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Distributed representation of patients and its use for medical cost prediction
Zeng, Xianlong, Moosavinasab, Soheil, Lin, En-Ju D, Lin, Simon, Bunescu, Razvan, Liu, Chang
Efficient representation of patients is very important in the healthcare domain and can help with many tasks such as medical risk prediction. Many existing methods, such as diagnostic Cost Groups (DCG), rely on expert knowledge to build patient representation from medical data, which is resource consuming and non-scalable. Unsupervised machine learning algorithms are a good choice for automating the representation learning process. However, there is very little research focusing on onpatient-level representation learning directly from medical claims. In this paper, weproposed a novel patient vector learning architecture that learns high quality,fixed-length patient representation from claims data. We conducted several experiments to test the quality of our learned representation, and the empirical results show that our learned patient vectors are superior to vectors learned through other methods including a popular commercial model. Lastly, we provide potential clinical interpretation for using our representation on predictive tasks, as interpretability is vital in the healthcare domain
Flight Controller Synthesis Via Deep Reinforcement Learning
Traditional control methods are inadequate in many deployment settings involving control of Cyber-Physical Systems (CPS). In such settings, CPS controllers must operate and respond to unpredictable interactions, conditions, or failure modes. Dealing with such unpredictability requires the use of executive and cognitive control functions that allow for planning and reasoning. Motivated by the sport of drone racing, this dissertation addresses these concerns for state-of-the-art flight control by investigating the use of deep neural networks to bring essential elements of higher-level cognition for constructing low level flight controllers. This thesis reports on the development and release of an open source, full solution stack for building neuro-flight controllers. This stack consists of the methodology for constructing a multicopter digital twin for synthesize the flight controller unique to a specific aircraft, a tuning framework for implementing training environments (GymFC), and a firmware for the world's first neural network supported flight controller (Neuroflight). GymFC's novel approach fuses together the digital twinning paradigm for flight control training to provide seamless transfer to hardware. Additionally, this thesis examines alternative reward system functions as well as changes to the software environment to bridge the gap between the simulation and real world deployment environments. Work summarized in this thesis demonstrates that reinforcement learning is able to be leveraged for training neural network controllers capable, not only of maintaining stable flight, but also precision aerobatic maneuvers in real world settings. As such, this work provides a foundation for developing the next generation of flight control systems.
An Alert-Generation Framework for Improving Resiliency in Human-Supervised, Multi-Agent Teams
Al-Hussaini, Sarah, Gregory, Jason M., Shriyam, Shaurya, Gupta, Satyandra K.
Human-supervision in multi-agent teams is a critical requirement to ensure that the decision-maker's risk preferences are utilized to assign tasks to robots. In stressful complex missions that pose risk to human health and life, such as humanitarian-assistance and disaster-relief missions, human mistakes or delays in tasking robots can adversely affect the mission. To assist human decision making in such missions, we present an alert-generation framework capable of detecting various modes of potential failure or performance degradation. We demonstrate that our framework, based on state machine simulation and formal methods, offers probabilistic modeling to estimate the likelihood of unfavorable events. We introduce smart simulation that offers a computationally-efficient way of detecting low-probability situations compared to standard Monte-Carlo simulations. Moreover, for certain class of problems, our inference-based method can provide guarantees on correctly detecting task failures.
Responsive Planning and Recognition for Closed-Loop Interaction
Freedman, Richard G., Fung, Yi Ren, Ganchin, Roman, Zilberstein, Shlomo
Many intelligent systems currently interact with others using at least one of fixed communication inputs or preset responses, resulting in rigid interaction experiences and extensive efforts developing a variety of scenarios for the system. Fixed inputs limit the natural behavior of the user in order to effectively communicate, and preset responses prevent the system from adapting to the current situation unless it was specifically implemented. Closed-loop interaction instead focuses on dynamic responses that account for what the user is currently doing based on interpretations of their perceived activity. Agents employing closed-loop interaction can also monitor their interactions to ensure that the user responds as expected. We introduce a closed-loop interactive agent framework that integrates planning and recognition to predict what the user is trying to accomplish and autonomously decide on actions to take in response to these predictions. Based on a recent demonstration of such an assistive interactive agent in a turn-based simulated game, we also discuss new research challenges that are not present in the areas of artificial intelligence planning or recognition alone.
Enabling Intuitive Human-Robot Teaming Using Augmented Reality and Gesture Control
Gregory, Jason M., Reardon, Christopher, Lee, Kevin, White, Geoffrey, Ng, Ki, Sims, Caitlyn
Human-robot teaming offers great potential because of the opportunities to combine strengths of heterogeneous agents. However, one of the critical challenges in realizing an effective human-robot team is efficient information exchange - both from the human to the robot as well as from the robot to the human. In this work, we present and analyze an augmented reality-enabled, gesture-based system that supports intuitive human-robot teaming through improved information exchange. Our proposed system requires no external instrumentation aside from human-wearable devices and shows promise of real-world applicability for service-oriented missions. Additionally, we present preliminary results from a pilot study with human participants, and highlight lessons learned and open research questions that may help direct future development, fielding, and experimentation of autonomous HRI systems.
