Solving math word problem (MWP) with AI techniques has recently made great progress with the success of deep neural networks (DNN), but it is far from being solved. We argue that the ability of learning by analogy is essential for an MWP solver to better understand same problems which may typically be formulated in diverse ways. However most existing works exploit the shortcut learning to train MWP solvers simply based on samples with a single question. In lack of diverse questions, these methods merely learn shallow heuristics. In this paper, we make a first attempt to solve MWPs by generating diverse yet consistent questions/equations. Given a typical MWP including the scenario description, question, and equation (i.e., answer), we first generate multiple consistent equations via a group of heuristic rules. We then feed them to a question generator together with the scenario to obtain the corresponding diverse questions, forming a new MWP with a variety of questions and equations. Finally we engage a data filter to remove those unreasonable MWPs, keeping the high-quality augmented ones. To evaluate the ability of learning by analogy for an MWP solver, we generate a new MWP dataset (called DiverseMath23K) with diverse questions by extending the current benchmark Math23K. Extensive experimental results demonstrate that our proposed method can generate high-quality diverse questions with corresponding equations, further leading to performance improvement on Diverse-Math23K. The code and dataset is available at: https://github.com/zhouzihao501/DiverseMWP
This work aims to provide a deep-learning solution for the motion interpolation task. Previous studies solve it with geometric weight functions. Some other works propose neural networks for different problem settings with consecutive pose sequences as input. However, motion interpolation is a more complex problem that takes isolated poses (e.g., only one start pose and one end pose) as input. When applied to motion interpolation, these deep learning methods have limited performance since they do not leverage the flexible dependencies between interpolation frames as the original geometric formulas do. To realize this interpolation characteristic, we propose a novel framework, referred to as \emph{Shuffled AutoRegression}, which expands the autoregression to generate in arbitrary (shuffled) order and models any inter-frame dependencies as a directed acyclic graph. We further propose an approach to constructing a particular kind of dependency graph, with three stages assembled into an end-to-end spatial-temporal motion Transformer. Experimental results on one of the current largest datasets show that our model generates vivid and coherent motions from only one start frame to one end frame and outperforms competing methods by a large margin. The proposed model is also extensible to multiple keyframes' motion interpolation tasks and other areas' interpolation.
Dynamically planning in multi-agent systems has been explored to improve decision-making in various domains. Professional basketball serves as a compelling example of a dynamic spatio-temporal game, encompassing both concealed strategic policies and decision-making. However, processing the diverse on-court signals and navigating the vast space of potential actions and outcomes makes it difficult for existing approaches to swiftly identify optimal strategies in response to evolving circumstances. In this study, we first formulate the sequential decision-making process as a conditional trajectory generation process. We further introduce PLAYBEST (PLAYer BEhavior SynThesis), a method for enhancing player decision-making. We extend the state-of-the-art generative model, diffusion probabilistic model, to learn challenging multi-agent environmental dynamics from historical National Basketball Association (NBA) player motion tracking data. To incorporate data-driven strategies, an auxiliary value function is trained using the play-by-play data with corresponding rewards acting as the plan guidance. To accomplish reward-guided trajectory generation, conditional sampling is introduced to condition the diffusion model on the value function and conduct classifier-guided sampling. We validate the effectiveness of PLAYBEST via comprehensive simulation studies from real-world data, contrasting the generated trajectories and play strategies with those employed by professional basketball teams. Our results reveal that the model excels at generating high-quality basketball trajectories that yield efficient plays, surpassing conventional planning techniques in terms of adaptability, flexibility, and overall performance. Moreover, the synthesized play strategies exhibit a remarkable alignment with professional tactics, highlighting the model's capacity to capture the intricate dynamics of basketball games.
Few-shot question answering (QA) aims at precisely discovering answers to a set of questions from context passages while only a few training samples are available. Although existing studies have made some progress and can usually achieve proper results, they suffer from understanding deep semantics for reasoning out the questions. In this paper, we develop Gotta, a Generative prOmpT-based daTa Augmentation framework to mitigate the challenge above. Inspired by the human reasoning process, we propose to integrate the cloze task to enhance few-shot QA learning. Following the recent success of prompt-tuning, we present the cloze task in the same format as the main QA task, allowing the model to learn both tasks seamlessly together to fully take advantage of the power of prompt-tuning. Extensive experiments on widely used benchmarks demonstrate that Gotta consistently outperforms competitive baselines, validating the effectiveness of our proposed prompt-tuning-based cloze task, which not only fine-tunes language models but also learns to guide reasoning in QA tasks. Further analysis shows that the prompt-based loss incorporates the auxiliary task better than the multi-task loss, highlighting the strength of prompt-tuning on the few-shot QA task.
