本文总结了SMM4H 2022任务10的CLAC提交,该提交涉及西班牙推文中提到的疾病的识别。在对每个令牌进行分类之前,我们使用多语言Roberta大型,UMLS Gazetteer和Distemist Gazetteer等功能对每个令牌编码进行编码。我们获得0.869的严格F1得分,竞争平均值为0.675,标准偏差为0.245,中值为0.761。
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Landing an unmanned aerial vehicle unmanned aerial vehicle (UAV) on top of an unmanned surface vehicle (USV) in harsh open waters is a challenging problem, owing to forces that can damage the UAV due to a severe roll and/or pitch angle of the USV during touchdown. To tackle this, we propose a novel model predictive control (MPC) approach enabling a UAV to land autonomously on a USV in these harsh conditions. The MPC employs a novel objective function and an online decomposition of the oscillatory motion of the vessel to predict, attempt, and accomplish the landing during near-zero tilt of the landing platform. The nonlinear prediction of the motion of the vessel is performed using visual data from an onboard camera. Therefore, the system does not require any communication with the USV or a control station. The proposed method was analyzed in numerous robotics simulations in harsh and extreme conditions and further validated in various real-world scenarios.
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Real-world datasets exhibit imbalances of varying types and degrees. Several techniques based on re-weighting and margin adjustment of loss are often used to enhance the performance of neural networks, particularly on minority classes. In this work, we analyze the class-imbalanced learning problem by examining the loss landscape of neural networks trained with re-weighting and margin-based techniques. Specifically, we examine the spectral density of Hessian of class-wise loss, through which we observe that the network weights converge to a saddle point in the loss landscapes of minority classes. Following this observation, we also find that optimization methods designed to escape from saddle points can be effectively used to improve generalization on minority classes. We further theoretically and empirically demonstrate that Sharpness-Aware Minimization (SAM), a recent technique that encourages convergence to a flat minima, can be effectively used to escape saddle points for minority classes. Using SAM results in a 6.2\% increase in accuracy on the minority classes over the state-of-the-art Vector Scaling Loss, leading to an overall average increase of 4\% across imbalanced datasets. The code is available at: https://github.com/val-iisc/Saddle-LongTail.
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Mixup is a popular data augmentation technique for training deep neural networks where additional samples are generated by linearly interpolating pairs of inputs and their labels. This technique is known to improve the generalization performance in many learning paradigms and applications. In this work, we first analyze Mixup and show that it implicitly regularizes infinitely many directional derivatives of all orders. We then propose a new method to improve Mixup based on the novel insight. To demonstrate the effectiveness of the proposed method, we conduct experiments across various domains such as images, tabular data, speech, and graphs. Our results show that the proposed method improves Mixup across various datasets using a variety of architectures, for instance, exhibiting an improvement over Mixup by 0.8% in ImageNet top-1 accuracy.
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In multi-agent systems with large number of agents, typically the contribution of each agent to the value of other agents is minimal (e.g., aggregation systems such as Uber, Deliveroo). In this paper, we consider such multi-agent systems where each agent is self-interested and takes a sequence of decisions and represent them as a Stochastic Non-atomic Congestion Game (SNCG). We derive key properties for equilibrium solutions in SNCG model with non-atomic and also nearly non-atomic agents. With those key equilibrium properties, we provide a novel Multi-Agent Reinforcement Learning (MARL) mechanism that minimizes variance across values of agents in the same state. To demonstrate the utility of this new mechanism, we provide detailed results on a real-world taxi dataset and also a generic simulator for aggregation systems. We show that our approach reduces the variance in revenues earned by taxi drivers, while still providing higher joint revenues than leading approaches.
