Problem Solving
A Level-wise Taxonomic Perspective on Automated Machine Learning to Date and Beyond: Challenges and Opportunities
Santu, Shubhra Kanti Karmaker, Hassan, Md. Mahadi, Smith, Micah J., Xu, Lei, Zhai, ChengXiang, Veeramachaneni, Kalyan
Automated machine learning (AutoML) is essentially automating the process of applying machine learning to real-world problems. The primary goals of AutoML tools are to provide methods and processes to make Machine Learning available for non-Machine Learning experts (domain experts), to improve efficiency of Machine Learning and to accelerate research on Machine Learning. Although automation and efficiency are some of AutoML's main selling points, the process still requires a surprising level of human involvement. A number of vital steps of the machine learning pipeline, including understanding the attributes of domain-specific data, defining prediction problems, creating a suitable training data set etc. still tend to be done manually by a data scientist on an ad-hoc basis. Often, this process requires a lot of back-and-forth between the data scientist and domain experts, making the whole process more difficult and inefficient. Altogether, AutoML systems are still far from a "real automatic system". In this review article, we present a level-wise taxonomic perspective on AutoML systems to-date and beyond, i.e., we introduce a new classification system with seven levels to distinguish AutoML systems based on their level of autonomy. We first start with a discussion on how an end-to-end Machine learning pipeline actually looks like and which sub-tasks of Machine learning Pipeline has indeed been automated so far. Next, we highlight the sub-tasks which are still done manually by a data-scientist in most cases and how that limits a domain expert's access to Machine learning. Then, we introduce the novel level-based taxonomy of AutoML systems and define each level according to their scope of automation support. Finally, we provide a road-map of future research endeavor in the area of AutoML and discuss some important challenges in achieving this ambitious goal.
Experience Grounds Language
Bisk, Yonatan, Holtzman, Ari, Thomason, Jesse, Andreas, Jacob, Bengio, Yoshua, Chai, Joyce, Lapata, Mirella, Lazaridou, Angeliki, May, Jonathan, Nisnevich, Aleksandr, Pinto, Nicolas, Turian, Joseph
Language understanding research is held back by a failure to relate language to the physical world it describes and to the social interactions it facilitates. Despite the incredible effectiveness of language processing models to tackle tasks after being trained on text alone, successful linguistic communication relies on a shared experience of the world. It is this shared experience that makes utterances meaningful. Natural language processing is a diverse field, and progress throughout its development has come from new representational theories, modeling techniques, data collection paradigms, and tasks. We posit that the present success of representation learning approaches trained on large, text-only corpora requires the parallel tradition of research on the broader physical and social context of language to address the deeper questions of communication.
Low-Variance Policy Gradient Estimation with World Models
Nauman, Michal, Hengst, Floris Den
In this paper, we propose World Model Policy Gradient (WMPG), an approach to reduce the variance of policy gradient estimates using learned world models (WM's). In WMPG, a WM is trained online and used to imagine trajectories. The imagined trajectories are used in two ways. Firstly, to calculate a without-replacement estimator of the policy gradient. Secondly, the return of the imagined trajectories is used as an informed baseline. We compare the proposed approach with AC and MAC on a set of environments of increasing complexity (CartPole, LunarLander and Pong) and find that WMPG has better sample efficiency. Based on these results, we conclude that WMPG can yield increased sample efficiency in cases where a robust latent representation of the environment can be learned.
Fit to Measure: Reasoning about Sizes for Robust Object Recognition
Chiatti, Agnese, Motta, Enrico, Daga, Enrico, Bardaro, Gianluca
Service robots can help with many of our daily tasks, especially in those cases where it is inconvenient or unsafe for us to intervene - e.g., under extreme weather conditions or when social distance needs to be maintained. However, before we can successfully delegate complex tasks to robots, we need to enhance their ability to make sense of dynamic, real-world environments. In this context, the first prerequisite to improving the Visual Intelligence of a robot is building robust and reliable object recognition systems. While object recognition solutions are traditionally based on Machine Learning methods, augmenting them with knowledge-based reasoners has been shown to improve their performance. In particular, based on our prior work on identifying the epistemic requirements of Visual Intelligence, we hypothesise that knowledge of the typical size of objects could significantly improve the accuracy of an object recognition system. To verify this hypothesis, in this paper we present an approach to integrating knowledge about object sizes in a MLbased architecture. Our experiments in a real-world robotic scenario show that this combined approach ensures a significant performance increase over state-of-the-art Machine Learning methods.
FAPE: a Constraint-based Planner for Generative and Hierarchical Temporal Planning
Bit-Monnot, Arthur, Ghallab, Malik, Ingrand, Félix, Smith, David E.
