Oceania
Two-view Graph Neural Networks for Knowledge Graph Completion
Tong, Vinh, Nguyen, Dai Quoc, Phung, Dinh, Nguyen, Dat Quoc
To this end, we propose a new KG embedding model, named A knowledge graph (KG) is a network of entity nodes and WGE, to leverage GNNs to capture entity-focused graph structure relationship edges, which can be represented as a collection and relation-focused graph structure for KG completion. of triples in the form of (h, r, t), wherein each triple (h, r, In particular, WGE transforms a given KG into two views. The t) represents a relation r between a head entity h and a tail first view--a single undirected entity-focused graph--only entity t. Here, entities are real-world things or objects such includes entities as nodes to provide the entity neighborhood as music tracks, movies persons, organizations, places and the information. The second view--a single undirected relationfocused like, while each relation type determines a certain relationship graph--considers both entities and relations as nodes, between entities. KGs are used in a number of commercial applications, constructed from constraints (subjective relation, predicate e.g. in such search engines as Google, Microsoft's entity, objective relation), to attain the potential dependence Bing and Facebook's Graph search. They also are useful between two neighborhood relations. Then WGE introduces a resources for many natural language processing tasks such as new encoder module of adopting two vanilla GNNs directly co-reference resolution ([1], [2]), semantic parsing ([3], [4]) on these two graph views to better update entity and relation and question answering ([5], [6]). However, an issue is that embeddings, followed by the decoder module using a weighted KGs are often incomplete, i.e., missing a lot of valid triples score function. In summary, our contributions are as follows: [7].
Learning from Guided Play: A Scheduled Hierarchical Approach for Improving Exploration in Adversarial Imitation Learning
Ablett, Trevor, Chan, Bryan, Kelly, Jonathan
Effective exploration continues to be a significant challenge that prevents the deployment of reinforcement learning for many physical systems. This is particularly true for systems with continuous and high-dimensional state and action spaces, such as robotic manipulators. The challenge is accentuated in the sparse rewards setting, where the low-level state information required for the design of dense rewards is unavailable. Adversarial imitation learning (AIL) can partially overcome this barrier by leveraging expert-generated demonstrations of optimal behaviour and providing, essentially, a replacement for dense reward information. Unfortunately, the availability of expert demonstrations does not necessarily improve an agent's capability to explore effectively and, as we empirically show, can lead to inefficient or stagnated learning. We present Learning from Guided Play (LfGP), a framework in which we leverage expert demonstrations of, in addition to a main task, multiple auxiliary tasks. Subsequently, a hierarchical model is used to learn each task reward and policy through a modified AIL procedure, in which exploration of all tasks is enforced via a scheduler composing different tasks together. This affords many benefits: learning efficiency is improved for main tasks with challenging bottleneck transitions, expert data becomes reusable between tasks, and transfer learning through the reuse of learned auxiliary task models becomes possible. Our experimental results in a challenging multitask robotic manipulation domain indicate that our method compares favourably to supervised imitation learning and to a state-of-the-art AIL method. Code is available at https://github.com/utiasSTARS/lfgp.
Intelli-Paint: Towards Developing Human-like Painting Agents
Singh, Jaskirat, Smith, Cameron, Echevarria, Jose, Zheng, Liang
The generation of well-designed artwork is often quite time-consuming and assumes a high degree of proficiency on part of the human painter. In order to facilitate the human painting process, substantial research efforts have been made on teaching machines how to "paint like a human", and then using the trained agent as a painting assistant tool for human users. However, current research in this direction is often reliant on a progressive grid-based division strategy wherein the agent divides the overall image into successively finer grids, and then proceeds to paint each of them in parallel. This inevitably leads to artificial painting sequences which are not easily intelligible to human users. To address this, we propose a novel painting approach which learns to generate output canvases while exhibiting a more human-like painting style. The proposed painting pipeline Intelli-Paint consists of 1) a progressive layering strategy which allows the agent to first paint a natural background scene representation before adding in each of the foreground objects in a progressive fashion. 2) We also introduce a novel sequential brushstroke guidance strategy which helps the painting agent to shift its attention between different image regions in a semantic-aware manner. 3) Finally, we propose a brushstroke regularization strategy which allows for ~60-80% reduction in the total number of required brushstrokes without any perceivable differences in the quality of the generated canvases. Through both quantitative and qualitative results, we show that the resulting agents not only show enhanced efficiency in output canvas generation but also exhibit a more natural-looking painting style which would better assist human users express their ideas through digital artwork.
Inherently Explainable Reinforcement Learning in Natural Language
Peng, Xiangyu, Riedl, Mark O., Ammanabrolu, Prithviraj
We focus on the task of creating a reinforcement learning agent that is inherently explainable -- with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce causal explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed -- providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.
Graph Structure Learning with Variational Information Bottleneck
Sun, Qingyun, Li, Jianxin, Peng, Hao, Wu, Jia, Fu, Xingcheng, Ji, Cheng, Yu, Philip S.
