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MatSciRE: Leveraging Pointer Networks to Automate Entity and Relation Extraction for Material Science Knowledge-base Construction

arXiv.org Artificial Intelligence

Material science literature is a rich source of factual information about various categories of entities (like materials and compositions) and various relations between these entities, such as conductivity, voltage, etc. Automatically extracting this information to generate a material science knowledge base is a challenging task. In this paper, we propose MatSciRE (Material Science Relation Extractor), a Pointer Network-based encoder-decoder framework, to jointly extract entities and relations from material science articles as a triplet ($entity1, relation, entity2$). Specifically, we target the battery materials and identify five relations to work on - conductivity, coulombic efficiency, capacity, voltage, and energy. Our proposed approach achieved a much better F1-score (0.771) than a previous attempt using ChemDataExtractor (0.716). The overall graphical framework of MatSciRE is shown in Fig 1. The material information is extracted from material science literature in the form of entity-relation triplets using MatSciRE.


Positive-Negative Momentum: Manipulating Stochastic Gradient Noise to Improve Generalization

arXiv.org Artificial Intelligence

It is well-known that stochastic gradient noise (SGN) acts as implicit regularization for deep learning and is essentially important for both optimization and generalization of deep networks. Some works attempted to artificially simulate SGN by injecting random noise to improve deep learning. However, it turned out that the injected simple random noise cannot work as well as SGN, which is anisotropic and parameter-dependent. For simulating SGN at low computational costs and without changing the learning rate or batch size, we propose the Positive-Negative Momentum (PNM) approach that is a powerful alternative to conventional Momentum in classic optimizers. The introduced PNM method maintains two approximate independent momentum terms. Then, we can control the magnitude of SGN explicitly by adjusting the momentum difference. We theoretically prove the convergence guarantee and the generalization advantage of PNM over Stochastic Gradient Descent (SGD). By incorporating PNM into the two conventional optimizers, SGD with Momentum and Adam, our extensive experiments empirically verified the significant advantage of the PNM-based variants over the corresponding conventional Momentum-based optimizers.


Learning complex dependency structure of gene regulatory networks from high dimensional micro-array data with Gaussian Bayesian networks

arXiv.org Artificial Intelligence

Gene expression datasets consist of thousand of genes with relatively small samplesizes (i.e. are large-$p$-small-$n$). Moreover, dependencies of various orders co-exist in the datasets. In the Undirected probabilistic Graphical Model (UGM) framework the Glasso algorithm has been proposed to deal with high dimensional micro-array datasets forcing sparsity. Also, modifications of the default Glasso algorithm are developed to overcome the problem of complex interaction structure. In this work we advocate the use of a simple score-based Hill Climbing algorithm (HC) that learns Gaussian Bayesian Networks (BNs) leaning on Directed Acyclic Graphs (DAGs). We compare HC with Glasso and its modifications in the UGM framework on their capability to reconstruct GRNs from micro-array data belonging to the Escherichia Coli genome. We benefit from the analytical properties of the Joint Probability Density (JPD) function on which both directed and undirected PGMs build to convert DAGs to UGMs. We conclude that dependencies in complex data are learned best by the HC algorithm, presenting them most accurately and efficiently, simultaneously modelling strong local and weaker but significant global connections coexisting in the gene expression dataset. The HC algorithm adapts intrinsically to the complex dependency structure of the dataset, without forcing a specific structure in advance. On the contrary, Glasso and modifications model unnecessary dependencies at the expense of the probabilistic information in the network and of a structural bias in the JPD function that can only be relieved including many parameters.


Bayesian Numerical Methods for Nonlinear Partial Differential Equations

arXiv.org Machine Learning

The numerical solution of differential equations can be formulated as an inference problem to which formal statistical approaches can be applied. However, nonlinear partial differential equations (PDEs) pose substantial challenges from an inferential perspective, most notably the absence of explicit conditioning formula. This paper extends earlier work on linear PDEs to a general class of initial value problems specified by nonlinear PDEs, motivated by problems for which evaluations of the right-hand-side, initial conditions, or boundary conditions of the PDE have a high computational cost. The proposed method can be viewed as exact Bayesian inference under an approximate likelihood, which is based on discretisation of the nonlinear differential operator. Proof-of-concept experimental results demonstrate that meaningful probabilistic uncertainty quantification for the unknown solution of the PDE can be performed, while controlling the number of times the right-hand-side, initial and boundary conditions are evaluated. A suitable prior model for the solution of the PDE is identified using novel theoretical analysis of the sample path properties of Mat\'{e}rn processes, which may be of independent interest.


Petri Net Machines for Human-Agent Interaction

arXiv.org Artificial Intelligence

Smart speakers and robots become ever more prevalent in our daily lives. These agents are able to execute a wide range of tasks and actions and, therefore, need systems to control their execution. Current state-of-the-art such as (deep) reinforcement learning, however, requires vast amounts of data for training which is often hard to come by when interacting with humans. To overcome this issue, most systems still rely on Finite State Machines. We introduce Petri Net Machines which present a formal definition for state machines based on Petri Nets that are able to execute concurrent actions reliably, execute and interleave several plans at the same time, and provide an easy to use modelling language. We show their workings based on the example of Human-Robot Interaction in a shopping mall.


GANGs: Generative Adversarial Network Games

arXiv.org Machine Learning

Generative Adversarial Networks (GAN) have become one of the most successful frameworks for unsupervised generative modeling. As GANs are difficult to train much research has focused on this. However, very little of this research has directly exploited game-theoretic techniques. We introduce Generative Adversarial Network Games (GANGs), which explicitly model a finite zero-sum game between a generator ($G$) and classifier ($C$) that use mixed strategies. The size of these games precludes exact solution methods, therefore we define resource-bounded best responses (RBBRs), and a resource-bounded Nash Equilibrium (RB-NE) as a pair of mixed strategies such that neither $G$ or $C$ can find a better RBBR. The RB-NE solution concept is richer than the notion of `local Nash equilibria' in that it captures not only failures of escaping local optima of gradient descent, but applies to any approximate best response computations, including methods with random restarts. To validate our approach, we solve GANGs with the Parallel Nash Memory algorithm, which provably monotonically converges to an RB-NE. We compare our results to standard GAN setups, and demonstrate that our method deals well with typical GAN problems such as mode collapse, partial mode coverage and forgetting.


Nonmanipulable Selections from a Tournament

AAAI Conferences

A tournament is a binary dominance relation on a set of alternatives. Tournaments arise in many contexts that are relevant to AI, most notably in voting (as a method to aggregate the preferences of agents). There are many works that deal with choice rules that select a desirable alternative from a tournament, but very few of them deal directly with incentive issues, despite the fact that game-theoretic considerations are crucial with respect to systems populated by selfish agents. We deal with the problem of the manipulation of choice rules by considering two types of manipulation. We say that a choice rule is monotonic if an alternative cannot get itself selected by losing on purpose, and pairwise nonmanipulable if a pair of alternatives cannot make one of them the winner by reversing the outcome of the match between them. Our main result is a combinatorial construction of a choice rule that is monotonic, pairwise nonmanipulable, and onto the set of alternatives, for any number of alternatives besides three.