Problem Solving
A Collection of Pragmatic-Similarity Judgments over Spoken Dialog Utterances
Ward, Nigel G., Marco, Divette
Automatic measures of similarity between utterances are invaluable for training speech synthesizers, evaluating machine translation, and assessing learner productions. While there exist measures for semantic similarity and prosodic similarity, there are as yet none for pragmatic similarity. To enable the training of such measures, we developed the first collection of human judgments of pragmatic similarity between utterance pairs. Each pair consisting of an utterance extracted from a recorded dialog and a re-enactment of that utterance. Re-enactments were done under various conditions designed to create a variety of degrees of similarity. Each pair was rated on a continuous scale by 6 to 9 judges. The average inter-judge correlation was as high as 0.72 for English and 0.66 for Spanish.
ChainLM: Empowering Large Language Models with Improved Chain-of-Thought Prompting
Cheng, Xiaoxue, Li, Junyi, Zhao, Wayne Xin, Wen, Ji-Rong
Chain-of-Thought (CoT) prompting can enhance the reasoning capabilities of large language models (LLMs), establishing itself as a primary approach to solving complex reasoning tasks. Existing CoT synthesis approaches usually focus on simpler reasoning tasks and thus result in low-quality and inconsistent CoT prompts. In response to this challenge, we present an empirical investigation of CoT prompting and introduce CoTGenius, a novel framework designed for the automatic generation of superior CoT prompts. CoTGenius is developed based on three major evolution strategies, i.e., complicate, diversify, and specify--alongside two filtering mechanisms: evolutionary success judgement and correctness verification. We further employ CoTGenius to create an extensive CoT dataset, and subsequently fine-tune the Llama 2-Chat 7B and 13B models on this dataset. We call the resulting model ChainLM. To deal with the cumulative error issue in reasoning steps, we propose a step-level debating method, wherein multiple debaters discuss each reasoning step to arrive at the correct answer. Extensive experiments demonstrate that our ChainLM models exhibit enhanced proficiency in addressing a spectrum of complex reasoning problems compared to existing models. In addition, we conduct an in-depth analysis of the impact of data categories within CoTGenius on the model performance.
Research Re: search & Re-search
Search algorithms are often categorized by their node expansion strategy. One option is the depth-first strategy, a simple backtracking strategy that traverses the search space in the order in which successor nodes are generated. An alternative is the best-first strategy, which was designed to make it possible to use domain-specific heuristic information. By exploring promising parts of the search space first, best-first algorithms are usually more efficient than depth-first algorithms. In programs that play minimax games such as chess and checkers, the efficiency of the search is of crucial importance. Given the success of best-first algorithms in other domains, one would expect them to be used for minimax games too. However, all high-performance game-playing programs are based on a depth-first algorithm. This study takes a closer look at a depth-first algorithm, AB, and a best-first algorithm, SSS. The prevailing opinion on these algorithms is that SSS offers the potential for a more efficient search, but that its complicated formulation and exponential memory requirements render it impractical. The theoretical part of this work shows that there is a surprisingly straightforward link between the two algorithms -- for all practical purposes, SSS is a special case of AB. Subsequent empirical evidence proves the prevailing opinion on SSS to be wrong: it is not a complicated algorithm, it does not need too much memory, and it is also not more efficient than depth-first search.
