Overview
Reuse and Adaptation for Entity Resolution through Transfer Learning
Thirumuruganathan, Saravanan, Parambath, Shameem A Puthiya, Ouzzani, Mourad, Tang, Nan, Joty, Shafiq
Entity resolution (ER) is one of the fundamental problems in data integration, where machine learning (ML) based classifiers often provide the state-of-the-art results. Considerable human effort goes into feature engineering and training data creation. In this paper, we investigate a new problem: Given a dataset D_T for ER with limited or no training data, is it possible to train a good ML classifier on D_T by reusing and adapting the training data of dataset D_S from same or related domain? Our major contributions include (1) a distributed representation based approach to encode each tuple from diverse datasets into a standard feature space; (2) identification of common scenarios where the reuse of training data can be beneficial; and (3) five algorithms for handling each of the aforementioned scenarios. We have performed comprehensive experiments on 12 datasets from 5 different domains (publications, movies, songs, restaurants, and books). Our experiments show that our algorithms provide significant benefits such as providing superior performance for a fixed training data size.
Nonconvex Optimization Meets Low-Rank Matrix Factorization: An Overview
Chi, Yuejie, Lu, Yue M., Chen, Yuxin
Substantial progress has been made recently on developing provably accurate and efficient algorithms for low-rank matrix factorization via nonconvex optimization. While conventional wisdom often takes a dim view of nonconvex optimization algorithms due to their susceptibility to spurious local minima, simple iterative methods such as gradient descent have been remarkably successful in practice. The theoretical footings, however, had been largely lacking until recently. In this tutorial-style overview, we highlight the important role of statistical models in enabling efficient nonconvex optimization with performance guarantees. We review two contrasting approaches: (1) two-stage algorithms, which consist of a tailored initialization step followed by successive refinement; and (2) global landscape analysis and initialization-free algorithms. Several canonical matrix factorization problems are discussed, including but not limited to matrix sensing, phase retrieval, matrix completion, blind deconvolution, robust principal component analysis, phase synchronization, and joint alignment. Special care is taken to illustrate the key technical insights underlying their analyses. This article serves as a testament that the integrated thinking of optimization and statistics leads to fruitful research findings.
Towards Game-based Metrics for Computational Co-creativity
Canaan, Rodrigo, Menzel, Stefan, Togelius, Julian, Nealen, Andy
Abstract--We propose the following question: what gamelike interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value, surprise and interestingness. We review how these concepts are measured in current computational intelligence research and provide a mapping from modern electronic and tabletop games to open research problems in mixed-initiative systems and computational co-creativity. We propose application scenarios for future research, and a number of metrics under which the performance of cooperative agents in these environments will be evaluated. I. INTRODUCTION Designing intelligent agents characterized by a co-creative, cooperative behavior would mark a major breakthrough in the age of industrial man-machine interaction. Exchanging relevant information with suitable time frequency and enriching the partner (human or machine) with novel perspectives and solution strategies on the problem are key factors for desirable results (considering the value of the output and the effort required). Cooperative games offer the valuable opportunity to realize an interactive environment for developing and evaluating computational methods used by these agents. In this paper we review concepts and implementations of cooperative games in the light of their capability to impact development processes in (industrial) environments with co-evolution and co-creativity as important expressions for cooperation. Having a working definition of computational creativity, and how creative systems and their outputs are judged in terms of their value, novelty, interestingness, and surprise, will help us understand cooperatively creative agents and might help us build them as well. Computational creativity and AIassisted design are important application areas for computational intelligence techniques such as neural networks, reinforcement learning and evolutionary computation; further, the conceptualization of creativity as search in a design space fits well with design applications of evolutionary computation.
A Survey of Learning Causality with Data: Problems and Methods
Guo, Ruocheng, Cheng, Lu, Li, Jundong, Hahn, P. Richard, Liu, Huan
The era of big data provides researchers with convenient access to copious data. However, people often have little knowledge about it. The increasing prevalence of big data is challenging the traditional methods of learning causality because they are developed for the cases with limited amount of data and solid prior causal knowledge. This survey aims to close the gap between big data and learning causality with a comprehensive and structured review of traditional and frontier methods and a discussion about some open problems of learning causality. We begin with preliminaries of learning causality. Then we categorize and revisit methods of learning causality for the typical problems and data types. After that, we discuss the connections between learning causality and machine learning. At the end, some open problems are presented to show the great potential of learning causality with data.
The use of Virtual Reality in Enhancing Interdisciplinary Research and Education
Leung, Tiffany, Zulkernine, Farhana, Isah, Haruna
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which we learn and engage with others. This paper reports our study regarding the application of VR in stimulating interdisciplinary communication. It investigates the promises of VR in interdisciplinary education and research. The main contributions of this study are (i) literature review of theories of learning underlying the justification of the use of VR systems in education, (ii) taxonomy of the various types and implementations of VR systems and their application in supporting education and research (iii) evaluation of educational applications of VR from a broad range of disciplines, (iv) investigation of how the learning process and learning outcomes are affected by VR systems, and (v) comparative analysis of VR and traditional methods of teaching in terms of quality of learning. This study seeks to inspire and inform interdisciplinary researchers and learners about the ways in which VR might support them and also VR software developers to push the limits of their craft.
