Education
Efficiently Learning the Graph for Semi-supervised Learning
Sharma, Dravyansh, Jones, Maxwell
Computational efficiency is a major bottleneck in using classic graph-based approaches for semi-supervised learning on datasets with a large number of unlabeled examples. Known techniques to improve efficiency typically involve an approximation of the graph regularization objective, but suffer two major drawbacks - first the graph is assumed to be known or constructed with heuristic hyperparameter values, second they do not provide a principled approximation guarantee for learning over the full unlabeled dataset. Building on recent work on learning graphs for semi-supervised learning from multiple datasets for problems from the same domain, and leveraging techniques for fast approximations for solving linear systems in the graph Laplacian matrix, we propose algorithms that overcome both the above limitations. We show a formal separation in the learning-theoretic complexity of sparse and dense graph families. We further show how to approximately learn the best graphs from the sparse families efficiently using the conjugate gradient method. Our approach can also be used to learn the graph efficiently online with sub-linear regret, under mild smoothness assumptions. Our online learning results are stated generally, and may be useful for approximate and efficient parameter tuning in other problems. We implement our approach and demonstrate significant ($\sim$10-100x) speedups over prior work on semi-supervised learning with learned graphs on benchmark datasets.
Nonlinear SVD with Asymmetric Kernels: feature learning and asymmetric Nystr\"om method
Tao, Qinghua, Tonin, Francesco, Patrinos, Panagiotis, Suykens, Johan A. K.
Asymmetric data naturally exist in real life, such as directed graphs. Different from the common kernel methods requiring Mercer kernels, this paper tackles the asymmetric kernel-based learning problem. We describe a nonlinear extension of the matrix Singular Value Decomposition through asymmetric kernels, namely KSVD. First, we construct two nonlinear feature mappings w.r.t. rows and columns of the given data matrix. The proposed optimization problem maximizes the variance of each mapping projected onto the subspace spanned by the other, subject to a mutual orthogonality constraint. Through Lagrangian duality, we show that it can be solved by the left and right singular vectors in the feature space induced by the asymmetric kernel. Moreover, we start from the integral equations with a pair of adjoint eigenfunctions corresponding to the singular vectors on an asymmetrical kernel, and extend the Nystr\"om method to asymmetric cases through the finite sample approximation, which can be applied to speedup the training in KSVD. Experiments show that asymmetric KSVD learns features outperforming Mercer-kernel based methods that resort to symmetrization, and also verify the effectiveness of the asymmetric Nystr\"om method.
Generating Language Corrections for Teaching Physical Control Tasks
Srivastava, Megha, Goodman, Noah, Sadigh, Dorsa
AI assistance continues to help advance applications in education, from language learning to intelligent tutoring systems, yet current methods for providing students feedback are still quite limited. Most automatic feedback systems either provide binary correctness feedback, which may not help a student understand how to improve, or require hand-coding feedback templates, which may not generalize to new domains. This can be particularly challenging for physical control tasks, where the rich diversity in student behavior and specialized domains make it challenging to leverage general-purpose assistive tools for providing feedback. We design and build CORGI, a model trained to generate language corrections for physical control tasks, such as learning to ride a bike. CORGI takes in as input a pair of student and expert trajectories, and then generates natural language corrections to help the student improve. We collect and train CORGI over data from three diverse physical control tasks (drawing, steering, and joint movement). Through both automatic and human evaluations, we show that CORGI can (i) generate valid feedback for novel student trajectories, (ii) outperform baselines on domains with novel control dynamics, and (iii) improve student learning in an interactive drawing task.
The BEA 2023 Shared Task on Generating AI Teacher Responses in Educational Dialogues
Tack, Anaïs, Kochmar, Ekaterina, Yuan, Zheng, Bibauw, Serge, Piech, Chris
This paper describes the results of the first shared task on the generation of teacher responses in educational dialogues. The goal of the task was to benchmark the ability of generative language models to act as AI teachers, replying to a student in a teacher-student dialogue. Eight teams participated in the competition hosted on CodaLab. They experimented with a wide variety of state-of-the-art models, including Alpaca, Bloom, DialoGPT, DistilGPT-2, Flan-T5, GPT-2, GPT-3, GPT- 4, LLaMA, OPT-2.7B, and T5-base. Their submissions were automatically scored using BERTScore and DialogRPT metrics, and the top three among them were further manually evaluated in terms of pedagogical ability based on Tack and Piech (2022). The NAISTeacher system, which ranked first in both automated and human evaluation, generated responses with GPT-3.5 using an ensemble of prompts and a DialogRPT-based ranking of responses for given dialogue contexts. Despite the promising achievements of the participating teams, the results also highlight the need for evaluation metrics better suited to educational contexts.