D-Cubed: Latent Diffusion Trajectory Optimisation for Dexterous Deformable Manipulation
Yamada, Jun, Zhong, Shaohong, Collins, Jack, Posner, Ingmar
Mastering dexterous robotic manipulation of deformable objects is vital for overcoming the limitations of parallel grippers in real-world applications. Current trajectory optimisation approaches often struggle to solve such tasks due to the large search space and the limited task information available from a cost function. In this work, we propose D-Cubed, a novel trajectory optimisation method using a latent diffusion model (LDM) trained from a task-agnostic play dataset to solve dexterous deformable object manipulation tasks. D-Cubed learns a skill-latent space that encodes short-horizon actions in the play dataset using a VAE and trains a LDM to compose the skill latents into a skill trajectory, representing a long-horizon action trajectory in the dataset. To optimise a trajectory for a target task, we introduce a novel gradient-free guided sampling method that employs the Cross-Entropy method within the reverse diffusion process. In particular, D-Cubed samples a small number of noisy skill trajectories using the LDM for exploration and evaluates the trajectories in simulation. Then, D-Cubed selects the trajectory with the lowest cost for the subsequent reverse process. This effectively explores promising solution areas and optimises the sampled trajectories towards a target task throughout the reverse diffusion process. Through empirical evaluation on a public benchmark of dexterous deformable object manipulation tasks, we demonstrate that D-Cubed outperforms traditional trajectory optimisation and competitive baseline approaches by a significant margin. We further demonstrate that trajectories found by D-Cubed readily transfer to a real-world LEAP hand on a folding task.
Self-Attention Based Semantic Decomposition in Vector Symbolic Architectures
Yeung, Calvin, Poduval, Prathyush, Imani, Mohsen
Vector Symbolic Architectures (VSAs) have emerged as a novel framework for enabling interpretable machine learning algorithms equipped with the ability to reason and explain their decision processes. The basic idea is to represent discrete information through high dimensional random vectors. Complex data structures can be built up with operations over vectors such as the "binding" operation involving element-wise vector multiplication, which associates data together. The reverse task of decomposing the associated elements is a combinatorially hard task, with an exponentially large search space. The main algorithm for performing this search is the resonator network, inspired by Hopfield network-based memory search operations. In this work, we introduce a new variant of the resonator network, based on self-attention based update rules in the iterative search problem. This update rule, based on the Hopfield network with log-sum-exp energy function and norm-bounded states, is shown to substantially improve the performance and rate of convergence. As a result, our algorithm enables a larger capacity for associative memory, enabling applications in many tasks like perception based pattern recognition, scene decomposition, and object reasoning. We substantiate our algorithm with a thorough evaluation and comparisons to baselines.
Prompt-fused framework for Inductive Logical Query Answering
Xu, Zezhong, Ye, Peng, Liang, Lei, Chen, Huajun, Zhang, Wen
Answering logical queries on knowledge graphs (KG) poses a significant challenge for machine reasoning. The primary obstacle in this task stems from the inherent incompleteness of KGs. Existing research has predominantly focused on addressing the issue of missing edges in KGs, thereby neglecting another aspect of incompleteness: the emergence of new entities. Furthermore, most of the existing methods tend to reason over each logical operator separately, rather than comprehensively analyzing the query as a whole during the reasoning process. In this paper, we propose a query-aware prompt-fused framework named Pro-QE, which could incorporate existing query embedding methods and address the embedding of emerging entities through contextual information aggregation. Additionally, a query prompt, which is generated by encoding the symbolic query, is introduced to gather information relevant to the query from a holistic perspective. To evaluate the efficacy of our model in the inductive setting, we introduce two new challenging benchmarks. Experimental results demonstrate that our model successfully handles the issue of unseen entities in logical queries. Furthermore, the ablation study confirms the efficacy of the aggregator and prompt components.
Learning General Policies for Classical Planning Domains: Getting Beyond C$_2$
Ståhlberg, Simon, Bonet, Blai, Geffner, Hector
GNN-based approaches for learning general policies across planning domains are limited by the expressive power of $C_2$, namely; first-order logic with two variables and counting. This limitation can be overcomed by transitioning to $k$-GNNs, for $k=3$, wherein object embeddings are substituted with triplet embeddings. Yet, while $3$-GNNs have the expressive power of $C_3$, unlike $1$- and $2$-GNNs that are confined to $C_2$, they require quartic time for message exchange and cubic space for embeddings, rendering them impractical. In this work, we introduce a parameterized version of relational GNNs. When $t$ is infinity, R-GNN[$t$] approximates $3$-GNNs using only quadratic space for embeddings. For lower values of $t$, such as $t=1$ and $t=2$, R-GNN[$t$] achieves a weaker approximation by exchanging fewer messages, yet interestingly, often yield the $C_3$ features required in several planning domains. Furthermore, the new R-GNN[$t$] architecture is the original R-GNN architecture with a suitable transformation applied to the input states only. Experimental results illustrate the clear performance gains of R-GNN[$1$] and R-GNN[$2$] over plain R-GNNs, and also over edge transformers that also approximate $3$-GNNs.
