We introduce and initiate the study of a natural class of repeated two-player matrix games, called Repeated-Until-Collision (RUC) games. In each round, both players simultaneously pick an action from a common action set $\{1, 2, \dots, n\}$. Depending on their chosen actions, they derive payoffs given by $n \times n$ matrices $A$ and $B$, respectively. If their actions collide (i.e., they pick the same action), the game ends, otherwise, it proceeds to the next round. Both players want to maximize their total payoff until the game ends. RUC games can be interpreted as pursuit-evasion games or repeated hide-and-seek games. They also generalize hand cricket, a popular game among children in India. We show that under mild assumptions on the payoff matrices, every RUC game admits a Nash equilibrium (NE). Moreover, we show the existence of a stationary NE, where each player chooses their action according to a probability distribution over the action set that does not change across rounds. Remarkably, we show that all NE are effectively the same as the stationary NE, thus showing that RUC games admit an almost unique NE. Lastly, we also show how to compute (approximate) NE for RUC games.
Overfitting remains a significant challenge in the application of Multiple Instance Learning (MIL) methods for Whole Slide Image (WSI) analysis. Visualizing heatmaps reveals that current MIL methods focus on a subset of predictive instances, hindering effective model generalization. To tackle this, we propose Attention-Challenging MIL (ACMIL), aimed at forcing the attention mechanism to capture more challenging predictive instances. ACMIL incorporates two techniques, Multiple Branch Attention (MBA) to capture richer predictive instances and Stochastic Top-K Instance Masking (STKIM) to suppress simple predictive instances. Evaluation on three WSI datasets outperforms state-of-the-art methods. Additionally, through heatmap visualization, UMAP visualization, and attention value statistics, this paper comprehensively illustrates ACMIL's effectiveness in overcoming the overfitting challenge. The source code is available at \url{//github.com/dazhangyu123/ACMIL}.
We evaluate how well LLMs understand African American Language (AAL) in comparison to their performance on White Mainstream English (WME), the encouraged "standard" form of English taught in American classrooms. We measure LLM performance using automatic metrics and human judgments for two tasks: a counterpart generation task, where a model generates AAL (or WME) given WME (or AAL), and a masked span prediction (MSP) task, where models predict a phrase that was removed from their input. Our contributions include: (1) evaluation of six pre-trained, large language models on the two language generation tasks; (2) a novel dataset of AAL text from multiple contexts (social media, hip-hop lyrics, focus groups, and linguistic interviews) with human-annotated counterparts in WME; and (3) documentation of model performance gaps that suggest bias and identification of trends in lack of understanding of AAL features.
Time-independent Partial Differential Equations (PDEs) on large meshes pose significant challenges for data-driven neural PDE solvers. We introduce a novel graph rewiring technique to tackle some of these challenges, such as aggregating information across scales and on irregular meshes. Our proposed approach bridges distant nodes, enhancing the global interaction capabilities of GNNs. Our experiments on three datasets reveal that GNN-based methods set new performance standards for time-independent PDEs on irregular meshes. Finally, we show that our graph rewiring strategy boosts the performance of baseline methods, achieving state-of-the-art results in one of the tasks.
Multiple Deep Neural Networks (DNNs) integrated into single Deep Learning (DL) inference pipelines e.g. Multi-Task Learning (MTL) or Ensemble Learning (EL), etc., albeit very accurate, pose challenges for edge deployment. In these systems, models vary in their quantization tolerance and resource demands, requiring meticulous tuning for accuracy-latency balance. This paper introduces an automated heterogeneous quantization approach for DL inference pipelines with multiple DNNs.
Recent artificial intelligence (AI) systems have reached milestones in "grand challenges" ranging from Go to protein-folding. The capability to retrieve medical knowledge, reason over it, and answer medical questions comparably to physicians has long been viewed as one such grand challenge. Large language models (LLMs) have catalyzed significant progress in medical question answering; Med-PaLM was the first model to exceed a "passing" score in US Medical Licensing Examination (USMLE) style questions with a score of 67.2% on the MedQA dataset. However, this and other prior work suggested significant room for improvement, especially when models' answers were compared to clinicians' answers. Here we present Med-PaLM 2, which bridges these gaps by leveraging a combination of base LLM improvements (PaLM 2), medical domain finetuning, and prompting strategies including a novel ensemble refinement approach. Med-PaLM 2 scored up to 86.5% on the MedQA dataset, improving upon Med-PaLM by over 19% and setting a new state-of-the-art. We also observed performance approaching or exceeding state-of-the-art across MedMCQA, PubMedQA, and MMLU clinical topics datasets. We performed detailed human evaluations on long-form questions along multiple axes relevant to clinical applications. In pairwise comparative ranking of 1066 consumer medical questions, physicians preferred Med-PaLM 2 answers to those produced by physicians on eight of nine axes pertaining to clinical utility (p < 0.001). We also observed significant improvements compared to Med-PaLM on every evaluation axis (p < 0.001) on newly introduced datasets of 240 long-form "adversarial" questions to probe LLM limitations. While further studies are necessary to validate the efficacy of these models in real-world settings, these results highlight rapid progress towards physician-level performance in medical question answering.
