Wellness
Dive into Deep Learning
Zhang, Aston, Lipton, Zachary C., Li, Mu, Smola, Alexander J.
Just a few years ago, there were no legions of deep learning scientists developing intelligent products and services at major companies and startups. When the youngest among us (the authors) entered the field, machine learning did not command headlines in daily newspapers. Our parents had no idea what machine learning was, let alone why we might prefer it to a career in medicine or law. Machine learning was a forward-looking academic discipline with a narrow set of real-world applications. And those applications, e.g., speech recognition and computer vision, required so much domain knowledge that they were often regarded as separate areas entirely for which machine learning was one small component. Neural networks then, the antecedents of the deep learning models that we focus on in this book, were regarded as outmoded tools. In just the past five years, deep learning has taken the world by surprise, driving rapid progress in fields as diverse as computer vision, natural language processing, automatic speech recognition, reinforcement learning, and statistical modeling. With these advances in hand, we can now build cars that drive themselves with more autonomy than ever before (and less autonomy than some companies might have you believe), smart reply systems that automatically draft the most mundane emails, helping people dig out from oppressively large inboxes, and software agents that dominate the worldʼs best humans at board games like Go, a feat once thought to be decades away. Already, these tools exert ever-wider impacts on industry and society, changing the way movies are made, diseases are diagnosed, and playing a growing role in basic sciences--from astrophysics to biology.
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Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence
Cao, Jacky, Lam, Kit-Yung, Lee, Lik-Hang, Liu, Xiaoli, Hui, Pan, Su, Xiang
Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and performs seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences by using MAR devices to provide universal accessibility to digital contents. Over the past 20 years, a number of MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discusses the latest studies on MAR through a top-down approach: 1) MAR applications; 2) MAR visualisation techniques adaptive to user mobility and contexts; 3) systematic evaluation of MAR frameworks including supported platforms and corresponding features such as tracking, feature extraction plus sensing capabilities; and 4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields, current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.
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Theoretical Modeling of Communication Dynamics
Enßlin, Torsten, Kainz, Viktoria, Bœhm, Céline
Communication is a cornerstone of social interactions, be it with human or artificial intelligence (AI). Yet it can be harmful, depending on the honesty of the exchanged information. To study this, an agent based sociological simulation framework is presented, the reputation game. This illustrates the impact of different communication strategies on the agents' reputation. The game focuses on the trustworthiness of the participating agents, their honesty as perceived by others. In the game, each agent exchanges statements with the others about their own and each other's honesty, which lets their judgments evolve. Various sender and receiver strategies are studied, like sycophant, egocentricity, pathological lying, and aggressiveness for senders as well as awareness and lack thereof for receivers. Minimalist malicious strategies are identified, like being manipulative, dominant, or destructive, which significantly increase reputation at others' costs. Phenomena such as echo chambers, self-deception, deception symbiosis, clique formation, freezing of group opinions emerge from the dynamics. This indicates that the reputation game can be studied for complex group phenomena, to test behavioral hypothesis, and to analyze AI influenced social media. With refined rules it may help to understand social interactions, and to safeguard the design of non-abusive AI systems.
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Robust learning from corrupted EEG with dynamic spatial filtering
Banville, Hubert, Wood, Sean U. N., Aimone, Chris, Engemann, Denis-Alexander, Gramfort, Alexandre
Building machine learning models using EEG recorded outside of the laboratory setting requires methods robust to noisy data and randomly missing channels. This need is particularly great when working with sparse EEG montages (1-6 channels), often encountered in consumer-grade or mobile EEG devices. Neither classical machine learning models nor deep neural networks trained end-to-end on EEG are typically designed or tested for robustness to corruption, and especially to randomly missing channels. While some studies have proposed strategies for using data with missing channels, these approaches are not practical when sparse montages are used and computing power is limited (e.g., wearables, cell phones). To tackle this problem, we propose dynamic spatial filtering (DSF), a multi-head attention module that can be plugged in before the first layer of a neural network to handle missing EEG channels by learning to focus on good channels and to ignore bad ones. We tested DSF on public EEG data encompassing ~4,000 recordings with simulated channel corruption and on a private dataset of ~100 at-home recordings of mobile EEG with natural corruption. Our proposed approach achieves the same performance as baseline models when no noise is applied, but outperforms baselines by as much as 29.4% accuracy when significant channel corruption is present. Moreover, DSF outputs are interpretable, making it possible to monitor channel importance in real-time. This approach has the potential to enable the analysis of EEG in challenging settings where channel corruption hampers the reading of brain signals.
