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A Pathway Towards Responsible AI Generated Content

arXiv.org Artificial Intelligence

AI Generated Content (AIGC) has received tremendous attention within the past few years, with content generated in the format of image, text, audio, video, etc. Meanwhile, AIGC has become a double-edged sword and recently received much criticism regarding its responsible usage. In this article, we focus on 8 main concerns that may hinder the healthy development and deployment of AIGC in practice, including risks from (1) privacy; (2) bias, toxicity, misinformation; (3) intellectual property (IP); (4) robustness; (5) open source and explanation; (6) technology abuse; (7) consent, credit, and compensation; (8) environment. Additionally, we provide insights into the promising directions for tackling these risks while constructing generative models, enabling AIGC to be used more responsibly to truly benefit society.


"Guess what I'm doing": Extending legibility to sequential decision tasks

arXiv.org Artificial Intelligence

Interaction between humans and agents/robots can greatly benefit from each other's ability to reason about the others' intentions--inferring what the other is trying to do and what its objectives are. In the human-robot interaction (HRI) literature, several works have explored the communication of intentions using speech [1, 2], gaze [3, 4], and movements [5, 6]. In this work we address the problem of conveying intention through action, which is closely related to the aforementioned works that explore communication of intention through movement. In particular, we are interested in the notion of legibility, introduced by Dragan et al. [7], that measures to what extent a user is able to infer the goal of a robot by observing a snippet of the robot's movement. A legible movement is characterized not by its efficiency in reaching the goal, but by its distinctiveness, i.e., by how much it is able to disambiguate the actual goal of the movement from other potential goals. In the original work of Dragan et al. [7], legibility is expressed by the probability of the goal given the movement, i.e., L(movement) = P (Goal | Movement snippet). Legibility has been widely explored in human-robot interaction to improve a robots' expressiveness through movement [5]. More recently, several works have extended the notion of legibility to domains other than robotic motion. The focus on improving the transparency and explainability of machine systems has been one of the main drives for the application of legibility beyond robotic motion [8].


Dynamic Algorithms for Matroid Submodular Maximization

arXiv.org Artificial Intelligence

Submodular maximization under matroid and cardinality constraints are classical problems with a wide range of applications in machine learning, auction theory, and combinatorial optimization. In this paper, we consider these problems in the dynamic setting, where (1) we have oracle access to a monotone submodular function $f: 2^{V} \rightarrow \mathbb{R}^+$ and (2) we are given a sequence $\mathcal{S}$ of insertions and deletions of elements of an underlying ground set $V$. We develop the first fully dynamic $(4+\epsilon)$-approximation algorithm for the submodular maximization problem under the matroid constraint using an expected worst-case $O(k\log(k)\log^3{(k/\epsilon)})$ query complexity where $0 < \epsilon \le 1$. This resolves an open problem of Chen and Peng (STOC'22) and Lattanzi et al. (NeurIPS'20). As a byproduct, for the submodular maximization under the cardinality constraint $k$, we propose a parameterized (by the cardinality constraint $k$) dynamic algorithm that maintains a $(2+\epsilon)$-approximate solution of the sequence $\mathcal{S}$ at any time $t$ using an expected worst-case query complexity $O(k\epsilon^{-1}\log^2(k))$. This is the first dynamic algorithm for the problem that has a query complexity independent of the size of ground set $V$.


Keeping Teams in the Game: Predicting Dropouts in Online Problem-Based Learning Competition

arXiv.org Artificial Intelligence

Online learning and MOOCs have become increasingly popular in recent years, and the trend will continue, given the technology boom. There is a dire need to observe learners' behavior in these online courses, similar to what instructors do in a face-to-face classroom. Learners' strategies and activities become crucial to understanding their behavior. One major challenge in online courses is predicting and preventing dropout behavior. While several studies have tried to perform such analysis, there is still a shortage of studies that employ different data streams to understand and predict the drop rates. Moreover, studies rarely use a fully online team-based collaborative environment as their context. Thus, the current study employs an online longitudinal problem-based learning (PBL) collaborative robotics competition as the testbed. Through methodological triangulation, the study aims to predict dropout behavior via the contributions of Discourse discussion forum 'activities' of participating teams, along with a self-reported Online Learning Strategies Questionnaire (OSLQ). The study also uses Qualitative interviews to enhance the ground truth and results. The OSLQ data is collected from more than 4000 participants. Furthermore, the study seeks to establish the reliability of OSLQ to advance research within online environments. Various Machine Learning algorithms are applied to analyze the data. The findings demonstrate the reliability of OSLQ with our substantial sample size and reveal promising results for predicting the dropout rate in online competition.


Task Contamination: Language Models May Not Be Few-Shot Anymore

arXiv.org Artificial Intelligence

Large language models (LLMs) offer impressive performance in various zero-shot and few-shot tasks. However, their success in zero-shot and few-shot settings may be affected by task contamination, a potential limitation that has not been thoroughly examined. This paper investigates how zero-shot and few-shot performance of LLMs has changed chronologically over time. Utilizing GPT-3 series models and several other recent open-sourced LLMs, and controlling for dataset difficulty, we find that on datasets released before the LLM training data creation date, LLMs perform surprisingly better than on datasets released after. This strongly indicates that, for many LLMs, there exists task contamination on zero-shot and few-shot evaluation for datasets released prior to the LLMs' training data creation date. Additionally, we utilize training data inspection, task example extraction, and a membership inference attack, which reveal further evidence of task contamination. Importantly, we find that for classification tasks with no possibility of task contamination, LLMs rarely demonstrate statistically significant improvements over simple majority baselines, in both zero and few-shot settings.


