Goto

Collaborating Authors

 Problem Solving


A space of goals: the cognitive geometry of informationally bounded agents

arXiv.org Artificial Intelligence

Traditionally, Euclidean geometry is treated by scientists as a priori and objective. However, when we take the position of an agent, the problem of selecting a best route should also factor in the abilities of the agent, its embodiment and particularly its cognitive effort. In this paper we consider geometry in terms of travel between states within a world by incorporating information processing costs with the appropriate spatial distances. This induces a geometry that increasingly differs from the original geometry of the given world, as information costs become increasingly important. We visualize this \textit{"cognitive geometry"} by projecting it onto 2- and 3-dimensional spaces showing distinct distortions reflecting the emergence of epistemic and information-saving strategies as well as pivot states. The analogies between traditional cost-based geometries and those induced by additional informational costs invite a generalization of the traditional notion of geodesics as cheapest routes towards the notion of \textit{infodesics}. Crucially, the concept of infodesics approximates the usual geometric property that, travelling from a start to a goal along a geodesic, not only the goal, but all intermediate points are equally visited at optimal cost from the start.


Weakly Supervised Concept Map Generation through Task-Guided Graph Translation

arXiv.org Artificial Intelligence

Recent years have witnessed the rapid development of concept map generation techniques due to their advantages in providing well-structured summarization of knowledge from free texts. Traditional unsupervised methods do not generate task-oriented concept maps, whereas deep generative models require large amounts of training data. In this work, we present GT-D2G (Graph Translation based Document-To-Graph), an automatic concept map generation framework that leverages generalized NLP pipelines to derive semantic-rich initial graphs, and translates them into more concise structures under the weak supervision of document labels. The quality and interpretability of such concept maps are validated through human evaluation on three real-world corpora, and their utility in the downstream task is further demonstrated in the controlled experiments with scarce document labels.


Towards Tractable Mathematical Reasoning: Challenges, Strategies, and Opportunities for Solving Math Word Problems

arXiv.org Artificial Intelligence

Mathematical reasoning would be one of the next frontiers for artificial intelligence to make significant progress. The ongoing surge to solve math word problems (MWPs) and hence achieve better mathematical reasoning ability would continue to be a key line of research in the coming time. We inspect non-neural and neural methods to solve math word problems narrated in a natural language. We also highlight the ability of these methods to be generalizable, mathematically reasonable, interpretable, and explainable. Neural approaches dominate the current state of the art, and we survey them highlighting three strategies to MWP solving: (1) direct answer generation, (2) expression tree generation for inferring answers, and (3) template retrieval for answer computation. Moreover, we discuss technological approaches, review the evolution of intuitive design choices to solve MWPs, and examine them for mathematical reasoning ability. We finally identify several gaps that warrant the need for external knowledge and knowledge-infused learning, among several other opportunities in solving MWPs.


Dynamic Visual Reasoning by Learning Differentiable Physics Models from Video and Language

arXiv.org Artificial Intelligence

In this work, we propose a unified framework, called Visual Reasoning with Differ-entiable Physics (VRDP), that can jointly learn visual concepts and infer physics models of objects and their interactions from videos and language. This is achieved by seamlessly integrating three components: a visual perception module, a concept learner, and a differentiable physics engine. The visual perception module parses each video frame into object-centric trajectories and represents them as latent scene representations. The concept learner grounds visual concepts (e.g., color, shape, and material) from these object-centric representations based on the language, thus providing prior knowledge for the physics engine. The differentiable physics model, implemented as an impulse-based differentiable rigid-body simulator, performs differentiable physical simulation based on the grounded concepts to infer physical properties, such as mass, restitution, and velocity, by fitting the simulated trajectories into the video observations. Consequently, these learned concepts and physical models can explain what we have seen and imagine what is about to happen in future and counterfactual scenarios. Integrating differentiable physics into the dynamic reasoning framework offers several appealing benefits. More accurate dynamics prediction in learned physics models enables state-of-the-art performance on both synthetic and real-world benchmarks while still maintaining high transparency and interpretability; most notably, VRDP improves the accuracy of predictive and counterfactual questions by 4.5% and 11.5% compared to its best counterpart. VRDP is also highly data-efficient: physical parameters can be optimized from very few videos, and even a single video can be sufficient. Finally, with all physical parameters inferred, VRDP can quickly learn new concepts from a few examples.


C#9.0 Pattern Matching in Switch Expression

#artificialintelligence

C# 9 came with a lot of exciting features and language enhancements. In this article, we will explore the new Pattern Matching using switch expressions and pattern combinators in detail. First off, Please Install .NET 5 (if you haven't) as It contains the C# 9 compiler. It's a technique that helps you identify if the expression has certain characteristics. It's suited well in situations where you work with the objects that are part of unrelated systems and processing data from multiple data sources.