Knowledge plays a critical role in artificial intelligence. Recently, the extensive success of pre-trained language models (PLMs) has raised significant attention about how knowledge can be acquired, maintained, updated and used by language models. Despite the enormous amount of related studies, there still lacks a unified view of how knowledge circulates within language models throughout the learning, tuning, and application processes, which may prevent us from further understanding the connections between current progress or realizing existing limitations. In this survey, we revisit PLMs as knowledge-based systems by dividing the life circle of knowledge in PLMs into five critical periods, and investigating how knowledge circulates when it is built, maintained and used. To this end, we systematically review existing studies of each period of the knowledge life cycle, summarize the main challenges and current limitations, and discuss future directions.
This work aims to provide an engagement decision support tool for Beyond Visual Range (BVR) air combat in the context of Defensive Counter Air (DCA) missions. In BVR air combat, engagement decision refers to the choice of the moment the pilot engages a target by assuming an offensive stance and executing corresponding maneuvers. To model this decision, we use the Brazilian Air Force's Aerospace Simulation Environment (\textit{Ambiente de Simula\c{c}\~ao Aeroespacial - ASA} in Portuguese), which generated 3,729 constructive simulations lasting 12 minutes each and a total of 10,316 engagements. We analyzed all samples by an operational metric called the DCA index, which represents, based on the experience of subject matter experts, the degree of success in this type of mission. This metric considers the distances of the aircraft of the same team and the opposite team, the point of Combat Air Patrol, and the number of missiles used. By defining the engagement status right before it starts and the average of the DCA index throughout the engagement, we create a supervised learning model to determine the quality of a new engagement. An algorithm based on decision trees, working with the XGBoost library, provides a regression model to predict the DCA index with a coefficient of determination close to 0.8 and a Root Mean Square Error of 0.05 that can furnish parameters to the BVR pilot to decide whether or not to engage. Thus, using data obtained through simulations, this work contributes by building a decision support system based on machine learning for BVR air combat.
Few-shot Knowledge Graph (KG) completion is a focus of current research, where each task aims at querying unseen facts of a relation given its few-shot reference entity pairs. Recent attempts solve this problem by learning static representations of entities and references, ignoring their dynamic properties, i.e., entities may exhibit diverse roles within task relations, and references may make different contributions to queries. This work proposes an adaptive attentional network for few-shot KG completion by learning adaptive entity and reference representations. Specifically, entities are modeled by an adaptive neighbor encoder to discern their task-oriented roles, while references are modeled by an adaptive query-aware aggregator to differentiate their contributions. Through the attention mechanism, both entities and references can capture their fine-grained semantic meanings, and thus render more expressive representations. This will be more predictive for knowledge acquisition in the few-shot scenario. Evaluation in link prediction on two public datasets shows that our approach achieves new state-of-the-art results with different few-shot sizes.
Manually labeling objects by tracing their boundaries is a laborious process. In Polygon-RNN++ the authors proposed Polygon-RNN that produces polygonal annotations in a recurrent manner using a CNN-RNN architecture, allowing interactive correction via humans-in-the-loop. We propose a new framework that alleviates the sequential nature of Polygon-RNN, by predicting all vertices simultaneously using a Graph Convolutional Network (GCN). Our model is trained end-to-end. It supports object annotation by either polygons or splines, facilitating labeling efficiency for both line-based and curved objects. We show that Curve-GCN outperforms all existing approaches in automatic mode, including the powerful PSP-DeepLab and is significantly more efficient in interactive mode than Polygon-RNN++. Our model runs at 29.3ms in automatic, and 2.6ms in interactive mode, making it 10x and 100x faster than Polygon-RNN++.
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.