Education
MEWL: Few-shot multimodal word learning with referential uncertainty
Jiang, Guangyuan, Xu, Manjie, Xin, Shiji, Liang, Wei, Peng, Yujia, Zhang, Chi, Zhu, Yixin
Without explicit feedback, humans can rapidly learn the meaning of words. Children can acquire a new word after just a few passive exposures, a process known as fast mapping. This word learning capability is believed to be the most fundamental building block of multimodal understanding and reasoning. Despite recent advancements in multimodal learning, a systematic and rigorous evaluation is still missing for human-like word learning in machines. To fill in this gap, we introduce the MachinE Word Learning (MEWL) benchmark to assess how machines learn word meaning in grounded visual scenes. MEWL covers human's core cognitive toolkits in word learning: cross-situational reasoning, bootstrapping, and pragmatic learning. Specifically, MEWL is a few-shot benchmark suite consisting of nine tasks for probing various word learning capabilities. These tasks are carefully designed to be aligned with the children's core abilities in word learning and echo the theories in the developmental literature. By evaluating multimodal and unimodal agents' performance with a comparative analysis of human performance, we notice a sharp divergence in human and machine word learning. We further discuss these differences between humans and machines and call for human-like few-shot word learning in machines.
Inspecting Spoken Language Understanding from Kids for Basic Math Learning at Home
Okur, Eda, Alba, Roddy Fuentes, Sahay, Saurav, Nachman, Lama
Enriching the quality of early childhood education with interactive math learning at home systems, empowered by recent advances in conversational AI technologies, is slowly becoming a reality. With this motivation, we implement a multimodal dialogue system to support play-based learning experiences at home, guiding kids to master basic math concepts. This work explores Spoken Language Understanding (SLU) pipeline within a task-oriented dialogue system developed for Kid Space, with cascading Automatic Speech Recognition (ASR) and Natural Language Understanding (NLU) components evaluated on our home deployment data with kids going through gamified math learning activities. We validate the advantages of a multi-task architecture for NLU and experiment with a diverse set of pretrained language representations for Intent Recognition and Entity Extraction tasks in the math learning domain. To recognize kids' speech in realistic home environments, we investigate several ASR systems, including the commercial Google Cloud and the latest open-source Whisper solutions with varying model sizes. We evaluate the SLU pipeline by testing our best-performing NLU models on noisy ASR output to inspect the challenges of understanding children for math learning in authentic homes.
How Many Answers Should I Give? An Empirical Study of Multi-Answer Reading Comprehension
Zhang, Chen, Lin, Jiuheng, Liu, Xiao, Lai, Yuxuan, Feng, Yansong, Zhao, Dongyan
The multi-answer phenomenon, where a question may have multiple answers scattered in the document, can be well handled by humans but is challenging enough for machine reading comprehension (MRC) systems. Despite recent progress in multi-answer MRC, there lacks a systematic analysis of how this phenomenon arises and how to better address it. In this work, we design a taxonomy to categorize commonly-seen multi-answer MRC instances, with which we inspect three multi-answer datasets and analyze where the multi-answer challenge comes from. We further analyze how well different paradigms of current multi-answer MRC models deal with different types of multi-answer instances. We find that some paradigms capture well the key information in the questions while others better model the relationship between questions and contexts. We thus explore strategies to make the best of the strengths of different paradigms. Experiments show that generation models can be a promising platform to incorporate different paradigms. Our annotations and code are released for further research.