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From Motor Control to Team Play in Simulated Humanoid Football
Liu, Siqi, Lever, Guy, Wang, Zhe, Merel, Josh, Eslami, S. M. Ali, Hennes, Daniel, Czarnecki, Wojciech M., Tassa, Yuval, Omidshafiei, Shayegan, Abdolmaleki, Abbas, Siegel, Noah Y., Hasenclever, Leonard, Marris, Luke, Tunyasuvunakool, Saran, Song, H. Francis, Wulfmeier, Markus, Muller, Paul, Haarnoja, Tuomas, Tracey, Brendan D., Tuyls, Karl, Graepel, Thore, Heess, Nicolas
Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to serve goals defined on much longer timescales, and in terms of relations that extend far beyond the body itself, ultimately involving coordination with other agents. Recent research in artificial intelligence has shown the promise of learning-based approaches to the respective problems of complex movement, longer-term planning and multi-agent coordination. However, there is limited research aimed at their integration. We study this problem by training teams of physically simulated humanoid avatars to play football in a realistic virtual environment. We develop a method that combines imitation learning, single- and multi-agent reinforcement learning and population-based training, and makes use of transferable representations of behaviour for decision making at different levels of abstraction. In a sequence of stages, players first learn to control a fully articulated body to perform realistic, human-like movements such as running and turning; they then acquire mid-level football skills such as dribbling and shooting; finally, they develop awareness of others and play as a team, bridging the gap between low-level motor control at a timescale of milliseconds, and coordinated goal-directed behaviour as a team at the timescale of tens of seconds. We investigate the emergence of behaviours at different levels of abstraction, as well as the representations that underlie these behaviours using several analysis techniques, including statistics from real-world sports analytics. Our work constitutes a complete demonstration of integrated decision-making at multiple scales in a physically embodied multi-agent setting. See project video at https://youtu.be/KHMwq9pv7mg.
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Causal Rule Sets for Identifying Subgroups with Enhanced Treatment Effect
A key question in causal inference analyses is how to find subgroups with elevated treatment effects. This paper takes a machine learning approach and introduces a generative model, Causal Rule Sets (CRS), for interpretable subgroup discovery. A CRS model uses a small set of short decision rules to capture a subgroup where the average treatment effect is elevated. We present a Bayesian framework for learning a causal rule set. The Bayesian model consists of a prior that favors simple models for better interpretability as well as avoiding overfitting, and a Bayesian logistic regression that captures the likelihood of data, characterizing the relation between outcomes, attributes, and subgroup membership. The Bayesian model has tunable parameters that can characterize subgroups with various sizes, providing users with more flexible choices of models from the \emph{treatment efficient frontier}. We find maximum a posteriori models using iterative discrete Monte Carlo steps in the joint solution space of rules sets and parameters. To improve search efficiency, we provide theoretically grounded heuristics and bounding strategies to prune and confine the search space. Experiments show that the search algorithm can efficiently recover true underlying subgroups. We apply CRS on public and real-world datasets from domains where interpretability is indispensable. We compare CRS with state-of-the-art rule-based subgroup discovery models. Results show that CRS achieved consistently competitive performance on datasets from various domains, represented by high treatment efficient frontiers.
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The State of AI Ethics Report (January 2021)
Gupta, Abhishek, Royer, Alexandrine, Wright, Connor, Khan, Falaah Arif, Heath, Victoria, Galinkin, Erick, Khurana, Ryan, Ganapini, Marianna Bergamaschi, Fancy, Muriam, Sweidan, Masa, Akif, Mo, Butalid, Renjie
The 3rd edition of the Montreal AI Ethics Institute's The State of AI Ethics captures the most relevant developments in AI Ethics since October 2020. It aims to help anyone, from machine learning experts to human rights activists and policymakers, quickly digest and understand the field's ever-changing developments. Through research and article summaries, as well as expert commentary, this report distills the research and reporting surrounding various domains related to the ethics of AI, including: algorithmic injustice, discrimination, ethical AI, labor impacts, misinformation, privacy, risk and security, social media, and more. In addition, The State of AI Ethics includes exclusive content written by world-class AI Ethics experts from universities, research institutes, consulting firms, and governments. Unique to this report is "The Abuse and Misogynoir Playbook," written by Dr. Katlyn Tuner (Research Scientist, Space Enabled Research Group, MIT), Dr. Danielle Wood (Assistant Professor, Program in Media Arts and Sciences; Assistant Professor, Aeronautics and Astronautics; Lead, Space Enabled Research Group, MIT) and Dr. Catherine D'Ignazio (Assistant Professor, Urban Science and Planning; Director, Data + Feminism Lab, MIT). The piece (and accompanying infographic), is a deep-dive into the historical and systematic silencing, erasure, and revision of Black women's contributions to knowledge and scholarship in the United Stations, and globally. Exposing and countering this Playbook has become increasingly important following the firing of AI Ethics expert Dr. Timnit Gebru (and several of her supporters) at Google. This report should be used not only as a point of reference and insight on the latest thinking in the field of AI Ethics, but should also be used as a tool for introspection as we aim to foster a more nuanced conversation regarding the impacts of AI on the world.
