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 voting strategy


Source-free domain adaptation based on label reliability for cross-domain bearing fault diagnosis

arXiv.org Artificial Intelligence

Source-free domain adaptation (SFDA) has been exploited for cross-domain bearing fault diagnosis without access to source data. Current methods select partial target samples with reliable pseudo-labels for model adaptation, which is sub-optimal due to the ignored target samples. We argue that every target sample can contribute to model adaptation, and accordingly propose in this paper a novel SFDA-based approach for bearing fault diagnosis that exploits both reliable and unreliable pseudo-labels. We develop a data-augmentation-based label voting strategy to divide the target samples into reliable and unreliable ones. We propose to explore the underlying relation between feature space and label space by using the reliable pseudo-labels as ground-truth labels, meanwhile, alleviating negative transfer by maximizing the entropy of the unreliable pseudo-labels. The proposed method achieves well-balance between discriminability and diversity by taking advantage of reliable and unreliable pseudo-labels. Extensive experiments are conducted on two bearing fault benchmarks, demonstrating that our approach achieves significant performance improvements against existing SFDA-based bearing fault diagnosis methods. Our code is available at https://github.com/BdLab405/SDALR.


GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMs

arXiv.org Artificial Intelligence

Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data. Online demo, code, more cases and annotated datasets are available on \href{https://Gaussian-Property.github.io}{this https URL}.


Multi-Head RAG: Solving Multi-Aspect Problems with LLMs

arXiv.org Artificial Intelligence

Retrieval Augmented Generation (RAG) enhances the abilities of Large Language Models (LLMs) by enabling the retrieval of documents into the LLM context to provide more accurate and relevant responses. Existing RAG solutions do not focus on queries that may require fetching multiple documents with substantially different contents. Such queries occur frequently, but are challenging because the embeddings of these documents may be distant in the embedding space, making it hard to retrieve them all. This paper introduces Multi-Head RAG (MRAG), a novel scheme designed to address this gap with a simple yet powerful idea: leveraging activations of Transformer's multi-head attention layer, instead of the decoder layer, as keys for fetching multi-aspect documents. The driving motivation is that different attention heads can learn to capture different data aspects. Harnessing the corresponding activations results in embeddings that represent various facets of data items and queries, improving the retrieval accuracy for complex queries. We provide an evaluation methodology and metrics, synthetic datasets, and real-world use cases to demonstrate MRAG's effectiveness, showing improvements of up to 20% in relevance over standard RAG baselines. MRAG can be seamlessly integrated with existing RAG frameworks and benchmarking tools like RAGAS as well as different classes of data stores.


CATP: Cross-Attention Token Pruning for Accuracy Preserved Multimodal Model Inference

arXiv.org Artificial Intelligence

In response to the rising interest in large multimodal models, we introduce Cross-Attention Token Pruning (CATP), a precision-focused token pruning method. Our approach leverages cross-attention layers in multimodal models, exemplified by BLIP-2, to extract valuable information for token importance determination. CATP employs a refined voting strategy across model heads and layers. In evaluations, CATP achieves up to 12.1X higher accuracy compared to existing token pruning methods, addressing the trade-off between computational efficiency and model precision.


Ensemble Clustering using Semidefinite Programming

Neural Information Processing Systems

We consider the ensemble clustering problem where the task is to'aggregate' multiple clustering solutions into a single consolidated clustering that maximizes the shared information among given clustering solutions. We obtain several new results for this problem. First, we note that the notion of agreement under such circumstances can be better captured using an agreement measure based on a 2D string encoding rather than voting strategy based methods proposed in literature. Using this generalization, we first derive a nonlinear optimization model to max- imize the new agreement measure. We then show that our optimization problem can be transformed into a strict 0-1 Semidefinite Program (SDP) via novel con- vexification techniques which can subsequently be relaxed to a polynomial time solvable SDP.