DreamerPro: Reconstruction-Free Model-Based Reinforcement Learning with Prototypical Representations

arXiv.org Artificial Intelligence

Top-performing Model-Based Reinforcement Learning (MBRL) agents, such as Dreamer, learn the world model by reconstructing the image observations. Hence, they often fail to discard task-irrelevant details and struggle to handle visual distractions. To address this issue, previous work has proposed to contrastively learn the world model, but the performance tends to be inferior in the absence of distractions. In this paper, we seek to enhance robustness to distractions for MBRL agents. Specifically, we consider incorporating prototypical representations, which have yielded more accurate and robust results than contrastive approaches in computer vision. However, it remains elusive how prototypical representations can benefit temporal dynamics learning in MBRL, since they treat each image independently without capturing temporal structures. To this end, we propose to learn the prototypes from the recurrent states of the world model, thereby distilling temporal structures from past observations and actions into the prototypes. The resulting model, DreamerPro, successfully combines Dreamer with prototypes, making large performance gains on the DeepMind Control suite both in the standard setting and when there are complex background distractions. Code available at https://github.com/fdeng18/dreamer-pro .


Dream to Explore: Adaptive Simulations for Autonomous Systems

arXiv.org Artificial Intelligence

One's ability to learn a generative model of the world without supervision depends on the extent to which one can construct abstract knowledge representations that generalize across experiences. To this end, capturing an accurate statistical structure from observational data provides useful inductive biases that can be transferred to novel environments. Here, we tackle the problem of learning to control dynamical systems by applying Bayesian nonparametric methods, which is applied to solve visual servoing tasks. This is accomplished by first learning a state space representation, then inferring environmental dynamics and improving the policies through imagined future trajectories. Bayesian nonparametric models provide automatic model adaptation, which not only combats underfitting and overfitting, but also allows the model's unbounded dimension to be both flexible and computationally tractable. By employing Gaussian processes to discover latent world dynamics, we mitigate common data efficiency issues observed in reinforcement learning and avoid introducing explicit model bias by describing the system's dynamics. Our algorithm jointly learns a world model and policy by optimizing a variational lower bound of a log-likelihood with respect to the expected free energy minimization objective function. Finally, we compare the performance of our model with the state-of-the-art alternatives for continuous control tasks in simulated environments.


Applications and Techniques for Fast Machine Learning in Science

arXiv.org Artificial Intelligence

In this community review report, we discuss applications and techniques for fast machine learning (ML) in science -- the concept of integrating power ML methods into the real-time experimental data processing loop to accelerate scientific discovery. The material for the report builds on two workshops held by the Fast ML for Science community and covers three main areas: applications for fast ML across a number of scientific domains; techniques for training and implementing performant and resource-efficient ML algorithms; and computing architectures, platforms, and technologies for deploying these algorithms. We also present overlapping challenges across the multiple scientific domains where common solutions can be found. This community report is intended to give plenty of examples and inspiration for scientific discovery through integrated and accelerated ML solutions. This is followed by a high-level overview and organization of technical advances, including an abundance of pointers to source material, which can enable these breakthroughs.


Decomposed Inductive Procedure Learning

arXiv.org Artificial Intelligence

Recent advances in machine learning have made it possible to train artificially intelligent agents that perform with super-human accuracy on a great diversity of complex tasks. However, the process of training these capabilities often necessitates millions of annotated examples -- far more than humans typically need in order to achieve a passing level of mastery on similar tasks. Thus, while contemporary methods in machine learning can produce agents that exhibit super-human performance, their rate of learning per opportunity in many domains is decidedly lower than human-learning. In this work we formalize a theory of Decomposed Inductive Procedure Learning (DIPL) that outlines how different forms of inductive symbolic learning can be used in combination to build agents that learn educationally relevant tasks such as mathematical, and scientific procedures, at a rate similar to human learners. We motivate the construction of this theory along Marr's concepts of the computational, algorithmic, and implementation levels of cognitive modeling, and outline at the computational-level six learning capacities that must be achieved to accurately model human learning. We demonstrate that agents built along the DIPL theory are amenable to satisfying these capacities, and demonstrate, both empirically and theoretically, that DIPL enables the creation of agents that exhibit human-like learning performance.


Learning Stochastic Shortest Path with Linear Function Approximation

arXiv.org Machine Learning

The Stochastic Shortest Path (SSP) model refers to a type of reinforcement learning (RL) problems where an agent repeatedly interacts with a stochastic environment and aims to reach some specific goal state while minimizing the cumulative cost. Compared with other popular RL settings such as episodic and infinite-horizon Markov Decision Processes (MDPs), the horizon length in SSP is random, varies across different policies, and can potentially be infinite because the interaction only stops when arriving at the goal state. Therefore, the SSP model includes both episodic and infinitehorizon MDPs as special cases, and is comparably more general and of broader applicability. In particular, many goal-oriented real-world problems fit better into the SSP model, such as navigation and GO game (Andrychowicz et al., 2017; Nasiriany et al., 2019). In recent years, there emerges a line of works on developing efficient algorithms and the corresponding analyses for learning SSP. Most of them consider the episodic setting, where the interaction between the agent and the environment proceeds in K episodes (Cohen et al., 2020; Tarbouriech et al., 2020a). For tabular SSP models where the sizes of the action and state space are finite, Cohen et al. (2021) developed a finite-horizon reduction algorithm that achieves the minimax