Concept bottleneck models (CBMs) (Koh et al. 2020) are interpretable neural networks that first predict labels for human-interpretable concepts relevant to the prediction task, and then predict the final label based on the concept label predictions.We extend CBMs to interactive prediction settings where the model can query a human collaborator for the label to some concepts. We develop an interaction policy that, at prediction time, chooses which concepts to request a label for so as to maximally improve the final prediction. We demonstrate thata simple policy combining concept prediction uncertainty and influence of the concept on the final prediction achieves strong performance and outperforms a static approach proposed in Koh et al. (2020) as well as active feature acquisition methods proposed in the literature. We show that the interactiveCBM can achieve accuracy gains of 5-10% with only 5 interactions over competitive baselines on the Caltech-UCSDBirds, CheXpert and OAI datasets.
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数据增强是自然语言处理(NLP)模型的鲁棒性评估的重要组成部分,以及增强他们培训的数据的多样性。在本文中,我们呈现NL-Cogmenter,这是一种新的参与式Python的自然语言增强框架,它支持创建两个转换(对数据的修改)和过滤器(根据特定功能的数据拆分)。我们描述了框架和初始的117个变换和23个过滤器,用于各种自然语言任务。我们通过使用其几个转换来分析流行自然语言模型的鲁棒性来证明NL-Upmenter的功效。基础架构,Datacards和稳健性分析结果在NL-Augmenter存储库上公开可用(\ url {https://github.com/gem-benchmark/nl-augmenter})。
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持续学习(CL)旨在开发单一模型适应越来越多的任务的技术,从而潜在地利用跨任务的学习以资源有效的方式。 CL系统的主要挑战是灾难性的遗忘,在学习新任务时忘记了早期的任务。为了解决此问题,基于重播的CL方法在遇到遇到任务中选择的小缓冲区中维护和重复培训。我们提出梯度Coreset重放(GCR),一种新颖的重播缓冲区选择和使用仔细设计的优化标准的更新策略。具体而言,我们选择并维护一个“Coreset”,其与迄今为止关于当前模型参数的所有数据的梯度紧密近似,并讨论其有效应用于持续学习设置所需的关键策略。在学习的离线持续学习环境中,我们在最先进的最先进的最先进的持续学习环境中表现出显着的收益(2%-4%)。我们的调查结果还有效地转移到在线/流媒体CL设置,从而显示现有方法的5%。最后,我们展示了持续学习的监督对比损失的价值,当与我们的子集选择策略相结合时,累计增益高达5%。
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Advances in reinforcement learning have led to its successful application in complex tasks with continuous state and action spaces. Despite these advances in practice, most theoretical work pertains to finite state and action spaces. We propose building a theoretical understanding of continuous state and action spaces by employing a geometric lens. Central to our work is the idea that the transition dynamics induce a low dimensional manifold of reachable states embedded in the high-dimensional nominal state space. We prove that, under certain conditions, the dimensionality of this manifold is at most the dimensionality of the action space plus one. This is the first result of its kind, linking the geometry of the state space to the dimensionality of the action space. We empirically corroborate this upper bound for four MuJoCo environments. We further demonstrate the applicability of our result by learning a policy in this low dimensional representation. To do so we introduce an algorithm that learns a mapping to a low dimensional representation, as a narrow hidden layer of a deep neural network, in tandem with the policy using DDPG. Our experiments show that a policy learnt this way perform on par or better for four MuJoCo control suite tasks.
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Deep neural networks can approximate functions on different types of data, from images to graphs, with varied underlying structure. This underlying structure can be viewed as the geometry of the data manifold. By extending recent advances in the theoretical understanding of neural networks, we study how a randomly initialized neural network with piece-wise linear activation splits the data manifold into regions where the neural network behaves as a linear function. We derive bounds on the density of boundary of linear regions and the distance to these boundaries on the data manifold. This leads to insights into the expressivity of randomly initialized deep neural networks on non-Euclidean data sets. We empirically corroborate our theoretical results using a toy supervised learning problem. Our experiments demonstrate that number of linear regions varies across manifolds and the results hold with changing neural network architectures. We further demonstrate how the complexity of linear regions is different on the low dimensional manifold of images as compared to the Euclidean space, using the MetFaces dataset.