Visual Preference Inference: An Image Sequence-Based Preference Reasoning in Tabletop Object Manipulation
Lee, Joonhyung, Park, Sangbeom, Kwon, Yongin, Lee, Jemin, Ahn, Minwook, Choi, Sungjoon
In robotic object manipulation, human preferences can often be influenced by the visual attributes of objects, such as color and shape. These properties play a crucial role in operating a robot to interact with objects and align with human intention. In this paper, we focus on the problem of inferring underlying human preferences from a sequence of raw visual observations in tabletop manipulation environments with a variety of object types, named Visual Preference Inference (VPI). To facilitate visual reasoning in the context of manipulation, we introduce the Chain-of-Visual-Residuals (CoVR) method. CoVR employs a prompting mechanism that describes the difference between the consecutive images (i.e., visual residuals) and incorporates such texts with a sequence of images to infer the user's preference. This approach significantly enhances the ability to understand and adapt to dynamic changes in its visual environment during manipulation tasks. Furthermore, we incorporate such texts along with a sequence of images to infer the user's preferences. Our method outperforms baseline methods in terms of extracting human preferences from visual sequences in both simulation and real-world environments. Code and videos are available at: \href{https://joonhyung-lee.github.io/vpi/}{https://joonhyung-lee.github.io/vpi/}
Accelerating prototype selection with spatial abstraction
The increasing digitalization in industry and society leads to a growing abundance of data available to be processed and exploited. However, the high volume of data requires considerable computational resources for applying machine learning approaches. Prototype selection techniques have been applied to reduce the requirements of computational resources that are needed by these techniques. In this paper, we propose an approach for speeding up existing prototype selection techniques. It builds an abstract representation of the dataset, using the notion of spatial partition. The second step uses this abstract representation to prune the search space efficiently and select a set of candidate prototypes. After, some conventional prototype selection algorithms can be applied to the candidates selected by our approach. Our approach was integrated with five conventional prototype selection algorithms and tested on 14 widely recognized datasets used in classification tasks. The performance of the modified algorithms was compared to that of their original versions in terms of accuracy and reduction rate. The experimental results demonstrate that, overall, our proposed approach maintains accuracy while enhancing the reduction rate of the original prototype selection algorithms and simultaneously reducing their execution times.
Dreaming of Many Worlds: Learning Contextual World Models Aids Zero-Shot Generalization
Prasanna, Sai, Farid, Karim, Rajan, Raghu, Biedenkapp, André
Zero-shot generalization (ZSG) to unseen dynamics is a major challenge for creating generally capable embodied agents. To address the broader challenge, we start with the simpler setting of contextual reinforcement learning (cRL), assuming observability of the context values that parameterize the variation in the system's dynamics, such as the mass or dimensions of a robot, without making further simplifying assumptions about the observability of the Markovian state. Toward the goal of ZSG to unseen variation in context, we propose the contextual recurrent state-space model (cRSSM), which introduces changes to the world model of the Dreamer (v3) (Hafner et al., 2023). This allows the world model to incorporate context for inferring latent Markovian states from the observations and modeling the latent dynamics. Our experiments show that such systematic incorporation of the context improves the ZSG of the policies trained on the ``dreams'' of the world model. We further find qualitatively that our approach allows Dreamer to disentangle the latent state from context, allowing it to extrapolate its dreams to the many worlds of unseen contexts. The code for all our experiments is available at \url{https://github.com/sai-prasanna/dreaming_of_many_worlds}.