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Continuous Learning Based Novelty Aware Emotion Recognition System

arXiv.org Artificial Intelligence

Current works in human emotion recognition follow the traditional closed learning approach governed by rigid rules without any consideration of novelty. Classification models are trained on some collected datasets and expected to have the same data distribution in the real-world deployment. Due to the fluid and constantly changing nature of the world we live in, it is possible to have unexpected and novel sample distribution which can lead the model to fail. Hence, in this work, we propose a continuous learning based approach to deal with novelty in the automatic emotion recognition task.


World-to-Words: Grounded Open Vocabulary Acquisition through Fast Mapping in Vision-Language Models

arXiv.org Artificial Intelligence

The ability to connect language units to their referents in the physical world, referred to as grounding, is crucial to learning and understanding grounded meanings of words. While humans demonstrate fast mapping in new word learning, it remains unclear whether modern vision-language models can truly represent language with their grounded meanings and how grounding may further bootstrap new word learning. To this end, we introduce Grounded Open Vocabulary Acquisition (GOVA) to examine grounding and bootstrapping in open-world language learning. As an initial attempt, we propose object-oriented BERT (OctoBERT), a novel visually-grounded language model by pre-training on image-text pairs highlighting grounding as an objective. Through extensive experiments and analysis, we demonstrate that OctoBERT is a more coherent and fast grounded word learner, and that the grounding ability acquired during pre-training helps the model to learn unseen words more rapidly and robustly. Our code is available at https://github.com/sled-group/world-to-words


EMERSK -- Explainable Multimodal Emotion Recognition with Situational Knowledge

arXiv.org Artificial Intelligence

Automatic emotion recognition has recently gained significant attention due to the growing popularity of deep learning algorithms. One of the primary challenges in emotion recognition is effectively utilizing the various cues (modalities) available in the data. Another challenge is providing a proper explanation of the outcome of the learning.To address these challenges, we present Explainable Multimodal Emotion Recognition with Situational Knowledge (EMERSK), a generalized and modular system for human emotion recognition and explanation using visual information. Our system can handle multiple modalities, including facial expressions, posture, and gait, in a flexible and modular manner. The network consists of different modules that can be added or removed depending on the available data. We utilize a two-stream network architecture with convolutional neural networks (CNNs) and encoder-decoder style attention mechanisms to extract deep features from face images. Similarly, CNNs and recurrent neural networks (RNNs) with Long Short-term Memory (LSTM) are employed to extract features from posture and gait data. We also incorporate deep features from the background as contextual information for the learning process. The deep features from each module are fused using an early fusion network. Furthermore, we leverage situational knowledge derived from the location type and adjective-noun pair (ANP) extracted from the scene, as well as the spatio-temporal average distribution of emotions, to generate explanations. Ablation studies demonstrate that each sub-network can independently perform emotion recognition, and combining them in a multimodal approach significantly improves overall recognition performance. Extensive experiments conducted on various benchmark datasets, including GroupWalk, validate the superior performance of our approach compared to other state-of-the-art methods.


Beyond Implicit Bias: The Insignificance of SGD Noise in Online Learning

arXiv.org Artificial Intelligence

The success of SGD in deep learning has been ascribed by prior works to the implicit bias induced by high learning rate or small batch size ("SGD noise"). While prior works that focused on offline learning (i.e., multiple-epoch training), we study the impact of SGD noise on online (i.e., single epoch) learning. Through an extensive empirical analysis of image and language data, we demonstrate that large learning rate and small batch size do not confer any implicit bias advantages in online learning. In contrast to offline learning, the benefits of SGD noise in online learning are strictly computational, facilitating larger or more cost-effective gradient steps. Our work suggests that SGD in the online regime can be construed as taking noisy steps along the "golden path" of the noiseless gradient flow algorithm. We provide evidence to support this hypothesis by conducting experiments that reduce SGD noise during training and by measuring the pointwise functional distance between models trained with varying SGD noise levels, but at equivalent loss values. Our findings challenge the prevailing understanding of SGD and offer novel insights into its role in online learning.


User Simulation for Evaluating Information Access Systems

arXiv.org Artificial Intelligence

Information access systems, such as search engines, recommender systems, and conversational assistants, have become integral to our daily lives as they help us satisfy our information needs. However, evaluating the effectiveness of these systems presents a long-standing and complex scientific challenge. This challenge is rooted in the difficulty of assessing a system's overall effectiveness in assisting users to complete tasks through interactive support, and further exacerbated by the substantial variation in user behaviour and preferences. To address this challenge, user simulation emerges as a promising solution. This book focuses on providing a thorough understanding of user simulation techniques designed specifically for evaluation purposes. We begin with a background of information access system evaluation and explore the diverse applications of user simulation. Subsequently, we systematically review the major research progress in user simulation, covering both general frameworks for designing user simulators, utilizing user simulation for evaluation, and specific models and algorithms for simulating user interactions with search engines, recommender systems, and conversational assistants. Realizing that user simulation is an interdisciplinary research topic, whenever possible, we attempt to establish connections with related fields, including machine learning, dialogue systems, user modeling, and economics. We end the book with a detailed discussion of important future research directions, many of which extend beyond the evaluation of information access systems and are expected to have broader impact on how to evaluate interactive intelligent systems in general.


