Conversational agents (CAs) have the great potential in mitigating the clinicians' burden in screening for neurocognitive disorders among older adults. It is important, therefore, to develop CAs that can be engaging, to elicit conversational speech input from older adult participants for supporting assessment of cognitive abilities. As an initial step, this paper presents research in developing the backchanneling ability in CAs in the form of a verbal response to engage the speaker. We analyzed 246 conversations of cognitive assessments between older adults and human assessors, and derived the categories of reactive backchannels (e.g. "hmm") and proactive backchannels (e.g. "please keep going"). This is used in the development of TalkTive, a CA which can predict both timing and form of backchanneling during cognitive assessments. The study then invited 36 older adult participants to evaluate the backchanneling feature. Results show that proactive backchanneling is more appreciated by participants than reactive backchanneling.
Common tasks encountered in epidemiology, including disease incidence estimation and causal inference, rely on predictive modeling. Constructing a predictive model can be thought of as learning a prediction function, i.e., a function that takes as input covariate data and outputs a predicted value. Many strategies for learning these functions from data are available, from parametric regressions to machine learning algorithms. It can be challenging to choose an approach, as it is impossible to know in advance which one is the most suitable for a particular dataset and prediction task at hand. The super learner (SL) is an algorithm that alleviates concerns over selecting the one "right" strategy while providing the freedom to consider many of them, such as those recommended by collaborators, used in related research, or specified by subject-matter experts. It is an entirely pre-specified and data-adaptive strategy for predictive modeling. To ensure the SL is well-specified for learning the prediction function, the analyst does need to make a few important choices. In this Education Corner article, we provide step-by-step guidelines for making these choices, walking the reader through each of them and providing intuition along the way. In doing so, we aim to empower the analyst to tailor the SL specification to their prediction task, thereby ensuring their SL performs as well as possible. A flowchart provides a concise, easy-to-follow summary of key suggestions and heuristics, based on our accumulated experience, and guided by theory.
Applications of Reinforcement Learning (RL), in which agents learn to make a sequence of decisions despite lacking complete information about the latent states of the controlled system, that is, they act under partial observability of the states, are ubiquitous. Partially observable RL can be notoriously difficult -- well-known information-theoretic results show that learning partially observable Markov decision processes (POMDPs) requires an exponential number of samples in the worst case. Yet, this does not rule out the existence of large subclasses of POMDPs over which learning is tractable. In this paper we identify such a subclass, which we call weakly revealing POMDPs. This family rules out the pathological instances of POMDPs where observations are uninformative to a degree that makes learning hard. We prove that for weakly revealing POMDPs, a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to guarantee polynomial sample complexity. To the best of our knowledge, this is the first provably sample-efficient result for learning from interactions in overcomplete POMDPs, where the number of latent states can be larger than the number of observations.
We consider the offline constrained reinforcement learning (RL) problem, in which the agent aims to compute a policy that maximizes expected return while satisfying given cost constraints, learning only from a pre-collected dataset. This problem setting is appealing in many real-world scenarios, where direct interaction with the environment is costly or risky, and where the resulting policy should comply with safety constraints. However, it is challenging to compute a policy that guarantees satisfying the cost constraints in the offline RL setting, since the off-policy evaluation inherently has an estimation error. In this paper, we present an offline constrained RL algorithm that optimizes the policy in the space of the stationary distribution. Our algorithm, COptiDICE, directly estimates the stationary distribution corrections of the optimal policy with respect to returns, while constraining the cost upper bound, with the goal of yielding a cost-conservative policy for actual constraint satisfaction. Experimental results show that COptiDICE attains better policies in terms of constraint satisfaction and return-maximization, outperforming baseline algorithms.
Conventionally, generation of natural language for dialogue agents may be viewed as a statistical learning problem: determine the patterns in human-provided data and generate appropriate responses with similar statistical properties. However, dialogue can also be regarded as a goal directed process, where speakers attempt to accomplish a specific task. Reinforcement learning (RL) algorithms are designed specifically for solving such goal-directed problems, but the most direct way to apply RL -- through trial-and-error learning in human conversations, -- is costly. In this paper, we study how offline reinforcement learning can instead be used to train dialogue agents entirely using static datasets collected from human speakers. Our experiments show that recently developed offline RL methods can be combined with language models to yield realistic dialogue agents that better accomplish task goals.
