Goto

Collaborating Authors

 Education


Mapping the Challenges of HCI: An Application and Evaluation of ChatGPT and GPT-4 for Mining Insights at Scale

arXiv.org Artificial Intelligence

Large language models (LLMs), such as ChatGPT and GPT-4, are gaining wide-spread real world use. Yet, these LLMs are closed source, and little is known about their performance in real-world use cases. In this paper, we apply and evaluate the combination of ChatGPT and GPT-4 for the real-world task of mining insights from a text corpus in order to identify research challenges in the field of HCI. We extract 4,392 research challenges in over 100 topics from the 2023 CHI conference proceedings and visualize the research challenges for interactive exploration. We critically evaluate the LLMs on this practical task and conclude that the combination of ChatGPT and GPT-4 makes an excellent cost-efficient means for analyzing a text corpus at scale. Cost-efficiency is key for flexibly prototyping research ideas and analyzing text corpora from different perspectives, with implications for applying LLMs for mining insights in academia and practice.


GP+: A Python Library for Kernel-based learning via Gaussian Processes

arXiv.org Machine Learning

In this paper we introduce GP+, an open-source library for kernel-based learning via Gaussian processes (GPs) which are powerful statistical models that are completely characterized by their parametric covariance and mean functions. GP+ is built on PyTorch and provides a user-friendly and object-oriented tool for probabilistic learning and inference. As we demonstrate with a host of examples, GP+ has a few unique advantages over other GP modeling libraries. We achieve these advantages primarily by integrating nonlinear manifold learning techniques with GPs' covariance and mean functions. As part of introducing GP+, in this paper we also make methodological contributions that (1) enable probabilistic data fusion and inverse parameter estimation, and (2) equip GPs with parsimonious parametric mean functions which span mixed feature spaces that have both categorical and quantitative variables. We demonstrate the impact of these contributions in the context of Bayesian optimization, multi-fidelity modeling, sensitivity analysis, and calibration of computer models.


Go beyond End-to-End Training: Boosting Greedy Local Learning with Context Supply

arXiv.org Machine Learning

Traditional end-to-end (E2E) training of deep networks necessitates storing intermediate activations for back-propagation, resulting in a large memory footprint on GPUs and restricted model parallelization. As an alternative, greedy local learning partitions the network into gradient-isolated modules and trains supervisely based on local preliminary losses, thereby providing asynchronous and parallel training methods that substantially reduce memory cost. However, empirical experiments reveal that as the number of segmentations of the gradient-isolated module increases, the performance of the local learning scheme degrades substantially, severely limiting its expansibility. To avoid this issue, we theoretically analyze the greedy local learning from the standpoint of information theory and propose a ContSup scheme, which incorporates context supply between isolated modules to compensate for information loss. CIFAR, SVHN, STL-10) achieve SOTA results and indicate that our proposed method can significantly improve the performance of greedy local learning with minimal memory and computational overhead, allowing for the boost of the number of isolated modules. Our codes are available at https://github.com/Tabct/ContSup. End-to-end (E2E) back-propagation, a standard training paradigm for deep neural networks, enables deep neural networks to solve complex tasks and cognitive applications with great success (Szegedy et al., 2015; He et al., 2016; Huang et al., 2016). As shown in Figure 1a, an E2E training loss is calculated at the final layer, and the error is propagated backward layer-by-layer for weights update. In this case, the E2E is caught in the well-known backward-locking problem (Jaderberg et al., 2017; Frenkel et al., 2021; Duan & Principe, 2022), which prohibits module updates until all dependent modules have completed forward and backward passes, and restricts the network from performing training in a sequential manner (Jaderberg et al., 2017).


Ahpatron: A New Budgeted Online Kernel Learning Machine with Tighter Mistake Bound

arXiv.org Machine Learning

In this paper, we study the mistake bound of online kernel learning on a budget. We propose a new budgeted online kernel learning model, called Ahpatron, which significantly improves the mistake bound of previous work and resolves the open problem posed by Dekel, Shalev-Shwartz, and Singer (2005). We first present an aggressive variant of Perceptron, named AVP, a model without budget, which uses an active updating rule. Then we design a new budget maintenance mechanism, which removes a half of examples,and projects the removed examples onto a hypothesis space spanned by the remaining examples. Ahpatron adopts the above mechanism to approximate AVP. Theoretical analyses prove that Ahpatron has tighter mistake bounds, and experimental results show that Ahpatron outperforms the state-of-the-art algorithms on the same or a smaller budget.


The A.I. Surveillance Companies That Say They Can Thwart Mass Shootings and Suicides

Slate

Our world has long been filled with cameras peering out over streets, malls, and schools. Many have been recording for years. But for the most part, no one ever looks at the footage. These little devices, perched on shelves and poles, exist primarily to create a record. If something happens and someone wants to learn more, they can go back.


