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Deepfakes for Medical Video De-Identification: Privacy Protection and Diagnostic Information Preservation

arXiv.org Artificial Intelligence

Data sharing for medical research has been difficult as open-sourcing clinical data may violate patient privacy. Traditional methods for face de-identification wipe out facial information entirely, making it impossible to analyze facial behavior. Recent advancements on whole-body keypoints detection also rely on facial input to estimate body keypoints. Both facial and body keypoints are critical in some medical diagnoses, and keypoints invariability after de-identification is of great importance. Here, we propose a solution using deepfake technology, the face swapping technique. While this swapping method has been criticized for invading privacy and portraiture right, it could conversely protect privacy in medical video: patients' faces could be swapped to a proper target face and become unrecognizable. However, it remained an open question that to what extent the swapping de-identification method could affect the automatic detection of body keypoints. In this study, we apply deepfake technology to Parkinson's disease examination videos to de-identify subjects, and quantitatively show that: face-swapping as a de-identification approach is reliable, and it keeps the keypoints almost invariant, significantly better than traditional methods. This study proposes a pipeline for video de-identification and keypoint preservation, clearing up some ethical restrictions for medical data sharing. This work could make open-source high quality medical video datasets more feasible and promote future medical research that benefits our society.


MA-DST: Multi-Attention Based Scalable Dialog State Tracking

arXiv.org Artificial Intelligence

Task oriented dialog agents provide a natural language interface for users to complete their goal. Dialog State Tracking (DST), which is often a core component of these systems, tracks the system's understanding of the user's goal throughout the conversation. To enable accurate multi-domain DST, the model needs to encode dependencies between past utterances and slot semantics and understand the dialog context, including long-range cross-domain references. We introduce a novel architecture for this task to encode the conversation history and slot semantics more robustly by using attention mechanisms at multiple granularities. In particular, we use cross-attention to model relationships between the context and slots at different semantic levels and self-attention to resolve cross-domain coreferences. In addition, our proposed architecture does not rely on knowing the domain ontologies beforehand and can also be used in a zero-shot setting for new domains or unseen slot values. Our model improves the joint goal accuracy by 5% (absolute) in the full-data setting and by up to 2% (absolute) in the zero-shot setting over the present state-of-the-art on the MultiWoZ 2.1 dataset.


BRPO: Batch Residual Policy Optimization

arXiv.org Artificial Intelligence

In batch reinforcement learning (RL), one often constrains a learned policy to be close to the behavior (data-generating) policy, e.g., by constraining the learned action distribution to differ from the behavior policy by some maximum degree that is the same at each state. This can cause batch RL to be overly conservative, unable to exploit large policy changes at frequently-visited, high-confidence states without risking poor performance at sparsely-visited states. To remedy this, we propose residual policies, where the allowable deviation of the learned policy is state-action-dependent. We derive a new for RL method, BRPO, which learns both the policy and allowable deviation that jointly maximize a lower bound on policy performance. We show that BRPO achieves the state-of-the-art performance in a number of tasks.


Machine Education: Designing semantically ordered and ontologically guided modular neural networks

arXiv.org Artificial Intelligence

The literature on machine teaching, machine education, and curriculum design for machines is in its infancy with sparse papers on the topic primarily focusing on data and model engineering factors to improve machine learning. In this paper, we first discuss selected attempts to date on machine teaching and education. We then bring theories and methodologies together from human education to structure and mathematically define the core problems in lesson design for machine education and the modelling approaches required to support the steps for machine education. Last, but not least, we offer an ontology-based methodology to guide the development of lesson plans to produce transparent and explainable modular learning machines, including neural networks.


