Oceania
Dynamic Search -- Optimizing the Game of Information Seeking
This article presents the emerging topic of dynamic search (DS). To position dynamic search in a larger research landscape, the article discusses in detail its relationship to related research topics and disciplines. The article reviews approaches to modeling dynamics during information seeking, with an emphasis on Reinforcement Learning (RL)-enabled methods. Details are given for how different approaches are used to model interactions among the human user, the search system, and the environment. The paper ends with a review of evaluations of dynamic search systems.
Towards a Metric for Automated Conversational Dialogue System Evaluation and Improvement
We present "AutoJudge", an automated evaluation method for conversational dialogue systems. The method works by first generating dialogues based on self-talk, i.e. dialogue systems talking to itself. Then, it uses human ratings on these dialogues to train an automated judgement model. Our experiments show that AutoJudge correlates well with the human ratings and can be used to automatically evaluate dialogue systems, even in deployed systems. In a second part, we attempt to apply AutoJudge to improve existing systems. This works well for re-ranking a set of candidate utterances. However, our experiments show that AutoJudge cannot be applied as reward for reinforcement learning, although the metric can distinguish good from bad dialogues. We discuss potential reasons, but state here already that this is still an open question for further research.
Hyperspectral Image Classification With Context-Aware Dynamic Graph Convolutional Network
Wan, Sheng, Gong, Chen, Zhong, Ping, Pan, Shirui, Li, Guangyu, Yang, Jian
In hyperspectral image (HSI) classification, spatial context has demonstrated its significance in achieving promising performance. However, conventional spatial context-based methods simply assume that spatially neighboring pixels should correspond to the same land-cover class, so they often fail to correctly discover the contextual relations among pixels in complex situations, and thus leading to imperfect classification results on some irregular or inhomogeneous regions such as class boundaries. To address this deficiency, we develop a new HSI classification method based on the recently proposed Graph Convolutional Network (GCN), as it can flexibly encode the relations among arbitrarily structured non-Euclidean data. Different from traditional GCN, there are two novel strategies adopted by our method to further exploit the contextual relations for accurate HSI classification. First, since the receptive field of traditional GCN is often limited to fairly small neighborhood, we proposed to capture long range contextual relations in HSI by performing successive graph convolutions on a learned region-induced graph which is transformed from the original 2D image grids. Second, we refine the graph edge weight and the connective relationships among image regions by learning the improved adjacency matrix and the 'edge filter', so that the graph can be gradually refined to adapt to the representations generated by each graph convolutional layer. Such updated graph will in turn result in accurate region representations, and vice versa. The experiments carried out on three real-world benchmark datasets demonstrate that the proposed method yields significant improvement in the classification performance when compared with some state-of-the-art approaches.
RecSim: A Configurable Simulation Platform for Recommender Systems
Ie, Eugene, Hsu, Chih-wei, Mladenov, Martin, Jain, Vihan, Narvekar, Sanmit, Wang, Jing, Wu, Rui, Boutilier, Craig
We propose RecSim, a configurable platform for authoring simulation environments for recommender systems (RSs) that naturally supports sequential interaction with users. RecSim allows the creation of new environments that reflect particular aspects of user behavior and item structure at a level of abstraction well-suited to pushing the limits of current reinforcement learning (RL) and RS techniques in sequential interactive recommendation problems. Environments can be easily configured that vary assumptions about: user preferences and item familiarity; user latent state and its dynamics; and choice models and other user response behavior. We outline how RecSim offers value to RL and RS researchers and practitioners, and how it can serve as a vehicle for academic-industrial collaboration.
A Generative Model for Molecular Distance Geometry
Simm, Gregor N. C., Hernรกndez-Lobato, Josรฉ Miguel
Computing equilibrium states for many-body systems, such as molecules, is a long-standing challenge. In the absence of methods for generating statistically independent samples, great computational effort is invested in simulating these systems using, for example, Markov chain Monte Carlo. We present a probabilistic model that generates such samples for molecules from their graph representations. Our model learns a low-dimensional manifold that preserves the geometry of local atomic neighborhoods through a principled learning representation that is based on Euclidean distance geometry. We create a new dataset for molecular conformation generation with which we show experimentally that our generative model achieves state-of-the-art accuracy. Finally, we show how to use our model as a proposal distribution in an importance sampling scheme to compute molecular properties.
