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Supervised Hypergraph Reconstruction

arXiv.org Artificial Intelligence

We study an issue commonly seen with graph data analysis: many real-world complex systems involving high-order interactions are best encoded by hypergraphs; however, their datasets often end up being published or studied only in the form of their projections (with dyadic edges). To understand this issue, we first establish a theoretical framework to characterize this issue's implications and worst-case scenarios. The analysis motivates our formulation of the new task, supervised hypergraph reconstruction: reconstructing a real-world hypergraph from its projected graph, with the help of some existing knowledge of the application domain. To reconstruct hypergraph data, we start by analyzing hyperedge distributions in the projection, based on which we create a framework containing two modules: (1) to handle the enormous search space of potential hyperedges, we design a sampling strategy with efficacy guarantees that significantly narrows the space to a smaller set of candidates; (2) to identify hyperedges from the candidates, we further design a hyperedge classifier in two well-working variants that capture structural features in the projection. Extensive experiments validate our claims, approach, and extensions. Remarkably, our approach outperforms all baselines by an order of magnitude in accuracy on hard datasets. Our code and data can be downloaded from bit.ly/SHyRe.


Coreference Resolution through a seq2seq Transition-Based System

arXiv.org Artificial Intelligence

Most recent coreference resolution systems use search algorithms over possible spans to identify mentions and resolve coreference. We instead present a coreference resolution system that uses a text-to-text (seq2seq) paradigm to predict mentions and links jointly. We implement the coreference system as a transition system and use multilingual T5 as an underlying language model. We obtain state-of-the-art accuracy on the CoNLL-2012 datasets with 83.3 F1-score for English (a 2.3 higher F1-score than previous work (Dobrovolskii, 2021)) using only CoNLL data for training, 68.5 F1-score for Arabic (+4.1 higher than previous work) and 74.3 F1-score for Chinese (+5.3). In addition we use the SemEval-2010 data sets for experiments in the zero-shot setting, a few-shot setting, and supervised setting using all available training data. We get substantially higher zero-shot F1-scores for 3 out of 4 languages than previous approaches and significantly exceed previous supervised state-of-the-art results for all five tested languages.


AutoReply: Detecting Nonsense in Dialogue Introspectively with Discriminative Replies

arXiv.org Artificial Intelligence

Existing approaches built separate classifiers to detect nonsense in dialogues. In this paper, we show that without external classifiers, dialogue models can detect errors in their own messages introspectively, by calculating the likelihood of replies that are indicative of poor messages. For example, if an agent believes its partner is likely to respond "I don't understand" to a candidate message, that message may not make sense, so an alternative message should be chosen. We evaluate our approach on a dataset from the game Diplomacy, which contains long dialogues richly grounded in the game state, on which existing models make many errors. We first show that hand-crafted replies can be effective for the task of detecting nonsense in applications as complex as Diplomacy. We then design AutoReply, an algorithm to search for such discriminative replies automatically, given a small number of annotated dialogue examples. We find that AutoReply-generated replies outperform handcrafted replies and perform on par with carefully fine-tuned large supervised models. Results also show that one single reply without much computation overheads can also detect dialogue nonsense reasonably well.


Best-$k$ Search Algorithm for Neural Text Generation

arXiv.org Artificial Intelligence

Modern natural language generation paradigms require a good decoding strategy to obtain quality sequences out of the model. Beam search yields high-quality but low diversity outputs; stochastic approaches suffer from high variance and sometimes low quality, but the outputs tend to be more natural and creative. In this work, we propose a deterministic search algorithm balancing both quality and diversity. We first investigate the vanilla best-first search (BFS) algorithm and then propose the Best-$k$ Search algorithm. Inspired by BFS, we greedily expand the top $k$ nodes, instead of only the first node, to boost efficiency and diversity. Upweighting recently discovered nodes accompanied by heap pruning ensures the completeness of the search procedure. Experiments on four NLG tasks, including question generation, commonsense generation, text summarization, and translation, show that best-$k$ search yields more diverse and natural outputs compared to strong baselines, while our approach maintains high text quality. The proposed algorithm is parameter-free, lightweight, efficient, and easy to use.


HARL: Hierarchical Adaptive Reinforcement Learning Based Auto Scheduler for Neural Networks

arXiv.org Artificial Intelligence

To efficiently perform inference with neural networks, the underlying tensor programs require sufficient tuning efforts before being deployed into production environments. Usually, enormous tensor program candidates need to be sufficiently explored to find the one with the best performance. This is necessary to make the neural network products meet the high demand of real-world applications such as natural language processing, auto-driving, etc. Auto-schedulers are being developed to avoid the need for human intervention. However, due to the gigantic search space and lack of intelligent search guidance, current auto-schedulers require hours to days of tuning time to find the best-performing tensor program for the entire neural network. In this paper, we propose HARL, a reinforcement learning (RL) based auto-scheduler specifically designed for efficient tensor program exploration. HARL uses a hierarchical RL architecture in which learning-based decisions are made at all different levels of search granularity. It also automatically adjusts exploration configurations in real-time for faster performance convergence. As a result, HARL improves the tensor operator performance by 22% and the search speed by 4.3x compared to the state-of-the-art auto-scheduler. Inference performance and search speed are also significantly improved on end-to-end neural networks.


