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No-Regret Learning Under Adversarial Resource Constraints: A Spending Plan Is All You Need!

arXiv.org Machine Learning

We study online decision making problems under resource constraints, where both reward and cost functions are drawn from distributions that may change adversarially over time. We focus on two canonical settings: $(i)$ online resource allocation where rewards and costs are observed before action selection, and $(ii)$ online learning with resource constraints where they are observed after action selection, under full feedback or bandit feedback. It is well known that achieving sublinear regret in these settings is impossible when reward and cost distributions may change arbitrarily over time. To address this challenge, we analyze a framework in which the learner is guided by a spending plan--a sequence prescribing expected resource usage across rounds. We design general (primal-)dual methods that achieve sublinear regret with respect to baselines that follow the spending plan. Crucially, the performance of our algorithms improves when the spending plan ensures a well-balanced distribution of the budget across rounds. We additionally provide a robust variant of our methods to handle worst-case scenarios where the spending plan is highly imbalanced. To conclude, we study the regret of our algorithms when competing against benchmarks that deviate from the prescribed spending plan.


Learning-Time Encoding Shapes Unlearning in LLMs

arXiv.org Artificial Intelligence

As large language models (LLMs) are increasingly deployed in the real world, the ability to ``unlearn'', or remove specific pieces of knowledge post hoc, has become essential for a variety of reasons ranging from privacy regulations to correcting outdated or harmful content. Prior work has proposed unlearning benchmarks and algorithms, and has typically assumed that the training process and the target model are fixed. In this work, we empirically investigate how learning-time choices in knowledge encoding impact the effectiveness of unlearning factual knowledge. Our experiments reveal two key findings: (1) learning with paraphrased descriptions improves unlearning performance and (2) unlearning individual piece of knowledge from a chunk of text is challenging. Our results suggest that learning-time knowledge encoding may play a central role in enabling reliable post-hoc unlearning.


Gearing up for RoboCupJunior: Interview with Ana Patrícia Magalhães

AIHub

The annual RoboCup event, where teams gather from across the globe to take part in competitions across a number of leagues, will this year take place in Brazil, from 15-21 July. An important part of the week is RoboCupJunior, which is designed to introduce RoboCup to school children, and sees hundreds of kids taking part in a variety of challenges across different leagues. This year, the lead organizer for RoboCupJunior is Ana Patrícia Magalhães. We caught up with her to find out how the preparations are going, what to expect at this year's competition, and how RoboCup inspires communities. RoboCup will take place from 15-21 July, in Salvador, Brazil.


Public Acceptance of Cybernetic Avatars in the service sector: Evidence from a Large-Scale Survey in Dubai

arXiv.org Artificial Intelligence

Cybernetic avatars are hybrid interaction robots or digital representations that combine autonomous capabilities with teleoperated control. This study investigates the acceptance of cybernetic avatars in the highly multicultural society of Dubai, with particular emphasis on robotic avatars for customer service. Specifically, we explore how acceptance varies as a function of robot appearance (e.g., android, robotic-looking, cartoonish), deployment settings (e.g., shopping malls, hotels, hospitals), and functional tasks (e.g., providing information, patrolling). To this end, we conducted a large-scale survey with over 1,000 participants. Overall, cybernetic avatars received a high level of acceptance, with physical robot avatars receiving higher acceptance than digital avatars. In terms of appearance, robot avatars with a highly anthropomorphic robotic appearance were the most accepted, followed by cartoonish designs and androids. Animal-like appearances received the lowest level of acceptance. Among the tasks, providing information and guidance was rated as the most valued. Shopping malls, airports, public transport stations, and museums were the settings with the highest acceptance, whereas healthcare-related spaces received lower levels of support. An analysis by community cluster revealed among others that Emirati respondents showed significantly greater acceptance of android appearances compared to the overall sample, while participants from the 'Other Asia' cluster were significantly more accepting of cartoonish appearances. Our study underscores the importance of incorporating citizen feedback into the design and deployment of cybernetic avatars from the early stages to enhance acceptance of this technology in society.


A Systematic Review of User-Centred Evaluation of Explainable AI in Healthcare

arXiv.org Artificial Intelligence

Despite promising developments in Explainable Artificial Intelligence, the practical value of XAI methods remains under-explored and insufficiently validated in real-world settings. Robust and context-aware evaluation is essential, not only to produce understandable explanations but also to ensure their trustworthiness and usability for intended users, but tends to be overlooked because of no clear guidelines on how to design an evaluation with users. This study addresses this gap with two main goals: (1) to develop a framework of well-defined, atomic properties that characterise the user experience of XAI in healthcare; and (2) to provide clear, context-sensitive guidelines for defining evaluation strategies based on system characteristics. We conducted a systematic review of 82 user studies, sourced from five databases, all situated within healthcare settings and focused on evaluating AI-generated explanations. The analysis was guided by a predefined coding scheme informed by an existing evaluation framework, complemented by inductive codes developed iteratively. The review yields three key contributions: (1) a synthesis of current evaluation practices, highlighting a growing focus on human-centred approaches in healthcare XAI; (2) insights into the interrelations among explanation properties; and (3) an updated framework and a set of actionable guidelines to support interdisciplinary teams in designing and implementing effective evaluation strategies for XAI systems tailored to specific application contexts.


