Learning Graphical Models
A comprehensive cross-language framework for harmful content detection with the aid of sentiment analysis
In today's digital world, social media plays a significant role in facilitating communication and content sharing. However, the exponential rise in user-generated content has led to challenges in maintaining a respectful online environment. In some cases, users have taken advantage of anonymity in order to use harmful language, which can negatively affect the user experience and pose serious social problems. Recognizing the limitations of manual moderation, automatic detection systems have been developed to tackle this problem. Nevertheless, several obstacles persist, including the absence of a universal definition for harmful language, inadequate datasets across languages, the need for detailed annotation guideline, and most importantly, a comprehensive framework. This study aims to address these challenges by introducing, for the first time, a detailed framework adaptable to any language. This framework encompasses various aspects of harmful language detection. A key component of the framework is the development of a general and detailed annotation guideline. Additionally, the integration of sentiment analysis represents a novel approach to enhancing harmful language detection. Also, a definition of harmful language based on the review of different related concepts is presented. To demonstrate the effectiveness of the proposed framework, its implementation in a challenging low-resource language is conducted. We collected a Persian dataset and applied the annotation guideline for harmful detection and sentiment analysis. Next, we present baseline experiments utilizing machine and deep learning methods to set benchmarks. Results prove the framework's high performance, achieving an accuracy of 99.4% in offensive language detection and 66.2% in sentiment analysis.
Can a Confident Prior Replace a Cold Posterior?
Marek, Martin, Paige, Brooks, Izmailov, Pavel
Benchmark datasets used for image classification tend to have very low levels of label noise. When Bayesian neural networks are trained on these datasets, they often underfit, misrepresenting the aleatoric uncertainty of the data. A common solution is to cool the posterior, which improves fit to the training data but is challenging to interpret from a Bayesian perspective. We explore whether posterior tempering can be replaced by a confidence-inducing prior distribution. First, we introduce a "DirClip" prior that is practical to sample and nearly matches the performance of a cold posterior. Second, we introduce a "confidence prior" that directly approximates a cold likelihood in the limit of decreasing temperature but cannot be easily sampled. Lastly, we provide several general insights into confidence-inducing priors, such as when they might diverge and how fine-tuning can mitigate numerical instability.
When Your AIs Deceive You: Challenges with Partial Observability of Human Evaluators in Reward Learning
Lang, Leon, Foote, Davis, Russell, Stuart, Dragan, Anca, Jenner, Erik, Emmons, Scott
Past analyses of reinforcement learning from human feedback (RLHF) assume that the human fully observes the environment. What happens when human feedback is based only on partial observations? We formally define two failure cases: deception and overjustification. Modeling the human as Boltzmann-rational w.r.t. a belief over trajectories, we prove conditions under which RLHF is guaranteed to result in policies that deceptively inflate their performance, overjustify their behavior to make an impression, or both. To help address these issues, we mathematically characterize how partial observability of the environment translates into (lack of) ambiguity in the learned return function. In some cases, accounting for partial observability makes it theoretically possible to recover the return function and thus the optimal policy, while in other cases, there is irreducible ambiguity. We caution against blindly applying RLHF in partially observable settings and propose research directions to help tackle these challenges.
