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Language Representation Models (LRMs) trained with real-world data may capture and exacerbate undesired bias and cause unfair treatment of people in various demographic groups. Several techniques have been investigated for applying interventions to LRMs to remove bias in benchmark evaluations on, for example, word embeddings. However, the negative side effects of debiasing interventions are usually not revealed in the downstream tasks. We propose xGAP-DEBIAS, a set of evaluations on assessing the fairness of debiasing. In this work, We examine four debiasing techniques on a real-world text classification task and show that reducing biasing is at the cost of degrading performance for all demographic groups, including those the debiasing techniques aim to protect. We advocate that a debiasing technique should have good downstream performance with the constraint of ensuring no harm to the protected group.

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語(yu)言表(biao)(biao)示(shi)一直是人工智能(neng)、計(ji)(ji)算語(yu)言學領域的(de)研究(jiu)熱點。從早期的(de)離散表(biao)(biao)示(shi)到最近(jin)的(de)分散式表(biao)(biao)示(shi),語(yu)言表(biao)(biao)示(shi)的(de)主要研究(jiu)內容包括如何針對不同的(de)語(yu)言單位,設計(ji)(ji)表(biao)(biao)示(shi)語(yu)言的(de)數(shu)據結構以及(ji)和語(yu)言的(de)轉換機制,即如何將語(yu)言轉換成(cheng)計(ji)(ji)算機內部的(de)數(shu)據結構(理解)以及(ji)由計(ji)(ji)算機內部表(biao)(biao)示(shi)轉換成(cheng)語(yu)言(生成(cheng))。

Graph Neural Networks (GNNs) demonstrate their significance by effectively modeling complex interrelationships within graph-structured data. To enhance the credibility and robustness of GNNs, it becomes exceptionally crucial to bolster their ability to capture causal relationships. However, despite recent advancements that have indeed strengthened GNNs from a causal learning perspective, conducting an in-depth analysis specifically targeting the causal modeling prowess of GNNs remains an unresolved issue. In order to comprehensively analyze various GNN models from a causal learning perspective, we constructed an artificially synthesized dataset with known and controllable causal relationships between data and labels. The rationality of the generated data is further ensured through theoretical foundations. Drawing insights from analyses conducted using our dataset, we introduce a lightweight and highly adaptable GNN module designed to strengthen GNNs' causal learning capabilities across a diverse range of tasks. Through a series of experiments conducted on both synthetic datasets and other real-world datasets, we empirically validate the effectiveness of the proposed module.

Recurrent Neural Networks (RNNs) are useful in temporal sequence tasks. However, training RNNs involves dense matrix multiplications which require hardware that can support a large number of arithmetic operations and memory accesses. Implementing online training of RNNs on the edge calls for optimized algorithms for an efficient deployment on hardware. Inspired by the spiking neuron model, the Delta RNN exploits temporal sparsity during inference by skipping over the update of hidden states from those inactivated neurons whose change of activation across two timesteps is below a defined threshold. This work describes a training algorithm for Delta RNNs that exploits temporal sparsity in the backward propagation phase to reduce computational requirements for training on the edge. Due to the symmetric computation graphs of forward and backward propagation during training, the gradient computation of inactivated neurons can be skipped. Results show a reduction of $\sim$80% in matrix operations for training a 56k parameter Delta LSTM on the Fluent Speech Commands dataset with negligible accuracy loss. Logic simulations of a hardware accelerator designed for the training algorithm show 2-10X speedup in matrix computations for an activation sparsity range of 50%-90%. Additionally, we show that the proposed Delta RNN training will be useful for online incremental learning on edge devices with limited computing resources.

We introduce VL2NL, a Large Language Model (LLM) framework that generates rich and diverse NL datasets using only Vega-Lite specifications as input, thereby streamlining the development of Natural Language Interfaces (NLIs) for data visualization. To synthesize relevant chart semantics accurately and enhance syntactic diversity in each NL dataset, we leverage 1) a guided discovery incorporated into prompting so that LLMs can steer themselves to create faithful NL datasets in a self-directed manner; 2) a score-based paraphrasing to augment NL syntax along with four language axes. We also present a new collection of 1,981 real-world Vega-Lite specifications that have increased diversity and complexity than existing chart collections. When tested on our chart collection, VL2NL extracted chart semantics and generated L1/L2 captions with 89.4% and 76.0% accuracy, respectively. It also demonstrated generating and paraphrasing utterances and questions with greater diversity compared to the benchmarks. Last, we discuss how our NL datasets and framework can be utilized in real-world scenarios. The codes and chart collection are available at //github.com/hyungkwonko/chart-llm.

Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while minimising the cumulated weight. While knowing if Min has a strategy to guarantee a value lower than a given threshold is known to be undecidable (with two or more clocks), several conditions, one of them being divergence, have been given to recover decidability. In such weighted timed games (like in untimed weighted games in the presence of negative weights), Min may need finite memory to play (close to) optimally. This is thus tempting to try to emulate this finite memory with other strategic capabilities. In this work, we allow the players to use stochastic decisions, both in the choice of transitions and of timing delays. We give a definition of the expected value in weighted timed games. We then show that, in divergent weighted timed games as well as in (untimed) weighted games (that we call shortest-path games in the following), the stochastic value is indeed equal to the classical (deterministic) value, thus proving that Min can guarantee the same value while only using stochastic choices, and no memory.

We present the first experiments on Native Language Identification (NLI) using LLMs such as GPT-4. NLI is the task of predicting a writer's first language by analyzing their writings in a second language, and is used in second language acquisition and forensic linguistics. Our results show that GPT models are proficient at NLI classification, with GPT-4 setting a new performance record of 91.7% on the benchmark TOEFL11 test set in a zero-shot setting. We also show that unlike previous fully-supervised settings, LLMs can perform NLI without being limited to a set of known classes, which has practical implications for real-world applications. Finally, we also show that LLMs can provide justification for their choices, providing reasoning based on spelling errors, syntactic patterns, and usage of directly translated linguistic patterns.

We investigate an infinite-horizon time-inconsistent mean-field game (MFG) in a discrete time setting. We first present a classic equilibrium for the MFG and its associated existence result. This classic equilibrium aligns with the conventional equilibrium concept studied in MFG literature when the context is time-consistent. Then we demonstrate that while this equilibrium produces an approximate optimal strategy when applied to the related $N$-agent games, it does so solely in a precommitment sense. Therefore, it cannot function as a genuinely approximate equilibrium strategy from the perspective of a sophisticated agent within the $N$-agent game. To address this limitation, we propose a new consistent equilibrium concept in both the MFG and the $N$-agent game. We show that a consistent equilibrium in the MFG can indeed function as an approximate consistent equilibrium in the $N$-agent game. Additionally, we analyze the convergence of consistent equilibria for $N$-agent games toward a consistent MFG equilibrium as $N$ tends to infinity.

Social distance games have been extensively studied as a coalition formation model where the utilities of agents in each coalition were captured using a utility function $u$ that took into account distances in a given social network. In this paper, we consider a non-normalized score-based definition of social distance games where the utility function $u^s$ depends on a generic scoring vector $s$, which may be customized to match the specifics of each individual application scenario. As our main technical contribution, we establish the tractability of computing a welfare-maximizing partitioning of the agents into coalitions on tree-like networks, for every score-based function $u^s$. We provide more efficient algorithms when dealing with specific choices of $u^s$ or simpler networks, and also extend all of these results to computing coalitions that are Nash stable or individually rational. We view these results as a further strong indication of the usefulness of the proposed score-based utility function: even on very simple networks, the problem of computing a welfare-maximizing partitioning into coalitions remains open for the originally considered canonical function $u$.

Pre-trained Language Models (PLMs) have achieved great success in various Natural Language Processing (NLP) tasks under the pre-training and fine-tuning paradigm. With large quantities of parameters, PLMs are computation-intensive and resource-hungry. Hence, model pruning has been introduced to compress large-scale PLMs. However, most prior approaches only consider task-specific knowledge towards downstream tasks, but ignore the essential task-agnostic knowledge during pruning, which may cause catastrophic forgetting problem and lead to poor generalization ability. To maintain both task-agnostic and task-specific knowledge in our pruned model, we propose ContrAstive Pruning (CAP) under the paradigm of pre-training and fine-tuning. It is designed as a general framework, compatible with both structured and unstructured pruning. Unified in contrastive learning, CAP enables the pruned model to learn from the pre-trained model for task-agnostic knowledge, and fine-tuned model for task-specific knowledge. Besides, to better retain the performance of the pruned model, the snapshots (i.e., the intermediate models at each pruning iteration) also serve as effective supervisions for pruning. Our extensive experiments show that adopting CAP consistently yields significant improvements, especially in extremely high sparsity scenarios. With only 3% model parameters reserved (i.e., 97% sparsity), CAP successfully achieves 99.2% and 96.3% of the original BERT performance in QQP and MNLI tasks. In addition, our probing experiments demonstrate that the model pruned by CAP tends to achieve better generalization ability.

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.

Weakly supervised phrase grounding aims at learning region-phrase correspondences using only image-sentence pairs. A major challenge thus lies in the missing links between image regions and sentence phrases during training. To address this challenge, we leverage a generic object detector at training time, and propose a contrastive learning framework that accounts for both region-phrase and image-sentence matching. Our core innovation is the learning of a region-phrase score function, based on which an image-sentence score function is further constructed. Importantly, our region-phrase score function is learned by distilling from soft matching scores between the detected object class names and candidate phrases within an image-sentence pair, while the image-sentence score function is supervised by ground-truth image-sentence pairs. The design of such score functions removes the need of object detection at test time, thereby significantly reducing the inference cost. Without bells and whistles, our approach achieves state-of-the-art results on the task of visual phrase grounding, surpassing previous methods that require expensive object detectors at test time.

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