Applying Large Language Models and Chain-of-Thought for Automatic Scoring

arXiv.org Artificial Intelligence

This study investigates the application of large language models (LLMs), specifically GPT-3.5 and GPT-4, with Chain-of-Though (CoT)in the automatic scoring of student-written responses to science assessments. We focused on overcoming the challenges of accessibility, technical complexity, and lack of explainability that have previously limited the use of automatic assessment tools among researchers and educators. We used a testing dataset comprising six assessment tasks (three binomial and three trinomial) with 1,650 student responses. We employed six prompt engineering strategies, combining zero-shot or few-shot learning with CoT, either alone or alongside item stem and scoring rubrics. Results indicated that few-shot (acc = .67) outperformed zero-shot learning (acc = .60), with 12.6\% increase. CoT, when used without item stem and scoring rubrics, did not significantly affect scoring accuracy (acc = .60). However, CoT prompting paired with contextual item stems and rubrics proved to be a significant contributor to scoring accuracy (13.44\% increase for zero-shot; 3.7\% increase for few-shot). Using a novel approach PPEAS, we found a more balanced accuracy across different proficiency categories, highlighting the importance of domain-specific reasoning in enhancing the effectiveness of LLMs in scoring tasks. Additionally, we also found that GPT-4 demonstrated superior performance over GPT-3.5 in various scoring tasks, showing 8.64\% difference. The study revealed that the single-call strategy with GPT-4, particularly using greedy sampling, outperformed other approaches, including ensemble voting strategies. This study demonstrates the potential of LLMs in facilitating automatic scoring, emphasizing that CoT enhances accuracy, particularly when used with item stem and scoring rubrics.


Heuristic Strategies in Uncertain Approval Voting Environments

arXiv.org Artificial Intelligence

In many collective decision making situations, agents vote to choose an alternative that best represents the preferences of the group. Agents may manipulate the vote to achieve a better outcome by voting in a way that does not reflect their true preferences. In real world voting scenarios, people often do not have complete information about other voter preferences and it can be computationally complex to identify a strategy that will maximize their expected utility. In such situations, it is often assumed that voters will vote truthfully rather than expending the effort to strategize. However, being truthful is just one possible heuristic that may be used. In this paper, we examine the effectiveness of heuristics in single winner and multi-winner approval voting scenarios with missing votes. In particular, we look at heuristics where a voter ignores information about other voting profiles and makes their decisions based solely on how much they like each candidate. In a behavioral experiment, we show that people vote truthfully in some situations and prioritize high utility candidates in others. We examine when these behaviors maximize expected utility and show how the structure of the voting environment affects both how well each heuristic performs and how humans employ these heuristics.


On Voting Strategies and Emergent Communication

arXiv.org Artificial Intelligence

Humans use language to collectively execute complex strategies in addition to using it as a referential tool for referring to physical entities. While existing approaches that study the emergence of language in settings where the language mainly acts as a referential tool, in this paper, we study the role of emergent languages in discovering and implementing strategies in a multi-agent setting. The agents in our setup are connected via a network and are allowed to exchange messages in the form of sequences of discrete symbols. We formulate the problem as a voting game, where two candidate agents are contesting in an election and their goal is to convince the population members (other agents) in the network to vote for them by sending them messages. We use neural networks to parameterize the policies followed by agents in the game. We investigate the effect of choosing different training objectives and strategies for agents in the game and make observations about the emergent language in each case. To the best of our knowledge this is the first work that explores emergence of language for discovering and implementing strategies in a setting where agents are connected via an underlying network.


Portfolio optimization using local linear regression ensembles in RapidMiner

arXiv.org Machine Learning

In this paper we present a sequential investment strategy - a portfolio selection strategy or portfolio optimization technique - that could be used in financial markets. Sequential investment means that at the end of one trading period the investor is allowed to redistribute his current capital among a set of available assets. The investor's goal is to maximize his capital. The portfolio selection is based on historical data collected from the market. Local linear regression base models or experts are used in an ensemble called a committee to model the nextday return of an asset. The committees use different voting strategies to provide the estimate for each asset. The estimates along with historical performances will be used to generate portfolio weights for a given trading period. Numerical results will be presented to show the performance of the portfolio selection strategy.


Social Rankings in Human-Computer Committees

AAAI Conferences

Despite committees and elections being widespread in thereal-world, the design of agents for operating in humancomputer committees has received far less attention than thetheoretical analysis of voting strategies. We address this gapby providing an agent design that outperforms other voters ingroups comprising both people and computer agents. In oursetting participants vote by simultaneously submitting a ranking over a set of candidates and the election system uses a social welfare rule to select a ranking that minimizes disagreements with participants’ votes. We ran an extensive studyin which hundreds of people participated in repeated votingrounds with other people as well as computer agents that differed in how they employ strategic reasoning in their votingbehavior. Our results show that over time, people learn todeviate from truthful voting strategies, and use heuristics toguide their play, such as repeating their vote from the previous round. We show that a computer agent using a bestresponse voting strategy was able to outperform people in thegame. Our study has implication for agent designers, highlighting the types of strategies that enable agents to succeedin committees comprising both human and computer participants. This is the first work to study the role of computeragents in voting settings involving both human and agent participants.