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Recent Advances in Deep Learning-based Dialogue Systems
Ni, Jinjie, Young, Tom, Pandelea, Vlad, Xue, Fuzhao, Adiga, Vinay, Cambria, Erik
Dialogue systems are a popular Natural Language Processing (NLP) task as it is promising in real-life applications. It is also a complicated task since many NLP tasks deserving study are involved. As a result, a multitude of novel works on this task are carried out, and most of them are deep learning-based due to the outstanding performance. In this survey, we mainly focus on the deep learning-based dialogue systems. We comprehensively review state-of-the-art research outcomes in dialogue systems and analyze them from two angles: model type and system type. Specifically, from the angle of model type, we discuss the principles, characteristics, and applications of different models that are widely used in dialogue systems. This will help researchers acquaint these models and see how they are applied in state-of-the-art frameworks, which is rather helpful when designing a new dialogue system. From the angle of system type, we discuss task-oriented and open-domain dialogue systems as two streams of research, providing insight into the hot topics related. Furthermore, we comprehensively review the evaluation methods and datasets for dialogue systems to pave the way for future research. Finally, some possible research trends are identified based on the recent research outcomes. To the best of our knowledge, this survey is the most comprehensive and up-to-date one at present in the area of dialogue systems and dialogue-related tasks, extensively covering the popular frameworks, topics, and datasets. Keywords: Dialogue Systems, Chatbots, Conversational AI, Task-oriented, Open Domain, Chit-chat, Question Answering, Artificial Intelligence, Natural Language Processing, Information Retrieval, Deep Learning, Neural Networks, CNN, RNN, Hierarchical Recurrent Encoder-Decoder, Memory Networks, Attention, Transformer, Pointer Net, CopyNet, Reinforcement Learning, GANs, Knowledge Graph, Survey, Review
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From Human-Computer Interaction to Human-AI Interaction: New Challenges and Opportunities for Enabling Human-Centered AI
Xu, Wei, Dainoff, Marvin J., Ge, Liezhong, Gao, Zaifeng
While AI has benefited humans, it may also harm humans if not appropriately developed. We conducted a literature review of current related work in developing AI systems from an HCI perspective. Different from other approaches, our focus is on the unique characteristics of AI technology and the differences between non-AI computing systems and AI systems. We further elaborate on the human-centered AI (HCAI) approach that we proposed in 2019. Our review and analysis highlight unique issues in developing AI systems which HCI professionals have not encountered in non-AI computing systems. To further enable the implementation of HCAI, we promote the research and application of human-AI interaction (HAII) as an interdisciplinary collaboration. There are many opportunities for HCI professionals to play a key role to make unique contributions to the main HAII areas as we identified. To support future HCI practice in the HAII area, we also offer enhanced HCI methods and strategic recommendations. In conclusion, we believe that promoting the HAII research and application will further enable the implementation of HCAI, enabling HCI professionals to address the unique issues of AI systems and develop human-centered AI systems.
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Accelerating Entrepreneurial Decision-Making Through Hybrid Intelligence
AI - Artificial Intelligence AGI - Artificial General Intelligence ANN - Artificial Neural Network ANOVA - Analysis of Variance ANT - Actor Network Theory API - Application Programming Interface APX - Amsterdam Power Exchange AVE - Average Variance Extracted BU - Business Unit CART - Classification and Regression Tree CBMV - Crowd-based Business Model Validation CR - Composite Reliability CT - Computed Tomography CVC - Corporate Venture Capital DR - Design Requirement DP - Design Principle DSR - Design Science Research DSS - Decision Support System EEX - European Energy Exchange FsQCA - Fuzzy-Set Qualitative Comparative Analysis GUI - Graphical User Interface HI-DSS - Hybrid Intelligence Decision Support System HIT - Human Intelligence Task IoT - Internet of Things IS - Information System IT - Information Technology MCC - Matthews Correlation Coefficient ML - Machine Learning OCT - Opportunity Creation Theory OGEMA 2.0 - Open Gateway Energy Management 2.0 OS - Operating System R&D - Research & Development RE - Renewable Energies RQ - Research Question SVM - Support Vector Machine SSD - Solid-State Drive SDK - Software Development Kit TCP/IP - Transmission Control Protocol/Internet Protocol TCT - Transaction Cost Theory UI - User Interface VaR - Value at Risk VC - Venture Capital VPP - Virtual Power Plant Chapter I
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