When AI tools can generate many solutions, some human preference must be applied to determine which solution is relevant to the current project. One way to find those preferences is interactive search-based software engineering (iSBSE) where humans can influence the search process. Current iSBSE methods can lead to cognitive fatigue (when they overwhelm humans with too many overly elaborate questions). WHUN is an iSBSE algorithm that avoids that problem. Due to its recursive clustering procedure, WHUN only pesters humans for $O(log_2{N})$ interactions. Further, each interaction is mediated via a feature selection procedure that reduces the number of asked questions. When compared to prior state-of-the-art iSBSE systems, WHUN runs faster, asks fewer questions, and achieves better solutions that are within $0.1\%$ of the best solutions seen in our sample space. More importantly, WHUN scales to large problems (in our experiments, models with 1000 variables can be explored with half a dozen interactions where, each time, we ask only four questions). Accordingly, we recommend WHUN as a baseline against which future iSBSE work should be compared. To facilitate that, all our scripts are online at //github.com/ai-se/whun.
These days, due to the increasing amount of information generated on the web, most web service providers try to personalize their services. Users also interact with web-based systems in multiple ways and state their interests and preferences by rating the provided items. This paper proposes a framework to predict users' demographic based on ratings registered by users in a system. To the best of our knowledge, this is the first time that the item ratings are employed for users' demographic prediction problems, which have extensively been studied in recommendation systems and service personalization. We apply the framework to the Movielens dataset's ratings and predict users' age and gender. The experimental results show that using all ratings registered by users improves the prediction accuracy by at least 16% compared with previously studied models. Moreover, by classifying the items as popular and unpopular, we eliminate ratings that belong to 95% of items and still reach an acceptable level of accuracy. This significantly reduces update costs in a time-varying environment. Besides this classification, we propose other methods to reduce data volume while keeping the predictions accurate.
Despite the existence of formal guarantees for learning-based control approaches, the relationship between data and control performance is still poorly understood. In this paper, we propose a Lyapunov-based measure for quantifying the impact of data on the certifiable control performance. By modeling unknown system dynamics through Gaussian processes, we can determine the interrelation between model uncertainty and satisfaction of stability conditions. This allows us to directly asses the impact of data on the provable stationary control performance, and thereby the value of the data for the closed-loop system performance. Our approach is applicable to a wide variety of unknown nonlinear systems that are to be controlled by a generic learning-based control law, and the results obtained in numerical simulations indicate the efficacy of the proposed measure.
This paper introduces the Bradley-Terry Regression Trunk model, a novel probabilistic approach for the analysis of preference data expressed through paired comparison rankings. In some cases, it may be reasonable to assume that the preferences expressed by individuals depend on their characteristics. Within the framework of tree-based partitioning, we specify a tree-based model estimating the joint effects of subject-specific covariates over and above their main effects. We combine a tree-based model and the log-linear Bradley-Terry model using the outcome of the comparisons as response variable. The proposed model provides a solution to discover interaction effects when no a-priori hypotheses are available. It produces a small tree, called trunk, that represents a fair compromise between a simple interpretation of the interaction effects and an easy to read partition of judges based on their characteristics and the preferences they have expressed. We present an application on a real data set following two different approaches, and a simulation study to test the model's performance. Simulations showed that the quality of the model performance increases when the number of rankings and objects increases. In addition, the performance is considerably amplified when the judges' characteristics have a high impact on their choices.
Most action recognition solutions rely on dense sampling to precisely cover the informative temporal clip. Extensively searching temporal region is expensive for a real-world application. In this work, we focus on improving the inference efficiency of current action recognition backbones on trimmed videos, and illustrate that one action model can also cover then informative region by dropping non-informative features. We present Selective Feature Compression (SFC), an action recognition inference strategy that greatly increase model inference efficiency without any accuracy compromise. Differently from previous works that compress kernel sizes and decrease the channel dimension, we propose to compress feature flow at spatio-temporal dimension without changing any backbone parameters. Our experiments on Kinetics-400, UCF101 and ActivityNet show that SFC is able to reduce inference speed by 6-7x and memory usage by 5-6x compared with the commonly used 30 crops dense sampling procedure, while also slightly improving Top1 Accuracy. We thoroughly quantitatively and qualitatively evaluate SFC and all its components and show how does SFC learn to attend to important video regions and to drop temporal features that are uninformative for the task of action recognition.
