If you are looking for an answer to the question What is Artificial Intelligence? and you only have a minute, then here's the definition the Association for the Advancement of Artificial Intelligence offers on its home page: "the scientific understanding of the mechanisms underlying thought and intelligent behavior and their embodiment in machines."
However, if you are fortunate enough to have more than a minute, then please get ready to embark upon an exciting journey exploring AI (but beware, it could last a lifetime) …
In safety-critical applications, autonomous agents may need to learn in an environment where mistakes can be very costly. In such settings, the agent needs to behave safely not only after but also while learning. To achieve this, existing safe reinforcement learning methods make an agent rely on priors that let it avoid dangerous situations during exploration with high probability, but both the probabilistic guarantees and the smoothness assumptions inherent in the priors are not viable in many scenarios of interest such as autonomous driving. This paper presents an alternative approach inspired by human teaching, where an agent learns under the supervision of an automatic instructor that saves the agent from violating constraints during learning. In this model, we introduce the monitor that neither needs to know how to do well at the task the agent is learning nor needs to know how the environment works. Instead, it has a library of reset controllers that it activates when the agent starts behaving dangerously, preventing it from doing damage. Crucially, the choices of which reset controller to apply in which situation affect the speed of agent learning. Based on observing agents' progress, the teacher itself learns a policy for choosing the reset controllers, a curriculum, to optimize the agent's final policy reward. Our experiments use this framework in two environments to induce curricula for safe and efficient learning.
Image classification has been studied extensively, but there has been limited work in using unconventional, external guidance other than traditional image-label pairs for training. We present a set of methods for leveraging information about the semantic hierarchy embedded in class labels. We first inject label-hierarchy knowledge into an arbitrary CNN-based classifier and empirically show that availability of such external semantic information in conjunction with the visual semantics from images boosts overall performance. Taking a step further in this direction, we model more explicitly the label-label and label-image interactions using order-preserving embeddings governed by both Euclidean and hyperbolic geometries, prevalent in natural language, and tailor them to hierarchical image classification and representation learning. We empirically validate all the models on the hierarchical ETHEC dataset.
Learning set functions is a key challenge arising in many domains, ranging from sketching graphs to black-box optimization with discrete parameters. In this paper we consider the problem of efficiently learning set functions that are defined over a ground set of size $n$ and that are sparse (say $k$-sparse) in the Fourier domain. This is a wide class, that includes graph and hypergraph cut functions, decision trees and more. Our central contribution is the first algorithm that allows learning functions whose Fourier support only contains low degree (say degree $d o(n)$) polynomials using $O(k d \log n)$ sample complexity and runtime $O( kn \log 2 k \log n \log d)$. This implies that sparse graphs with $k$ edges can, for the first time, be learned from $O(k \log n)$ observations of cut values and in linear time in the number of vertices.
We consider the problem of learning to play a repeated multi-agent game with an unknown reward function. Single player online learning algorithms attain strong regret bounds when provided with full information feedback, which unfortunately is unavailable in many real-world scenarios. Bandit feedback alone, i.e., observing outcomes only for the selected action, yields substantially worse performance. In this paper, we consider a natural model where, besides a noisy measurement of the obtained reward, the player can also observe the opponents' actions. This feedback model, together with a regularity assumption on the reward function, allows us to exploit the correlations among different game outcomes by means of Gaussian processes (GPs).
Generative Adversarial Networks (GANs) have shown remarkable results in modeling complex distributions, but their evaluation remains an unsettled issue. Evaluations are essential for: (i) relative assessment of different models and (ii) monitoring the progress of a single model throughout training. The latter cannot be determined by simply inspecting the generator and discriminator loss curves as they behave non-intuitively. We leverage the notion of duality gap from game theory to propose a measure that addresses both (i) and (ii) at a low computational cost. Extensive experiments show the effectiveness of this measure to rank different GAN models and capture the typical GAN failure scenarios, including mode collapse and non-convergent behaviours.
In many machine learning applications, one needs to interactively select a sequence of items (e.g., recommending movies based on a user's feedback) or make sequential decisions in a certain order (e.g., guiding an agent through a series of states). Not only do sequences already pose a dauntingly large search space, but we must also take into account past observations, as well as the uncertainty of future outcomes. Without further structure, finding an optimal sequence is notoriously challenging, if not completely intractable. In this paper, we view the problem of adaptive and sequential decision making through the lens of submodularity and propose an adaptive greedy policy with strong theoretical guarantees. Additionally, to demonstrate the practical utility of our results, we run experiments on Amazon product recommendation and Wikipedia link prediction tasks.
How can we help a forgetful learner learn multiple concepts within a limited time frame? While there have been extensive studies in designing optimal schedules for teaching a single concept given a learner's memory model, existing approaches for teaching multiple concepts are typically based on heuristic scheduling techniques without theoretical guarantees. In this paper, we look at the problem from the perspective of discrete optimization and introduce a novel algorithmic framework for teaching multiple concepts with strong performance guarantees. Our framework is both generic, allowing the design of teaching schedules for different memory models, and also interactive, allowing the teacher to adapt the schedule to the underlying forgetting mechanisms of the learner. Furthermore, for a well-known memory model, we are able to identify a regime of model parameters where our framework is guaranteed to achieve high performance.
In interactive machine learning (IML), we iteratively make decisions and obtain noisy observations of an unknown function. While IML methods, e.g., Bayesian optimization and active learning, have been successful in applications, on real-world systems they must provably avoid unsafe decisions. To this end, safe IML algorithms must carefully learn about a priori unknown constraints without making unsafe decisions. Existing algorithms for this problem learn about the safety of all decisions to ensure convergence. This is sample-inefficient, as it explores decisions that are not relevant for the original IML objective.
Gaussian processes are an important regression tool with excellent analytic properties which allow for direct integration of derivative observations. However, vanilla GP methods scale cubically in the amount of observations. In this work, we propose a novel approach for scaling GP regression with derivatives based on quadrature Fourier features. We then prove deterministic, non-asymptotic and exponentially fast decaying error bounds which apply for both the approximated kernel as well as the approximated posterior. To furthermore illustrate the practical applicability of our method, we then apply it to ODIN, a recently developed algorithm for ODE parameter inference. In an extensive experiments section, all results are empirically validated, demonstrating the speed, accuracy, and practical applicability of this approach.
We consider the problem of optimizing an unknown (typically non-convex) function with a bounded norm in some Reproducing Kernel Hilbert Space (RKHS), based on noisy bandit feedback. We consider a novel variant of this problem in which the point evaluations are not only corrupted by random noise, but also adversarial corruptions. We introduce an algorithm Fast-Slow GP-UCB based on Gaussian process methods, randomized selection between two instances labeled "fast" (but non-robust) and "slow" (but robust), enlarged confidence bounds, and the principle of optimism under uncertainty. We present a novel theoretical analysis upper bounding the cumulative regret in terms of the corruption level, the time horizon, and the underlying kernel, and we argue that certain dependencies cannot be improved. We observe that distinct algorithmic ideas are required depending on whether one is required to perform well in both the corrupted and non-corrupted settings, and whether the corruption level is known or not.