Search algorithms are often categorized by their node expansion strategy. One option is the depth-first strategy, a simple backtracking strategy that traverses the search space in the order in which successor nodes are generated. An alternative is the best-first strategy, which was designed to make it possible to use domain-specific heuristic information. By exploring promising parts of the search space first, best-first algorithms are usually more efficient than depth-first algorithms. In programs that play minimax games such as chess and checkers, the efficiency of the search is of crucial importance. Given the success of best-first algorithms in other domains, one would expect them to be used for minimax games too. However, all high-performance game-playing programs are based on a depth-first algorithm. This study takes a closer look at a depth-first algorithm, AB, and a best-first algorithm, SSS. The prevailing opinion on these algorithms is that SSS offers the potential for a more efficient search, but that its complicated formulation and exponential memory requirements render it impractical. The theoretical part of this work shows that there is a surprisingly straightforward link between the two algorithms -- for all practical purposes, SSS is a special case of AB. Subsequent empirical evidence proves the prevailing opinion on SSS to be wrong: it is not a complicated algorithm, it does not need too much memory, and it is also not more efficient than depth-first search.
Large-scale survey tools enable the collection of citizen feedback in opinion corpora. Extracting the key arguments from a large and noisy set of opinions helps in understanding the opinions quickly and accurately. Fully automated methods can extract arguments but (1) require large labeled datasets that induce large annotation costs and (2) work well for known viewpoints, but not for novel points of view. We propose HyEnA, a hybrid (human + AI) method for extracting arguments from opinionated texts, combining the speed of automated processing with the understanding and reasoning capabilities of humans. We evaluate HyEnA on three citizen feedback corpora. We find that, on the one hand, HyEnA achieves higher coverage and precision than a state-of-the-art automated method when compared to a common set of diverse opinions, justifying the need for human insight. On the other hand, HyEnA requires less human effort and does not compromise quality compared to (fully manual) expert analysis, demonstrating the benefit of combining human and artificial intelligence.
Although Deep Reinforcement Learning (DRL) methods can learn effective policies for challenging problems such as Atari games and robotics tasks, algorithms are complex and training times are often long. This study investigates how evolution strategies (ES) perform compared to gradient-based deep reinforcement learning methods. We use ES to optimize the weights of a neural network via neuroevolution, performing direct policy search. We benchmark both regular networks and policy networks consisting of a single linear layer from observations to actions; for three classical ES methods and for three gradient-based methods such as PPO. Our results reveal that ES can find effective linear policies for many RL benchmark tasks, in contrast to DRL methods that can only find successful policies using much larger networks, suggesting that current benchmarks are easier to solve than previously assumed. Interestingly, also for higher complexity tasks, ES achieves results comparable to gradient-based DRL algorithms. Furthermore, we find that by directly accessing the memory state of the game, ES are able to find successful policies in Atari, outperforming DQN. While gradient-based methods have dominated the field in recent years, ES offers an alternative that is easy to implement, parallelize, understand, and tune.
Causal discovery is the challenging task of inferring causal structure from data. Motivated by Pearl's Causal Hierarchy (PCH), which tells us that passive observations alone are not enough to distinguish correlation from causation, there has been a recent push to incorporate interventions into machine learning research. Reinforcement learning provides a convenient framework for such an active approach to learning. This paper presents CORE, a deep reinforcement learning-based approach for causal discovery and intervention planning. CORE learns to sequentially reconstruct causal graphs from data while learning to perform informative interventions. Our results demonstrate that CORE generalizes to unseen graphs and efficiently uncovers causal structures. Furthermore, CORE scales to larger graphs with up to 10 variables and outperforms existing approaches in structure estimation accuracy and sample efficiency. All relevant code and supplementary material can be found at https://github.com/sa-and/CORE
Extracting structured representations from raw visual data is an important and long-standing challenge in machine learning. Recently, techniques for unsupervised learning of object-centric representations have raised growing interest. In this context, enhancing the robustness of the latent features can improve the efficiency and effectiveness of the training of downstream tasks. A promising step in this direction is to disentangle the factors that cause variation in the data. Previously, Invariant Slot Attention disentangled position, scale, and orientation from the remaining features. Extending this approach, we focus on separating the shape and texture components. In particular, we propose a novel architecture that biases object-centric models toward disentangling shape and texture components into two non-overlapping subsets of the latent space dimensions. These subsets are known a priori, hence before the training process. Experiments on a range of object-centric benchmarks reveal that our approach achieves the desired disentanglement while also numerically improving baseline performance in most cases. In addition, we show that our method can generate novel textures for a specific object or transfer textures between objects with distinct shapes.
