacent (next) temporal and temporal block representations, respectively. However, index, and adjacent camera views to achieve joint local such networks are trained on large-scale datasets such temporal-viewpoint warping. JEANIE selects the smallest as Kinetics [9, 116, 110, 118] under a fixed set of training distance among matching paths with different temporalviewpoint classes. We also propose an Few-shot Learning (FSL) models for action recognition, unsupervised FSAR akin to clustering of sequences with termed Few-shot Action Recognition (FSAR), that rapidly JEANIE as a distance measure. JEANIE achieves state-of-adapt to novel classes given few training samples [77, 129, 31, 19, 138, 7, 112]. L. Wang is a Research Fellow at the School of Computing, the Australian J. Liu is an Assistant Professor at the Singapore University of Technology L. Zheng is an Associate Professor in the School of Computing, ANU.


Read to Play (R2-Play): Decision Transformer with Multimodal Game Instruction

arXiv.org Artificial Intelligence

Developing a generalist agent is a longstanding objective in artificial intelligence. Previous efforts utilizing extensive offline datasets from various tasks demonstrate remarkable performance in multitasking scenarios within Reinforcement Learning. However, these works encounter challenges in extending their capabilities to new tasks. Recent approaches integrate textual guidance or visual trajectory into decision networks to provide task-specific contextual cues, representing a promising direction. However, it is observed that relying solely on textual guidance or visual trajectory is insufficient for accurately conveying the contextual information of tasks. This paper explores enhanced forms of task guidance for agents, enabling them to comprehend gameplay instructions, thereby facilitating a "read-to-play" capability. Drawing inspiration from the success of multimodal instruction tuning in visual tasks, we treat the visual-based RL task as a long-horizon vision task and construct a set of multimodal game instructions to incorporate instruction tuning into a decision transformer. Experimental results demonstrate that incorporating multimodal game instructions significantly enhances the decision transformer's multitasking and generalization capabilities.