Deep Learning
Transfer Learning for EEG-Based Brain-Computer Interfaces: A Review of Progress Made Since 2016
Wu, Dongrui, Xu, Yifan, Lu, Bao-Liang
A brain-computer interface (BCI) enables a user to communicate with a computer directly using brain signals. The most common non-invasive BCI modality, electroencephalogram (EEG), is sensitive to noise/artifact and suffers between-subject/within-subject non-stationarity. Therefore, it is difficult to build a generic pattern recognition model in an EEG-based BCI system that is optimal for different subjects, during different sessions, for different devices and tasks. Usually, a calibration session is needed to collect some training data for a new subject, which is time-consuming and user unfriendly. Transfer learning (TL), which utilizes data or knowledge from similar or relevant subjects/sessions/devices/tasks to facilitate learning for a new subject/session/device/task, is frequently used to reduce the amount of calibration effort. This paper reviews journal publications on TL approaches in EEG-based BCIs in the last few years, i.e., since 2016. Six paradigms and applications -- motor imagery, event-related potentials, steady-state visual evoked potentials, affective BCIs, regression problems, and adversarial attacks -- are considered. For each paradigm/application, we group the TL approaches into cross-subject/session, cross-device, and cross-task settings and review them separately. Observations and conclusions are made at the end of the paper, which may point to future research directions.
Coronavirus Knowledge Graph: A Case Study
Chen, Chongyan, Ebeid, Islam Akef, Bu, Yi, Ding, Ying
The emergence of the novel COVID-19 pandemic has had a significant impact on global healthcare and the economy over the past few months. The virus's rapid widespread has led to a proliferation in biomedical research addressing the pandemic and its related topics. One of the essential Knowledge Discovery tools that could help the biomedical research community understand and eventually find a cure for COVID-19 are Knowledge Graphs. The CORD-19 dataset is a collection of publicly available full-text research articles that have been recently published on COVID-19 and coronavirus topics. Here, we use several Machine Learning, Deep Learning, and Knowledge Graph construction and mining techniques to formalize and extract insights from the PubMed dataset and the CORD-19 dataset to identify COVID-19 related experts and bio-entities. Besides, we suggest possible techniques to predict related diseases, drug candidates, gene, gene mutations, and related compounds as part of a systematic effort to apply Knowledge Discovery methods to help biomedical researchers tackle the pandemic.
A Brief Look at Generalization in Visual Meta-Reinforcement Learning
Due to the realization that deep reinforcement learning algorithms trained on high-dimensional tasks can strongly overfit to their training environments, there have been several studies that investigated the generalization performance of these algorithms. However, there has been no similar study that evaluated the generalization performance of algorithms that were specifically designed for generalization, i.e. meta-reinforcement learning algorithms. In this paper, we assess the generalization performance of these algorithms by leveraging high-dimensional, procedurally generated environments. We find that these algorithms can display strong overfitting when they are evaluated on challenging tasks. We also observe that scalability to high-dimensional tasks with sparse rewards remains a significant problem among many of the current meta-reinforcement learning algorithms. With these results, we highlight the need for developing meta-reinforcement learning algorithms that can both generalize and scale.
Opportunities and Challenges in Deep Learning Adversarial Robustness: A Survey
Silva, Samuel Henrique, Najafirad, Peyman
As we seek to deploy machine learning models beyond virtual and controlled domains, it is critical to analyze not only the accuracy or the fact that it works most of the time, but if such a model is truly robust and reliable. This paper studies strategies to implement adversary robustly trained algorithms towards guaranteeing safety in machine learning algorithms. We provide a taxonomy to classify adversarial attacks and defenses, formulate the Robust Optimization problem in a min-max setting and divide it into 3 subcategories, namely: Adversarial (re)Training, Regularization Approach, and Certified Defenses. We survey the most recent and important results in adversarial example generation, defense mechanisms with adversarial (re)Training as their main defense against perturbations. We also survey mothods that add regularization terms that change the behavior of the gradient, making it harder for attackers to achieve their objective. Alternatively, we've surveyed methods which formally derive certificates of robustness by exactly solving the optimization problem or by approximations using upper or lower bounds. In addition, we discuss the challenges faced by most of the recent algorithms presenting future research perspectives.
Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games
Kristensen, Jeppe Theiss, Burelli, Paolo
While traditionally a labour intensive task, the testing of game content is progressively becoming more automated. Among the many directions in which this automation is taking shape, automatic play-testing is one of the most promising thanks also to advancements of many supervised and reinforcement learning (RL) algorithms. However these type of algorithms, while extremely powerful, often suffer in production environments due to issues with reliability and transparency in their training and usage. In this research work we are investigating and evaluating strategies to apply the popular RL method Proximal Policy Optimization (PPO) in a casual mobile puzzle game with a specific focus on improving its reliability in training and generalization during game playing. We have implemented and tested a number of different strategies against a real-world mobile puzzle game (Lily's Garden from Tactile Games). We isolated the conditions that lead to a failure in either training or generalization during testing and we identified a few strategies to ensure a more stable behaviour of the algorithm in this game genre.
