Overview
Active Surrogate Estimators: An Active Learning Approach to Label-Efficient Model Evaluation Sebastian Farquhar 1,3 Yarin Gal 1 Tom Rainforth
We propose Active Surrogate Estimators (ASEs), a new method for label-efficient model evaluation. Evaluating model performance is a challenging and important problem when labels are expensive. ASEs address this active testing problem using a surrogate-based estimation approach that interpolates the errors of points with unknown labels, rather than forming a Monte Carlo estimator. ASEs actively learn the underlying surrogate, and we propose a novel acquisition strategy, XWED, that tailors this learning to the final estimation task. We find that ASEs offer greater label-efficiency than the current state-of-the-art when applied to challenging model evaluation problems for deep neural networks.
Adversarial Attacks on Online Learning to Rank with Click Feedback Zhiyong Wang 4 Shuai Li5
Online learning to rank (OLTR) is a sequential decision-making problem where a learning agent selects an ordered list of items and receives feedback through user clicks. Although potential attacks against OLTR algorithms may cause serious losses in real-world applications, there is limited knowledge about adversarial attacks on OLTR. This paper studies attack strategies against multiple variants of OLTR. Our first result provides an attack strategy against the UCB algorithm on classical stochastic bandits with binary feedback, which solves the key issues caused by bounded and discrete feedback that previous works cannot handle.
When LLMs Meet Cunning Texts: A Fallacy Understanding Benchmark for Large Language Models Yinghui Li
Recently, Large Language Models (LLMs) make remarkable evolutions in language understanding and generation. Following this, various benchmarks for measuring all kinds of capabilities of LLMs have sprung up. In this paper, we challenge the reasoning and understanding abilities of LLMs by proposing a FaLlacy Understanding Benchmark (FLUB) containing cunning texts that are easy for humans to understand but difficult for models to grasp. Specifically, the cunning texts that FLUB focuses on mainly consist of the tricky, humorous, and misleading texts collected from the real internet environment. And we design three tasks with increasing difficulty in the FLUB benchmark to evaluate the fallacy understanding ability of LLMs. Based on FLUB, we investigate the performance of multiple representative and advanced LLMs, reflecting our FLUB is challenging and worthy of more future study. Interesting discoveries and valuable insights are achieved in our extensive experiments and detailed analyses. We hope that our benchmark can encourage the community to improve LLMs' ability to understand fallacies. Our data and codes are available at https://github.com/THUKElab/FLUB.
N-Agent Ad Hoc Teamwork
Current approaches to learning cooperative multi-agent behaviors assume relatively restrictive settings. In standard fully cooperative multi-agent reinforcement learning, the learning algorithm controls all agents in the scenario, while in ad hoc teamwork, the learning algorithm usually assumes control over only a single agent in the scenario. However, many cooperative settings in the real world are much less restrictive. For example, in an autonomous driving scenario, a company might train its cars with the same learning algorithm, yet once on the road, these cars must cooperate with cars from another company. Towards expanding the class of scenarios that cooperative learning methods may optimally address, we introduce N-agent ad hoc teamwork (NAHT), where a set of autonomous agents must interact and cooperate with dynamically varying numbers and types of teammates. This paper formalizes the problem, and proposes the Policy Optimization with Agent Modelling (POAM) algorithm. POAM is a policy gradient, multi-agent reinforcement learning approach to the NAHT problem that enables adaptation to diverse teammate behaviors by learning representations of teammate behaviors. Empirical evaluation on tasks from the multi-agent particle environment and Star-Craft II shows that POAM improves cooperative task returns compared to baseline approaches, and enables out-of-distribution generalization to unseen teammates.
Motion Graph Unleashed: A Novel Approach to Video Prediction Bohan Tang
We introduce motion graph, a novel approach to the video prediction problem, which predicts future video frames from limited past data. The motion graph transforms patches of video frames into interconnected graph nodes, to comprehensively describe the spatial-temporal relationships among them. This representation overcomes the limitations of existing motion representations such as image differences, optical flow, and motion matrix that either fall short in capturing complex motion patterns or suffer from excessive memory consumption. We further present a video prediction pipeline empowered by motion graph, exhibiting substantial performance improvements and cost reductions. Experiments on various datasets, including UCF Sports, KITTI and Cityscapes, highlight the strong representative ability of motion graph. Especially on UCF Sports, our method matches and outperforms the SOTA methods with a significant reduction in model size by 78% and a substantial decrease in GPU memory utilization by 47%. Please refer to this link for the official code.
Knowledge Graph Completion by Intermediate Variables Regularization
Knowledge graph completion (KGC) can be framed as a 3-order binary tensor completion task. Tensor decomposition-based (TDB) models have demonstrated strong performance in KGC. In this paper, we provide a summary of existing TDB models and derive a general form for them, serving as a foundation for further exploration of TDB models. Despite the expressiveness of TDB models, they are prone to overfitting. Existing regularization methods merely minimize the norms of embeddings to regularize the model, leading to suboptimal performance.