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Parkinson's disease is marked by altered and increased firing characteristics of pathological oscillations in the brain. In other words, it causes abnormal synchronous oscillations and suppression during neurological processing. In order to examine and regulate the synchronization and pathological oscillations in motor circuits, deep brain stimulators (DBS) are used. Although machine learning methods have been applied for the investigation of suppression, these models require large amounts of training data and computational power, both of which pose challenges to resource-constrained DBS. This research proposes a novel reinforcement learning (RL) framework for suppressing the synchronization in neuronal activity during episodes of neurological disorders with less power consumption. The proposed RL algorithm comprises an ensemble of a temporal representation of stimuli and a twin-delayed deep deterministic (TD3) policy gradient algorithm. We quantify the stability of the proposed framework to noise and reduced synchrony using RL for three pathological signaling regimes: regular, chaotic, and bursting, and further eliminate the undesirable oscillations. Furthermore, metrics such as evaluation rewards, energy supplied to the ensemble, and the mean point of convergence were used and compared to other RL algorithms, specifically the Advantage actor critic (A2C), the Actor critic with Kronecker-featured trust region (ACKTR), and the Proximal policy optimization (PPO).
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This thesis considers sequential decision problems, where the loss/reward incurred by selecting an action may not be inferred from observed feedback. A major part of this thesis focuses on the unsupervised sequential selection problem, where one can not infer the loss incurred for selecting an action from observed feedback. We also introduce a new setup named Censored Semi Bandits, where the loss incurred for selecting an action can be observed under certain conditions. Finally, we study the channel selection problem in the communication networks, where the reward for an action is only observed when no other player selects that action to play in the round. These problems find applications in many fields like healthcare, crowd-sourcing, security, adaptive resource allocation, among many others. This thesis aims to address the above-described sequential decision problems by exploiting specific structures these problems exhibit. We develop provably optimal algorithms for each of these setups with weak feedback and validate their empirical performance on different problem instances derived from synthetic and real datasets.
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This thesis considers sequential decision problems, where the loss/reward incurred by selecting an action may not be inferred from observed feedback. A major part of this thesis focuses on the unsupervised sequential selection problem, where one can not infer the loss incurred for selecting an action from observed feedback. We also introduce a new setup named Censored Semi Bandits, where the loss incurred for selecting an action can be observed under certain conditions. Finally, we study the channel selection problem in the communication networks, where the reward for an action is only observed when no other player selects that action to play in the round. These problems find applications in many fields like healthcare, crowd-sourcing, security, adaptive resource allocation, among many others. This thesis aims to address the above-described sequential decision problems by exploiting specific structures these problems exhibit. We develop provably optimal algorithms for each of these setups with weak feedback and validate their empirical performance on different problem instances derived from synthetic and real datasets.
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Problem statement: Standardisation of AI fairness rules and benchmarks is challenging because AI fairness and other ethical requirements depend on multiple factors such as context, use case, type of the AI system, and so on. In this paper, we elaborate that the AI system is prone to biases at every stage of its lifecycle, from inception to its usage, and that all stages require due attention for mitigating AI bias. We need a standardised approach to handle AI fairness at every stage. Gap analysis: While AI fairness is a hot research topic, a holistic strategy for AI fairness is generally missing. Most researchers focus only on a few facets of AI model-building. Peer review shows excessive focus on biases in the datasets, fairness metrics, and algorithmic bias. In the process, other aspects affecting AI fairness get ignored. The solution proposed: We propose a comprehensive approach in the form of a novel seven-layer model, inspired by the Open System Interconnection (OSI) model, to standardise AI fairness handling. Despite the differences in the various aspects, most AI systems have similar model-building stages. The proposed model splits the AI system lifecycle into seven abstraction layers, each corresponding to a well-defined AI model-building or usage stage. We also provide checklists for each layer and deliberate on potential sources of bias in each layer and their mitigation methodologies. This work will facilitate layer-wise standardisation of AI fairness rules and benchmarking parameters.
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We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) involves generating dialogue trees conditioned on an ontology captured in natural language passages providing quest and entity specifications. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore--character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest-related details to the human player. We report results for supervised and in-context learning techniques, finding there is significant room for future work on creating realistic game-quality dialogues.
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