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An Intent Taxonomy of Legal Case Retrieval

arXiv.org Artificial Intelligence

Legal case retrieval is a special Information Retrieval~(IR) task focusing on legal case documents. Depending on the downstream tasks of the retrieved case documents, users' information needs in legal case retrieval could be significantly different from those in Web search and traditional ad-hoc retrieval tasks. While there are several studies that retrieve legal cases based on text similarity, the underlying search intents of legal retrieval users, as shown in this paper, are more complicated than that yet mostly unexplored. To this end, we present a novel hierarchical intent taxonomy of legal case retrieval. It consists of five intent types categorized by three criteria, i.e., search for Particular Case(s), Characterization, Penalty, Procedure, and Interest. The taxonomy was constructed transparently and evaluated extensively through interviews, editorial user studies, and query log analysis. Through a laboratory user study, we reveal significant differences in user behavior and satisfaction under different search intents in legal case retrieval. Furthermore, we apply the proposed taxonomy to various downstream legal retrieval tasks, e.g., result ranking and satisfaction prediction, and demonstrate its effectiveness. Our work provides important insights into the understanding of user intents in legal case retrieval and potentially leads to better retrieval techniques in the legal domain, such as intent-aware ranking strategies and evaluation methodologies.


Federated K-Means Clustering via Dual Decomposition-based Distributed Optimization

arXiv.org Artificial Intelligence

The use of distributed optimization in machine learning can be motivated either by the resulting preservation of privacy or the increase in computational efficiency. On the one hand, training data might be stored across multiple devices. Training a global model within a network where each node only has access to its confidential data requires the use of distributed algorithms. Even if the data is not confidential, sharing it might be prohibitive due to bandwidth limitations. On the other hand, the ever-increasing amount of available data leads to large-scale machine learning problems. By splitting the training process across multiple nodes its efficiency can be significantly increased. This paper aims to demonstrate how dual decomposition can be applied for distributed training of $ K $-means clustering problems. After an overview of distributed and federated machine learning, the mixed-integer quadratically constrained programming-based formulation of the $ K $-means clustering training problem is presented. The training can be performed in a distributed manner by splitting the data across different nodes and linking these nodes through consensus constraints. Finally, the performance of the subgradient method, the bundle trust method, and the quasi-Newton dual ascent algorithm are evaluated on a set of benchmark problems. While the mixed-integer programming-based formulation of the clustering problems suffers from weak integer relaxations, the presented approach can potentially be used to enable an efficient solution in the future, both in a central and distributed setting.


Integrating Curricula with Replays: Its Effects on Continual Learning

arXiv.org Artificial Intelligence

Humans engage in learning and reviewing processes with curricula when acquiring new skills or knowledge. This human learning behavior has inspired the integration of curricula with replay methods in continual learning agents. The goal is to emulate the human learning process, thereby improving knowledge retention and facilitating learning transfer. Existing replay methods in continual learning agents involve the random selection and ordering of data from previous tasks, which has shown to be effective. However, limited research has explored the integration of different curricula with replay methods to enhance continual learning. Our study takes initial steps in examining the impact of integrating curricula with replay methods on continual learning in three specific aspects: the interleaved frequency of replayed exemplars with training data, the sequence in which exemplars are replayed, and the strategy for selecting exemplars into the replay buffer. These aspects of curricula design align with cognitive psychology principles and leverage the benefits of interleaved practice during replays, easy-to-hard rehearsal, and exemplar selection strategy involving exemplars from a uniform distribution of difficulties. Based on our results, these three curricula effectively mitigated catastrophic forgetting and enhanced positive knowledge transfer, demonstrating the potential of curricula in advancing continual learning methodologies. Our code and data are available: https://github.com/ZhangLab-DeepNeuroCogLab/Integrating-Curricula-with-Replays


Dictionary Learning under Symmetries via Group Representations

arXiv.org Artificial Intelligence

The dictionary learning problem can be viewed as a data-driven process to learn a suitable transformation so that data is sparsely represented directly from example data. In this paper, we examine the problem of learning a dictionary that is invariant under a pre-specified group of transformations. Natural settings include Cryo-EM, multi-object tracking, synchronization, pose estimation, etc. We specifically study this problem under the lens of mathematical representation theory. Leveraging the power of non-abelian Fourier analysis for functions over compact groups, we prescribe an algorithmic recipe for learning dictionaries that obey such invariances. We relate the dictionary learning problem in the physical domain, which is naturally modelled as being infinite dimensional, with the associated computational problem, which is necessarily finite dimensional. We establish that the dictionary learning problem can be effectively understood as an optimization instance over certain matrix orbitopes having a particular block-diagonal structure governed by the irreducible representations of the group of symmetries. This perspective enables us to introduce a band-limiting procedure which obtains dimensionality reduction in applications. We provide guarantees for our computational ansatz to provide a desirable dictionary learning outcome. We apply our paradigm to investigate the dictionary learning problem for the groups SO(2) and SO(3). While the SO(2)-orbitope admits an exact spectrahedral description, substantially less is understood about the SO(3)-orbitope. We describe a tractable spectrahedral outer approximation of the SO(3)-orbitope, and contribute an alternating minimization paradigm to perform optimization in this setting. We provide numerical experiments to highlight the efficacy of our approach in learning SO(3)-invariant dictionaries, both on synthetic and on real world data.


