Based on SGD, previous works have proposed many algorithms that have improved convergence speed and generalization in stochastic optimization, such as SGDm, AdaGrad, Adam, etc. However, their convergence analysis under non-convex conditions is challenging. In this work, we propose a unified framework to address this issue. For any first-order methods, we interpret the updated direction $g_t$ as the sum of the stochastic subgradient $\nabla f_t(x_t)$ and an additional acceleration term $\frac{2|\langle v_t, \nabla f_t(x_t) \rangle|}{\|v_t\|_2^2} v_t$, thus we can discuss the convergence by analyzing $\langle v_t, \nabla f_t(x_t) \rangle$. Through our framework, we have discovered two plug-and-play acceleration methods: \textbf{Reject Accelerating} and \textbf{Random Vector Accelerating}, we theoretically demonstrate that these two methods can directly lead to an improvement in convergence rate.
Researchers urge technology practitioners such as data scientists to consider the impacts and ethical implications of algorithmic decisions. However, unlike programming, statistics, and data management, discussion of ethical implications is rarely included in standard data science training. To begin to address this gap, we designed and tested a toolbox called the data ethics emergency drill (DEED) to help data science teams discuss and reflect on the ethical implications of their work. The DEED is a roleplay of a fictional ethical emergency scenario that is contextually situated in the team's specific workplace and applications. This paper outlines the DEED toolbox and describes three studies carried out with two different data science teams that iteratively shaped its design. Our findings show that practitioners can apply lessons learnt from the roleplay to real-life situations, and how the DEED opened up conversations around ethics and values.
Given that experience is a pivotal dimension of learning processes in the field of leadership, the ongoing and unresolved issue is how such experiential moments could be provided when developing leadership skills and competencies. Role-plays and business simulations are widely used in this context as they are said to teach relevant social leadership skills, like those required by everyday communication to followers, by decision-making on compensation, evaluating performance, dealing with conflicts, or terminating contracts. However, the effectiveness of simulations can highly vary depending on the counterpart's ability to act in the given scenarios. In our project, we deal with how immersive media could create experiential learning based on simulations for leadership development. In recent years different variations of extended reality got significant technological improvements. Head-mounted displays are an easy and cost-efficient way to present high-resolution virtual environments. For groups of people that are part of an immersive experience, cave automatic virtual environments offer an excellent trade-off between actual exchange with other humans and interaction with virtual content simultaneously. The work presented is based on developing a user-centered simulation of leadership situations for cave automatic virtual environments and includes the results of a first usability study. In the future, the presented results can help to support the development and evaluation of simulated situations for cave automatic virtual environments with an emphasis on leadership-related scenarios.
Automatic differentiation (AD) is a critical step in physics-informed machine learning, required for computing the high-order derivatives of network output w.r.t. coordinates of collocation points. In this paper, we present a novel and lightweight algorithm to conduct AD for physics-informed operator learning, which we call the trick of Zero Coordinate Shift (ZCS). Instead of making all sampled coordinates as leaf variables, ZCS introduces only one scalar-valued leaf variable for each spatial or temporal dimension, simplifying the wanted derivatives from "many-roots-many-leaves" to "one-root-many-leaves" whereby reverse-mode AD becomes directly utilisable. It has led to an outstanding performance leap by avoiding the duplication of the computational graph along the dimension of functions (physical parameters). ZCS is easy to implement with current deep learning libraries; our own implementation is achieved by extending the DeepXDE package. We carry out a comprehensive benchmark analysis and several case studies, training physics-informed DeepONets to solve partial differential equations (PDEs) without data. The results show that ZCS has persistently reduced GPU memory consumption and wall time for training by an order of magnitude, and such reduction factor scales with the number of functions. As a low-level optimisation technique, ZCS imposes no restrictions on data, physics (PDE) or network architecture and does not compromise training results from any aspect.