PINE: Universal Deep Embedding for Graph Nodes via Partial Permutation Invariant Set Functions
Gui, Shupeng, Zhang, Xiangliang, Zhong, Pan, Qiu, Shuang, Wu, Mingrui, Ye, Jieping, Wang, Zhengdao, Liu, Ji
Graph node embedding aims at learning a vector representation for all nodes given a graph. It is a central problem in many machine learning tasks (e.g., node classification, recommendation, community detection). The key problem in graph node embedding lies in how to define the dependence to neighbors. Existing approaches specify (either explicitly or implicitly) certain dependencies on neighbors, which may lead to loss of subtle but important structural information within the graph and other dependencies among neighbors. This intrigues us to ask the question: can we design a model to give the maximal flexibility of dependencies to each node's neighborhood. In this paper, we propose a novel graph node embedding (named PINE) via a novel notion of partial permutation invariant set function, to capture any possible dependence. Our method 1) can learn an arbitrary form of the representation function from the neighborhood, withour losing any potential dependence structures, and 2) is applicable to both homogeneous and heterogeneous graph embedding, the latter of which is challenged by the diversity of node types. Furthermore, we provide theoretical guarantee for the representation capability of our method for general homogeneous and heterogeneous graphs. Empirical evaluation results on benchmark data sets show that our proposed PINE method outperforms the state-of-the-art approaches on producing node vectors for various learning tasks of both homogeneous and heterogeneous graphs.
Unsupervised Universal Self-Attention Network for Graph Classification
Nguyen, Dai Quoc, Nguyen, Tu Dinh, Phung, Dinh
Existing graph embedding models often have weaknesses in exploiting graph structure similarities, potential dependencies among nodes and global network properties. To this end, we present U2GAN, a novel unsupervised model leveraging on the strength of the recently introduced universal self-attention network (Dehghani et al., 2019), to learn low-dimensional embeddings of graphs which can be used for graph classification. In particular, given an input graph, U2GAN first applies a self-attention computation, which is then followed by a recurrent transition to iteratively memorize its attention on vector representations of each node and its neighbors across each iteration. Thus, U2GAN can address the weaknesses in the existing models in order to produce plausible node embeddings whose sum is the final embedding of the whole graph. Experimental results show that our unsupervised U2GAN produces new state-of-the-art performances on a range of well-known benchmark datasets for the graph classification task. It even outperforms supervised methods in most of benchmark cases.
Residual Networks Behave Like Boosting Algorithms
We show that Residual Networks (ResNet) is equivalent to boosting feature representation, without any modification to the underlying ResNet training algorithm. A regret bound based on Online Gradient Boosting theory is proved and suggests that ResNet could achieve Online Gradient Boosting regret bounds through neural network architectural changes with the addition of a shrinkage parameter in the identity skip-connections and using residual modules with max-norm bounds. Through this relation between ResNet and Online Boosting, novel feature representation boosting algorithms can be constructed based on altering residual modules. We demonstrate this through proposing decision tree residual modules to construct a new boosted decision tree algorithm and demonstrating generalization error bounds for both approaches; relaxing constraints within BoostResNet algorithm to allow it to be trained in an out-of-core manner. We evaluate convolution ResNet with and without shrinkage modifications to demonstrate its efficacy, and demonstrate that our online boosted decision tree algorithm is comparable to state-of-the-art offline boosted decision tree algorithms without the drawback of offline approaches.
A Theoretical Analysis of the Number of Shots in Few-Shot Learning
Cao, Tianshi, Law, Marc, Fidler, Sanja
Few-shot classification is the task of predicting the category of an example from a set of few labeled examples. The number of labeled examples per category is called the number of shots (or shot number). Recent works tackle this task through meta-learning, where a meta-learner extracts information from observed tasks during meta-training to quickly adapt to new tasks during meta-testing. In this formulation, the number of shots exploited during meta-training has an impact on the recognition performance at meta-test time. Generally, the shot number used in meta-training should match the one used in meta-testing to obtain the best performance. We introduce a theoretical analysis of the impact of the shot number on Prototypical Networks, a state-of-the-art few-shot classification method. From our analysis, we propose a simple method that is robust to the choice of shot number used during meta-training, which is a crucial hyperparameter. The performance of our model trained for an arbitrary meta-training shot number shows great performance for different values of meta-testing shot numbers. We experimentally demonstrate our approach on different few-shot classification benchmarks.
HaarPooling: Graph Pooling with Compressive Haar Basis
Wang, Yu Guang, Li, Ming, Ma, Zheng, Montufar, Guido, Zhuang, Xiaosheng, Fan, Yanan
Deep Graph Neural Networks (GNNs) are instrumental in graph classification and graph-based regression tasks. In these tasks, graph pooling is a critical ingredient by which GNNs adapt to input graphs of varying size and structure. We propose a new graph pooling operation based on compressive Haar transforms, called HaarPooling. HaarPooling is computed following a chain of sequential clusterings of the input graph. The input of each pooling layer is transformed by the compressive Haar basis of the corresponding clustering. HaarPooling operates in the frequency domain by the synthesis of nodes in the same cluster and filters out fine detail information by compressive Haar transforms. Such transforms provide an effective characterization of the data and preserve the structure information of the input graph. By the sparsity of the Haar basis, the computation of HaarPooling is of linear complexity. The GNN with HaarPooling and existing graph convolution layers achieves state-of-the-art performance on diverse graph classification problems.