Generalized Hidden Parameter MDPs Transferable Model-based RL in a Handful of Trials

arXiv.org Artificial Intelligence

There is broad interest in creating RL agents that can solve many (related) tasks and adapt to new tasks and environments after initial training. Model-based RL leverages learned surrogate models that describe dynamics and rewards of individual tasks, such that planning in a good surrogate can lead to good control of the true system. Rather than solving each task individually from scratch, hierarchical models can exploit the fact that tasks are often related by (unobserved) causal factors of variation in order to achieve efficient generalization, as in learning how the mass of an item affects the force required to lift it can generalize to previously unobserved masses. We propose Generalized Hidden Parameter MDPs (GHP-MDPs) that describe a family of MDPs where both dynamics and reward can change as a function of hidden parameters that vary across tasks. The GHP-MDP augments model-based RL with latent variables that capture these hidden parameters, facilitating transfer across tasks. We also explore a variant of the model that incorporates explicit latent structure mirroring the causal factors of variation across tasks (for instance: agent properties, environmental factors, and goals). We experimentally demonstrate state-of-the-art performance and sample-efficiency on a new challenging MuJoCo task using reward and dynamics latent spaces, while beating a previous state-of-the-art baseline with $>10\times$ less data. Using test-time inference of the latent variables, our approach generalizes in a single episode to novel combinations of dynamics and reward, and to novel rewards.


autoNLP: NLP Feature Recommendations for Text Analytics Applications

arXiv.org Artificial Intelligence

While designing machine learning based text analytics applications, often, NLP data scientists manually determine which NLP features to use based upon their knowledge and experience with related problems. This results in increased efforts during feature engineering process and renders automated reuse of features across semantically related applications inherently difficult. In this paper, we argue for standardization in feature specification by outlining structure of a language for specifying NLP features and present an approach for their reuse across applications to increase likelihood of identifying optimal features.


Cognitive Anthropomorphism of AI: How Humans and Computers Classify Images

arXiv.org Artificial Intelligence

Modern AI image classifiers have made impressive advances in recent years, but their performance often appears strange or violates expectations of users. This suggests humans engage in cognitive anthropomorphism: expecting AI to have the same nature as human intelligence. This mismatch presents an obstacle to appropriate human-AI interaction. To delineate this mismatch, I examine known properties of human classification, in comparison to image classifier systems. Based on this examination, I offer three strategies for system design that can address the mismatch between human and AI classification: explainable AI, novel methods for training users, and new algorithms that match human cognition.


Mario Level Generation From Mechanics Using Scene Stitching

arXiv.org Artificial Intelligence

This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, our system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The system outputs levels that have a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare our system to a greedy method that selects scenes that maximize the target mechanics. Our system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process compared to the greedy approach.


Causally Correct Partial Models for Reinforcement Learning

arXiv.org Artificial Intelligence

In reinforcement learning, we can learn a model of future observations and rewards, and use it to plan the agent's next actions. However, jointly modeling future observations can be computationally expensive or even intractable if the observations are high-dimensional (e.g. images). For this reason, previous works have considered partial models, which model only part of the observation. In this paper, we show that partial models can be causally incorrect: they are confounded by the observations they don't model, and can therefore lead to incorrect planning. To address this, we introduce a general family of partial models that are provably causally correct, yet remain fast because they do not need to fully model future observations.


Off-policy Maximum Entropy Reinforcement Learning : Soft Actor-Critic with Advantage Weighted Mixture Policy(SAC-AWMP)

arXiv.org Artificial Intelligence

The optimal policy of a reinforcement learning problem is often discontinuous and non-smooth. I.e., for two states with similar representations, their optimal policies can be significantly different. In this case, representing the entire policy with a function approximator (FA) with shared parameters for all states maybe not desirable, as the generalization ability of parameters sharing makes representing discontinuous, non-smooth policies difficult. A common way to solve this problem, known as Mixture-of-Experts, is to represent the policy as the weighted sum of multiple components, where different components perform well on different parts of the state space. Following this idea and inspired by a recent work called advantage-weighted information maximization, we propose to learn for each state weights of these components, so that they entail the information of the state itself and also the preferred action learned so far for the state. The action preference is characterized via the advantage function. In this case, the weight of each component would only be large for certain groups of states whose representations are similar and preferred action representations are also similar. Therefore each component is easy to be represented. We call a policy parameterized in this way an Advantage Weighted Mixture Policy (AWMP) and apply this idea to improve soft-actor-critic (SAC), one of the most competitive continuous control algorithm. Experimental results demonstrate that SAC with AWMP clearly outperforms SAC in four commonly used continuous control tasks and achieve stable performance across different random seeds.