AdaptCL: Adaptive Continual Learning for Tackling Heterogeneity in Sequential Datasets

arXiv.org Artificial Intelligence

Managing heterogeneous datasets that vary in complexity, size, and similarity in continual learning presents a significant challenge. Task-agnostic continual learning is necessary to address this challenge, as datasets with varying similarity pose difficulties in distinguishing task boundaries. Conventional task-agnostic continual learning practices typically rely on rehearsal or regularization techniques. However, rehearsal methods may struggle with varying dataset sizes and regulating the importance of old and new data due to rigid buffer sizes. Meanwhile, regularization methods apply generic constraints to promote generalization but can hinder performance when dealing with dissimilar datasets lacking shared features, necessitating a more adaptive approach. In this paper, we propose AdaptCL, a novel adaptive continual learning method to tackle heterogeneity in sequential datasets. AdaptCL employs fine-grained data-driven pruning to adapt to variations in data complexity and dataset size. It also utilizes task-agnostic parameter isolation to mitigate the impact of varying degrees of catastrophic forgetting caused by differences in data similarity. Through a two-pronged case study approach, we evaluate AdaptCL on both datasets of MNIST Variants and DomainNet, as well as datasets from different domains. The latter include both large-scale, diverse binary-class datasets and few-shot, multi-class datasets. Across all these scenarios, AdaptCL consistently exhibits robust performance, demonstrating its flexibility and general applicability in handling heterogeneous datasets.


Finding Paths for Explainable MOOC Recommendation: A Learner Perspective

arXiv.org Artificial Intelligence

The increasing availability of Massive Open Online Courses (MOOCs) has created a necessity for personalized course recommendation systems. These systems often combine neural networks with Knowledge Graphs (KGs) to achieve richer representations of learners and courses. While these enriched representations allow more accurate and personalized recommendations, explainability remains a significant challenge which is especially problematic for certain domains with significant impact such as education and online learning. Recently, a novel class of recommender systems that uses reinforcement learning and graph reasoning over KGs has been proposed to generate explainable recommendations in the form of paths over a KG. Despite their accuracy and interpretability on e-commerce datasets, these approaches have scarcely been applied to the educational domain and their use in practice has not been studied. In this work, we propose an explainable recommendation system for MOOCs that uses graph reasoning. To validate the practical implications of our approach, we conducted a user study examining user perceptions of our new explainable recommendations. We demonstrate the generalizability of our approach by conducting experiments on two educational datasets: COCO and Xuetang.


SPRING: Studying the Paper and Reasoning to Play Games

arXiv.org Artificial Intelligence

Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.


Using Analytics on Student Created Data to Content Validate Pedagogical Tools

arXiv.org Artificial Intelligence

Conceptual and simulation models can function as useful pedagogical tools, however it is important to categorize different outcomes when evaluating them in order to more meaningfully interpret results. VERA is a ecology-based conceptual modeling software that enables users to simulate interactions between biotics and abiotics in an ecosystem, allowing users to form and then verify hypothesis through observing a time series of the species populations. In this paper, we classify this time series into common patterns found in the domain of ecological modeling through two methods, hierarchical clustering and curve fitting, illustrating a general methodology for showing content validity when combining different pedagogical tools. When applied to a diverse sample of 263 models containing 971 time series collected from three different VERA user categories: a Georgia Tech (GATECH), North Georgia Technical College (NGTC), and ``Self Directed Learners'', results showed agreement between both classification methods on 89.38\% of the sample curves in the test set. This serves as a good indication that our methodology for determining content validity was successful.


NVFi: Neural Velocity Fields for 3D Physics Learning from Dynamic Videos

arXiv.org Artificial Intelligence

In this paper, we aim to model 3D scene dynamics from multi-view videos. Unlike the majority of existing works which usually focus on the common task of novel view synthesis within the training time period, we propose to simultaneously learn the geometry, appearance, and physical velocity of 3D scenes only from video frames, such that multiple desirable applications can be supported, including future frame extrapolation, unsupervised 3D semantic scene decomposition, and dynamic motion transfer. Our method consists of three major components, 1) the keyframe dynamic radiance field, 2) the interframe velocity field, and 3) a joint keyframe and interframe optimization module which is the core of our framework to effectively train both networks. To validate our method, we further introduce two dynamic 3D datasets: 1) Dynamic Object dataset, and 2) Dynamic Indoor Scene dataset. We conduct extensive experiments on multiple datasets, demonstrating the superior performance of our method over all baselines, particularly in the critical tasks of future frame extrapolation and unsupervised 3D semantic scene decomposition. Our code and data are available at https://github.com/vLAR-group/NVFi