Bandits with Replenishable Knapsacks: the Best of both Worlds

arXiv.org Artificial Intelligence

The bandits with knapsack (BwK) framework models online decision-making problems in which an agent makes a sequence of decisions subject to resource consumption constraints. The traditional model assumes that each action consumes a non-negative amount of resources and the process ends when the initial budgets are fully depleted. We study a natural generalization of the BwK framework which allows non-monotonic resource utilization, i.e., resources can be replenished by a positive amount. We propose a best-of-both-worlds primal-dual template that can handle any online learning problem with replenishment for which a suitable primal regret minimizer exists. In particular, we provide the first positive results for the case of adversarial inputs by showing that our framework guarantees a constant competitive ratio $\alpha$ when $B=\Omega(T)$ or when the possible per-round replenishment is a positive constant. Moreover, under a stochastic input model, our algorithm yields an instance-independent $\tilde{O}(T^{1/2})$ regret bound which complements existing instance-dependent bounds for the same setting. Finally, we provide applications of our framework to some economic problems of practical relevance.


Kalman Filter for Online Classification of Non-Stationary Data

arXiv.org Artificial Intelligence

In Online Continual Learning (OCL) a learning system receives a stream of data and sequentially performs prediction and training steps. Important challenges in OCL are concerned with automatic adaptation to the particular non-stationary structure of the data, and with quantification of predictive uncertainty. Motivated by these challenges we introduce a probabilistic Bayesian online learning model by using a (possibly pretrained) neural representation and a state space model over the linear predictor weights. Non-stationarity over the linear predictor weights is modelled using a "parameter drift" transition density, parametrized by a coefficient that quantifies forgetting. Inference in the model is implemented with efficient Kalman filter recursions which track the posterior distribution over the linear weights, while online SGD updates over the transition dynamics coefficient allows to adapt to the non-stationarity seen in data. While the framework is developed assuming a linear Gaussian model, we also extend it to deal with classification problems and for fine-tuning the deep learning representation. In a set of experiments in multi-class classification using data sets such as CIFAR-100 and CLOC we demonstrate the predictive ability of the model and its flexibility to capture non-stationarity.


Simple Embodied Language Learning as a Byproduct of Meta-Reinforcement Learning

arXiv.org Artificial Intelligence

Whereas machine learning models typically learn language by directly training on language tasks (e.g., next-word prediction), language emerges in human children as a byproduct of solving non-language tasks (e.g., acquiring food). Motivated by this observation, we ask: can embodied reinforcement learning (RL) agents also indirectly learn language from non-language tasks? Learning to associate language with its meaning requires a dynamic environment with varied language. Therefore, we investigate this question in a multi-task environment with language that varies across the different tasks. Specifically, we design an office navigation environment, where the agent's goal is to find a particular office, and office locations differ in different buildings (i.e., tasks). Each building includes a floor plan with a simple language description of the goal office's location, which can be visually read as an RGB image when visited. We find RL agents indeed are able to indirectly learn language. Agents trained with current meta-RL algorithms successfully generalize to reading floor plans with held-out layouts and language phrases, and quickly navigate to the correct office, despite receiving no direct language supervision.


Research on Named Entity Recognition in Improved transformer with R-Drop structure

arXiv.org Artificial Intelligence

To enhance the generalization ability of the model and improve the effectiveness of the transformer for named entity recognition tasks, the XLNet-Transformer-R model is proposed in this paper. The XLNet pre-trained model and the Transformer encoder with relative positional encodings are combined to enhance the model's ability to process long text and learn contextual information to improve robustness. To prevent overfitting, the R-Drop structure is used to improve the generalization capability and enhance the accuracy of the model in named entity recognition tasks. The model in this paper performs ablation experiments on the MSRA dataset and comparison experiments with other models on four datasets with excellent performance, demonstrating the strategic effectiveness of the XLNet-Transformer-R model.


Maestro: A Gamified Platform for Teaching AI Robustness

arXiv.org Artificial Intelligence

Although the prevention of AI vulnerabilities is critical to preserve the safety and privacy of users and businesses, educational tools for robust AI are still underdeveloped worldwide. We present the design, implementation, and assessment of Maestro. Maestro is an effective open-source game-based platform that contributes to the advancement of robust AI education. Maestro provides goal-based scenarios where college students are exposed to challenging life-inspired assignments in a competitive programming environment. We assessed Maestro's influence on students' engagement, motivation, and learning success in robust AI. This work also provides insights into the design features of online learning tools that promote active learning opportunities in the robust AI domain. We analyzed the reflection responses (measured with Likert scales) of 147 undergraduate students using Maestro in two quarterly college courses in AI. According to the results, students who felt the acquisition of new skills in robust AI tended to appreciate highly Maestro and scored highly on material consolidation, curiosity, and mastery in robust AI. Moreover, the leaderboard, our key gamification element in Maestro, has effectively contributed to students' engagement and learning. Results also indicate that Maestro can be effectively adapted to any course length and depth without losing its educational quality.