Visual Question Answering as a Multi-Task Problem
Pollard, Amelia Elizabeth, Shapiro, Jonathan L.
Visual Question Answering(VQA) is a highly complex problem set, relying on many sub-problems to produce reasonable answers. In this paper, we present the hypothesis that Visual Question Answering should be viewed as a multi-task problem, and provide evidence to support this hypothesis. We demonstrate this by reformatting two commonly used Visual Question Answering datasets, COCO-QA and DAQUAR, into a multi-task format and train these reformatted datasets on two baseline networks, with one designed specifically to eliminate other possible causes for performance changes as a result of the reformatting. Though the networks demonstrated in this paper do not achieve strongly competitive results, we find that the multi-task approach to Visual Question Answering results in increases in performance of 5-9% against the single-task formatting, and that the networks reach convergence much faster than in the single-task case. Finally we discuss possible reasons for the observed difference in performance, and perform additional experiments which rule out causes not associated with the learning of the dataset as a multi-task problem.
Public Willingness to Get Vaccinated Against COVID-19: How AI-Developed Vaccines Can Affect Acceptance
Lima, Gabriel, Hwang, Hyeyoung, Cha, Chiyoung, Cha, Meeyoung
Vaccines for COVID-19 are currently under clinical trials. These vaccines are crucial for eradicating the novel coronavirus. Despite the potential, there exist conspiracies related to vaccines online, which can lead to vaccination hesitancy and, thus, a longer-standing pandemic. We used a between-subjects study design (N=572 adults in the US and UK) to understand the public willingness towards vaccination against the novel coronavirus under various circumstances. Our survey findings suggest that people are more reluctant to vaccinate their children compared to themselves. Explicitly stating the high effectiveness of the vaccine against COVID-19 led to an increase in vaccine acceptance. Interestingly, our results do not indicate any meaningful variance due to the use of artificial intelligence (AI) in developing vaccines, if these systems are described to be in use alongside human researchers. We discuss the public's expectation of local governments in assuring the safety and effectiveness of a future COVID-19 vaccine.
An Autonomous Free Airspace En-route Controller using Deep Reinforcement Learning Techniques
Mollinga, Joris, van Hoof, Herke
Air traffic control is becoming a more and more complex task due to the increasing number of aircraft. Current air traffic control methods are not suitable for managing this increased traffic. Autonomous air traffic control is deemed a promising alternative. In this paper an air traffic control model is presented that guides an arbitrary number of aircraft across a three-dimensional, unstructured airspace while avoiding conflicts and collisions. This is done utilizing the power of graph based deep learning approaches. These approaches offer significant advantages over current approaches to this task, such as invariance to the input ordering of aircraft and the ability to easily cope with a varying number of aircraft. Results acquired using these approaches show that the air traffic control model performs well on realistic traffic densities; it is capable of managing the airspace by avoiding 100% of potential collisions and preventing 89.8% of potential conflicts.
Learning intuitive physics and one-shot imitation using state-action-prediction self-organizing maps
Stetter, Martin, Lang, Elmar W.
Human learning and intelligence work differently from the supervised pattern recognition approach adopted in most deep learning architectures. Humans seem to learn rich representations by exploration and imitation, build causal models of the world, and use both to flexibly solve new tasks. We suggest a simple but effective unsupervised model which develops such characteristics. The agent learns to represent the dynamical physical properties of its environment by intrinsically motivated exploration, and performs inference on this representation to reach goals. For this, a set of self-organizing maps which represent state-action pairs is combined with a causal model for sequence prediction. The proposed system is evaluated in the cartpole environment. After an initial phase of playful exploration, the agent can execute kinematic simulations of the environment's future, and use those for action planning. We demonstrate its performance on a set of several related, but different one-shot imitation tasks, which the agent flexibly solves in an active inference style.
HGKT : Introducing Problem Schema with Hierarchical Exercise Graph for Knowledge Tracing
Tong, Hanshuang, Zhou, Yun, Wang, Zhen
Knowledge tracing (KT) which aims at predicting learner's knowledge mastery plays an important role in the computer-aided educational system. Given learners' exercise records, a knowledge tracing model can trace their hidden knowledge state dynamically. In recent years, many deep learning models have been applied to tackle the KT task, which has shown promising results. However, they still have limitations. Most existing methods simplify the exercising records as knowledge sequence, which fails to explore rich information existed in exercise texts. Besides, the latent hierarchical graph nature of exercises and knowledge remain unexplored. Thus, in this paper, we propose a hierarchical graph knowledge tracing model framework (HGKT) which could leverage the advantages of hierarchical exercise graph and sequence model to enhance the ability of knowledge tracing. Besides, we introduce the concept of problem schema to better represent a group of similar exercises and propose a hierarchical graph neural network to learn representations of problem schemas. Moreover, in the sequence model, we employ two attention mechanisms to highlight important historical states of students. In the testing stage, we present a K&S diagnosis matrix that could trace the transition of mastery of knowledge and problem schema, which could more easily be applied to different applications. Finally, we conduct extensive experiments to evaluate the model on a large scale real-world dataset. The results prove the effectiveness of our model and the diversity of its application scenarios.