A Survey on Fairness-aware Recommender Systems
Jin, Di, Wang, Luzhi, Zhang, He, Zheng, Yizhen, Ding, Weiping, Xia, Feng, Pan, Shirui
As information filtering services, recommender systems have extremely enriched our daily life by providing personalized suggestions and facilitating people in decision-making, which makes them vital and indispensable to human society in the information era. However, as people become more dependent on them, recent studies show that recommender systems potentially own unintentional impacts on society and individuals because of their unfairness (e.g., gender discrimination in job recommendations). To develop trustworthy services, it is crucial to devise fairness-aware recommender systems that can mitigate these bias issues. In this survey, we summarise existing methodologies and practices of fairness in recommender systems. Firstly, we present concepts of fairness in different recommendation scenarios, comprehensively categorize current advances, and introduce typical methods to promote fairness in different stages of recommender systems. Next, after introducing datasets and evaluation metrics applied to assess the fairness of recommender systems, we will delve into the significant influence that fairness-aware recommender systems exert on real-world industrial applications. Subsequently, we highlight the connection between fairness and other principles of trustworthy recommender systems, aiming to consider trustworthiness principles holistically while advocating for fairness. Finally, we summarize this review, spotlighting promising opportunities in comprehending concepts, frameworks, the balance between accuracy and fairness, and the ties with trustworthiness, with the ultimate goal of fostering the development of fairness-aware recommender systems.
Neural Task Synthesis for Visual Programming
Pădurean, Victor-Alexandru, Tzannetos, Georgios, Singla, Adish
Generative neural models hold great promise in enhancing programming education by synthesizing new content for students. We seek to design neural models that can automatically generate programming tasks for a given specification in the context of visual programming domains. Despite the recent successes of large generative models like GPT-4, our initial results show that these models are ineffective in synthesizing visual programming tasks and struggle with logical and spatial reasoning. We propose a novel neuro-symbolic technique, NeurTaskSyn, that can synthesize programming tasks for a specification given in the form of desired programming concepts exercised by its solution code and constraints on the visual task. NeurTaskSyn has two components: the first component is trained via imitation learning procedure to generate possible solution codes, and the second component is trained via reinforcement learning procedure to guide an underlying symbolic execution engine that generates visual tasks for these codes. We demonstrate the effectiveness of NeurTaskSyn through an extensive empirical evaluation and a qualitative study on reference tasks taken from the Hour of Code: Classic Maze challenge by Code-dot-org and the Intro to Programming with Karel course by CodeHS-dot-com.
LFTK: Handcrafted Features in Computational Linguistics
Lee, Bruce W., Lee, Jason Hyung-Jong
Past research has identified a rich set of handcrafted linguistic features that can potentially assist various tasks. However, their extensive number makes it difficult to effectively select and utilize existing handcrafted features. Coupled with the problem of inconsistent implementation across research works, there has been no categorization scheme or generally-accepted feature names. This creates unwanted confusion. Also, most existing handcrafted feature extraction libraries are not open-source or not actively maintained. As a result, a researcher often has to build such an extraction system from the ground up. We collect and categorize more than 220 popular handcrafted features grounded on past literature. Then, we conduct a correlation analysis study on several task-specific datasets and report the potential use cases of each feature. Lastly, we devise a multilingual handcrafted linguistic feature extraction system in a systematically expandable manner. We open-source our system for public access to a rich set of pre-implemented handcrafted features. Our system is coined LFTK and is the largest of its kind. Find it at github.com/brucewlee/lftk.
Data-OOB: Out-of-bag Estimate as a Simple and Efficient Data Value
Data valuation is a powerful framework for providing statistical insights into which data are beneficial or detrimental to model training. Many Shapley-based data valuation methods have shown promising results in various downstream tasks, however, they are well known to be computationally challenging as it requires training a large number of models. As a result, it has been recognized as infeasible to apply to large datasets. To address this issue, we propose Data-OOB, a new data valuation method for a bagging model that utilizes the out-of-bag estimate. The proposed method is computationally efficient and can scale to millions of data by reusing trained weak learners. Specifically, Data-OOB takes less than 2.25 hours on a single CPU processor when there are $10^6$ samples to evaluate and the input dimension is 100. Furthermore, Data-OOB has solid theoretical interpretations in that it identifies the same important data point as the infinitesimal jackknife influence function when two different points are compared. We conduct comprehensive experiments using 12 classification datasets, each with thousands of sample sizes. We demonstrate that the proposed method significantly outperforms existing state-of-the-art data valuation methods in identifying mislabeled data and finding a set of helpful (or harmful) data points, highlighting the potential for applying data values in real-world applications.