marl-jax: Multi-Agent Reinforcement Leaning Framework

arXiv.org Artificial Intelligence

Recent advances in Reinforcement Learning (RL) have led to many exciting applications. These advancements have been driven by improvements in both algorithms and engineering, which have resulted in faster training of RL agents. We present marl-jax, a multi-agent reinforcement learning software package for training and evaluating social generalization of the agents. The package is designed for training a population of agents in multi-agent environments and evaluating their ability to generalize to diverse background agents. It is built on top of DeepMind's JAX ecosystem~\cite{deepmind2020jax} and leverages the RL ecosystem developed by DeepMind. Our framework marl-jax is capable of working in cooperative and competitive, simultaneous-acting environments with multiple agents. The package offers an intuitive and user-friendly command-line interface for training a population and evaluating its generalization capabilities. In conclusion, marl-jax provides a valuable resource for researchers interested in exploring social generalization in the context of MARL. The open-source code for marl-jax is available at: \href{https://github.com/kinalmehta/marl-jax}{https://github.com/kinalmehta/marl-jax}


Online Learning Guided Curvature Approximation: A Quasi-Newton Method with Global Non-Asymptotic Superlinear Convergence

arXiv.org Artificial Intelligence

Quasi-Newton algorithms are among the most popular iterative methods for solving unconstrained minimization problems, largely due to their favorable superlinear convergence property. However, existing results for these algorithms are limited as they provide either (i) a global convergence guarantee with an asymptotic superlinear convergence rate, or (ii) a local non-asymptotic superlinear rate for the case that the initial point and the initial Hessian approximation are chosen properly. In particular, no current analysis for quasi-Newton methods guarantees global convergence with an explicit superlinear convergence rate. In this paper, we close this gap and present the first globally convergent quasi-Newton method with an explicit non-asymptotic superlinear convergence rate. Unlike classical quasi-Newton methods, we build our algorithm upon the hybrid proximal extragradient method and propose a novel online learning framework for updating the Hessian approximation matrices. Specifically, guided by the convergence analysis, we formulate the Hessian approximation update as an online convex optimization problem in the space of matrices, and we relate the bounded regret of the online problem to the superlinear convergence of our method.


Diversity Induced Environment Design via Self-Play

arXiv.org Artificial Intelligence

Recent work on designing an appropriate distribution of environments has shown promise for training effective generally capable agents. Its success is partly because of a form of adaptive curriculum learning that generates environment instances (or levels) at the frontier of the agent's capabilities. However, such an environment design framework often struggles to find effective levels in challenging design spaces and requires costly interactions with the environment. In this paper, we aim to introduce diversity in the Unsupervised Environment Design (UED) framework. Specifically, we propose a task-agnostic method to identify observed/hidden states that are representative of a given level. The outcome of this method is then utilized to characterize the diversity between two levels, which as we show can be crucial to effective performance. In addition, to improve sampling efficiency, we incorporate the self-play technique that allows the environment generator to automatically generate environments that are of great benefit to the training agent. Quantitatively, our approach, Diversity-induced Environment Design via Self-Play (MBeDED), shows compelling performance over existing methods.


Cumulative culture spontaneously emerges in artificial navigators who are social and memory-guided

arXiv.org Artificial Intelligence

Cumulative cultural evolution occurs when adaptive innovations are passed down to consecutive generations through social learning. This process has shaped human technological innovation, but also occurs in non-human species. While it is traditionally argued that cumulative culture relies on high-fidelity social transmission and advanced cognitive skills, here I show that a much simpler system suffices. Cumulative culture spontaneously emerged in artificial agents who navigate with a minimal cognitive architecture of goal-direction, social proximity, and route memory. Within each generation, naive individuals benefitted from being paired with experienced navigators because they could follow previously established routes. Crucially, experienced navigators also benefitted from the presence of naive individuals through regression to the goal. As experienced agents followed their memorised path, their naive counterparts (unhindered by route memory) were more likely to err towards than away from the goal, and thus biased the pair in that direction. This improved route efficiency within each generation. In control experiments, cumulative culture was attenuated when agents' social proximity or route memory were lesioned, whereas eliminating goal-direction only reduced efficiency. These results demonstrate that cumulative cultural evolution occurs even in the absence of sophisticated communication or thought. One interpretation of this finding is that current definitions are too loose, and should be narrowed. An alternative conclusion is that rudimentary cumulative culture is an emergent property of systems that seek social proximity and have an imprecise memory capacity, providing a flexible complement to traditional evolutionary mechanisms.


Does Sam Altman Know What He's Creating?

The Atlantic - Technology

On a Monday morning in April, Sam Altman sat inside OpenAI's San Francisco headquarters, telling me about a dangerous artificial intelligence that his company had built but would never release. His employees, he later said, often lose sleep worrying about the AIs they might one day release without fully appreciating their dangers. With his heel perched on the edge of his swivel chair, he looked relaxed. The powerful AI that his company had released in November had captured the world's imagination like nothing in tech's recent history. There was grousing in some quarters about the things ChatGPT could not yet do well, and in others about the future it may portend, but Altman wasn't sweating it; this was, for him, a moment of triumph. Check out more from this issue and find your next story to read. In small doses, Altman's large blue eyes emit a beam of earnest intellectual attention, and he seems to understand that, in large doses, their intensity might unsettle. In this case, he was ...


Navigating to objects in the real world

AIHub

TLDR: Semantic navigation is necessary to deploy mobile robots in uncontrolled environments like our homes, schools, and hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation. But learned visual navigation policies have predominantly been evaluated in simulation. How well do different classes of methods work on a robot? We present a large-scale empirical study of semantic visual navigation methods comparing representative methods from classical, modular, and end-to-end learning approaches.