Graph Agent Network: Empowering Nodes with Decentralized Communications Capabilities for Adversarial Resilience
Liu, Ao, Li, Wenshan, Li, Tao, Li, Beibei, Huang, Hanyuan, Xu, Guangquan, Zhou, Pan
End-to-end training with global optimization have popularized graph neural networks (GNNs) for node classification, yet inadvertently introduced vulnerabilities to adversarial edge-perturbing attacks. Adversaries can exploit the inherent opened interfaces of GNNs' input and output, perturbing critical edges and thus manipulating the classification results. Current defenses, due to their persistent utilization of global-optimization-based end-to-end training schemes, inherently encapsulate the vulnerabilities of GNNs. This is specifically evidenced in their inability to defend against targeted secondary attacks. In this paper, we propose the Graph Agent Network (GAgN) to address the aforementioned vulnerabilities of GNNs. GAgN is a graph-structured agent network in which each node is designed as an 1-hop-view agent. Through the decentralized interactions between agents, they can learn to infer global perceptions to perform tasks including inferring embeddings, degrees and neighbor relationships for given nodes. This empowers nodes to filtering adversarial edges while carrying out classification tasks. Furthermore, agents' limited view prevents malicious messages from propagating globally in GAgN, thereby resisting global-optimization-based secondary attacks. We prove that single-hidden-layer multilayer perceptrons (MLPs) are theoretically sufficient to achieve these functionalities. Experimental results show that GAgN effectively implements all its intended capabilities and, compared to state-of-the-art defenses, achieves optimal classification accuracy on the perturbed datasets.
Evaluating the Social Impact of Generative AI Systems in Systems and Society
Solaiman, Irene, Talat, Zeerak, Agnew, William, Ahmad, Lama, Baker, Dylan, Blodgett, Su Lin, Daumé, Hal III, Dodge, Jesse, Evans, Ellie, Hooker, Sara, Jernite, Yacine, Luccioni, Alexandra Sasha, Lusoli, Alberto, Mitchell, Margaret, Newman, Jessica, Png, Marie-Therese, Strait, Andrew, Vassilev, Apostol
Generative AI systems across modalities, ranging from text, image, audio, and video, have broad social impacts, but there exists no official standard for means of evaluating those impacts and which impacts should be evaluated. We move toward a standard approach in evaluating a generative AI system for any modality, in two overarching categories: what is able to be evaluated in a base system that has no predetermined application and what is able to be evaluated in society. We describe specific social impact categories and how to approach and conduct evaluations in the base technical system, then in people and society. Our framework for a base system defines seven categories of social impact: bias, stereotypes, and representational harms; cultural values and sensitive content; disparate performance; privacy and data protection; financial costs; environmental costs; and data and content moderation labor costs. Suggested methods for evaluation apply to all modalities and analyses of the limitations of existing evaluations serve as a starting point for necessary investment in future evaluations. We offer five overarching categories for what is able to be evaluated in society, each with their own subcategories: trustworthiness and autonomy; inequality, marginalization, and violence; concentration of authority; labor and creativity; and ecosystem and environment. Each subcategory includes recommendations for mitigating harm. We are concurrently crafting an evaluation repository for the AI research community to contribute existing evaluations along the given categories. This version will be updated following a CRAFT session at ACM FAccT 2023.
Factors Impacting the Quality of User Answers on Smartphones
So far, most research investigating the predictability of human behavior, such as mobility and social interactions, has focused mainly on the exploitation of sensor data. However, sensor data can be difficult to capture the subjective motivations behind the individuals' behavior. Understanding personal context (e.g., where one is and what they are doing) can greatly increase predictability. The main limitation is that human input is often missing or inaccurate. The goal of this paper is to identify factors that influence the quality of responses when users are asked about their current context. We find that two key factors influence the quality of responses: user reaction time and completion time. These factors correlate with various exogenous causes (e.g., situational context, time of day) and endogenous causes (e.g., procrastination attitude, mood). In turn, we study how these two factors impact the quality of responses.