Diffusion Policy: Visuomotor Policy Learning via Action Diffusion
Chi, Cheng, Feng, Siyuan, Du, Yilun, Xu, Zhenjia, Cousineau, Eric, Burchfiel, Benjamin, Song, Shuran
This paper introduces Diffusion Policy, a new way of generating robot behavior by representing a robot's visuomotor policy as a conditional denoising diffusion process. We benchmark Diffusion Policy across 12 different tasks from 4 different robot manipulation benchmarks and find that it consistently outperforms existing state-of-the-art robot learning methods with an average improvement of 46.9%. Diffusion Policy learns the gradient of the action-distribution score function and iteratively optimizes with respect to this gradient field during inference via a series of stochastic Langevin dynamics steps. We find that the diffusion formulation yields powerful advantages when used for robot policies, including gracefully handling multimodal action distributions, being suitable for high-dimensional action spaces, and exhibiting impressive training stability. To fully unlock the potential of diffusion models for visuomotor policy learning on physical robots, this paper presents a set of key technical contributions including the incorporation of receding horizon control, visual conditioning, and the time-series diffusion transformer. We hope this work will help motivate a new generation of policy learning techniques that are able to leverage the powerful generative modeling capabilities of diffusion models. Code, data, and training details will be publicly available.
Fluid Transformers and Creative Analogies: Exploring Large Language Models' Capacity for Augmenting Cross-Domain Analogical Creativity
Ding, Zijian, Srinivasan, Arvind, MacNeil, Stephen, Chan, Joel
Cross-domain analogical reasoning is a core creative ability that can be challenging for humans. Recent work has shown some proofs-of concept of Large language Models' (LLMs) ability to generate cross-domain analogies. However, the reliability and potential usefulness of this capacity for augmenting human creative work has received little systematic exploration. In this paper, we systematically explore LLMs capacity to augment cross-domain analogical reasoning. Across three studies, we found: 1) LLM-generated cross-domain analogies were frequently judged as helpful in the context of a problem reformulation task (median 4 out of 5 helpfulness rating), and frequently (~80% of cases) led to observable changes in problem formulations, and 2) there was an upper bound of 25% of outputs bring rated as potentially harmful, with a majority due to potentially upsetting content, rather than biased or toxic content. These results demonstrate the potential utility -- and risks -- of LLMs for augmenting cross-domain analogical creativity.
Retrosynthetic Planning with Dual Value Networks
Liu, Guoqing, Xue, Di, Xie, Shufang, Xia, Yingce, Tripp, Austin, Maziarz, Krzysztof, Segler, Marwin, Qin, Tao, Zhang, Zongzhang, Liu, Tie-Yan
Retrosynthesis, which aims to find a route to synthesize a target molecule from commercially available starting materials, is a critical task in drug discovery and materials design. Recently, the combination of ML-based single-step reaction predictors with multi-step planners has led to promising results. However, the single-step predictors are mostly trained offline to optimize the single-step accuracy, without considering complete routes. Here, we leverage reinforcement learning (RL) to improve the single-step predictor, by using a tree-shaped MDP to optimize complete routes. Specifically, we propose a novel online training algorithm, called Planning with Dual Value Networks (PDVN), which alternates between the planning phase and updating phase. In PDVN, we construct two separate value networks to predict the synthesizability and cost of molecules, respectively. To maintain the single-step accuracy, we design a two-branch network structure for the single-step predictor. On the widely-used USPTO dataset, our PDVN algorithm improves the search success rate of existing multi-step planners (e.g., increasing the success rate from 85.79% to 98.95% for Retro*, and reducing the number of model calls by half while solving 99.47% molecules for RetroGraph). Additionally, PDVN helps find shorter synthesis routes (e.g., reducing the average route length from 5.76 to 4.83 for Retro*, and from 5.63 to 4.78 for RetroGraph).