Temporal planning offers numerous advantages when based on an expressive representation. Timelines have been known to provide the required expressiveness but at the cost of search efficiency. We propose here a temporal planner, called FAPE, which supports many of the expressive temporal features of the ANML modeling language without loosing efficiency. FAPE's representation coherently integrates flexible timelines with hierarchical refinement methods that can provide efficient control knowledge. A novel reachability analysis technique is proposed and used to develop causal networks to constrain the search space. It is employed for the design of informed heuristics, inference methods and efficient search strategies. Experimental results on common benchmarks in the field permit to assess the components and search strategies of FAPE, and to compare it to IPC planners. The results show the proposed approach to be competitive with less expressive planners and often superior when hierarchical control knowledge is provided. FAPE, a freely available system, provides other features, not covered here, such as the integration of planning with acting, and the handling of sensing actions in partially observable environments.
Python Data Structures Tutorial
Also explains sequence and string functions, slicing, concatenating, iterating, sorting, etc. with code examples. Also explains sequence and string functions, slicing, concatenating, iterating, sorting, etc. with code examples. This course combines conceptual lectures to explain how a data structure works, and code lectures that walk through how to implement a data structure in Python code. All the code lectures are based on Python 3 code in a Jupyter notebook. Data structures covered in this course include native Python data structures String, List, Tuple, Set, and Dictionary, as well as Stacks, Queues, Heaps, Linked Lists, Binary Search Trees, and Graphs.
Applications of AI in CAD Technology
A new feature to be found in modern CAD software releases is KBE (Knowledge Based Engineering) to support diagnosis, selection, and monitoring of tasks. KBE relies on capturing and storing experiential knowledge which includes proprietary design and manufacturing practices exercised during a product development cycle. KBE helps engineering companies to retain and preserve in-house knowledge and intellectual information. A related technology which could significantly augment problem solving capabilities in CAD software is AI (Artificial Intelligence), which was introduced in the mid-1980s. The purpose of AI is to learn and replicate human problem solving capabilities.
Hash Tables in Data Structure and Algorithm
The above data structures all of these operations can be guaranteed to be in O(Logn) time. So can we perform it with O(1) time? this is why the hash table comes in. The simplest method to build Hash function is each key, we can perform sum of each key by add all character and then we can use Modulo for M. M is typically a prime number and it is the size of Hash array. I just suppose in a simple case of password but in real life, we must encode password (this is not the purpose of this article and apply a ton of algorithm for encoding password).
Deriving Commonsense Inference Tasks from Interactive Fictions
Yu, Mo, Guo, Xiaoxiao, Feng, Yufei, Zhu, Xiaodan, Greenspan, Michael, Campbell, Murray
For example, most benchmarks When playing an Interactive Fiction (IF) game, we focus on collocation, association or other relations explore and progress through a fantasy world by observing (e.g., ConceptNet (Speer et al., 2016) relations) between textual descriptions and sending text commands words or concepts (Levesque et al., 2012; to control the protagonist. While in pure Talmor et al., 2019; Mullenbach et al., 2019; Jiang texts, we relate the implicit knowledge of these fantasy et al., 2020). Other examples include temporal commonsense worlds with those in our physical world. For (Zhou et al., 2019), physical interactions example, we explore unvisited regions by planning between action and objects (Bisk et al., 2020), emotions over the mentioned locations (spatial relations); we and behaviors of people under the given situation eat apples to recover health and attach the enemies (Sap et al., 2019b), and cause-effects between with swords, but not vice versa (physical interaction events and states (Sap et al., 2019a; Bhagavatula relations); we retrospect the poor choice of et al., 2019; Huang et al., 2019). Second, the task breaking the lantern when we find the protagonist form makes them more likely commonsense validation, in a dangerous dark wood (cause and effects). Plentiful i.e., validation between a commonsense fact and diverse commonsense knowledge from and a text statement, but neglecting hops among our physical world is encoded in our game playing multiple facts.
Pointer Graph Networks
Veličković, Petar, Buesing, Lars, Overlan, Matthew C., Pascanu, Razvan, Vinyals, Oriol, Blundell, Charles
Graph neural networks (GNNs) are typically applied to static graphs that are assumed to be known upfront. This static input structure is often informed purely by insight of the machine learning practitioner, and might not be optimal for the actual task the GNN is solving. In absence of reliable domain expertise, one might resort to inferring the latent graph structure, which is often difficult due to the vast search space of possible graphs. Here we introduce Pointer Graph Networks (PGNs) which augment sets or graphs with additional inferred edges for improved model generalisation ability. PGNs allow each node to dynamically point to another node, followed by message passing over these pointers. The sparsity of this adaptable graph structure makes learning tractable while still being sufficiently expressive to simulate complex algorithms. Critically, the pointing mechanism is directly supervised to model long-term sequences of operations on classical data structures, incorporating useful structural inductive biases from theoretical computer science. Qualitatively, we demonstrate that PGNs can learn parallelisable variants of pointer-based data structures, namely disjoint set unions and link/cut trees.