Problem Solving
Weakly Supervised Mapping of Natural Language to SQL through Question Decomposition
Wolfson, Tomer, Berant, Jonathan, Deutch, Daniel
Natural Language Interfaces to Databases (NLIDBs), where users pose queries in Natural Language (NL), are crucial for enabling non-experts to gain insights from data. Developing such interfaces, by contrast, is dependent on experts who often code heuristics for mapping NL to SQL. Alternatively, NLIDBs based on machine learning models rely on supervised examples of NL to SQL mappings (NL-SQL pairs) used as training data. Such examples are again procured using experts, which typically involves more than a one-off interaction. Namely, each data domain in which the NLIDB is deployed may have different characteristics and therefore require either dedicated heuristics or domain-specific training examples. To this end, we propose an alternative approach for training machine learning-based NLIDBs, using weak supervision. We use the recently proposed question decomposition representation called QDMR, an intermediate between NL and formal query languages. Recent work has shown that non-experts are generally successful in translating NL to QDMR. We consequently use NL-QDMR pairs, along with the question answers, as supervision for automatically synthesizing SQL queries. The NL questions and synthesized SQL are then used to train NL-to-SQL models, which we test on five benchmark datasets. Extensive experiments show that our solution, requiring zero expert annotations, performs competitively with models trained on expert annotated data.
Learning Generalizable Behavior via Visual Rewrite Rules
Xie, Yiheng, Li, Mingxuan, Yu, Shangqun, Littman, Michael
Though deep reinforcement learning agents have achieved unprecedented success in recent years, their learned policies can be brittle, failing to generalize to even slight modifications of their environments or unfamiliar situations. The black-box nature of the neural network learning dynamics makes it impossible to audit trained deep agents and recover from such failures. In this paper, we propose a novel representation and learning approach to capture environment dynamics without using neural networks. It originates from the observation that, in games designed for people, the effect of an action can often be perceived in the form of local changes in consecutive visual observations. Our algorithm is designed to extract such vision-based changes and condense them into a set of action-dependent descriptive rules, which we call ''visual rewrite rules'' (VRRs). We also present preliminary results from a VRR agent that can explore, expand its rule set, and solve a game via planning with its learned VRR world model. In several classical games, our non-deep agent demonstrates superior performance, extreme sample efficiency, and robust generalization ability compared with several mainstream deep agents.
PTR: A Benchmark for Part-based Conceptual, Relational, and Physical Reasoning
Hong, Yining, Yi, Li, Tenenbaum, Joshua B., Torralba, Antonio, Gan, Chuang
A critical aspect of human visual perception is the ability to parse visual scenes into individual objects and further into object parts, forming part-whole hierarchies. Such composite structures could induce a rich set of semantic concepts and relations, thus playing an important role in the interpretation and organization of visual signals as well as for the generalization of visual perception and reasoning. However, existing visual reasoning benchmarks mostly focus on objects rather than parts. Visual reasoning based on the full part-whole hierarchy is much more challenging than object-centric reasoning due to finer-grained concepts, richer geometry relations, and more complex physics. Therefore, to better serve for part-based conceptual, relational and physical reasoning, we introduce a new large-scale diagnostic visual reasoning dataset named PTR. PTR contains around 70k RGBD synthetic images with ground truth object and part level annotations regarding semantic instance segmentation, color attributes, spatial and geometric relationships, and certain physical properties such as stability. These images are paired with 700k machine-generated questions covering various types of reasoning types, making them a good testbed for visual reasoning models. We examine several state-of-the-art visual reasoning models on this dataset and observe that they still make many surprising mistakes in situations where humans can easily infer the correct answer. We believe this dataset will open up new opportunities for part-based reasoning.
ED2: An Environment Dynamics Decomposition Framework for World Model Construction
Wang, Cong, Yang, Tianpei, Hao, Jianye, Zheng, Yan, Tang, Hongyao, Barez, Fazl, Liu, Jinyi, Peng, Jiajie, Piao, Haiyin, Sun, Zhixiao
Model-based reinforcement learning methods achieve significant sample efficiency in many tasks, but their performance is often limited by the existence of the model error. To reduce the model error, previous works use a single well-designed network to fit the entire environment dynamics, which treats the environment dynamics as a black box. However, these methods lack to consider the environmental decomposed property that the dynamics may contain multiple sub-dynamics, which can be modeled separately, allowing us to construct the world model more accurately. In this paper, we propose the Environment Dynamics Decomposition (ED2), a novel world model construction framework that models the environment in a decomposing manner. ED2 contains two key components: sub-dynamics discovery (SD2) and dynamics decomposition prediction (D2P). SD2 discovers the sub-dynamics in an environment and then D2P constructs the decomposed world model following the sub-dynamics. ED2 can be easily combined with existing MBRL algorithms and empirical results show that ED2 significantly reduces the model error and boosts the performance of the state-of-the-art MBRL algorithms on various tasks.
A Novel Approach to Solving Goal-Achieving Problems for Board Games
Shih, Chung-Chin, Wu, Ti-Rong, Wei, Ting Han, Wu, I-Chen
Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous program solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games.