Imagine, Initialize, and Explore: An Effective Exploration Method in Multi-Agent Reinforcement Learning
Liu, Zeyang, Wan, Lipeng, Yang, Xinrui, Chen, Zhuoran, Chen, Xingyu, Lan, Xuguang
Effective exploration is crucial to discovering optimal strategies for multi-agent reinforcement learning (MARL) in complex coordination tasks. Existing methods mainly utilize intrinsic rewards to enable committed exploration or use role-based learning for decomposing joint action spaces instead of directly conducting a collective search in the entire action-observation space. However, they often face challenges obtaining specific joint action sequences to reach successful states in long-horizon tasks. To address this limitation, we propose Imagine, Initialize, and Explore (IIE), a novel method that offers a promising solution for efficient multi-agent exploration in complex scenarios. IIE employs a transformer model to imagine how the agents reach a critical state that can influence each other's transition functions. Then, we initialize the environment at this state using a simulator before the exploration phase. We formulate the imagination as a sequence modeling problem, where the states, observations, prompts, actions, and rewards are predicted autoregressively. The prompt consists of timestep-to-go, return-to-go, influence value, and one-shot demonstration, specifying the desired state and trajectory as well as guiding the action generation. By initializing agents at the critical states, IIE significantly increases the likelihood of discovering potentially important under-explored regions. Despite its simplicity, empirical results demonstrate that our method outperforms multi-agent exploration baselines on the StarCraft Multi-Agent Challenge (SMAC) and SMACv2 environments. Particularly, IIE shows improved performance in the sparse-reward SMAC tasks and produces more effective curricula over the initialized states than other generative methods, such as CVAE-GAN and diffusion models.
Whole-body Humanoid Robot Locomotion with Human Reference
Zhang, Qiang, Cui, Peter, Yan, David, Sun, Jingkai, Duan, Yiqun, Zhang, Arthur, Xu, Renjing
Recently, humanoid robots have made significant advances in their ability to perform challenging tasks due to the deployment of Reinforcement Learning (RL), however, the inherent complexity of humanoid robots, including the difficulty of designing complicated reward functions and training entire sophisticated systems, still poses a notable challenge. To conquer these challenges, after many iterations and in-depth investigations, we have meticulously developed a full-size humanoid robot, "Adam", whose innovative structural design greatly improves the efficiency and effectiveness of the imitation learning process. In addition, we have developed a novel imitation learning framework based on an adversarial motion prior, which applies not only to Adam but also to humanoid robots in general. Using the framework, Adam can exhibit unprecedented human-like characteristics in locomotion tasks. Our experimental results demonstrate that the proposed framework enables Adam to achieve human-comparable performance in complex locomotion tasks, marking the first time that human locomotion data has been used for imitation learning in a full-size humanoid robot.
Distributed Influence-Augmented Local Simulators for Parallel MARL in Large Networked Systems
Suau, Miguel, He, Jinke, Çelikok, Mustafa Mert, Spaan, Matthijs T. J., Oliehoek, Frans A.
Due to its high sample complexity, simulation is, as of today, critical for the successful application of reinforcement learning. Many real-world problems, however, exhibit overly complex dynamics, which makes their full-scale simulation computationally slow. In this paper, we show how to decompose large networked systems of many agents into multiple local components such that we can build separate simulators that run independently and in parallel. To monitor the influence that the different local components exert on one another, each of these simulators is equipped with a learned model that is periodically trained on real trajectories. Our empirical results reveal that distributing the simulation among different processes not only makes it possible to train large multi-agent systems in just a few hours but also helps mitigate the negative effects of simultaneous learning.
Semantic Text Transmission via Prediction with Small Language Models: Cost-Similarity Trade-off
Madhabhavi, Bhavani A, Karevvanavar, Gangadhar, Bhat, Rajshekhar V, Pappas, Nikolaos
We consider the communication of natural language text from a source to a destination over noiseless and character-erasure channels. We exploit language's inherent correlations and predictability to constrain transmission costs by allowing the destination to predict or complete words with potential dissimilarity with the source text. Concretely, our objective is to obtain achievable $(\bar{c}, \bar{s})$ pairs, where $\bar{c}$ is the average transmission cost at the source and $\bar{s}$ is the average semantic similarity measured via cosine similarity between vector embedding of words at the source and those predicted/completed at the destination. We obtain $(\bar{c}, \bar{s})$ pairs for neural language and first-order Markov chain-based small language models (SLM) for prediction, using both a threshold policy that transmits a word if its cosine similarity with that predicted/completed at the destination is below a threshold, and a periodic policy, which transmits words after a specific interval and predicts/completes the words in between, at the destination. We adopt an SLM for word completion. We demonstrate that, when communication occurs over a noiseless channel, the threshold policy achieves a higher $\bar{s}$ for a given $\bar{c}$ than the periodic policy and that the $\bar{s}$ achieved with the neural SLM is greater than or equal to that of the Markov chain-based algorithm for the same $\bar{c}$. The improved performance comes with a higher complexity in terms of time and computing requirements. However, when communication occurs over a character-erasure channel, all prediction algorithms and scheduling policies perform poorly. Furthermore, if character-level Huffman coding is used, the required $\bar{c}$ to achieve a given $\bar{s}$ is reduced, but the above observations still apply.
