We describe a newly-developed, free, browser-based application, for the interactive exploration of the dynamic geometry of Poncelet families of triangles. The main focus is on responsive display of the beauteous loci of centers of such families, refreshing them smoothly upon any changes in simulation parameters. The app informs the user when curves swept are conics and reports if certain metric quantities are conserved. Live simulations can be easily shared via a URL. A list of more than 400 pre-made experiments is included which can be regarded as conjectures and/or exercises. Millions of experiment combinations are possible.
We study the minority-opinion dynamics over a fully-connected network of $n$ nodes with binary opinions. Upon activation, a node receives a sample of opinions from a limited number of neighbors chosen uniformly at random. Each activated node then adopts the opinion that is least common within the received sample. Unlike all other known consensus dynamics, we prove that this elementary protocol behaves in dramatically different ways, depending on whether activations occur sequentially or in parallel. Specifically, we show that its expected consensus time is exponential in $n$ under asynchronous models, such as asynchronous GOSSIP. On the other hand, despite its chaotic nature, we show that it converges within $O(\log^2 n)$ rounds with high probability under synchronous models, such as synchronous GOSSIP. Finally, our results shed light on the bit-dissemination problem, that was previously introduced to model the spread of information in biological scenarios. Specifically, our analysis implies that the minority-opinion dynamics is the first stateless solution to this problem, in the parallel passive-communication setting, achieving convergence within a polylogarithmic number of rounds. This, together with a known lower bound for sequential stateless dynamics, implies a parallel-vs-sequential gap for this problem that is nearly quadratic in the number $n$ of nodes. This is in contrast to all known results for problems in this area, which exhibit a linear gap between the parallel and the sequential setting.
Manually grading D3 data visualizations is a challenging endeavor, and is especially difficult for large classes with hundreds of students. Grading an interactive visualization requires a combination of interactive, quantitative, and qualitative evaluation that are conventionally done manually and are difficult to scale up as the visualization complexity, data size, and number of students increase. We present VisGrader, a first-of-its kind automatic grading method for D3 visualizations that scalably and precisely evaluates the data bindings, visual encodings, interactions, and design specifications used in a visualization. Our method enhances students learning experience, enabling them to submit their code frequently and receive rapid feedback to better inform iteration and improvement to their code and visualization design. We have successfully deployed our method and auto-graded D3 submissions from more than 4000 students in a visualization course at Georgia Tech, and received positive feedback for expanding its adoption.
Pretrained language models are expected to effectively map input text to a set of vectors while preserving the inherent relationships within the text. Consequently, designing a white-box model to compute metrics that reflect the presence of specific internal relations in these vectors has become a common approach for post-hoc interpretability analysis of pretrained language models. However, achieving interpretability in white-box models and ensuring the rigor of metric computation becomes challenging when the source model lacks inherent interpretability. Therefore, in this paper, we discuss striking a balance in this trade-off and propose a novel line to constructing metrics for understanding the mechanisms of pretrained language models. We have specifically designed a family of metrics along this line of investigation, and the model used to compute these metrics is referred to as the tree topological probe. We conducted measurements on BERT-large by using these metrics. Based on the experimental results, we propose a speculation regarding the working mechanism of BERT-like pretrained language models, as well as a strategy for enhancing fine-tuning performance by leveraging the topological probe to improve specific submodules.
Manually grading D3 data visualizations is a challenging endeavor, and is especially difficult for large classes with hundreds of students. Grading an interactive visualization requires a combination of interactive, quantitative, and qualitative evaluation that are conventionally done manually and are difficult to scale up as the visualization complexity, data size, and number of students increase. We present VISGRADER, a first-of-its kind automatic grading method for D3 visualizations that scalably and precisely evaluates the data bindings, visual encodings, interactions, and design specifications used in a visualization. Our method enhances students learning experience, enabling them to submit their code frequently and receive rapid feedback to better inform iteration and improvement to their code and visualization design. We have successfully deployed our method and auto-graded D3 submissions from more than 4000 students in a visualization course at Georgia Tech, and received positive feedback for expanding its adoption.