First Competitive Ant Colony Scheme for the CARP

arXiv.org Artificial Intelligence

This paper addresses the Capacitated Arc Routing Problem (CARP) using an Ant Colony Optimization scheme. Ant Colony schemes can compute solutions for medium scale instances of VRP. The proposed Ant Colony is dedicated to large-scale instances of CARP with more than 140 nodes and 190 arcs to service. The Ant Colony scheme is coupled with a local search procedure and provides high quality solutions. The benchmarks we carried out prove possible to obtain solutions as profitable as CARPET ones can be obtained using such scheme when a sufficient number of iterations is devoted to the ants. It competes with the Genetic Algorithm of Lacomme et al. regarding solution quality but it is more time consuming on large scale instances. The method has been intensively benchmarked on the well-known instances of Eglese, DeArmon and the last ones of Belenguer and Benavent.


An Adaptive Repeated-Intersection-Reduction Local Search for the Maximum Independent Set Problem

arXiv.org Artificial Intelligence

The maximum independent set (MIS) problem, a classical NP-hard problem with extensive applications in various areas, aims to find the largest set of vertices with no edge among them. Due to its computational intractability, it is difficult to solve the MIS problem effectively, especially on large graphs. Employing heuristic approaches to obtain a good solution within an acceptable amount of time has attracted much attention in literature. In this paper, we propose an efficient local search framework for MIS called ARIR, which encompasses two main parts: a lightweight adaptive mechanism and a novel inexact efficient reduction rule to simplify instances. Based on ARIR, three algorithms -- ARIR-I, ARIR-II, and ARIR-III -- are developed by adopting three distinct reduction strategies. We conduct experiments on five benchmarks, encompassing 92 instances. Compared with six state-of-the-art algorithms, our ARIR-based algorithms offer the best accuracy on the majority of instances, while obtaining competitive results on the remaining instances.


Machine Learning for Software Engineering: A Tertiary Study

arXiv.org Artificial Intelligence

Through ML we can address SE problems that cannot be completely algorithmically modeled, or for which existing solutions do not provide satisfactory results yet (e.g., defect/fault detection [16, 165, 180]). In addition, ML finds application in SE tasks where data cannot be easily analyzed with other algorithms (e.g., software requirements, code comments, code reviews, issues [9, 91, 174]). Another important aspect of ML is that it can significantly reduce manual effort in common SE tasks (e.g., automatic program repair [157], code suggestion [61], defect prediction [19], malware detection [147], feature location [40]) with great accuracy results [146, 164]. In fields such as health informatics ML and SE are considered complementary disciplines, since the growing scale and complexity of healthcare datasets have posed a challenge for clinical practice and medical research, requiring new engineering approaches from both fields [38]. In the early nineties, Huff and Selfridge [68] recognized the need for creating software systems that partially take some responsibility for their own evolution, offering the ability to implement, measure, and assess changes easily. These changes should also contribute to the overall improvement of the corresponding systems [142].


Simulation-guided Beam Search for Neural Combinatorial Optimization

arXiv.org Artificial Intelligence

Neural approaches for combinatorial optimization (CO) equip a learning mechanism to discover powerful heuristics for solving complex real-world problems. While neural approaches capable of high-quality solutions in a single shot are emerging, state-of-the-art approaches are often unable to take full advantage of the solving time available to them. In contrast, hand-crafted heuristics perform highly effective search well and exploit the computation time given to them, but contain heuristics that are difficult to adapt to a dataset being solved. With the goal of providing a powerful search procedure to neural CO approaches, we propose simulation-guided beam search (SGBS), which examines candidate solutions within a fixed-width tree search that both a neural net-learned policy and a simulation (rollout) identify as promising. We further hybridize SGBS with efficient active search (EAS) [1], where SGBS enhances the quality of solutions backpropagated in EAS, and EAS improves the quality of the policy used in SGBS. We evaluate our methods on well-known CO benchmarks and show that SGBS significantly improves the quality of the solutions found under reasonable runtime assumptions.


AlphaSnake: Policy Iteration on a Nondeterministic NP-hard Markov Decision Process

arXiv.org Artificial Intelligence

Reinforcement learning has recently been used to approach well-known NP-hard combinatorial problems in graph theory. Among these problems, Hamiltonian cycle problems are exceptionally difficult to analyze, even when restricted to individual instances of structurally complex graphs. In this paper, we use Monte Carlo Tree Search (MCTS), the search algorithm behind many state-of-the-art reinforcement learning algorithms such as AlphaZero, to create autonomous agents that learn to play the game of Snake, a game centered on properties of Hamiltonian cycles on grid graphs. The game of Snake can be formulated as a single-player discounted Markov Decision Process (MDP) where the agent must behave optimally in a stochastic environment. Determining the optimal policy for Snake, defined as the policy that maximizes the probability of winning - or win rate - with higher priority and minimizes the expected number of time steps to win with lower priority, is conjectured to be NP-hard. Performance-wise, compared to prior work in the Snake game, our algorithm is the first to achieve a win rate over $0.5$ (a uniform random policy achieves a win rate $< 2.57 \times 10^{-15}$), demonstrating the versatility of AlphaZero in approaching NP-hard environments.