9 Emerging Global Trends in IoT
However, some trends are clear, and there are good reasons to believe certain projections are safe bets. Here are nine trends that will influence the near- and mid-term future of the IoT. The IoT's future is enormous, and it's no surprise that companies are looking to carve out a substantial role in the field. Companies are looking to set their own standards and protocols to lead the technology's future, and many ultimately want to lock users in to their own ecosystems. This trend will continue for the foreseeable future, and efforts to standardize the field aren't likely to gain much ground.
Adversarial Training in Affective Computing and Sentiment Analysis: Recent Advances and Perspectives
Han, Jing, Zhang, Zixing, Cummins, Nicholas, Schuller, Bjรถrn
Over the past few years, adversarial training has become an extremely active research topic and has been successfully applied to various Artificial Intelligence (AI) domains. As a potentially crucial technique for the development of the next generation of emotional AI systems, we herein provide a comprehensive overview of the application of adversarial training to affective computing and sentiment analysis. Various representative adversarial training algorithms are explained and discussed accordingly, aimed at tackling diverse challenges associated with emotional AI systems. Further, we highlight a range of potential future research directions. We expect that this overview will help facilitate the development of adversarial training for affective computing and sentiment analysis in both the academic and industrial communities.
CPDist: Deep Siamese Networks for Learning Distances Between Structured Preferences
Loreggia, Andrea, Mattei, Nicholas, Rossi, Francesca, Venable, K. Brent
Preference are central to decision making by both machines and humans. Representing, learning, and reasoning with preferences is an important area of study both within computer science and across the sciences. When working with preferences it is necessary to understand and compute the distance between sets of objects, e.g., the preferences of a user and a the descriptions of objects to be recommended. We present CPDist, a novel neural network to address the problem of learning to measure the distance between structured preference representations. We use the popular CP-net formalism to represent preferences and then leverage deep neural networks to learn a recently proposed metric function that is computationally hard to compute directly. CPDist is a novel metric learning approach based on the use of deep siamese networks which learn the Kendal Tau distance between partial orders that are induced by compact preference representations. We find that CPDist is able to learn the distance function with high accuracy and outperform existing approximation algorithms on both the regression and classification task using less computation time. Performance remains good even when CPDist is trained with only a small number of samples compared to the dimension of the solution space, indicating the network generalizes well.
Interpretable Multi-Objective Reinforcement Learning through Policy Orchestration
Noothigattu, Ritesh, Bouneffouf, Djallel, Mattei, Nicholas, Chandra, Rachita, Madan, Piyush, Varshney, Kush, Campbell, Murray, Singh, Moninder, Rossi, Francesca
Autonomous cyber-physical agents and systems play an increasingly large role in our lives. To ensure that agents behave in ways aligned with the values of the societies in which they operate, we must develop techniques that allow these agents to not only maximize their reward in an environment, but also to learn and follow the implicit constraints of society. These constraints and norms can come from any number of sources including regulations, business process guidelines, laws, ethical principles, social norms, and moral values. We detail a novel approach that uses inverse reinforcement learning to learn a set of unspecified constraints from demonstrations of the task, and reinforcement learning to learn to maximize the environment rewards. More precisely, we assume that an agent can observe traces of behavior of members of the society but has no access to the explicit set of constraints that give rise to the observed behavior. Inverse reinforcement learning is used to learn such constraints, that are then combined with a possibly orthogonal value function through the use of a contextual bandit-based orchestrator that picks a contextually-appropriate choice between the two policies (constraint-based and environment reward-based) when taking actions. The contextual bandit orchestrator allows the agent to mix policies in novel ways, taking the best actions from either a reward maximizing or constrained policy. In addition, the orchestrator is transparent on which policy is being employed at each time step. We test our algorithms using a Pac-Man domain and show that the agent is able to learn to act optimally, act within the demonstrated constraints, and mix these two functions in complex ways.
Answering the "why" in Answer Set Programming - A Survey of Explanation Approaches
Fandinno, Jorge, Schulz, Claudia
Artificial Intelligence (AI) approaches to problem-solving and decision-making are becoming more and more complex, leading to a decrease in the understandability of solutions. The European Union's new General Data Protection Regulation tries to tackle this problem by stipulating a "right to explanation" for decisions made by AI systems. One of the AI paradigms that may be affected by this new regulation is Answer Set Programming (ASP). Thanks to the emergence of efficient solvers, ASP has recently been used for problem-solving in a variety of domains, including medicine, cryptography, and biology. To ensure the successful application of ASP as a problem-solving paradigm in the future, explanations of ASP solutions are crucial. In this survey, we give an overview of approaches that provide an answer to the question of why an answer set is a solution to a given problem, notably off-line justifications, causal graphs, argumentative explanations and why-not provenance, and highlight their similarities and differences. Moreover, we review methods explaining why a set of literals is not an answer set or why no solution exists at all.