Robust Deep Reinforcement Learning Through Adversarial Attacks and Training : A Survey
Schott, Lucas, Delas, Josephine, Hajri, Hatem, Gherbi, Elies, Yaich, Reda, Boulahia-Cuppens, Nora, Cuppens, Frederic, Lamprier, Sylvain
The advent of Deep Reinforcement Learning (DRL) has marked a significant shift in various fields, including games [1-3], autonomous robotics [4], autonomous driving [5], and energy management [6]. By integrating Reinforcement Learning (RL) with Deep Neural Networks (DNN), DRL can leverages high dimensional continuous observations and rewards to train neural policies, without the need for supervised example trajectories. While DRL achieves remarkable performances in well known controlled environments, it also encounter challenges in ensuring robust performance amid diverse condition changes and real-world perturbations. It particularly struggle to bridge the reality gap [7, 8], often DRL agents are trained in simulation that remains an imitation of the real-world, resulting in a gap between the performance of a trained agent in the simulation and its performance once transferred to the real-world application. Even without trying to bridge the reality gap, agents can be trained in the first place in some conditions, and be deployed later and the conditions may have changed since.
On the Role of Information Structure in Reinforcement Learning for Partially-Observable Sequential Teams and Games
In a sequential decision-making problem, the information structure is the description of how events in the system occurring at different points in time affect each other. Classical models of reinforcement learning (e.g., MDPs, POMDPs, Dec-POMDPs, and POMGs) assume a very simple and highly regular information structure, while more general models like predictive state representations do not explicitly model the information structure. By contrast, real-world sequential decision-making problems typically involve a complex and time-varying interdependence of system variables, requiring a rich and flexible representation of information structure. In this paper, we argue for the perspective that explicit representation of information structures is an important component of analyzing and solving reinforcement learning problems. We propose novel reinforcement learning models with an explicit representation of information structure, capturing classical models as special cases. We show that this leads to a richer analysis of sequential decision-making problems and enables more tailored algorithm design. In particular, we characterize the "complexity" of the observable dynamics of any sequential decision-making problem through a graph-theoretic analysis of the DAG representation of its information structure. The central quantity in this analysis is the minimal set of variables that $d$-separates the past observations from future observations. Furthermore, through constructing a generalization of predictive state representations, we propose tailored reinforcement learning algorithms and prove that the sample complexity is in part determined by the information structure. This recovers known tractability results and gives a novel perspective on reinforcement learning in general sequential decision-making problems, providing a systematic way of identifying new tractable classes of problems.
Principal Component Analysis as a Sanity Check for Bayesian Phylolinguistic Reconstruction
Bayesian approaches to reconstructing the evolutionary history of languages rely on the tree model, which assumes that these languages descended from a common ancestor and underwent modifications over time. However, this assumption can be violated to different extents due to contact and other factors. Understanding the degree to which this assumption is violated is crucial for validating the accuracy of phylolinguistic inference. In this paper, we propose a simple sanity check: projecting a reconstructed tree onto a space generated by principal component analysis. By using both synthetic and real data, we demonstrate that our method effectively visualizes anomalies, particularly in the form of jogging.