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Quality meets Diversity: A Model-Agnostic Framework for Computerized Adaptive Testing

arXiv.org Artificial Intelligence

Computerized Adaptive Testing (CAT) is emerging as a promising testing application in many scenarios, such as education, game and recruitment, which targets at diagnosing the knowledge mastery levels of examinees on required concepts. It shows the advantage of tailoring a personalized testing procedure for each examinee, which selects questions step by step, depending on her performance. While there are many efforts on developing CAT systems, existing solutions generally follow an inflexible model-specific fashion. That is, they need to observe a specific cognitive model which can estimate examinee's knowledge levels and design the selection strategy according to the model estimation. In this paper, we study a novel model-agnostic CAT problem, where we aim to propose a flexible framework that can adapt to different cognitive models. Meanwhile, this work also figures out CAT solution with addressing the problem of how to generate both high-quality and diverse questions simultaneously, which can give a comprehensive knowledge diagnosis for each examinee. Inspired by Active Learning, we propose a novel framework, namely Model-Agnostic Adaptive Testing (MAAT) for CAT solution, where we design three sophisticated modules including Quality Module, Diversity Module and Importance Module. Extensive experimental results on two real-world datasets clearly demonstrate that our MAAT can support CAT with guaranteeing both quality and diversity perspectives.


Causal Gradient Boosting: Boosted Instrumental Variable Regression

arXiv.org Machine Learning

Recent advances in the literature have demonstrated that standard supervised learning algorithms are ill-suited for problems with endogenous explanatory variables. To correct for the endogeneity bias, many variants of nonparameteric instrumental variable regression methods have been developed. In this paper, we propose an alternative algorithm called boostIV that builds on the traditional gradient boosting algorithm and corrects for the endogeneity bias. The algorithm is very intuitive and resembles an iterative version of the standard 2SLS estimator. Moreover, our approach is data driven, meaning that the researcher does not have to make a stance on neither the form of the target function approximation nor the choice of instruments. We demonstrate that our estimator is consistent under mild conditions. We carry out extensive Monte Carlo simulations to demonstrate the finite sample performance of our algorithm compared to other recently developed methods. We show that boostIV is at worst on par with the existing methods and on average significantly outperforms them.


Inductive Representation Learning in Temporal Networks via Causal Anonymous Walks

arXiv.org Machine Learning

Temporal networks serve as abstractions of many real-world dynamic systems. These networks typically evolve according to certain laws, such as the law of triadic closure, which is universal in social networks. Inductive representation learning of temporal networks should be able to capture such laws and further be applied to systems that follow the same laws but have not been unseen during the training stage. Previous works in this area depend on either network node identities or rich edge attributes and typically fail to extract these laws. Here, we propose Causal Anonymous Walks (CAWs) to inductively represent a temporal network. CAWs are extracted by temporal random walks and work as automatic retrieval of temporal network motifs to represent network dynamics while avoiding the time-consuming selection and counting of those motifs. CAWs adopt a novel anonymization strategy that replaces node identities with the hitting counts of the nodes based on a set of sampled walks to keep the method inductive, and simultaneously establish the correlation between motifs. We further propose a neural-network model CAW-N to encode CAWs, and pair it with a CAW sampling strategy with constant memory and time cost to support online training and inference. CAW-N is evaluated to predict links over 6 real temporal networks and uniformly outperforms previous SOTA methods by averaged 15% AUC gain in the inductive setting. CAW-N also outperforms previous methods in 5 out of the 6 networks in the transductive setting.


A Tutorial on Sparse Gaussian Processes and Variational Inference

arXiv.org Machine Learning

Gaussian processes (GPs) provide a framework for Bayesian inference that can offer principled uncertainty estimates for a large range of problems. For example, if we consider regression problems with Gaussian likelihoods, a GP model enjoys a posterior in closed form. However, identifying the posterior GP scales cubically with the number of training examples and requires to store all examples in memory. In order to overcome these obstacles, sparse GPs have been proposed that approximate the true posterior GP with pseudo-training examples. Importantly, the number of pseudo-training examples is user-defined and enables control over computational and memory complexity. In the general case, sparse GPs do not enjoy closed-form solutions and one has to resort to approximate inference. In this context, a convenient choice for approximate inference is variational inference (VI), where the problem of Bayesian inference is cast as an optimization problem -- namely, to maximize a lower bound of the log marginal likelihood. This paves the way for a powerful and versatile framework, where pseudo-training examples are treated as optimization arguments of the approximate posterior that are jointly identified together with hyperparameters of the generative model (i.e. prior and likelihood). The framework can naturally handle a wide scope of supervised learning problems, ranging from regression with heteroscedastic and non-Gaussian likelihoods to classification problems with discrete labels, but also multilabel problems. The purpose of this tutorial is to provide access to the basic matter for readers without prior knowledge in both GPs and VI. A proper exposition to the subject enables also access to more recent advances (like importance-weighted VI as well as inderdomain, multioutput and deep GPs) that can serve as an inspiration for new research ideas.