Graph Neural Networks (GNNs) have shown promising results on a broad spectrum of applications. Most empirical studies of GNNs directly take the observed graph as input, assuming the observed structure perfectly depicts the accurate and complete relations between nodes. However, graphs in the real world are inevitably noisy or incomplete, which could even exacerbate the quality of graph representations. In this work, we propose a novel Variational Information Bottleneck guided Graph Structure Learning framework, namely VIB-GSL, in the perspective of information theory. VIB-GSL advances the Information Bottleneck (IB) principle for graph structure learning, providing a more elegant and universal framework for mining underlying task-relevant relations. VIB-GSL learns an informative and compressive graph structure to distill the actionable information for specific downstream tasks. VIB-GSL deduces a variational approximation for irregular graph data to form a tractable IB objective function, which facilitates training stability. Extensive experimental results demonstrate that the superior effectiveness and robustness of VIB-GSL.
Graph-wise Common Latent Factor Extraction for Unsupervised Graph Representation Learning
Cooray, Thilini, Cheung, Ngai-Man
Unsupervised graph-level representation learning plays a crucial role in a variety of tasks such as molecular property prediction and community analysis, especially when data annotation is expensive. Currently, most of the best-performing graph embedding methods are based on Infomax principle. The performance of these methods highly depends on the selection of negative samples and hurt the performance, if the samples were not carefully selected. Inter-graph similarity-based methods also suffer if the selected set of graphs for similarity matching is low in quality. To address this, we focus only on utilizing the current input graph for embedding learning. We are motivated by an observation from real-world graph generation processes where the graphs are formed based on one or more global factors which are common to all elements of the graph (e.g., topic of a discussion thread, solubility level of a molecule). We hypothesize extracting these common factors could be highly beneficial. Hence, this work proposes a new principle for unsupervised graph representation learning: Graph-wise Common latent Factor EXtraction (GCFX). We further propose a deep model for GCFX, deepGCFX, based on the idea of reversing the above-mentioned graph generation process which could explicitly extract common latent factors from an input graph and achieve improved results on downstream tasks to the current state-of-the-art. Through extensive experiments and analysis, we demonstrate that, while extracting common latent factors is beneficial for graph-level tasks to alleviate distractions caused by local variations of individual nodes or local neighbourhoods, it also benefits node-level tasks by enabling long-range node dependencies, especially for disassortative graphs.
Utilizing Evidence Spans via Sequence-Level Contrastive Learning for Long-Context Question Answering
Caciularu, Avi, Dagan, Ido, Goldberger, Jacob, Cohan, Arman
Long-range transformer models have achieved encouraging results on long-context question answering (QA) tasks. Such tasks often require reasoning over a long document, and they benefit from identifying a set of evidence spans (e.g., sentences) that provide supporting evidence for addressing the question. In this work, we propose a novel method for equipping long-range transformers with an additional sequence-level objective for better identification of supporting evidence spans. We achieve this by proposing an additional contrastive supervision signal in finetuning, where the model is encouraged to explicitly discriminate supporting evidence sentences from negative ones by maximizing the question-evidence similarity. The proposed additional loss exhibits consistent improvements on three different strong long-context transformer models, across two challenging question answering benchmarks - HotpotQA and QAsper.
Learning Interpretable Models Through Multi-Objective Neural Architecture Search
Carmichael, Zachariah, Moon, Tim, Jacobs, Sam Ade
Monumental advances in deep learning have led to unprecedented achievements across a multitude of domains. While the performance of deep neural networks is indubitable, the architectural design and interpretability of such models are nontrivial. Research has been introduced to automate the design of neural network architectures through neural architecture search (NAS). Recent progress has made these methods more pragmatic by exploiting distributed computation and novel optimization algorithms. However, there is little work in optimizing architectures for interpretability. To this end, we propose a multi-objective distributed NAS framework that optimizes for both task performance and introspection. We leverage the non-dominated sorting genetic algorithm (NSGA-II) and explainable AI (XAI) techniques to reward architectures that can be better comprehended by humans. The framework is evaluated on several image classification datasets. We demonstrate that jointly optimizing for introspection ability and task error leads to more disentangled architectures that perform within tolerable error.
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Launch of Australia's National AI Centre - Australian Security Magazine
Australia's National Artificial Intelligence Centre has been launched to help unlock the potential of AI for business by coordinating the country's AI expertise and capabilities. The Centre is part of the federal government's $124.1 million investment under its AI Action Plan, which sets out a vision for Australia to become a global leader in developing and adopting trusted, secure and responsible artificial intelligence. Minister for Science and Technology Melissa Price said the Government was delivering on the AI Action Plan, ensuring Australia was charging ahead in developing and adopting artificial intelligence products and services. "The launch of the National Artificial Intelligence Centre positions Australia as a global leader in AI technology, harnessing our collective capabilities, talent and resources to be developers and drive early adoption of AI by our businesses," Minister Price said. "The National Artificial Intelligence Centre will play a pivotal role in ensuring we can take advantage of AI technologies, which has been forecast to contribute more than $20 trillion to the global economy by 2030. It will unlock the potential of AI and create new opportunities for business to access critical AI expertise and capabilities. The National Artificial Intelligence Centre will also help address barriers that small and medium enterprises face in developing AI and other emerging technologies by connecting business with the talent, knowledge and tools to succeed."