We consider the problem of estimating preferences of human agents from data of strategic systems where the agents repeatedly interact. Recently, it was demonstrated that a new estimation method called "quantal regret" produces more accurate estimates for human agents than the classic approach that assumes that agents are rational and reach a Nash equilibrium; however, this method has not been compared to methods that take into account behavioral aspects of human play. In this paper we leverage equilibrium concepts from behavioral economics for this purpose and ask how well they perform compared to the quantal regret and Nash equilibrium methods. We develop four estimation methods based on established behavioral equilibrium models to infer the utilities of human agents from observed data of normal-form games. The equilibrium models we study are quantal-response equilibrium, action-sampling equilibrium, payoff-sampling equilibrium, and impulse-balance equilibrium. We show that in some of these concepts the inference is achieved analytically via closed formulas, while in the others the inference is achieved only algorithmically. We use experimental data of 2x2 games to evaluate the estimation success of these behavioral equilibrium methods. The results show that the estimates they produce are more accurate than the estimates of the Nash equilibrium. The comparison with the quantal-regret method shows that the behavioral methods have better hit rates, but the quantal-regret method performs better in terms of the overall mean squared error, and we discuss the differences between the methods.
Multilingual language models were shown to allow for nontrivial transfer across scripts and languages. In this work, we study the structure of the internal representations that enable this transfer. We focus on the representation of gender distinctions as a practical case study, and examine the extent to which the gender concept is encoded in shared subspaces across different languages. Our analysis shows that gender representations consist of several prominent components that are shared across languages, alongside language-specific components. The existence of language-independent and language-specific components provides an explanation for an intriguing empirical observation we make: while gender classification transfers well across languages, interventions for gender removal, trained on a single language, do not transfer easily to others.
Embodied agents, trained to explore and navigate indoor photorealistic environments, have achieved impressive results on standard datasets and benchmarks. So far, experiments and evaluations have involved domestic and working scenes like offices, flats, and houses. In this paper, we build and release a new 3D space with unique characteristics: the one of a complete art museum. We name this environment ArtGallery3D (AG3D). Compared with existing 3D scenes, the collected space is ampler, richer in visual features, and provides very sparse occupancy information. This feature is challenging for occupancy-based agents which are usually trained in crowded domestic environments with plenty of occupancy information. Additionally, we annotate the coordinates of the main points of interest inside the museum, such as paintings, statues, and other items. Thanks to this manual process, we deliver a new benchmark for PointGoal navigation inside this new space. Trajectories in this dataset are far more complex and lengthy than existing ground-truth paths for navigation in Gibson and Matterport3D. We carry on extensive experimental evaluation using our new space for evaluation and prove that existing methods hardly adapt to this scenario. As such, we believe that the availability of this 3D model will foster future research and help improve existing solutions.
Modern city governance relies heavily on crowdsourcing (or "co-production") to identify problems such as downed trees and power-lines. A major concern in these systems is that residents do not report problems at the same rates, leading to an inequitable allocation of government resources. However, measuring such under-reporting is a difficult statistical task, as, almost by definition, we do not observe incidents that are not reported. Thus, distinguishing between low reporting rates and low ground-truth incident rates is challenging. We develop a method to identify (heterogeneous) reporting rates, without using external (proxy) ground truth data. Our insight is that rates on $\textit{duplicate}$ reports about the same incident can be leveraged, to turn the question into a standard Poisson rate estimation task -- even though the full incident reporting interval is also unobserved. We apply our method to over 100,000 resident reports made to the New York City Department of Parks and Recreation, finding that there are substantial spatial and socio-economic disparities in reporting rates, even after controlling for incident characteristics.
Embodied AI is a recent research area that aims at creating intelligent agents that can move and operate inside an environment. Existing approaches in this field demand the agents to act in completely new and unexplored scenes. However, this setting is far from realistic use cases that instead require executing multiple tasks in the same environment. Even if the environment changes over time, the agent could still count on its global knowledge about the scene while trying to adapt its internal representation to the current state of the environment. To make a step towards this setting, we propose Spot the Difference: a novel task for Embodied AI where the agent has access to an outdated map of the environment and needs to recover the correct layout in a fixed time budget. To this end, we collect a new dataset of occupancy maps starting from existing datasets of 3D spaces and generating a number of possible layouts for a single environment. This dataset can be employed in the popular Habitat simulator and is fully compliant with existing methods that employ reconstructed occupancy maps during navigation. Furthermore, we propose an exploration policy that can take advantage of previous knowledge of the environment and identify changes in the scene faster and more effectively than existing agents. Experimental results show that the proposed architecture outperforms existing state-of-the-art models for exploration on this new setting.