Interactive recommendation that models the explicit interactions between users and the recommender system has attracted a lot of research attentions in recent years. Most previous interactive recommendation systems only focus on optimizing recommendation accuracy while overlooking other important aspects of recommendation quality, such as the diversity of recommendation results. In this paper, we propose a novel recommendation model, named \underline{D}iversity-promoting \underline{D}eep \underline{R}einforcement \underline{L}earning (D$^2$RL), which encourages the diversity of recommendation results in interaction recommendations. More specifically, we adopt a Determinantal Point Process (DPP) model to generate diverse, while relevant item recommendations. A personalized DPP kernel matrix is maintained for each user, which is constructed from two parts: a fixed similarity matrix capturing item-item similarity, and the relevance of items dynamically learnt through an actor-critic reinforcement learning framework. We performed extensive offline experiments as well as simulated online experiments with real world datasets to demonstrate the effectiveness of the proposed model.
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
Our goal is to explore how the abilities brought in by a dialogue manager can be included in end-to-end visually grounded conversational agents. We make initial steps towards this general goal by augmenting a task-oriented visual dialogue model with a decision-making component that decides whether to ask a follow-up question to identify a target referent in an image, or to stop the conversation to make a guess. Our analyses show that adding a decision making component produces dialogues that are less repetitive and that include fewer unnecessary questions, thus potentially leading to more efficient and less unnatural interactions.
Music recommender systems (MRS) have experienced a boom in recent years, thanks to the emergence and success of online streaming services, which nowadays make available almost all music in the world at the user's fingertip. While today's MRS considerably help users to find interesting music in these huge catalogs, MRS research is still facing substantial challenges. In particular when it comes to build, incorporate, and evaluate recommendation strategies that integrate information beyond simple user--item interactions or content-based descriptors, but dig deep into the very essence of listener needs, preferences, and intentions, MRS research becomes a big endeavor and related publications quite sparse. The purpose of this trends and survey article is twofold. We first identify and shed light on what we believe are the most pressing challenges MRS research is facing, from both academic and industry perspectives. We review the state of the art towards solving these challenges and discuss its limitations. Second, we detail possible future directions and visions we contemplate for the further evolution of the field. The article should therefore serve two purposes: giving the interested reader an overview of current challenges in MRS research and providing guidance for young researchers by identifying interesting, yet under-researched, directions in the field.
The recent years have seen a revival of interest in textual entailment, sparked by i) the emergence of powerful deep neural network learners for natural language processing and ii) the timely development of large-scale evaluation datasets such as SNLI. Recast as natural language inference, the problem now amounts to detecting the relation between pairs of statements: they either contradict or entail one another, or they are mutually neutral. Current research in natural language inference is effectively exclusive to English. In this paper, we propose to advance the research in SNLI-style natural language inference toward multilingual evaluation. To that end, we provide test data for four major languages: Arabic, French, Spanish, and Russian. We experiment with a set of baselines. Our systems are based on cross-lingual word embeddings and machine translation. While our best system scores an average accuracy of just over 75%, we focus largely on enabling further research in multilingual inference.
We consider the task of learning the parameters of a {\em single} component of a mixture model, for the case when we are given {\em side information} about that component, we call this the "search problem" in mixture models. We would like to solve this with computational and sample complexity lower than solving the overall original problem, where one learns parameters of all components. Our main contributions are the development of a simple but general model for the notion of side information, and a corresponding simple matrix-based algorithm for solving the search problem in this general setting. We then specialize this model and algorithm to four common scenarios: Gaussian mixture models, LDA topic models, subspace clustering, and mixed linear regression. For each one of these we show that if (and only if) the side information is informative, we obtain parameter estimates with greater accuracy, and also improved computation complexity than existing moment based mixture model algorithms (e.g. tensor methods). We also illustrate several natural ways one can obtain such side information, for specific problem instances. Our experiments on real data sets (NY Times, Yelp, BSDS500) further demonstrate the practicality of our algorithms showing significant improvement in runtime and accuracy.