Due to the empirical success of reinforcement learning, an increasing number of students study the subject. However, from our practical teaching experience, we see students entering the field (bachelor, master and early PhD) often struggle. On the one hand, textbooks and (online) lectures provide the fundamentals, but students find it hard to translate between equations and code. On the other hand, public codebases do provide practical examples, but the implemented algorithms tend to be complex, and the underlying test environments contain multiple reinforcement learning challenges at once. Although this is realistic from a research perspective, it often hinders educational conceptual understanding. To solve this issue we introduce EduGym, a set of educational reinforcement learning environments and associated interactive notebooks tailored for education. Each EduGym environment is specifically designed to illustrate a certain aspect/challenge of reinforcement learning (e.g., exploration, partial observability, stochasticity, etc.), while the associated interactive notebook explains the challenge and its possible solution approaches, connecting equations and code in a single document. An evaluation among RL students and researchers shows 86% of them think EduGym is a useful tool for reinforcement learning education. All notebooks are available from https://sites.google.com/view/edu-gym/home, while the full software package can be installed from https://github.com/RLG-Leiden/edugym.
Deep learning requires large amounts of data to learn new tasks well, limiting its applicability to domains where such data is available. Meta-learning overcomes this limitation by learning how to learn. In 2001, Hochreiter et al. showed that an LSTM trained with backpropagation across different tasks is capable of meta-learning. Despite promising results of this approach on small problems, and more recently, also on reinforcement learning problems, the approach has received little attention in the supervised few-shot learning setting. We revisit this approach and test it on modern few-shot learning benchmarks. We find that LSTM, surprisingly, outperform the popular meta-learning technique MAML on a simple few-shot sine wave regression benchmark, but that LSTM, expectedly, fall short on more complex few-shot image classification benchmarks. We identify two potential causes and propose a new method called Outer Product LSTM (OP-LSTM) that resolves these issues and displays substantial performance gains over the plain LSTM. Compared to popular meta-learning baselines, OP-LSTM yields competitive performance on within-domain few-shot image classification, and performs better in cross-domain settings by 0.5% to 1.9% in accuracy score. While these results alone do not set a new state-of-the-art, the advances of OP-LSTM are orthogonal to other advances in the field of meta-learning, yield new insights in how LSTM work in image classification, allowing for a whole range of new research directions. For reproducibility purposes, we publish all our research code publicly.
Gradient-based meta-learning techniques aim to distill useful prior knowledge from a set of training tasks such that new tasks can be learned more efficiently with gradient descent. While these methods have achieved successes in various scenarios, they commonly adapt all parameters of trainable layers when learning new tasks. This neglects potentially more efficient learning strategies for a given task distribution and may be susceptible to overfitting, especially in few-shot learning where tasks must be learned from a limited number of examples. To address these issues, we propose Subspace Adaptation Prior (SAP), a novel gradient-based meta-learning algorithm that jointly learns good initialization parameters (prior knowledge) and layer-wise parameter subspaces in the form of operation subsets that should be adaptable. In this way, SAP can learn which operation subsets to adjust with gradient descent based on the underlying task distribution, simultaneously decreasing the risk of overfitting when learning new tasks. We demonstrate that this ability is helpful as SAP yields superior or competitive performance in few-shot image classification settings (gains between 0.1% and 3.9% in accuracy). Analysis of the learned subspaces demonstrates that low-dimensional operations often yield high activation strengths, indicating that they may be important for achieving good few-shot learning performance. For reproducibility purposes, we publish all our research code publicly.
Deep neural networks can yield good performance on various tasks but often require large amounts of data to train them. Meta-learning received considerable attention as one approach to improve the generalization of these networks from a limited amount of data. Whilst meta-learning techniques have been observed to be successful at this in various scenarios, recent results suggest that when evaluated on tasks from a different data distribution than the one used for training, a baseline that simply finetunes a pre-trained network may be more effective than more complicated meta-learning techniques such as MAML, which is one of the most popular meta-learning techniques. This is surprising as the learning behaviour of MAML mimics that of finetuning: both rely on re-using learned features. We investigate the observed performance differences between finetuning, MAML, and another meta-learning technique called Reptile, and show that MAML and Reptile specialize for fast adaptation in low-data regimes of similar data distribution as the one used for training. Our findings show that both the output layer and the noisy training conditions induced by data scarcity play important roles in facilitating this specialization for MAML. Lastly, we show that the pre-trained features as obtained by the finetuning baseline are more diverse and discriminative than those learned by MAML and Reptile. Due to this lack of diversity and distribution specialization, MAML and Reptile may fail to generalize to out-of-distribution tasks whereas finetuning can fall back on the diversity of the learned features.
Large language models, in particular generative pre-trained transformers (GPTs), show impressive results on a wide variety of language-related tasks. In this paper, we explore ChatGPT's zero-shot ability to perform affective computing tasks using prompting alone. We show that ChatGPT a) performs meaningful sentiment analysis in the Valence, Arousal and Dominance dimensions, b) has meaningful emotion representations in terms of emotion categories and these affective dimensions, and c) can perform basic appraisal-based emotion elicitation of situations based on a prompt-based computational implementation of the OCC appraisal model. These findings are highly relevant: First, they show that the ability to solve complex affect processing tasks emerges from language-based token prediction trained on extensive data sets. Second, they show the potential of large language models for simulating, processing and analyzing human emotions, which has important implications for various applications such as sentiment analysis, socially interactive agents, and social robotics.