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Centered around solving the Online Saddle Point problem, this paper introduces the Online Convex-Concave Optimization (OCCO) framework, which involves a sequence of two-player time-varying convex-concave games. We propose the generalized duality gap (Dual-Gap) as the performance metric and establish the parallel relationship between OCCO with Dual-Gap and Online Convex Optimization (OCO) with regret. To demonstrate the natural extension of OCCO from OCO, we develop two algorithms, the implicit online mirror descent-ascent and its optimistic variant. Analysis reveals that their duality gaps share similar expression forms with the corresponding dynamic regrets arising from implicit updates in OCO. Empirical results further substantiate the effectiveness of our algorithms. Simultaneously, we unveil that the dynamic Nash equilibrium regret, which was initially introduced in a recent paper, has inherent defects.

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This paper introduces AutoGCN, a generic Neural Architecture Search (NAS) algorithm for Human Activity Recognition (HAR) using Graph Convolution Networks (GCNs). HAR has gained attention due to advances in deep learning, increased data availability, and enhanced computational capabilities. At the same time, GCNs have shown promising results in modeling relationships between body key points in a skeletal graph. While domain experts often craft dataset-specific GCN-based methods, their applicability beyond this specific context is severely limited. AutoGCN seeks to address this limitation by simultaneously searching for the ideal hyperparameters and architecture combination within a versatile search space using a reinforcement controller while balancing optimal exploration and exploitation behavior with a knowledge reservoir during the search process. We conduct extensive experiments on two large-scale datasets focused on skeleton-based action recognition to assess the proposed algorithm's performance. Our experimental results underscore the effectiveness of AutoGCN in constructing optimal GCN architectures for HAR, outperforming conventional NAS and GCN methods, as well as random search. These findings highlight the significance of a diverse search space and an expressive input representation to enhance the network performance and generalizability.

This paper aims to analyze errors in the implementation of the Physics-Informed Neural Network (PINN) for solving the Allen--Cahn (AC) and Cahn--Hilliard (CH) partial differential equations (PDEs). The accuracy of PINN is still challenged when dealing with strongly non-linear and higher-order time-varying PDEs. To address this issue, we introduce a stable and bounded self-adaptive weighting scheme known as Residuals-RAE, which ensures fair training and effectively captures the solution. By incorporating this new training loss function, we conduct numerical experiments on 1D and 2D AC and CH systems to validate our theoretical findings. Our theoretical analysis demonstrates that feedforward neural networks with two hidden layers and tanh activation function effectively bound the PINN approximation errors for the solution field, temporal derivative, and nonlinear term of the AC and CH equations by the training loss and number of collocation points.

Simple Stochastic Games (SSGs) were introduced by Anne Condon in 1990, as the simplest version of Stochastic Games for which there is no known polynomial-time algorithm. Condon showed that Stochastic Games are polynomial-time reducible to SSGs, which in turn are polynomial-time reducible to Stopping Games. SSGs are games where all decisions are binary and every move has a random outcome with a known probability distribution. Stopping Games are SSGs that are guaranteed to terminate. There are many algorithms for SSGs, most of which are fast in practice, but they all lack theoretical guarantees for polynomial-time convergence. The pursuit of a polynomial-time algorithm for SSGs is an active area of research. This paper is intended to support such research by making it easier to study the graphical structure of SSGs. Our contributions are: (1) a generating algorithm for Stopping Games, (2) a proof that the algorithm can generate any game, (3) a list of additional polynomial-time reductions that can be made to Stopping Games, (4) an open source generator for generating fully reduced instances of Stopping Games that comes with instructions and is fully documented, (5) a benchmark set of such instances, (6) and an analysis of how two main algorithm types perform on our benchmark set.

The paper develops a novel motion model, called Generalized Multi-Speed Dubins Motion Model (GMDM), which extends the Dubins model by considering multiple speeds. While the Dubins model produces time-optimal paths under a constant-speed constraint, these paths could be suboptimal if this constraint is relaxed to include multiple speeds. This is because a constant speed results in a large minimum turning radius, thus producing paths with longer maneuvers and larger travel times. In contrast, multi-speed relaxation allows for slower speed sharp turns, thus producing more direct paths with shorter maneuvers and smaller travel times. Furthermore, the inability of the Dubins model to reduce speed could result in fast maneuvers near obstacles, thus producing paths with high collision risks. In this regard, GMDM provides the motion planners the ability to jointly optimize time and risk by allowing the change of speed along the path. GMDM is built upon the six Dubins path types considering the change of speed on path segments. It is theoretically established that GMDM provides full reachability of the configuration space for any speed selections. Furthermore, it is shown that the Dubins model is a specific case of GMDM for constant speeds. The solutions of GMDM are analytical and suitable for real-time applications. The performance of GMDM in terms of solution quality (i.e., time/time-risk cost) and computation time is comparatively evaluated against the existing motion models in obstacle-free as well as obstacle-rich environments via extensive Monte Carlo simulations. The results show that in obstacle-free environments, GMDM produces near time-optimal paths with significantly lower travel times than the Dubins model while having similar computation times. In obstacle-rich environments, GMDM produces time-risk optimized paths with substantially lower collision risks.