LoNLI: An Extensible Framework for Testing Diverse Logical Reasoning Capabilities for NLI
Tarunesh, Ishan, Aditya, Somak, Choudhury, Monojit
Natural Language Inference (NLI) is considered a representative task to test natural language understanding (NLU). In this work, we propose an extensible framework to collectively yet categorically test diverse Logical reasoning capabilities required for NLI (and by extension, NLU). Motivated by behavioral testing, we create a semi-synthetic large test-bench (363 templates, 363k examples) and an associated framework that offers following utilities: 1) individually test and analyze reasoning capabilities along 17 reasoning dimensions (including pragmatic reasoning), 2) design experiments to study cross-capability information content (leave one out or bring one in); and 3) the synthetic nature enable us to control for artifacts and biases. The inherited power of automated test case instantiation from free-form natural language templates (using CheckList), and a well-defined taxonomy of capabilities enable us to extend to (cognitively) harder test cases while varying the complexity of natural language. Through our analysis of state-of-the-art NLI systems, we observe that our benchmark is indeed hard (and non-trivial even with training on additional resources). Some capabilities stand out as harder. Further fine-grained analysis and fine-tuning experiments reveal more insights about these capabilities and the models -- supporting and extending previous observations. Towards the end we also perform an user-study, to investigate whether behavioral information can be utilised to generalize much better for some models compared to others.
Natural Language Processing in-and-for Design Research
Siddharth, L, Blessing, Lucienne T. M., Luo, Jianxi
We review the scholarly contributions that utilise Natural Language Processing (NLP) methods to support the design process. Using a heuristic approach, we collected 223 articles published in 32 journals and within the period 1991-present. We present state-of-the-art NLP in-and-for design research by reviewing these articles according to the type of natural language text sources: internal reports, design concepts, discourse transcripts, technical publications, consumer opinions, and others. Upon summarizing and identifying the gaps in these contributions, we utilise an existing design innovation framework to identify the applications that are currently being supported by NLP. We then propose a few methodological and theoretical directions for future NLP in-and-for design research.
ContourletNet: A Generalized Rain Removal Architecture Using Multi-Direction Hierarchical Representation
Chen, Wei-Ting, Tsai, Cheng-Che, Fang, Hao-Yu, Chen, I-Hsiang, Ding, Jian-Jiun, Kuo, Sy-Yen
Images acquired from rainy scenes usually suffer from bad visibility which may damage the performance of computer vision applications. The rainy scenarios can be categorized into two classes: moderate rain and heavy rain scenes. Moderate rain scene mainly consists of rain streaks while heavy rain scene contains both rain streaks and the veiling effect (similar to haze). Although existing methods have achieved excellent performance on these two cases individually, it still lacks a general architecture to address both heavy rain and moderate rain scenarios effectively. In this paper, we construct a hierarchical multi-direction representation network by using the contourlet transform (CT) to address both moderate rain and heavy rain scenarios. The CT divides the image into the multi-direction subbands (MS) and the semantic subband (SS). First, the rain streak information is retrieved to the MS based on the multi-orientation property of the CT. Second, a hierarchical architecture is proposed to reconstruct the background information including damaged semantic information and the veiling effect in the SS. Last, the multi-level subband discriminator with the feedback error map is proposed. By this module, all subbands can be well optimized. This is the first architecture that can address both of the two scenarios effectively. The code is available in https://github.com/cctakaet/ContourletNet-BMVC2021.
Autonomous optimization of nonaqueous battery electrolytes via robotic experimentation and machine learning
Dave, Adarsh, Mitchell, Jared, Burke, Sven, Lin, Hongyi, Whitacre, Jay, Viswanathan, Venkatasubramanian
In this work, we introduce a novel workflow that couples robotics to machine-learning for efficient optimization of a non-aqueous battery electrolyte. A custom-built automated experiment named "Clio" is coupled to Dragonfly - a Bayesian optimization-based experiment planner. Clio autonomously optimizes electrolyte conductivity over a single-salt, ternary solvent design space. Using this workflow, we identify 6 fast-charging electrolytes in 2 work-days and 42 experiments (compared with 60 days using exhaustive search of the 1000 possible candidates, or 6 days assuming only 10% of candidates are evaluated). Our method finds the highest reported conductivity electrolyte in a design space heavily explored by previous literature, converging on a high-conductivity mixture that demonstrates subtle electrolyte chemical physics.
Pinaki Laskar on LinkedIn: #neuralnetworks #AGI #machinelearning
AI Researcher, Cognitive Technologist Inventor - AI Thinking, Think Chain Innovator - AIOT, XAI, Autonomous Cars, IIOT Founder Fisheyebox Spatial Computing Savant, Transformative Leader, Industry X.0 Practitioner The functioning of an intelligent system consists of the manipulation of knowledge. The width of possibilities for manipulating knowledge, in turn, is determined by how knowledge is represented and is characterized by a set of operations on the knowledge that is available for the selected representation variant. Knowledge includes logical entities and relationships between them (which are also logical entities) and attributes of entities, which represent parameters of entities that are not relationships: numerical values, words, texts. The maximum possible set of operations on knowledge includes the ability to add and remove logical entities from the available knowledge set, add and remove relationships between entities, and corresponding operations on entity attributes. The possibilities for the most famous and used implementations: - a natural way realized in humans and animals; - knowledge representation systems based on a fixed set of rules; - neural networks with an invariable graph of the structure of connections; - semantic variable structure graphs; - storing knowledge in the form of natural language texts; - hybrid systems including components of the types listed above; Potential intelligence capabilities include: - adaptation to changing environmental conditions; - detection and identification of known objects/situations; - detection and memorization of unknown objects/situations; - detection of causation; - exchange of information with other systems; The detection of unknown objects/situations and cause-and-effect relationships is de facto the generation of new logical entities and together constitute the essence of self-learning.