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Optimization with Access to Auxiliary Information

arXiv.org Artificial Intelligence

We investigate the fundamental optimization question of minimizing a target function $f$, whose gradients are expensive to compute or have limited availability, given access to some auxiliary side function $h$ whose gradients are cheap or more available. This formulation captures many settings of practical relevance, such as i) re-using batches in SGD, ii) transfer learning, iii) federated learning, iv) training with compressed models/dropout, etc. We propose two generic new algorithms that apply in all these settings and prove that we can benefit from this framework using only an assumption on the Hessian similarity between the target and side information. A benefit is obtained when this similarity measure is small, we also show a potential benefit from stochasticity when the auxiliary noise is correlated with that of the target function.


GeONet: a neural operator for learning the Wasserstein geodesic

arXiv.org Machine Learning

Optimal transport (OT) offers a versatile framework to compare complex data distributions in a geometrically meaningful way. Traditional methods for computing the Wasserstein distance and geodesic between probability measures require mesh-dependent domain discretization and suffer from the curse-of-dimensionality. We present GeONet, a mesh-invariant deep neural operator network that learns the non-linear mapping from the input pair of initial and terminal distributions to the Wasserstein geodesic connecting the two endpoint distributions. In the offline training stage, GeONet learns the saddle point optimality conditions for the dynamic formulation of the OT problem in the primal and dual spaces that are characterized by a coupled PDE system. The subsequent inference stage is instantaneous and can be deployed for real-time predictions in the online learning setting. We demonstrate that GeONet achieves comparable testing accuracy to the standard OT solvers on simulation examples and the MNIST dataset with considerably reduced inference-stage computational cost by orders of magnitude. Recent years have seen tremendous progress in statistical and computational optimal transport (OT) as a lens to explore machine learning problems. One prominent example is to use the Wasserstein distance to compare data distributions in a geometrically meaningful way, which has found various applications, such as in generative models (Arjovsky et al., 2017), domain adaptation (Courty et al., 2017) and computational geometry (Solomon et al., 2015). Computing the optimal coupling and the optimal transport map (if it exists) can be expressed in a fluid dynamics formulation with the minimum kinetic energy (Benamou and Brenier, 2000).


VidChapters-7M: Video Chapters at Scale

arXiv.org Artificial Intelligence

Segmenting long videos into chapters enables users to quickly navigate to the information of their interest. This important topic has been understudied due to the lack of publicly released datasets. To address this issue, we present VidChapters-7M, a dataset of 817K user-chaptered videos including 7M chapters in total. VidChapters-7M is automatically created from videos online in a scalable manner by scraping user-annotated chapters and hence without any additional manual annotation. We introduce the following three tasks based on this data. First, the video chapter generation task consists of temporally segmenting the video and generating a chapter title for each segment. To further dissect the problem, we also define two variants of this task: video chapter generation given ground-truth boundaries, which requires generating a chapter title given an annotated video segment, and video chapter grounding, which requires temporally localizing a chapter given its annotated title. We benchmark both simple baselines and state-of-the-art video-language models for these three tasks. We also show that pretraining on VidChapters-7M transfers well to dense video captioning tasks in both zero-shot and finetuning settings, largely improving the state of the art on the YouCook2 and ViTT benchmarks. Finally, our experiments reveal that downstream performance scales well with the size of the pretraining dataset. Our dataset, code, and models are publicly available at https://antoyang.github.io/vidchapters.html.


Fairness and Bias in Algorithmic Hiring

arXiv.org Artificial Intelligence

Employers are adopting algorithmic hiring technology throughout the recruitment pipeline. Algorithmic fairness is especially applicable in this domain due to its high stakes and structural inequalities. Unfortunately, most work in this space provides partial treatment, often constrained by two competing narratives, optimistically focused on replacing biased recruiter decisions or pessimistically pointing to the automation of discrimination. Whether, and more importantly what types of, algorithmic hiring can be less biased and more beneficial to society than low-tech alternatives currently remains unanswered, to the detriment of trustworthiness. This multidisciplinary survey caters to practitioners and researchers with a balanced and integrated coverage of systems, biases, measures, mitigation strategies, datasets, and legal aspects of algorithmic hiring and fairness. Our work supports a contextualized understanding and governance of this technology by highlighting current opportunities and limitations, providing recommendations for future work to ensure shared benefits for all stakeholders.


Art or Artifice? Large Language Models and the False Promise of Creativity

arXiv.org Artificial Intelligence

Researchers have argued that large language models (LLMs) exhibit high-quality writing capabilities from blogs to stories. However, evaluating objectively the creativity of a piece of writing is challenging. Inspired by the Torrance Test of Creative Thinking (TTCT), which measures creativity as a process, we use the Consensual Assessment Technique [3] and propose the Torrance Test of Creative Writing (TTCW) to evaluate creativity as a product. TTCW consists of 14 binary tests organized into the original dimensions of Fluency, Flexibility, Originality, and Elaboration. We recruit 10 creative writers and implement a human assessment of 48 stories written either by professional authors or LLMs using TTCW. Our analysis shows that LLM-generated stories pass 3-10X less TTCW tests than stories written by professionals. In addition, we explore the use of LLMs as assessors to automate the TTCW evaluation, revealing that none of the LLMs positively correlate with the expert assessments.