In this paper, we introduce a novel Distributed Markov Chain Monte Carlo (MCMC) inference method for the Bayesian Non-Parametric Latent Block Model (DisNPLBM), employing the Master/Worker architecture. Our non-parametric co-clustering algorithm divides observations and features into partitions using latent multivariate Gaussian block distributions. The workload on rows is evenly distributed among workers, who exclusively communicate with the master and not among themselves. DisNPLBM demonstrates its impact on cluster labeling accuracy and execution times through experimental results. Moreover, we present a real-use case applying our approach to co-cluster gene expression data. The code source is publicly available at //github.com/redakhoufache/Distributed-NPLBM.

This paper presents a follow-up study to OpenAI's recent superalignment work on Weak-to-Strong Generalization (W2SG). Superalignment focuses on ensuring that high-level AI systems remain consistent with human values and intentions when dealing with complex, high-risk tasks. The W2SG framework has opened new possibilities for empirical research in this evolving field. Our study simulates two phases of superalignment under the W2SG framework: the development of general superhuman models and the progression towards superintelligence. In the first phase, based on human supervision, the quality of weak supervision is enhanced through a combination of scalable oversight and ensemble learning, reducing the capability gap between weak teachers and strong students. In the second phase, an automatic alignment evaluator is employed as the weak supervisor. By recursively updating this auto aligner, the capabilities of the weak teacher models are synchronously enhanced, achieving weak-to-strong supervision over stronger student models.We also provide an initial validation of the proposed approach for the first phase. Using the SciQ task as example, we explore ensemble learning for weak teacher models through bagging and boosting. Scalable oversight is explored through two auxiliary settings: human-AI interaction and AI-AI debate. Additionally, the paper discusses the impact of improved weak supervision on enhancing weak-to-strong generalization based on in-context learning. Experiment code and dataset will be released at //github.com/ADaM-BJTU/W2SG.

This paper investigates the voting behaviors of Large Language Models (LLMs), particularly OpenAI's GPT4 and LLaMA2, and their alignment with human voting patterns. Our approach included a human voting experiment to establish a baseline for human preferences and a parallel experiment with LLM agents. The study focused on both collective outcomes and individual preferences, revealing differences in decision-making and inherent biases between humans and LLMs. We observed a trade-off between preference diversity and alignment in LLMs, with a tendency towards more uniform choices as compared to the diverse preferences of human voters. This finding indicates that LLMs could lead to more homogenized collective outcomes when used in voting assistance, underscoring the need for cautious integration of LLMs into democratic processes.

Text Classification is the most essential and fundamental problem in Natural Language Processing. While numerous recent text classification models applied the sequential deep learning technique, graph neural network-based models can directly deal with complex structured text data and exploit global information. Many real text classification applications can be naturally cast into a graph, which captures words, documents, and corpus global features. In this survey, we bring the coverage of methods up to 2023, including corpus-level and document-level graph neural networks. We discuss each of these methods in detail, dealing with the graph construction mechanisms and the graph-based learning process. As well as the technological survey, we look at issues behind and future directions addressed in text classification using graph neural networks. We also cover datasets, evaluation metrics, and experiment design and present a summary of published performance on the publicly available benchmarks. Note that we present a comprehensive comparison between different techniques and identify the pros and cons of various evaluation metrics in this survey.

In this paper, we introduce the Reinforced Mnemonic Reader for machine reading comprehension tasks, which enhances previous attentive readers in two aspects. First, a reattention mechanism is proposed to refine current attentions by directly accessing to past attentions that are temporally memorized in a multi-round alignment architecture, so as to avoid the problems of attention redundancy and attention deficiency. Second, a new optimization approach, called dynamic-critical reinforcement learning, is introduced to extend the standard supervised method. It always encourages to predict a more acceptable answer so as to address the convergence suppression problem occurred in traditional reinforcement learning algorithms. Extensive experiments on the Stanford Question Answering Dataset (SQuAD) show that our model achieves state-of-the-art results. Meanwhile, our model outperforms previous systems by over 6% in terms of both Exact Match and F1 metrics on two adversarial SQuAD datasets.

We propose a novel single shot object detection network named Detection with Enriched Semantics (DES). Our motivation is to enrich the semantics of object detection features within a typical deep detector, by a semantic segmentation branch and a global activation module. The segmentation branch is supervised by weak segmentation ground-truth, i.e., no extra annotation is required. In conjunction with that, we employ a global activation module which learns relationship between channels and object classes in a self-supervised manner. Comprehensive experimental results on both PASCAL VOC and MS COCO detection datasets demonstrate the effectiveness of the proposed method. In particular, with a VGG16 based DES, we achieve an mAP of 81.7 on VOC2007 test and an mAP of 32.8 on COCO test-dev with an inference speed of 31.5 milliseconds per image on a Titan Xp GPU. With a lower resolution version, we achieve an mAP of 79.7 on VOC2007 with an inference speed of 13.0 milliseconds per image.

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