The ethical design of social Virtual Reality (VR) is not a new topic, but "safety" concerns of using social VR are escalated to a different level given the heat of the Metaverse. For example, it was reported that nearly half of the female-identifying VR participants have had at least one instance of virtual sexual harassment. Feeling safe is a basic human right - in any place, regardless in real or virtual spaces. In this paper, we are seeking to understand the discrepancy between user concerns and designs in protecting user safety in social VR applications. We study safety concerns on social VR experience first by analyzing Twitter posts and then synthesize practices on safety protection adopted by four mainstream social VR platforms. We argue that future research and platforms should explore the design of social VR with boundary-awareness.
Estimating counterfactual outcomes over time from observational data is relevant for many applications (e.g., personalized medicine). Yet, state-of-the-art methods build upon simple long short-term memory (LSTM) networks, thus rendering inferences for complex, long-range dependencies challenging. In this paper, we develop a novel Causal Transformer for estimating counterfactual outcomes over time. Our model is specifically designed to capture complex, long-range dependencies among time-varying confounders. For this, we combine three transformer subnetworks with separate inputs for time-varying covariates, previous treatments, and previous outcomes into a joint network with in-between cross-attentions. We further develop a custom, end-to-end training procedure for our Causal Transformer. Specifically, we propose a novel counterfactual domain confusion loss to address confounding bias: it aims to learn adversarial balanced representations, so that they are predictive of the next outcome but non-predictive of the current treatment assignment. We evaluate our Causal Transformer based on synthetic and real-world datasets, where it achieves superior performance over current baselines. To the best of our knowledge, this is the first work proposing transformer-based architecture for estimating counterfactual outcomes from longitudinal data.
Task graphs provide a simple way to describe scientific workflows (sets of tasks with dependencies) that can be executed on both HPC clusters and in the cloud. An important aspect of executing such graphs is the used scheduling algorithm. Many scheduling heuristics have been proposed in existing works; nevertheless, they are often tested in oversimplified environments. We provide an extensible simulation environment designed for prototyping and benchmarking task schedulers, which contains implementations of various scheduling algorithms and is open-sourced, in order to be fully reproducible. We use this environment to perform a comprehensive analysis of workflow scheduling algorithms with a focus on quantifying the effect of scheduling challenges that have so far been mostly neglected, such as delays between scheduler invocations or partially unknown task durations. Our results indicate that network models used by many previous works might produce results that are off by an order of magnitude in comparison to a more realistic model. Additionally, we show that certain implementation details of scheduling algorithms which are often neglected can have a large effect on the scheduler's performance, and they should thus be described in great detail to enable proper evaluation.
Proactive dialogue system is able to lead the conversation to a goal topic and has advantaged potential in bargain, persuasion and negotiation. Current corpus-based learning manner limits its practical application in real-world scenarios. To this end, we contribute to advance the study of the proactive dialogue policy to a more natural and challenging setting, i.e., interacting dynamically with users. Further, we call attention to the non-cooperative user behavior -- the user talks about off-path topics when he/she is not satisfied with the previous topics introduced by the agent. We argue that the targets of reaching the goal topic quickly and maintaining a high user satisfaction are not always converge, because the topics close to the goal and the topics user preferred may not be the same. Towards this issue, we propose a new solution named I-Pro that can learn Proactive policy in the Interactive setting. Specifically, we learn the trade-off via a learned goal weight, which consists of four factors (dialogue turn, goal completion difficulty, user satisfaction estimation, and cooperative degree). The experimental results demonstrate I-Pro significantly outperforms baselines in terms of effectiveness and interpretability.
Recent developments in image classification and natural language processing, coupled with the rapid growth in social media usage, have enabled fundamental advances in detecting breaking events around the world in real-time. Emergency response is one such area that stands to gain from these advances. By processing billions of texts and images a minute, events can be automatically detected to enable emergency response workers to better assess rapidly evolving situations and deploy resources accordingly. To date, most event detection techniques in this area have focused on image-only or text-only approaches, limiting detection performance and impacting the quality of information delivered to crisis response teams. In this paper, we present a new multimodal fusion method that leverages both images and texts as input. In particular, we introduce a cross-attention module that can filter uninformative and misleading components from weak modalities on a sample by sample basis. In addition, we employ a multimodal graph-based approach to stochastically transition between embeddings of different multimodal pairs during training to better regularize the learning process as well as dealing with limited training data by constructing new matched pairs from different samples. We show that our method outperforms the unimodal approaches and strong multimodal baselines by a large margin on three crisis-related tasks.
The present paper surveys neural approaches to conversational AI that have been developed in the last few years. We group conversational systems into three categories: (1) question answering agents, (2) task-oriented dialogue agents, and (3) chatbots. For each category, we present a review of state-of-the-art neural approaches, draw the connection between them and traditional approaches, and discuss the progress that has been made and challenges still being faced, using specific systems and models as case studies.