Accurate machine learning in materials science facilitated by using diverse data sources

Nature

Scientists are always hunting for materials that have superior properties. They therefore continually synthesize, characterize and measure the properties of new materials using a range of experimental techniques. Computational modelling is also used to estimate the properties of materials. However, there is usually a trade-off between the cost of the experiments (or simulations) and the accuracy of the measurements (or estimates), which has limited the number of materials that can be tested rigorously. Writing in Nature Computational Science, Chen et al.1 report a machine-learning approach that combines data from multiple sources of measurements and simulations, all of which have different levels of approximation, to learn and predict materials' properties. Their method allows the construction of a more general and accurate model of such properties than was previously possible, thereby facilitating the screening of promising material candidates.


Automating Gamification Personalization: To the User and Beyond

arXiv.org Artificial Intelligence

Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several occasions to tailor. Consequently, tools for automating gamification personalization are needed. The problems that emerge are that which of those characteristics are relevant and how to do such tailoring are open questions, and that the required automating tools are lacking. We tackled these problems in two steps. First, we conducted an exploratory study, collecting participants' opinions on the game elements they consider the most useful for different learning activity types (LAT) via survey. Then, we modeled opinions through conditional decision trees to address the aforementioned tailoring process. Second, as a product from the first step, we implemented a recommender system that suggests personalized gamification designs (which game elements to use), addressing the problem of automating gamification personalization. Our findings i) present empirical evidence that LAT, geographic locations, and other user characteristics affect users' preferences, ii) enable defining gamification designs tailored to user and contextual features simultaneously, and iii) provide technological aid for those interested in designing personalized gamification. The main implications are that demographics, game-related characteristics, geographic location, and LAT to be done, as well as the interaction between different kinds of information (user and contextual characteristics), should be considered in defining gamification designs and that personalizing gamification designs can be improved with aid from our recommender system.


KDLSQ-BERT: A Quantized Bert Combining Knowledge Distillation with Learned Step Size Quantization

arXiv.org Artificial Intelligence

Recently, transformer-based language models such as BERT have shown tremendous performance improvement for a range of natural language processing tasks. However, these language models usually are computation expensive and memory intensive during inference. As a result, it is difficult to deploy them on resourcerestricted devices. To improve the inference performance, as well as reduce the model size while maintaining the model accuracy, we propose a novel quantization method named KDLSQ-BERT that combines knowledge distillation (KD) with learned step size quantization (LSQ) for language model quantization. The main idea of our method is that the KD technique is leveraged to transfer the knowledge from a "teacher" model to a "student" model when exploiting LSQ to quantize that "student" model during the quantization training process. Extensive experiment results on GLUE benchmark and SQuAD demonstrate that our proposed KDLSQ-BERT not only performs effectively when doing different bit (e.g. Our code will be public available. Recently, transformer-based language models such as BERT Devlin et al. (2018) and RoBertaLiu et al. (2019) have achieved remarkable performance on many natural language processing tasks. However, it is difficult to deploy these models on resource-restricted devices directly since they usually contain lots of weight parameters that are computation expensive and memory intensive.


Evaluating the Robustness of Collaborative Agents

arXiv.org Artificial Intelligence

In order for agents trained by deep reinforcement learning to work alongside humans in realistic settings, we will need to ensure that the agents are \emph{robust}. Since the real world is very diverse, and human behavior often changes in response to agent deployment, the agent will likely encounter novel situations that have never been seen during training. This results in an evaluation challenge: if we cannot rely on the average training or validation reward as a metric, then how can we effectively evaluate robustness? We take inspiration from the practice of \emph{unit testing} in software engineering. Specifically, we suggest that when designing AI agents that collaborate with humans, designers should search for potential edge cases in \emph{possible partner behavior} and \emph{possible states encountered}, and write tests which check that the behavior of the agent in these edge cases is reasonable. We apply this methodology to build a suite of unit tests for the Overcooked-AI environment, and use this test suite to evaluate three proposals for improving robustness. We find that the test suite provides significant insight into the effects of these proposals that were generally not revealed by looking solely at the average validation reward.


The Higher Education Industry Is Embracing Predatory and Discriminatory Student Data Practices

Slate

In December, the University of Texas at Austin's computer science department announced that it would stop using a machine-learning system to evaluate applicants for its Ph.D. program due to concerns that encoded bias may exacerbate existing inequities in the program and in the field in general. This move toward more inclusive admissions practices is a rare (and welcome) exception to a worrying trend in education: Colleges, standardized test providers, consulting companies, and other educational service providers are increasingly adopting predatory, discriminatory, and outright exclusionary student data practices. Student data has long been used as a college recruiting and admissions tool. In 1972, College Board, the company that owns the PSAT, the SAT, and the AP Exams, created its Student Search Service and began licensing student names and data profiles to colleges (hence the college catalogs that fill the mail boxes of high school students who have taken the exams). Today, College Board licenses millions of student data profiles every year for 47 cents per examinee.


Apple will build a learning hub in Atlanta as part of its racial equity pledge

Engadget

Apple has shed more light on its $100 million pledge to improve racial equity. Today, the company announced that it will be making a $25 million contribution to the Propel Center, a learning hub designed for members of the HBCU (Historically Black Colleges and Universities). It will include a physical campus at the Atlanta University Center, a virtual platform for remote learning and events at partner institutions' campuses. In a press release, Apple said the Propel Center will teach a variety of subjects including AI and machine learning, app development, augmented reality, creative arts and entrepreneurship. Apple employees will help design the curricula and offer mentorship opportunities, including internships.