Addressing Semantic Drift in Question Generation for Semi-Supervised Question Answering
Text-based Question Generation (QG) aims at generating natural and relevant questions that can be answered by a given answer in some context. Existing QG models suffer from a "semantic drift" problem, i.e., the semantics of the model-generated question drifts away from the given context and answer. In this paper, we first propose two semantics-enhanced rewards obtained from downstream question paraphrasing and question answering tasks to regularize the QG model to generate semantically valid questions. Second, since the traditional evaluation metrics (e.g., BLEU) often fall short in evaluating the quality of generated questions, we propose a QA-based evaluation method which measures the QG model's ability to mimic human annotators in generating QA training data. Experiments show that our method achieves the new state-of-the-art performance w.r.t. traditional metrics, and also performs best on our QA-based evaluation metrics. Further, we investigate how to use our QG model to augment QA datasets and enable semi-supervised QA. We propose two ways to generate synthetic QA pairs: generate new questions from existing articles or collect QA pairs from new articles. We also propose two empirically effective strategies, a data filter and mixing mini-batch training, to properly use the QG-generated data for QA. Experiments show that our method improves over both BiDAF and BERT QA baselines, even without introducing new articles.
Slice-based Learning: A Programming Model for Residual Learning in Critical Data Slices
Chen, Vincent S., Wu, Sen, Weng, Zhenzhen, Ratner, Alexander, Rรฉ, Christopher
In real-world machine learning applications, data subsets correspond to especially critical outcomes: vulnerable cyclist detections are safety-critical in an autonomous driving task, and "question" sentences might be important to a dialogue agent's language understanding for product purposes. While machine learning models can achieve high quality performance on coarse-grained metrics like F1-score and overall accuracy, they may underperform on critical subsets---we define these as slices, the key abstraction in our approach. To address slice-level performance, practitioners often train separate "expert" models on slice subsets or use multi-task hard parameter sharing. We propose Slice-based Learning, a new programming model in which the slicing function (SF), a programming interface, specifies critical data subsets for which the model should commit additional capacity. Any model can leverage SFs to learn slice expert representations, which are combined with an attention mechanism to make slice-aware predictions. We show that our approach maintains a parameter-efficient representation while improving over baselines by up to 19.0 F1 on slices and 4.6 F1 overall on datasets spanning language understanding (e.g. SuperGLUE), computer vision, and production-scale industrial systems.
Explainable Machine Learning in Deployment
Bhatt, Umang, Xiang, Alice, Sharma, Shubham, Weller, Adrian, Taly, Ankur, Jia, Yunhan, Ghosh, Joydeep, Puri, Ruchir, Moura, Josรฉ M. F., Eckersley, Peter
Explainable machine learning seeks to provide various stak ehold-ers withinsights into modelbehavior via feature importancescores, counterfactual explanations, and influential samples, among other techniques. Recent advances in this line of work, however, h ave gone without surveys of how organizations are using these te ch-niques in practice. This study explores how organizations v iew and use explainability for stakeholder consumption. We find that the majority of deployments are not for end users affected by t he model but for machine learning engineers, who use explainability to debug the model itself. There is a gap between explainability in practice and the goal of publictransparency, since explanations primarily serve internal stakeholders rather than external on es. Our study synthesizes the limitations with current explainabi lity techniques that hamper their use for end users. To facilitate end user interaction, we develop a framework for establishing clear goals for explainability, including a focus on normative desiderata.
Toward Automated Quest Generation in Text-Adventure Games
Ammanabrolu, Prithviraj, Broniec, William, Mueller, Alex, Paul, Jeremy, Riedl, Mark O.
Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must execute certain actions in a certain order to succeed. In this paper, we consider the problem of procedurally generating a quest, defined as a series of actions required to progress towards a goal, in a text-adventure game. Quest generation in text environments is challenging because they must be semantically coherent. We present and evaluate two quest generation techniques: (1) a Markov chains, and (2) a neural generative model. We specifically look at generating quests about cooking and train our models on recipe data. We evaluate our techniques with human participant studies looking at perceived creativity and coherence.
Scene Graph Parsing by Attention Graph
Andrews, Martin, Chia, Yew Ken, Witteveen, Sam
Scene graph representations, which form a graph of visual object nodes together with their attributes and relations, have proved useful across a variety of vision and language applications. Recent work in the area has used Natural Language Processing dependency tree methods to automatically build scene graphs. In this work, we present an 'Attention Graph' mechanism that can be trained end-to-end, and produces a scene graph structure that can be lifted directly from the top layer of a standard Transformer model. The scene graphs generated by our model achieve an F-score similarity of 52.21% to ground-truth graphs on the evaluation set using the SPICE metric, surpassing the best previous approaches by 2.5%.