novelty measure
A review on the novelty measurements of academic papers
Novelty evaluation is vital for the promotion and management of innovation. With the advancement of information techniques and the open data movement, some progress has been made in novelty measurements. Tracking and reviewing novelty measures provides a data-driven way to assess contributions, progress, and emerging directions in the science field. As academic papers serve as the primary medium for the dissemination, validation, and discussion of scientific knowledge, this review aims to offer a systematic analysis of novelty measurements for scientific papers. We began by comparing the differences between scientific novelty and four similar concepts, including originality, scientific innovation, creativity, and scientific breakthrough. Next, we reviewed the types of scientific novelty. Then, we classified existing novelty measures according to data types and reviewed the measures for each type. Subsequently, we surveyed the approaches employed in validating novelty measures and examined the current tools and datasets associated with these measures. Finally, we proposed several open issues for future studies.
A Content-Based Novelty Measure for Scholarly Publications: A Proof of Concept
Novelty, akin to gene mutation in evolution, opens possibilities for scholarly advancement. Although peer review remains the gold standard for evaluating novelty in scholarly communication and resource allocation, the vast volume of submissions necessitates an automated measure of scholarly novelty. Adopting a perspective that views novelty as the atypical combination of existing knowledge, we introduce an information-theoretic measure of novelty in scholarly publications. This measure quantifies the degree of 'surprise' perceived by a language model that represents the word distribution of scholarly discourse. The proposed measure is accompanied by face and construct validity evidence; the former demonstrates correspondence to scientific common sense, and the latter is endorsed through alignment with novelty evaluations from a select panel of domain experts. Additionally, characterized by its interpretability, fine granularity, and accessibility, this measure addresses gaps prevalent in existing methods. We believe this measure holds great potential to benefit editors, stakeholders, and policymakers, and it provides a reliable lens for examining the relationship between novelty and academic dynamics such as creativity, interdisciplinarity, and scientific advances.
Efficient Hierarchical Exploration with Stable Subgoal Representation Learning
Li, Siyuan, Zhang, Jin, Wang, Jianhao, Zhang, Chongjie
Goal-conditioned hierarchical reinforcement learning (HRL) serves as a successful approach to solving complex and temporally extended tasks. Recently, its success has been extended to more general settings by concurrently learning hierarchical policies and subgoal representations. However, online subgoal representation learning exacerbates the non-stationary issue of HRL and introduces challenges for exploration in high-level policy learning. In this paper, we propose a state-specific regularization that stabilizes subgoal embeddings in well-explored areas while allowing representation updates in less explored state regions. Benefiting from this stable representation, we design measures of novelty and potential for subgoals, and develop an efficient hierarchical exploration strategy that actively seeks out new promising subgoals and states. Experimental results show that our method significantly outperforms state-of-the-art baselines in continuous control tasks with sparse rewards and further demonstrate the stability and efficiency of the subgoal representation learning of this work, which promotes superior policy learning.
A Polynomial Planning Algorithm That Beats LAMA and FF
Lipovetzky, Nir (University of Melbourne) | Geffner, Hector (Universitat Pompeu Fabra (UPF))
It has been shown recently that heuristic and width-based search can be combined to produce planning algorithms with a performance that goes beyond the state-of-the-art. Such algorithms are based on best-first width search (BFWS), a plain best-first search set with evaluations functions combined lexicographically to break ties, some of which express novelty based preferences. In BFWS(f5), for example, the evaluation function f5 weights nodes by a novelty measure, breaking ties by the number of non-achieved goals. BFWS(f5) is a best-first algorithm, and hence, it is complete but not polynomial, and its performance doesn’t match the state of the art. In this work we show, however, that incomplete versions of BFWS(f5) where nodes with novelty greater than k are pruned, are not only polynomial but have an empirical performance that is better than both BFWS(f5) and state-of-the-art planners. This is shown by considering all the international planning competition instances. This is the first time where polynomial algorithms with meaningful bounds are shown to achieve state-of-the-art performance in planning. Practical and theoretical implications of this empirical finding are briefly sketched.
Best-First Width Search: Exploration and Exploitation in Classical Planning
Lipovetzky, Nir (University of Melbourne) | Geffner, Hector (ICREA and Universitat Pompeu Fabra)
It has been shown recently that the performance of greedy best-first search (GBFS) for computing plans that are not necessarily optimal can be improved by adding forms of exploration when reaching heuristic plateaus: from random walks to local GBFS searches. In this work, we address this problem but using structural exploration methods resulting from the ideas of width-based search. Width-based methodsseek novel states, are not goal oriented, and their power has been shown recently in the Atari and GVG-AI video-games. We show first that width-based exploration in GBFS is more effective than GBFS with local GBFS search (GBFS-LS), and then proceed to formulate a simple and general computational framework where standard goal-oriented search (exploitation) and width-based search (structural exploration) are combined to yield a search scheme, best-first width search, that is better than both and which results in classical planning algorithms that outperform the state-of-the-art planners.
Classical Planning Algorithms on the Atari Video Games
Lipovetzky, Nir (University of Melbourne) | Ramírez, Miquel (NICTA and Australian National University) | Geffner, Hector (ICREA and Universitat Pompeu Fabra)
The Atari 2600 games supported in the Arcade Learning Environment (Bellemare et al. 2013) all feature aknown initial (RAM) state and actions that have deterministic effects. Classical planners, however, cannot be used for selecting actions for two reasons: first, nocompact PDDL-model of the games is given, and more importantly, the action effects and goals are not known a priori. Moreover, in these games there is usually no set of goals to be achieved but rewards to be collected. These features do not preclude the use of classical algorithms like breadth-first search or Dijkstra’s algorithm, but these methods are not effective over large state spaces. We thus turn to a different class of classical planning algorithms introduced recently that perform a structured exploration of the state space; namely, like breadth-first search and Dijkstra’s algorithm they are“blind” and hence do not require prior knowledge of state transitions, costs (rewards) or goals, and yet, like heuristic search algorithms, they have been shown to be effective for solving problems over huge state spaces.The simplest such algorithm, called Iterated Width or IW, consists of a sequence of calls IW(1), IW(2), . . . ,IW(k) where IW(i) is a breadth-first search in which a state is pruned when it is not the first state in the search to make true some subset of i atoms. The empirical results over 54 games suggest that the performance of IW with the k parameter fixed to 1, i.e., IW(1), is at the level of the state of the art represented by UCT. A simple best-first variation of IW that combines exploration and exploitation proves to be very competitive as well.