Monocular SLAM in deformable scenes will open the way to multiple medical applications like computer-assisted navigation in endoscopy, automatic drug delivery or autonomous robotic surgery. In this paper we propose a novel method to simultaneously track the camera pose and the 3D scene deformation, without any assumption about environment topology or shape. The method uses an illumination-invariant photometric method to track image features and estimates camera motion and deformation combining reprojection error with spatial and temporal regularization of deformations. Our results in simulated colonoscopies show the method's accuracy and robustness in complex scenes under increasing levels of deformation. Our qualitative results in human colonoscopies from Endomapper dataset show that the method is able to successfully cope with the challenges of real endoscopies: deformations, low texture and strong illumination changes. We also compare with previous tracking methods in simpler scenarios from Hamlyn dataset where we obtain competitive performance, without needing any topological assumption.
Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.
Although text style transfer has witnessed rapid development in recent years, there is as yet no established standard for evaluation, which is performed using several automatic metrics, lacking the possibility of always resorting to human judgement. We focus on the task of formality transfer, and on the three aspects that are usually evaluated: style strength, content preservation, and fluency. To cast light on how such aspects are assessed by common and new metrics, we run a human-based evaluation and perform a rich correlation analysis. We are then able to offer some recommendations on the use of such metrics in formality transfer, also with an eye to their generalisability (or not) to related tasks.
Proactive dialogue system is able to lead the conversation to a goal topic and has advantaged potential in bargain, persuasion and negotiation. Current corpus-based learning manner limits its practical application in real-world scenarios. To this end, we contribute to advance the study of the proactive dialogue policy to a more natural and challenging setting, i.e., interacting dynamically with users. Further, we call attention to the non-cooperative user behavior -- the user talks about off-path topics when he/she is not satisfied with the previous topics introduced by the agent. We argue that the targets of reaching the goal topic quickly and maintaining a high user satisfaction are not always converge, because the topics close to the goal and the topics user preferred may not be the same. Towards this issue, we propose a new solution named I-Pro that can learn Proactive policy in the Interactive setting. Specifically, we learn the trade-off via a learned goal weight, which consists of four factors (dialogue turn, goal completion difficulty, user satisfaction estimation, and cooperative degree). The experimental results demonstrate I-Pro significantly outperforms baselines in terms of effectiveness and interpretability.
Modern neural network training relies heavily on data augmentation for improved generalization. After the initial success of label-preserving augmentations, there has been a recent surge of interest in label-perturbing approaches, which combine features and labels across training samples to smooth the learned decision surface. In this paper, we propose a new augmentation method that leverages the first and second moments extracted and re-injected by feature normalization. We replace the moments of the learned features of one training image by those of another, and also interpolate the target labels. As our approach is fast, operates entirely in feature space, and mixes different signals than prior methods, one can effectively combine it with existing augmentation methods. We demonstrate its efficacy across benchmark data sets in computer vision, speech, and natural language processing, where it consistently improves the generalization performance of highly competitive baseline networks.
This paper proposes a recommender system to alleviate the cold-start problem that can estimate user preferences based on only a small number of items. To identify a user's preference in the cold state, existing recommender systems, such as Netflix, initially provide items to a user; we call those items evidence candidates. Recommendations are then made based on the items selected by the user. Previous recommendation studies have two limitations: (1) the users who consumed a few items have poor recommendations and (2) inadequate evidence candidates are used to identify user preferences. We propose a meta-learning-based recommender system called MeLU to overcome these two limitations. From meta-learning, which can rapidly adopt new task with a few examples, MeLU can estimate new user's preferences with a few consumed items. In addition, we provide an evidence candidate selection strategy that determines distinguishing items for customized preference estimation. We validate MeLU with two benchmark datasets, and the proposed model reduces at least 5.92% mean absolute error than two comparative models on the datasets. We also conduct a user study experiment to verify the evidence selection strategy.