When Automated Assessment Meets Automated Content Generation: Examining Text Quality in the Era of GPTs

arXiv.org Artificial Intelligence

The use of machine learning (ML) models to assess and score textual data has become increasingly pervasive in an array of contexts including natural language processing, information retrieval, search and recommendation, and credibility assessment of online content. A significant disruption at the intersection of ML and text are text-generating large-language models such as generative pre-trained transformers (GPTs). We empirically assess the differences in how ML-based scoring models trained on human content assess the quality of content generated by humans versus GPTs. To do so, we propose an analysis framework that encompasses essay scoring ML-models, human and ML-generated essays, and a statistical model that parsimoniously considers the impact of type of respondent, prompt genre, and the ML model used for assessment model. A rich testbed is utilized that encompasses 18,460 human-generated and GPT-based essays. Results of our benchmark analysis reveal that transformer pretrained language models (PLMs) more accurately score human essay quality as compared to CNN/RNN and feature-based ML methods. Interestingly, we find that the transformer PLMs tend to score GPT-generated text 10-15\% higher on average, relative to human-authored documents. Conversely, traditional deep learning and feature-based ML models score human text considerably higher. Further analysis reveals that although the transformer PLMs are exclusively fine-tuned on human text, they more prominently attend to certain tokens appearing only in GPT-generated text, possibly due to familiarity/overlap in pre-training. Our framework and results have implications for text classification settings where automated scoring of text is likely to be disrupted by generative AI.


MUTEX: Learning Unified Policies from Multimodal Task Specifications

arXiv.org Artificial Intelligence

Humans use different modalities, such as speech, text, images, videos, etc., to communicate their intent and goals with teammates. For robots to become better assistants, we aim to endow them with the ability to follow instructions and understand tasks specified by their human partners. Most robotic policy learning methods have focused on one single modality of task specification while ignoring the rich cross-modal information. We present MUTEX, a unified approach to policy learning from multimodal task specifications. It trains a transformer-based architecture to facilitate cross-modal reasoning, combining masked modeling and cross-modal matching objectives in a two-stage training procedure. After training, MUTEX can follow a task specification in any of the six learned modalities (video demonstrations, goal images, text goal descriptions, text instructions, speech goal descriptions, and speech instructions) or a combination of them. We systematically evaluate the benefits of MUTEX in a newly designed dataset with 100 tasks in simulation and 50 tasks in the real world, annotated with multiple instances of task specifications in different modalities, and observe improved performance over methods trained specifically for any single modality. More information at https://ut-austin-rpl.github.io/MUTEX/


Spring-IMU Fusion Based Proprioception for Feedback Control of Soft Manipulators

arXiv.org Artificial Intelligence

This paper presents a novel framework to realize proprioception and closed-loop control for soft manipulators. Deformations with large elongation and large bending can be precisely predicted using geometry-based sensor signals obtained from the inductive springs and the inertial measurement units (IMUs) with the help of machine learning techniques. Multiple geometric signals are fused into robust pose estimations, and a data-efficient training process is achieved after applying the strategy of sim-to-real transfer. As a result, we can achieve proprioception that is robust to the variation of external loading and has an average error of 0.7% across the workspace on a pneumatic-driven soft manipulator. The realized proprioception on soft manipulator is then contributed to building a sensor-space based algorithm for closed-loop control. A gradient descent solver is developed to drive the end-effector to achieve the required poses by iteratively computing a sequence of reference sensor signals. A conventional controller is employed in the inner loop of our algorithm to update actuators (i.e., the pressures in chambers) for approaching a reference signal in the sensor-space. The systematic function of closed-loop control has been demonstrated in tasks like path following and pick-and-place under different external loads.


Learning Restricted Boltzmann Machines with greedy quantum search

arXiv.org Artificial Intelligence

Restricted Boltzmann Machines (RBMs) are widely used probabilistic undirected graphical models with visible and latent nodes, playing an important role in statistics and machine learning. The task of structure learning for RBMs involves inferring the underlying graph by using samples from the visible nodes. Specifically, learning the two-hop neighbors of each visible node allows for the inference of the graph structure. Prior research has addressed the structure learning problem for specific classes of RBMs, namely ferromagnetic and locally consistent RBMs. In this paper, we extend the scope to the quantum computing domain and propose corresponding quantum algorithms for this problem. Our study demonstrates that the proposed quantum algorithms yield a polynomial speedup compared to the classical algorithms for learning the structure of these two classes of RBMs.


Affective Game Computing: A Survey

arXiv.org Artificial Intelligence

This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the affective loop: game affect elicitation, game affect sensing, game affect detection and game affect adaptation. In addition, we provide a taxonomy of terms, methods and approaches used across the four phases of the affective game loop and situate the field within this taxonomy. We continue with a comprehensive review of available affect data collection methods with regards to gaming interfaces, sensors, annotation protocols, and available corpora. The paper concludes with a discussion on the current limitations of affective game computing and our vision for the most promising future research directions in the field.