Zur Darstellung eines mehrstufigen Prototypbegriffs in der multilingualen automatischen Sprachgenerierung: vom Korpus \"uber word embeddings bis hin zum automatischen W\"orterbuch

arXiv.org Artificial Intelligence

The multilingual dictionary of noun valency Portlex is considered to be the trigger for the creation of the automatic language generators Xera and Combinatoria, whose development and use is presented in this paper. Both prototypes are used for the automatic generation of nominal phrases with their mono- and bi-argumental valence slots, which could be used, among others, as dictionary examples or as integrated components of future autonomous E-Learning-Tools. As samples for new types of automatic valency dictionaries including user interaction, we consider the language generators as we know them today. In the specific methodological procedure for the development of the language generators, the syntactic-semantic description of the noun slots turns out to be the main focus from a syntagmatic and paradigmatic point of view. Along with factors such as representativeness, grammatical correctness, semantic coherence, frequency and the variety of lexical candidates, as well as semantic classes and argument structures, which are fixed components of both resources, a concept of a multi-sided prototype stands out. The combined application of this prototype concept as well as of word embeddings together with techniques from the field of automatic natural language processing and generation (NLP and NLG) opens up a new way for the future development of automatically generated plurilingual valency dictionaries. All things considered, the paper depicts the language generators both from the point of view of their development as well as from that of the users. The focus lies on the role of the prototype concept within the development of the resources.


Contribuci\'on de la sem\'antica combinatoria al desarrollo de herramientas digitales multiling\"ues

arXiv.org Artificial Intelligence

This paper describes how the field of Combinatorial Semantics has contributed to the design of three prototypes for the automatic generation of argument patterns in nominal phrases in Spanish, French and German (Xera, Combinatoria and CombiContext). It also shows the importance of knowing about the argument syntactic-semantic interface in a production situation in the context of foreign languages. After a descriptive section on the design, typologie and information levels of the resources, there follows an explanation of the central role of the combinatorial meaning (roles and ontological features). The study deals with different semantic f ilters applied in the selection, organization and expansion of the lexicon, being these key pieces for the generation of grammatically correct and semantically acceptable mono- and biargumental nominal phrases.


Incentive-Aware Synthetic Control: Accurate Counterfactual Estimation via Incentivized Exploration

arXiv.org Artificial Intelligence

We consider a panel data setting in which one observes measurements of units over time, under different interventions. Our focus is on the canonical family of synthetic control methods (SCMs) which, after a pre-intervention time period when all units are under control, estimate counterfactual outcomes for test units in the post-intervention time period under control by using data from donor units who have remained under control for the entire post-intervention period. In order for the counterfactual estimate produced by synthetic control for a test unit to be accurate, there must be sufficient overlap between the outcomes of the donor units and the outcomes of the test unit. As a result, a canonical assumption in the literature on SCMs is that the outcomes for the test units lie within either the convex hull or the linear span of the outcomes for the donor units. However despite their ubiquity, such overlap assumptions may not always hold, as is the case when, e.g., units select their own interventions and different subpopulations of units prefer different interventions a priori. We shed light on this typically overlooked assumption, and we address this issue by incentivizing units with different preferences to take interventions they would not normally consider. Specifically, we provide a SCM for incentivizing exploration in panel data settings which provides incentive-compatible intervention recommendations to units by leveraging tools from information design and online learning. Using our algorithm, we show how to obtain valid counterfactual estimates using SCMs without the need for an explicit overlap assumption on the unit outcomes.


Coordination and Machine Learning in Multi-Robot Systems: Applications in Robotic Soccer

arXiv.org Artificial Intelligence

This paper presents the concepts of Artificial Intelligence, Multi-Agent-Systems, Coordination, Intelligent Robotics and Deep Reinforcement Learning. Emphasis is given on and how AI and DRL, may be efficiently used to create efficient robot skills and coordinated robotic teams, capable of performing very complex actions and tasks, such as playing a game of soccer. The paper also presents the concept of robotic soccer and the vision and structure of the RoboCup initiative with emphasis on the Humanoid Simulation 3D league and the new challenges this competition, poses. The final topics presented at the paper are based on the research developed/coordinated by the author throughout the last 22 years in the context of the FCPortugal project. The paper presents a short description of the coordination methodologies developed, such as: Strategy, Tactics, Formations, Setplays, and Coaching Languages and the use of Machine Learning to optimize the use of this concepts. The topics presented also include novel stochastic search algorithms for black box optimization and their use in the optimization of omnidirectional walking skills, robotic multi-agent learning and the creation of a humanoid kick with controlled distance. Finally, new applications using variations of the Proximal Policy Optimization algorithm and advanced modelling for robot and multi-robot learning are briefly explained with emphasis for our new humanoid sprinting and running skills and an amazing humanoid robot soccer dribbling skill. FCPortugal project enabled us to publish more than 100 papers and win several competitions in different leagues and many scientific awards at RoboCup. In total, our team won more than 40 awards in international competitions including a clear victory at the Simulation 3D League at RoboCup 2022 competition, scoring 84 goals and conceding only 2.


Can We Edit Multimodal Large Language Models?

arXiv.org Artificial Intelligence

In this paper, we focus on editing Multimodal Large Language Models (MLLMs). Compared to editing single-modal LLMs, multimodal model editing is more challenging, which demands a higher level of scrutiny and careful consideration in the editing process. To facilitate research in this area, we construct a new benchmark, dubbed MMEdit, for editing multimodal LLMs and establishing a suite of innovative metrics for evaluation. We conduct comprehensive experiments involving various model editing baselines and analyze the impact of editing different components for multimodal LLMs. Empirically, we notice that previous baselines can implement editing multimodal LLMs to some extent, but the effect is still barely satisfactory, indicating the potential difficulty of this task. We hope that our work can provide the NLP community with insights. Code and dataset are available in https://github.com/zjunlp/EasyEdit.