Robotic manipulation can greatly benefit from the data efficiency, robustness, and predictability of model-based methods if robots can quickly generate models of novel objects they encounter. This is especially difficult when effects like complex joint friction lack clear first-principles models and are usually ignored by physics simulators. Further, numerically-stiff contact dynamics can make common model-building approaches struggle. We propose a method to simultaneously learn contact and continuous dynamics of a novel, possibly multi-link object by observing its motion through contact-rich trajectories. We formulate a system identification process with a loss that infers unmeasured contact forces, penalizing their violation of physical constraints and laws of motion given current model parameters. Our loss is unlike prediction-based losses used in differentiable simulation. Using a new dataset of real articulated object trajectories and an existing cube toss dataset, our method outperforms differentiable simulation and end-to-end alternatives with more data efficiency. See our project page for code, datasets, and media: //sites.google.com/view/continuous-contact-nets/home
Explainable recommender systems (RS) have traditionally followed a one-size-fits-all approach, delivering the same explanation level of detail to each user, without considering their individual needs and goals. Further, explanations in RS have so far been presented mostly in a static and non-interactive manner. To fill these research gaps, we aim in this paper to adopt a user-centered, interactive explanation model that provides explanations with different levels of detail and empowers users to interact with, control, and personalize the explanations based on their needs and preferences. We followed a user-centered approach to design interactive explanations with three levels of detail (basic, intermediate, and advanced) and implemented them in the transparent Recommendation and Interest Modeling Application (RIMA). We conducted a qualitative user study (N=14) to investigate the impact of providing interactive explanations with varying level of details on the users' perception of the explainable RS. Our study showed qualitative evidence that fostering interaction and giving users control in deciding which explanation they would like to see can meet the demands of users with different needs, preferences, and goals, and consequently can have positive effects on different crucial aspects in explainable recommendation, including transparency, trust, satisfaction, and user experience.
We investigate the randomized and quantum communication complexities of the well-studied Equality function with small error probability $\epsilon$, getting optimal constant factors in the leading terms in a number of different models. In the randomized model, 1) we give a general technique to convert public-coin protocols to private-coin protocols by incurring a small multiplicative error, at a small additive cost. This is an improvement over Newman's theorem [Inf. Proc. Let.'91] in the dependence on the error parameter. 2) Using this we obtain a $(\log(n/\epsilon^2)+4)$-cost private-coin communication protocol that computes the $n$-bit Equality function, to error $\epsilon$. This improves upon the $\log(n/\epsilon^3)+O(1)$ upper bound implied by Newman's theorem, and matches the best known lower bound, which follows from Alon [Comb. Prob. Comput.'09], up to an additive $\log\log(1/\epsilon)+O(1)$. In the quantum model, 1) we exhibit a one-way protocol of cost $\log(n/\epsilon)+4$, that uses only pure states and computes the $n$-bit Equality function to error $\epsilon$. This bound was implicitly already shown by Nayak [PhD thesis'99]. 2) We show that any $\epsilon$-error one-way protocol for $n$-bit Equality that uses only pure states communicates at least $\log(n/\epsilon)-\log\log(1/\epsilon)-O(1)$ qubits. 3) We exhibit a one-way protocol of cost $\log(\sqrt{n}/\epsilon)+3$, that uses mixed states and computes the $n$-bit Equality function to error $\epsilon$. This is also tight up to an additive $\log\log(1/\epsilon)+O(1)$, which follows from Alon's result. 4) We study the number of EPR pairs required to be shared in an entanglement-assisted one-way protocol. Our upper bounds also yield upper bounds on the approximate rank and related measures of the Identity matrix.
Nested simulation encompasses the estimation of functionals linked to conditional expectations through simulation techniques. In this paper, we treat conditional expectation as a function of the multidimensional conditioning variable and provide asymptotic analyses of general Least Squared Estimators on sieve, without imposing specific assumptions on the function's form. Our study explores scenarios in which the convergence rate surpasses that of the standard Monte Carlo method and the one recently proposed based on kernel ridge regression. We also delve into the conditions that allow for achieving the best possible square root convergence rate among all methods. Numerical experiments are conducted to support our statements.
Clippy lints are considered as essential tools for Rust developers, as they can be configured as gate-keeping rules for a Rust project during continuous integration. Despite their availability, little was known about practical application and cost-effectiveness of the lints in reducing code quality issues. In this study, we embark on a comprehensive analysis to unveil the true impact of Clippy lints in the Rust development landscape. The study is structured around three interrelated components, each contributing to the overall effectiveness of Clippy. Firstly, we conduct a comprehensive analysis of Clippy lints in all idiomatic crates-io Rust projects with an average warning density of 21/KLOC. The analysis identifies the most cost-effective lint fixes, offering valuable opportunities for optimizing code quality. Secondly, we actively engage Rust developers through a user survey to garner invaluable feedback on their experiences with Clippy. User insights shed light on two crucial concerns: the prevalence of false positives in warnings and the need for auto-fix support for most warnings. Thirdly, building upon these findings, we engineer three innovative automated refactoring techniques to effectively fix the four most frequent Clippy lints. As a result, the warning density in Rosetta benchmarks has significantly decreased from 195/KLOC to an impressive 18/KLOC, already lower than the average density of the crates-io Rust projects. These results demonstrate tangible benefit and impact of our efforts in enhancing the overall code quality and maintainability for Rust developers.
We introduce a multi-task setup of identifying and classifying entities, relations, and coreference clusters in scientific articles. We create SciERC, a dataset that includes annotations for all three tasks and develop a unified framework called Scientific Information Extractor (SciIE) for with shared span representations. The multi-task setup reduces cascading errors between tasks and leverages cross-sentence relations through coreference links. Experiments show that our multi-task model outperforms previous models in scientific information extraction without using any domain-specific features. We further show that the framework supports construction of a scientific knowledge graph, which we use to analyze information in scientific literature.