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Mirroring non-verbal social cues such as affect or movement can enhance human-human and human-robot interactions in the real world. The robotic platforms and control methods also impact people's perception of human-robot interaction. However, limited studies have compared robot imitation across different platforms and control methods. Our research addresses this gap by conducting two experiments comparing people's perception of affective mirroring between the iCub and Pepper robots and movement mirroring between vision-based iCub control and Inertial Measurement Unit (IMU)-based iCub control. We discovered that the iCub robot was perceived as more humanlike than the Pepper robot when mirroring affect. A vision-based controlled iCub outperformed the IMU-based controlled one in the movement mirroring task. Our findings suggest that different robotic platforms impact people's perception of robots' mirroring during HRI. The control method also contributes to the robot's mirroring performance. Our work sheds light on the design and application of different humanoid robots in the real world.

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Individual differences in learning behavior within social groups, whether in humans, other animals, or among robots, can have significant effects on collective task performance. This is because it can affect individuals' response to the environment and their interactions with each other. In recent years there has been rising interest in the question of how individual differences, whether in learning or other traits, affect collective outcomes: studied, for example, in social insect foraging behavior. Multi-robot, 'swarm' systems have a heritage of bioinspiration from such examples, and here we consider whether heterogeneity in a learning behavior called latent inhibition (LI) may be useful for a team of patrolling robots tasked with environmental monitoring and anomaly detection. Individuals with high LI can be seen as better at learning to be inattentive to irrelevant or unrewarding stimuli, while low LI individuals might be seen as 'distractible' and yet, more positively, more exploratory. We introduce a simple model of the effects of LI as the probability of re-searching a location for a reward (anomalous reading) where it has previously been found to be unrewarding (irrelevant). In simulated patrols, we find that a negatively skewed distribution of mostly high LI robots, and just a single low LI robot, is collectively most effective at monitoring dynamic environments. These results are an example of 'functional heterogeneity' in 'swarm engineering' and could inform predictions for ecological distributions of learning traits within social groups.

We explore a knowledge sanitization approach to mitigate the privacy concerns associated with large language models (LLMs). LLMs trained on a large corpus of Web data can memorize and potentially reveal sensitive or confidential information, raising critical security concerns. Our technique efficiently fine-tunes these models using the Low-Rank Adaptation (LoRA) method, prompting them to generate harmless responses such as ``I don't know'' when queried about specific information. Experimental results in a closed-book question-answering task show that our straightforward method not only minimizes particular knowledge leakage but also preserves the overall performance of LLMs. These two advantages strengthen the defense against extraction attacks and reduces the emission of harmful content such as hallucinations.

In cooperative multi-agent reinforcement learning (MARL), agents aim to achieve a common goal, such as defeating enemies or scoring a goal. Existing MARL algorithms are effective but still require significant learning time and often get trapped in local optima by complex tasks, subsequently failing to discover a goal-reaching policy. To address this, we introduce Efficient episodic Memory Utilization (EMU) for MARL, with two primary objectives: (a) accelerating reinforcement learning by leveraging semantically coherent memory from an episodic buffer and (b) selectively promoting desirable transitions to prevent local convergence. To achieve (a), EMU incorporates a trainable encoder/decoder structure alongside MARL, creating coherent memory embeddings that facilitate exploratory memory recall. To achieve (b), EMU introduces a novel reward structure called episodic incentive based on the desirability of states. This reward improves the TD target in Q-learning and acts as an additional incentive for desirable transitions. We provide theoretical support for the proposed incentive and demonstrate the effectiveness of EMU compared to conventional episodic control. The proposed method is evaluated in StarCraft II and Google Research Football, and empirical results indicate further performance improvement over state-of-the-art methods.

We consider a producer's problem of selling a product to a continuum of privacy-conscious consumers, where the producer can implement third-degree price discrimination, offering different prices to different market segments. In the absence of privacy constraints, Bergemann, Brooks, and Morris [2015] characterize the set of all possible consumer-producer utilities, showing that it is a triangle. We consider a privacy mechanism that provides a degree of protection by probabilistically masking each market segment, and we establish that the resultant set of all consumer-producer utilities forms a convex polygon, characterized explicitly as a linear mapping of a certain high-dimensional convex polytope into $\mathbb{R}^2$. This characterization enables us to investigate the impact of the privacy mechanism on both producer and consumer utilities. In particular, we establish that the privacy constraint always hurts the producer by reducing both the maximum and minimum utility achievable. From the consumer's perspective, although the privacy mechanism ensures an increase in the minimum utility compared to the non-private scenario, interestingly, it may reduce the maximum utility. Finally, we demonstrate that increasing the privacy level does not necessarily intensify these effects. For instance, the maximum utility for the producer or the minimum utility for the consumer may exhibit nonmonotonic behavior in response to an increase of the privacy level.

Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.

Large Language Models (LLMs) have shown excellent generalization capabilities that have led to the development of numerous models. These models propose various new architectures, tweaking existing architectures with refined training strategies, increasing context length, using high-quality training data, and increasing training time to outperform baselines. Analyzing new developments is crucial for identifying changes that enhance training stability and improve generalization in LLMs. This survey paper comprehensively analyses the LLMs architectures and their categorization, training strategies, training datasets, and performance evaluations and discusses future research directions. Moreover, the paper also discusses the basic building blocks and concepts behind LLMs, followed by a complete overview of LLMs, including their important features and functions. Finally, the paper summarizes significant findings from LLM research and consolidates essential architectural and training strategies for developing advanced LLMs. Given the continuous advancements in LLMs, we intend to regularly update this paper by incorporating new sections and featuring the latest LLM models.

Knowledge graphs represent factual knowledge about the world as relationships between concepts and are critical for intelligent decision making in enterprise applications. New knowledge is inferred from the existing facts in the knowledge graphs by encoding the concepts and relations into low-dimensional feature vector representations. The most effective representations for this task, called Knowledge Graph Embeddings (KGE), are learned through neural network architectures. Due to their impressive predictive performance, they are increasingly used in high-impact domains like healthcare, finance and education. However, are the black-box KGE models adversarially robust for use in domains with high stakes? This thesis argues that state-of-the-art KGE models are vulnerable to data poisoning attacks, that is, their predictive performance can be degraded by systematically crafted perturbations to the training knowledge graph. To support this argument, two novel data poisoning attacks are proposed that craft input deletions or additions at training time to subvert the learned model's performance at inference time. These adversarial attacks target the task of predicting the missing facts in knowledge graphs using KGE models, and the evaluation shows that the simpler attacks are competitive with or outperform the computationally expensive ones. The thesis contributions not only highlight and provide an opportunity to fix the security vulnerabilities of KGE models, but also help to understand the black-box predictive behaviour of KGE models.

Recent contrastive representation learning methods rely on estimating mutual information (MI) between multiple views of an underlying context. E.g., we can derive multiple views of a given image by applying data augmentation, or we can split a sequence into views comprising the past and future of some step in the sequence. Contrastive lower bounds on MI are easy to optimize, but have a strong underestimation bias when estimating large amounts of MI. We propose decomposing the full MI estimation problem into a sum of smaller estimation problems by splitting one of the views into progressively more informed subviews and by applying the chain rule on MI between the decomposed views. This expression contains a sum of unconditional and conditional MI terms, each measuring modest chunks of the total MI, which facilitates approximation via contrastive bounds. To maximize the sum, we formulate a contrastive lower bound on the conditional MI which can be approximated efficiently. We refer to our general approach as Decomposed Estimation of Mutual Information (DEMI). We show that DEMI can capture a larger amount of MI than standard non-decomposed contrastive bounds in a synthetic setting, and learns better representations in a vision domain and for dialogue generation.

We consider the problem of explaining the predictions of graph neural networks (GNNs), which otherwise are considered as black boxes. Existing methods invariably focus on explaining the importance of graph nodes or edges but ignore the substructures of graphs, which are more intuitive and human-intelligible. In this work, we propose a novel method, known as SubgraphX, to explain GNNs by identifying important subgraphs. Given a trained GNN model and an input graph, our SubgraphX explains its predictions by efficiently exploring different subgraphs with Monte Carlo tree search. To make the tree search more effective, we propose to use Shapley values as a measure of subgraph importance, which can also capture the interactions among different subgraphs. To expedite computations, we propose efficient approximation schemes to compute Shapley values for graph data. Our work represents the first attempt to explain GNNs via identifying subgraphs explicitly and directly. Experimental results show that our SubgraphX achieves significantly improved explanations, while keeping computations at a reasonable level.

Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.

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