The Synthetic Mirror -- Synthetic Data at the Age of Agentic AI

arXiv.org Artificial Intelligence

Synthetic data, which is artificially generated and intelligently mimicking or supplementing the real-world data, is increasingly used. The proliferation of AI agents and the adoption of synthetic data create a synthetic mirror that conceptualizes a representation and potential distortion of reality, thus generating trust and accountability deficits. This paper explores the implications for privacy and policymaking stemming from synthetic data generation, and the urgent need for new policy instruments and legal framework adaptation to ensure appropriate levels of trust and accountability for AI agents relying on synthetic data. Rather than creating entirely new policy or legal regimes, the most practical approach involves targeted amendments to existing frameworks, recognizing synthetic data as a distinct regulatory category with unique characteristics.


Socially-aware Object Transportation by a Mobile Manipulator in Static Planar Environments with Obstacles

arXiv.org Artificial Intelligence

Socially-aware robotic navigation is essential in environments where humans and robots coexist, ensuring both safety and comfort. However, most existing approaches have been primarily developed for mobile robots, leaving a significant gap in research that addresses the unique challenges posed by mobile manipulators. In this paper, we tackle the challenge of navigating a robotic mobile manipulator, carrying a non-negligible load, within a static human-populated environment while adhering to social norms. Our goal is to develop a method that enables the robot to simultaneously manipulate an object and navigate between locations in a socially-aware manner. We propose an approach based on the Risk-RRT* framework that enables the coordinated actuation of both the mobile base and manipulator. This approach ensures collision-free navigation while adhering to human social preferences. We compared our approach in a simulated environment to socially-aware mobile-only methods applied to a mobile manipulator. The results highlight the necessity for mobile manipulator-specific techniques, with our method outperforming mobile-only approaches. Our method enabled the robot to navigate, transport an object, avoid collisions, and minimize social discomfort effectively.


An electronic-game framework for evaluating coevolutionary algorithms

arXiv.org Artificial Intelligence

One of the common artificial intelligence applications in electronic games consists of making an artificial agent learn how to execute some determined task successfully in a game environment. One way to perform this task is through machine learning algorithms capable of learning the sequence of actions required to win in a given game environment. There are several supervised learning techniques able to learn the correct answer for a problem through examples. However, when learning how to play electronic games, the correct answer might only be known by the end of the game, after all the actions were already taken. Thus, not being possible to measure the accuracy of each individual action to be taken at each time step. A way for dealing with this problem is through Neuroevolution, a method which trains Artificial Neural Networks using evolutionary algorithms. In this article, we introduce a framework for testing optimization algorithms with artificial agent controllers in electronic games, called EvoMan, which is inspired in the action-platformer game Mega Man II. The environment can be configured to run in different experiment modes, as single evolution, coevolution and others. To demonstrate some challenges regarding the proposed platform, as initial experiments we applied Neuroevolution using Genetic Algorithms and the NEAT algorithm, in the context of competitively coevolving two distinct agents in this game.


Automatic Qiskit Code Refactoring Using Large Language Models

arXiv.org Artificial Intelligence

As quantum software frameworks evolve, developers face increasing challenges in maintaining compatibility with rapidly changing APIs. In this work, we present a novel methodology for refactoring Qiskit code using large language models (LLMs). We begin by extracting a taxonomy of migration scenarios from the different sources of official Qiskit documentation (such as release notes), capturing common patterns such as migration of functionality to different modules and deprecated usage. This taxonomy, along with the original Python source code, is provided as input to an LLM, which is then tasked with identifying instances of migration scenarios in the code and suggesting appropriate refactoring solutions. Our approach is designed to address the context length limitations of current LLMs by structuring the input and reasoning process in a targeted, efficient manner. The results demonstrate that LLMs, when guided by domain-specific migration knowledge, can effectively assist in automating Qiskit code migration. This work contributes both a set of proven prompts and taxonomy for Qiskit code migration from earlier versions to version 0.46 and a methodology to asses the capabilities of LLMs to assist in the migration of quantum code.


The Space Complexity of Learning-Unlearning Algorithms

arXiv.org Artificial Intelligence

We study the memory complexity of machine unlearning algorithms that provide strong data deletion guarantees to the users. Formally, consider an algorithm for a particular learning task that initially receives a training dataset. Then, after learning, it receives data deletion requests from a subset of users (of arbitrary size), and the goal of unlearning is to perform the task as if the learner never received the data of deleted users. In this paper, we ask how many bits of storage are needed to be able to delete certain training samples at a later time. We focus on the task of realizability testing, where the goal is to check whether the remaining training samples are realizable within a given hypothesis class \(\mathcal{H}\). Toward that end, we first provide a negative result showing that the VC dimension is not a characterization of the space complexity of unlearning. In particular, we provide a hypothesis class with constant VC dimension (and Littlestone dimension), but for which any unlearning algorithm for realizability testing needs to store \(Ω(n)\)-bits, where \(n\) denotes the size of the initial training dataset. In fact, we provide a stronger separation by showing that for any hypothesis class \(\mathcal{H}\), the amount of information that the learner needs to store, so as to perform unlearning later, is lower bounded by the \textit{eluder dimension} of \(\mathcal{H}\), a combinatorial notion always larger than the VC dimension. We complement the lower bound with an upper bound in terms of the star number of the underlying hypothesis class, albeit in a stronger ticketed-memory model proposed by Ghazi et al. (2023). Since the star number for a hypothesis class is never larger than its Eluder dimension, our work highlights a fundamental separation between central and ticketed memory models for machine unlearning.