Education
Participatory Design of AI with Children: Reflections on IDC Design Challenge
Bai, Zhen, Judd, Frances, Polinsky, Naomi, Yadollahi, Elmira
Children growing up in the era of Artificial Intelligence (AI) will be most impacted by the technology across their life span. Participatory Design (PD) is widely adopted by the Interaction Design and Children (IDC) community, which empowers children to bring their interests, needs, and creativity to the design process of future technologies. While PD has drawn increasing attention to human-centered AI design, it remains largely untapped in facilitating the design process of AI technologies relevant to children and their community. In this paper, we report intriguing children's design ideas on AI technologies resulting from the "Research and Design Challenge" of the 22nd ACM Interaction Design and Children (IDC 2023) conference. The diversity of design problems, AI applications and capabilities revealed by the children's design ideas shed light on the potential of engaging children in PD activities for future AI technologies. We discuss opportunities and challenges for accessible and inclusive PD experiences with children in shaping the future of AI-powered society.
A Neural Lambda Calculus: Neurosymbolic AI meets the foundations of computing and functional programming
Over the last decades, deep neural networks based-models became the dominant paradigm in machine learning. Further, the use of artificial neural networks in symbolic learning has been seen as increasingly relevant recently. To study the capabilities of neural networks in the symbolic AI domain, researchers have explored the ability of deep neural networks to learn mathematical constructions, such as addition and multiplication, logic inference, such as theorem provers, and even the execution of computer programs. The latter is known to be too complex a task for neural networks. Therefore, the results were not always successful, and often required the introduction of biased elements in the learning process, in addition to restricting the scope of possible programs to be executed. In this work, we will analyze the ability of neural networks to learn how to execute programs as a whole. To do so, we propose a different approach. Instead of using an imperative programming language, with complex structures, we use the Lambda Calculus ({\lambda}-Calculus), a simple, but Turing-Complete mathematical formalism, which serves as the basis for modern functional programming languages and is at the heart of computability theory. We will introduce the use of integrated neural learning and lambda calculi formalization. Finally, we explore execution of a program in {\lambda}-Calculus is based on reductions, we will show that it is enough to learn how to perform these reductions so that we can execute any program. Keywords: Machine Learning, Lambda Calculus, Neurosymbolic AI, Neural Networks, Transformer Model, Sequence-to-Sequence Models, Computational Models
Not Only WEIRD but "Uncanny"? A Systematic Review of Diversity in Human-Robot Interaction Research
Seaborn, Katie, Barbareschi, Giulia, Chandra, Shruti
Critical voices within and beyond the scientific community have pointed to a grave matter of concern regarding who is included in research and who is not. Subsequent investigations have revealed an extensive form of sampling bias across a broad range of disciplines that conduct human subjects research called "WEIRD": Western, Educated, Industrial, Rich, and Democratic. Recent work has indicated that this pattern exists within human-computer interaction (HCI) research, as well. How then does human-robot interaction (HRI) fare? And could there be other patterns of sampling bias at play, perhaps those especially relevant to this field of study? We conducted a systematic review of the premier ACM/IEEE International Conference on Human-Robot Interaction (2006-2022) to discover whether and how WEIRD HRI research is. Importantly, we expanded our purview to other factors of representation highlighted by critical work on inclusion and intersectionality as potentially underreported, overlooked, and even marginalized factors of human diversity. Findings from 827 studies across 749 papers confirm that participants in HRI research also tend to be drawn from WEIRD populations. Moreover, we find evidence of limited, obscured, and possible misrepresentation in participant sampling and reporting along key axes of diversity: sex and gender, race and ethnicity, age, sexuality and family configuration, disability, body type, ideology, and domain expertise. We discuss methodological and ethical implications for recruitment, analysis, and reporting, as well as the significance for HRI as a base of knowledge.
Quantum Annealing for Single Image Super-Resolution
Choong, Han Yao, Kumar, Suryansh, Van Gool, Luc
This paper proposes a quantum computing-based algorithm to solve the single image super-resolution (SISR) problem. One of the well-known classical approaches for SISR relies on the well-established patch-wise sparse modeling of the problem. Yet, this field's current state of affairs is that deep neural networks (DNNs) have demonstrated far superior results than traditional approaches. Nevertheless, quantum computing is expected to become increasingly prominent for machine learning problems soon. As a result, in this work, we take the privilege to perform an early exploration of applying a quantum computing algorithm to this important image enhancement problem, i.e., SISR. Among the two paradigms of quantum computing, namely universal gate quantum computing and adiabatic quantum computing (AQC), the latter has been successfully applied to practical computer vision problems, in which quantum parallelism has been exploited to solve combinatorial optimization efficiently. This work demonstrates formulating quantum SISR as a sparse coding optimization problem, which is solved using quantum annealers accessed via the D-Wave Leap platform. The proposed AQC-based algorithm is demonstrated to achieve improved speed-up over a classical analog while maintaining comparable SISR accuracy.
Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning
An appropriate reward function is of paramount importance in specifying a task in reinforcement learning (RL). Yet, it is known to be extremely challenging in practice to design a correct reward function for even simple tasks. Human-in-the-loop (HiL) RL allows humans to communicate complex goals to the RL agent by providing various types of feedback. However, despite achieving great empirical successes, HiL RL usually requires too much feedback from a human teacher and also suffers from insufficient theoretical understanding. In this paper, we focus on addressing this issue from a theoretical perspective, aiming to provide provably feedback-efficient algorithmic frameworks that take human-in-the-loop to specify rewards of given tasks. We provide an active-learning-based RL algorithm that first explores the environment without specifying a reward function and then asks a human teacher for only a few queries about the rewards of a task at some state-action pairs. After that, the algorithm guarantees to provide a nearly optimal policy for the task with high probability. We show that, even with the presence of random noise in the feedback, the algorithm only takes $\widetilde{O}(H{{\dim_{R}^2}})$ queries on the reward function to provide an $\epsilon$-optimal policy for any $\epsilon > 0$. Here $H$ is the horizon of the RL environment, and $\dim_{R}$ specifies the complexity of the function class representing the reward function. In contrast, standard RL algorithms require to query the reward function for at least $\Omega(\operatorname{poly}(d, 1/\epsilon))$ state-action pairs where $d$ depends on the complexity of the environmental transition.
Using Offline Data to Speed-up Reinforcement Learning in Procedurally Generated Environments
Andres, Alain, Schäfer, Lukas, Villar-Rodriguez, Esther, Albrecht, Stefano V., Del Ser, Javier
One of the key challenges of Reinforcement Learning (RL) is the ability of agents to generalise their learned policy to unseen settings. Moreover, training RL agents requires large numbers of interactions with the environment. Motivated by the recent success of Offline RL and Imitation Learning (IL), we conduct a study to investigate whether agents can leverage offline data in the form of trajectories to improve the sample-efficiency in procedurally generated environments. We consider two settings of using IL from offline data for RL: (1) pre-training a policy before online RL training and (2) concurrently training a policy with online RL and IL from offline data. We analyse the impact of the quality (optimality of trajectories) and diversity (number of trajectories and covered level) of available offline trajectories on the effectiveness of both approaches. Across four well-known sparse reward tasks in the MiniGrid environment, we find that using IL for pre-training and concurrently during online RL training both consistently improve the sample-efficiency while converging to optimal policies. Furthermore, we show that pre-training a policy from as few as two trajectories can make the difference between learning an optimal policy at the end of online training and not learning at all. Our findings motivate the widespread adoption of IL for pre-training and concurrent IL in procedurally generated environments whenever offline trajectories are available or can be generated.
The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions
Sami, Hani, Hammoud, Ahmad, Arafeh, Mouhamad, Wazzeh, Mohamad, Arisdakessian, Sarhad, Chahoud, Mario, Wehbi, Osama, Ajaj, Mohamad, Mourad, Azzam, Otrok, Hadi, Wahab, Omar Abdel, Mizouni, Rabeb, Bentahar, Jamal, Talhi, Chamseddine, Dziong, Zbigniew, Damiani, Ernesto, Guizani, Mohsen
The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution.
Think Before You Act: Unified Policy for Interleaving Language Reasoning with Actions
Mezghani, Lina, Bojanowski, Piotr, Alahari, Karteek, Sukhbaatar, Sainbayar
The success of transformer models trained with a language modeling objective brings a promising opportunity to the reinforcement learning framework. Decision Transformer (Chen et al., 2021) is a step towards this direction, showing how to train transformers with a similar next-step prediction objective on offline data. Another important development in this area is the recent emergence of large-scale datasets collected from the internet, such as the ones composed of tutorial videos with captions where people talk about what they are doing. To take advantage of this language component, we propose a novel method for unifying language reasoning with actions in a single policy. Specifically, we augment a transformer policy with word outputs, so it can generate textual captions interleaved with actions. When tested on the most challenging task in BabyAI, with captions describing next subgoals, our reasoning policy consistently outperforms the caption-free baseline.
Discourse-Aware Graph Networks for Textual Logical Reasoning
Huang, Yinya, Liu, Lemao, Xu, Kun, Fang, Meng, Lin, Liang, Liang, Xiaodan
Textual logical reasoning, especially question-answering (QA) tasks with logical reasoning, requires awareness of particular logical structures. The passage-level logical relations represent entailment or contradiction between propositional units (e.g., a concluding sentence). However, such structures are unexplored as current QA systems focus on entity-based relations. In this work, we propose logic structural-constraint modeling to solve the logical reasoning QA and introduce discourse-aware graph networks (DAGNs). The networks first construct logic graphs leveraging in-line discourse connectives and generic logic theories, then learn logic representations by end-to-end evolving the logic relations with an edge-reasoning mechanism and updating the graph features. This pipeline is applied to a general encoder, whose fundamental features are joined with the high-level logic features for answer prediction. Experiments on three textual logical reasoning datasets demonstrate the reasonability of the logical structures built in DAGNs and the effectiveness of the learned logic features. Moreover, zero-shot transfer results show the features' generality to unseen logical texts.
How to Do Things with Deep Learning Code
The premise of this article is that a basic understanding of the composition and functioning of large language models is critically urgent. To that end, we extract a representational map of OpenAI's GPT-2 with what we articulate as two classes of deep learning code, that which pertains to the model and that which underwrites applications built around the model. We then verify this map through case studies of two popular GPT-2 applications: the text adventure game, AI Dungeon, and the language art project, This Word Does Not Exist. Such an exercise allows us to test the potential of Critical Code Studies when the object of study is deep learning code and to demonstrate the validity of code as an analytical focus for researchers in the subfields of Critical Artificial Intelligence and Critical Machine Learning Studies. More broadly, however, our work draws attention to the means by which ordinary users might interact with, and even direct, the behavior of deep learning systems, and by extension works toward demystifying some of the auratic mystery of "AI." What is at stake is the possibility of achieving an informed sociotechnical consensus about the responsible applications of large language models, as well as a more expansive sense of their creative capabilities-indeed, understanding how and where engagement occurs allows all of us to become more active participants in the development of machine learning systems.