Although model editing has shown promise in revising knowledge in Large Language Models (LLMs), its impact on the inherent capabilities of LLMs is often overlooked. In this work, we reveal a critical phenomenon: even a single edit can trigger model collapse, manifesting as significant performance degradation in various benchmark tasks. However, benchmarking LLMs after each edit, while necessary to prevent such collapses, is impractically time-consuming and resource-intensive. To mitigate this, we propose using perplexity as a surrogate metric, validated by extensive experiments demonstrating its strong correlation with downstream tasks performance. We further conduct an in-depth study on sequential editing, a practical setting for real-world scenarios, across various editing methods and LLMs, focusing on hard cases from our previous single edit studies. The results indicate that nearly all examined editing methods result in model collapse after only few edits. To facilitate further research, we have utilized GPT-3.5 to develop a new dataset, HardEdit, based on those hard cases. This dataset aims to establish the foundation for pioneering research in reliable model editing and the mechanisms underlying editing-induced model collapse. We hope this work can draw the community's attention to the potential risks inherent in model editing practices.
This paper surveys research works in the quickly advancing field of instruction tuning (IT), a crucial technique to enhance the capabilities and controllability of large language models (LLMs). Instruction tuning refers to the process of further training LLMs on a dataset consisting of \textsc{(instruction, output)} pairs in a supervised fashion, which bridges the gap between the next-word prediction objective of LLMs and the users' objective of having LLMs adhere to human instructions. In this work, we make a systematic review of the literature, including the general methodology of IT, the construction of IT datasets, the training of IT models, and applications to different modalities, domains and applications, along with an analysis on aspects that influence the outcome of IT (e.g., generation of instruction outputs, size of the instruction dataset, etc). We also review the potential pitfalls of IT along with criticism against it, along with efforts pointing out current deficiencies of existing strategies and suggest some avenues for fruitful research. Project page: github.com/xiaoya-li/Instruction-Tuning-Survey
Difficulties in replication and reproducibility of empirical evidences in machine learning research have become a prominent topic in recent years. Ensuring that machine learning research results are sound and reliable requires reproducibility, which verifies the reliability of research findings using the same code and data. This promotes open and accessible research, robust experimental workflows, and the rapid integration of new findings. Evaluating the degree to which research publications support these different aspects of reproducibility is one goal of the present work. For this we introduce an ontology of reproducibility in machine learning and apply it to methods for graph neural networks. Building on these efforts we turn towards another critical challenge in machine learning, namely the curse of dimensionality, which poses challenges in data collection, representation, and analysis, making it harder to find representative data and impeding the training and inference processes. Using the closely linked concept of geometric intrinsic dimension we investigate to which extend the used machine learning models are influenced by the intrinsic dimension of the data sets they are trained on.
This article presents the affordances that Generative Artificial Intelligence can have in disinformation context, one of the major threats to our digitalized society. We present a research framework to generate customized agent-based social networks for disinformation simulations that would enable understanding and evaluation of the phenomena whilst discussing open challenges.
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
Video anomaly detection under weak labels is formulated as a typical multiple-instance learning problem in previous works. In this paper, we provide a new perspective, i.e., a supervised learning task under noisy labels. In such a viewpoint, as long as cleaning away label noise, we can directly apply fully supervised action classifiers to weakly supervised anomaly detection, and take maximum advantage of these well-developed classifiers. For this purpose, we devise a graph convolutional network to correct noisy labels. Based upon feature similarity and temporal consistency, our network propagates supervisory signals from high-confidence snippets to low-confidence ones. In this manner, the network is capable of providing cleaned supervision for action classifiers. During the test phase, we only need to obtain snippet-wise predictions from the action classifier without any extra post-processing. Extensive experiments on 3 datasets at different scales with 2 types of action classifiers demonstrate the efficacy of our method. Remarkably, we obtain the frame-level AUC score of 82.12% on UCF-Crime.
This paper surveys the machine learning literature and presents machine learning as optimization models. Such models can benefit from the advancement of numerical optimization techniques which have already played a distinctive role in several machine learning settings. Particularly, mathematical optimization models are presented for commonly used machine learning approaches for regression, classification, clustering, and deep neural networks as well new emerging applications in machine teaching and empirical model learning. The strengths and the shortcomings of these models are discussed and potential research directions are highlighted.