Towards Applying Powerful Large AI Models in Classroom Teaching: Opportunities, Challenges and Prospects
Tan, Kehui, Pang, Tianqi, Fan, Chenyou, Yu, Song
This perspective paper proposes a series of interactive scenarios that utilize Artificial Intelligence (AI) to enhance classroom teaching, such as dialogue auto-completion, knowledge and style transfer, and assessment of AI-generated content. By leveraging recent developments in Large Language Models (LLMs), we explore the potential of AI to augment and enrich teacher-student dialogues and improve the quality of teaching. Our goal is to produce innovative and meaningful conversations between teachers and students, create standards for evaluation, and improve the efficacy of AI-for-Education initiatives. In Section 3, we discuss the challenges of utilizing existing LLMs to effectively complete the educated tasks and present a unified framework for addressing diverse education dataset, processing lengthy conversations, and condensing information to better accomplish more downstream tasks. In Section 4, we summarize the pivoting tasks including Teacher-Student Dialogue Auto-Completion, Expert Teaching Knowledge and Style Transfer, and Assessment of AI-Generated Content (AIGC), providing a clear path for future research. In Section 5, we also explore the use of external and adjustable LLMs to improve the generated content through human-in-the-loop supervision and reinforcement learning. Ultimately, this paper seeks to highlight the potential for AI to aid the field of education and promote its further exploration.
Connecting the Dots in Trustworthy Artificial Intelligence: From AI Principles, Ethics, and Key Requirements to Responsible AI Systems and Regulation
Díaz-Rodríguez, Natalia, Del Ser, Javier, Coeckelbergh, Mark, de Prado, Marcos López, Herrera-Viedma, Enrique, Herrera, Francisco
Trustworthy Artificial Intelligence (AI) is based on seven technical requirements sustained over three main pillars that should be met throughout the system's entire life cycle: it should be (1) lawful, (2) ethical, and (3) robust, both from a technical and a social perspective. However, attaining truly trustworthy AI concerns a wider vision that comprises the trustworthiness of all processes and actors that are part of the system's life cycle, and considers previous aspects from different lenses. A more holistic vision contemplates four essential axes: the global principles for ethical use and development of AI-based systems, a philosophical take on AI ethics, a risk-based approach to AI regulation, and the mentioned pillars and requirements. The seven requirements (human agency and oversight; robustness and safety; privacy and data governance; transparency; diversity, non-discrimination and fairness; societal and environmental wellbeing; and accountability) are analyzed from a triple perspective: What each requirement for trustworthy AI is, Why it is needed, and How each requirement can be implemented in practice. On the other hand, a practical approach to implement trustworthy AI systems allows defining the concept of responsibility of AI-based systems facing the law, through a given auditing process. Therefore, a responsible AI system is the resulting notion we introduce in this work, and a concept of utmost necessity that can be realized through auditing processes, subject to the challenges posed by the use of regulatory sandboxes. Our multidisciplinary vision of trustworthy AI culminates in a debate on the diverging views published lately about the future of AI. Our reflections in this matter conclude that regulation is a key for reaching a consensus among these views, and that trustworthy and responsible AI systems will be crucial for the present and future of our society.
Do the Rewards Justify the Means? Measuring Trade-Offs Between Rewards and Ethical Behavior in the MACHIAVELLI Benchmark
Pan, Alexander, Chan, Jun Shern, Zou, Andy, Li, Nathaniel, Basart, Steven, Woodside, Thomas, Ng, Jonathan, Zhang, Hanlin, Emmons, Scott, Hendrycks, Dan
Artificial agents have traditionally been trained to maximize reward, which may incentivize power-seeking and deception, analogous to how next-token prediction in language models (LMs) may incentivize toxicity. So do agents naturally learn to be Machiavellian? And how do we measure these behaviors in general-purpose models such as GPT-4? Towards answering these questions, we introduce MACHIAVELLI, a benchmark of 134 Choose-Your-Own-Adventure games containing over half a million rich, diverse scenarios that center on social decision-making. Scenario labeling is automated with LMs, which are more performant than human annotators. We mathematize dozens of harmful behaviors and use our annotations to evaluate agents' tendencies to be power-seeking, cause disutility, and commit ethical violations. We observe some tension between maximizing reward and behaving ethically. To improve this trade-off, we investigate LM-based methods to steer agents' towards less harmful behaviors. Our results show that agents can both act competently and morally, so concrete progress can currently be made in machine ethics--designing agents that are Pareto improvements in both safety and capabilities.