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With large-scale adaption to biometric based applications, security and privacy of biometrics is utmost important especially when operating in unsupervised online mode. This work proposes a novel approach for generating new artificial fingerprints also called proxy fingerprints that are natural looking, non-invertible, revocable and privacy preserving. These proxy biometrics can be generated from original ones only with the help of a user-specific key. Instead of using the original fingerprint, these proxy templates can be used anywhere with same convenience. The manuscripts walks through an interesting way in which proxy fingerprints of different types can be generated and how they can be combined with use-specific keys to provide revocability and cancelability in case of compromise. Using the proposed approach a proxy dataset is generated from samples belonging to Anguli fingerprint database. Matching experiments were performed on the new set which is 5 times larger than the original, and it was found that their performance is at par with 0 FAR and 0 FRR in the stolen key, safe key scenarios. Other parameters on revocability and diversity are also analyzed for protection performance.
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Deep neural networks (DNN) are prone to miscalibrated predictions, often exhibiting a mismatch between the predicted output and the associated confidence scores. Contemporary model calibration techniques mitigate the problem of overconfident predictions by pushing down the confidence of the winning class while increasing the confidence of the remaining classes across all test samples. However, from a deployment perspective, an ideal model is desired to (i) generate well-calibrated predictions for high-confidence samples with predicted probability say >0.95, and (ii) generate a higher proportion of legitimate high-confidence samples. To this end, we propose a novel regularization technique that can be used with classification losses, leading to state-of-the-art calibrated predictions at test time; From a deployment standpoint in safety-critical applications, only high-confidence samples from a well-calibrated model are of interest, as the remaining samples have to undergo manual inspection. Predictive confidence reduction of these potentially ``high-confidence samples'' is a downside of existing calibration approaches. We mitigate this by proposing a dynamic train-time data pruning strategy that prunes low-confidence samples every few epochs, providing an increase in "confident yet calibrated samples". We demonstrate state-of-the-art calibration performance across image classification benchmarks, reducing training time without much compromise in accuracy. We provide insights into why our dynamic pruning strategy that prunes low-confidence training samples leads to an increase in high-confidence samples at test time.
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With the steady emergence of community question answering (CQA) platforms like Quora, StackExchange, and WikiHow, users now have an unprecedented access to information on various kind of queries and tasks. Moreover, the rapid proliferation and localization of these platforms spanning geographic and linguistic boundaries offer a unique opportunity to study the task requirements and preferences of users in different socio-linguistic groups. In this study, we implement an entity-embedding model trained on a large longitudinal dataset of multi-lingual and task-oriented question-answer pairs to uncover and quantify the (i) prevalence and distribution of various online tasks across linguistic communities, and (ii) emerging and receding trends in task popularity over time in these communities. Our results show that there exists substantial variance in task preference as well as popularity trends across linguistic communities on the platform. Findings from this study will help Q&A platforms better curate and personalize content for non-English users, while also offering valuable insights to businesses looking to target non-English speaking communities online.
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Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full-body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes as input textual instructions specifying the objects and the associated intentions of the virtual characters and outputs diverse sequences of full-body motions. This is in contrast to existing work, where full-body action synthesis methods generally do not consider object interactions, and human-object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent-driven full-body motion generator, which uses a pair of decoupled conditional variational autoencoders (CVAE) to learn the motion of the body parts in an autoregressive manner. We also optimize for the positions of the objects with six degrees of freedom (6DoF) such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state-of-the-art for the task of intent-driven motion synthesis. Through a user study, we further show that our synthesized full-body motions appear more realistic to the participants in more than 80% of scenarios compared to the current state-of-the-art methods, and are perceived to be as good as the ground truth on several occasions.
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Maximum Inner Product Search (MIPS) is a popular problem in the machine learning literature due to its applicability in a wide array of applications, such as recommender systems. In high-dimensional settings, however, MIPS queries can become computationally expensive as most existing solutions do not scale well with data dimensionality. In this work, we present a state-of-the-art algorithm for the MIPS problem in high dimensions, dubbed BanditMIPS. BanditMIPS is a randomized algorithm that borrows techniques from multi-armed bandits to reduce the MIPS problem to a best-arm identification problem. BanditMIPS reduces the complexity of state-of-the-art algorithms from $O(\sqrt{d})$ to $O(\text{log}d)$, where $d$ is the dimension of the problem data vectors. On high-dimensional real-world datasets, BanditMIPS runs approximately 12 times faster than existing approaches and returns the same solution. BanditMIPS requires no preprocessing of the data and includes a hyperparameter that practitioners may use to trade off accuracy and runtime. We also propose a variant of our algorithm, named BanditMIPS-$\alpha$, which employs non-uniform sampling across the data dimensions to provide further speedups.
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