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Few-shot Multi-hop Question Answering over Knowledge Base

arXiv.org Artificial Intelligence

Previous work on Chinese Knowledge Base Question Answering has been restricted due to the lack of complex Chinese semantic parsing dataset and the exponentially growth of searching space with the length of relation paths. This paper proposes an efficient pipeline method equipped with a pre-trained language model and a strategy to construct artificial training samples, which only needs small amount of data but performs well on open-domain complex Chinese Question Answering task. Besides, By adopting a Beam Search algorithm based on a language model marking scores for candidate query tuples, we decelerate the growing relation paths when generating multi-hop query paths. Finally, we evaluate our model on CCKS2019 Complex Question Answering via Knowledge Base task and achieves F1-score of 62.55\% on the test dataset. Moreover when training with only 10\% data, our model can still achieves F1-score of 58.54\%. The result shows the capability of our model to process KBQA task and the advantage in few-shot learning.


AlphaDDA: Game artificial intelligence with dynamic difficulty adjustment using AlphaZero

arXiv.org Artificial Intelligence

Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, AI has become too strong an opponent for human players in such games. In this context, it is difficult for a human player to enjoy playing the games with the AI. To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). AlphaDDA consists of a deep neural network (DNN) and a Monte Carlo tree search, as in AlphaZero. AlphaDDA estimates the value of the game state from only the board state using the DNN and changes its skill according to the value. AlphaDDA can adjust its skill using only the state of a game without any prior knowledge regarding an opponent. In this study, AlphaDDA plays Connect4, Othello, and 6x6 Othello, which is Othello using a 6x6 size board, with other AI agents. The other AI agents are AlphaZero, Monte Carlo tree search, the minimax algorithm, and a random player. This study shows that AlphaDDA can balance its skill with that of the other AI agents, except for a random player. The DDA ability of AlphaDDA is derived from an accurate estimation of the value from the state of a game. We believe that the AlphaDDA approach can be used for any game in which the DNN can estimate the value from the state.


Weakly Supervised Mapping of Natural Language to SQL through Question Decomposition

arXiv.org Artificial Intelligence

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.


Retrosynthetic Planning with Experience-Guided Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Retrosynthetic planning problem is to analyze a complex molecule and give a synthetic route using simple building blocks. The huge number of chemical reactions leads to a combinatorial explosion of possibilities, and even the experienced chemists could not select the most promising transformations. The current approaches rely on human-defined or machine-trained score functions which have limited chemical knowledge or use expensive estimation methods such as rollout to guide the search. In this paper, we propose {\tt MCTS}, a novel MCTS-based retrosynthetic planning approach, to deal with retrosynthetic planning problem. Instead of exploiting rollout, we build an Experience Guidance Network to learn knowledge from synthetic experiences during the search. Experiments on benchmark USPTO datasets show that, our {\tt MCTS} gains significant improvement over state-of-the-art approaches both in efficiency and effectiveness.


Learning Generalizable Behavior via Visual Rewrite Rules

arXiv.org Artificial Intelligence

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.


A survey on multi-objective hyperparameter optimization algorithms for Machine Learning

arXiv.org Artificial Intelligence

Hyperparameter optimization (HPO) is a necessary step to ensure the best possible performance of Machine Learning (ML) algorithms. Several methods have been developed to perform HPO; most of these are focused on optimizing one performance measure (usually an error-based measure), and the literature on such single-objective HPO problems is vast. Recently, though, algorithms have appeared which focus on optimizing multiple conflicting objectives simultaneously. This article presents a systematic survey of the literature published between 2014 and 2020 on multi-objective HPO algorithms, distinguishing between metaheuristic-based algorithms, metamodel-based algorithms, and approaches using a mixture of both. We also discuss the quality metrics used to compare multi-objective HPO procedures and present future research directions.


Minimax Analysis for Inverse Risk in Nonparametric Planer Invertible Regression

arXiv.org Machine Learning

We study a minimax risk of estimating inverse functions on a plane, while keeping an estimator is also invertible. Learning invertibility from data and exploiting an invertible estimator are used in many domains, such as statistics, econometrics, and machine learning. Although the consistency and universality of invertible estimators have been well investigated, analysis on the efficiency of these methods is still under development. In this study, we study a minimax risk for estimating invertible bi-Lipschitz functions on a square in a $2$-dimensional plane. We first introduce an inverse $L^2$-risk to evaluate an estimator which preserves invertibility. Then, we derive lower and upper rates for a minimax inverse risk by exploiting a representation of invertible functions using level-sets. To obtain an upper bound, we develop an estimator asymptotically almost everywhere invertible, whose risk attains the derived minimax lower rate up to logarithmic factors. The derived minimax rate corresponds to that of the non-invertible bi-Lipschitz function, which rejects the expectation of whether invertibility improves the minimax rate, similar to other shape constraints.


Enhancing Column Generation by a Machine-Learning-Based Pricing Heuristic for Graph Coloring

arXiv.org Artificial Intelligence

Column Generation (CG) is an effective method for solving large-scale optimization problems. CG starts by solving a sub-problem with a subset of columns (i.e., variables) and gradually includes new columns that can improve the solution of the current subproblem. The new columns are generated as needed by repeatedly solving a pricing problem, which is often NP-hard and is a bottleneck of the CG approach. To tackle this, we propose a Machine-Learning-based Pricing Heuristic (MLPH)that can generate many high-quality columns efficiently. In each iteration of CG, our MLPH leverages an ML model to predict the optimal solution of the pricing problem, which is then used to guide a sampling method to efficiently generate multiple high-quality columns. Using the graph coloring problem, we empirically show that MLPH significantly enhancesCG as compared to six state-of-the-art methods, and the improvement in CG can lead to substantially better performance of the branch-and-price exact method.


Hyper-parameter optimization based on soft actor critic and hierarchical mixture regularization

arXiv.org Artificial Intelligence

Hyper-parameter optimization is a crucial problem in machine learning as it aims to achieve the state-of-the-art performance in any model. Great efforts have been made in this field, such as random search, grid search, Bayesian optimization. In this paper, we model hyper-parameter optimization process as a Markov decision process, and tackle it with reinforcement learning. A novel hyper-parameter optimization method based on soft actor critic and hierarchical mixture regularization has been proposed. Experiments show that the proposed method can obtain better hyper-parameters in a shorter time.


Player of Games

arXiv.org Artificial Intelligence

Games have a long history of serving as a benchmark for progress in artificial intelligence. Recently, approaches using search and learning have shown strong performance across a set of perfect information games, and approaches using game-theoretic reasoning and learning have shown strong performance for specific imperfect information poker variants. We introduce Player of Games, a general-purpose algorithm that unifies previous approaches, combining guided search, self-play learning, and game-theoretic reasoning. Player of Games is the first algorithm to achieve strong empirical performance in large perfect and imperfect information games -- an important step towards truly general algorithms for arbitrary environments. We prove that Player of Games is sound, converging to perfect play as available computation time and approximation capacity increases. Player of Games reaches strong performance in chess and Go, beats the strongest openly available agent in heads-up no-limit Texas hold'em poker (Slumbot), and defeats the state-of-the-art agent in Scotland Yard, an imperfect information game that illustrates the value of guided search, learning, and game-theoretic reasoning.