The existing research on robust Graph Neural Networks (GNNs) fails to acknowledge the significance of directed graphs in providing rich information about networks' inherent structure. This work presents the first investigation into the robustness of GNNs in the context of directed graphs, aiming to harness the profound trust implications offered by directed graphs to bolster the robustness and resilience of GNNs. Our study reveals that existing directed GNNs are not adversarially robust. In pursuit of our goal, we introduce a new and realistic directed graph attack setting and propose an innovative, universal, and efficient message-passing framework as a plug-in layer to significantly enhance the robustness of GNNs. Combined with existing defense strategies, this framework achieves outstanding clean accuracy and state-of-the-art robust performance, offering superior defense against both transfer and adaptive attacks. The findings in this study reveal a novel and promising direction for this crucial research area. The code will be made publicly available upon the acceptance of this work.
Road traffic scene reconstruction from videos has been desirable by road safety regulators, city planners, researchers, and autonomous driving technology developers. However, it is expensive and unnecessary to cover every mile of the road with cameras mounted on the road infrastructure. This paper presents a method that can process aerial videos to vehicle trajectory data so that a traffic scene can be automatically reconstructed and accurately re-simulated using computers. On average, the vehicle localization error is about 0.1 m to 0.3 m using a consumer-grade drone flying at 120 meters. This project also compiles a dataset of 50 reconstructed road traffic scenes from about 100 hours of aerial videos to enable various downstream traffic analysis applications and facilitate further road traffic related research. The dataset is available at https://github.com/duolu/CAROM.
Despite the demonstrated empirical efficacy of prompt tuning to adapt a pretrained language model for a new task, the theoretical underpinnings of the difference between "tuning parameters before the input" against "the tuning of model weights" are limited. We thus take one of the first steps to understand the role of soft-prompt tuning for transformer-based architectures. By considering a general purpose architecture, we analyze prompt tuning from the lens of both: universal approximation and limitations with finite-depth fixed-weight pretrained transformers for continuous-valued functions. Our universality result guarantees the existence of a strong transformer with a prompt to approximate any sequence-to-sequence function in the set of Lipschitz functions. The limitations of prompt tuning for limited-depth transformers are first proved by constructing a set of datasets, that cannot be memorized by a prompt of any length for a given single encoder layer. We also provide a lower bound on the required number of tunable prompt parameters and compare the result with the number of parameters required for a low-rank update (based on LoRA) for a single-layer setting. We finally extend our analysis to multi-layer settings by providing sufficient conditions under which the transformer can at best learn datasets from invertible functions only. Our theoretical claims are also corroborated by empirical results.
Pre-trained language models (PLMs) have been widely used to underpin various downstream tasks. However, the adversarial attack task has found that PLMs are vulnerable to small perturbations. Mainstream methods adopt a detached two-stage framework to attack without considering the subsequent influence of substitution at each step. In this paper, we formally model the adversarial attack task on PLMs as a sequential decision-making problem, where the whole attack process is sequential with two decision-making problems, i.e., word finder and word substitution. Considering the attack process can only receive the final state without any direct intermediate signals, we propose to use reinforcement learning to find an appropriate sequential attack path to generate adversaries, named SDM-Attack. Extensive experimental results show that SDM-Attack achieves the highest attack success rate with a comparable modification rate and semantic similarity to attack fine-tuned BERT. Furthermore, our analyses demonstrate the generalization and transferability of SDM-Attack. The code is available at https://github.com/fduxuan/SDM-Attack.
Time series prediction is a prevalent issue across various disciplines, such as meteorology, traffic surveillance, investment, and energy production and consumption. Many statistical and machine-learning strategies have been developed to tackle this problem. However, these approaches either lack explainability or exhibit less satisfactory performance when the prediction horizon increases. To this end, we propose a novel plan for the designing of networks' architecture based on transformations, possessing the potential to achieve an enhanced receptive field in learning which brings benefits to fuse features across scales. In this context, we introduce four different transformation mechanisms as bases to construct the learning model including Fourier Transform (FT), Singular Value Decomposition (SVD), matrix multiplication and Conv block. Hence, we develop four learning models based on the above building blocks, namely, FT-Matrix, FT-SVD, FT-Conv, and Conv-SVD. Note that the FT and SVD blocks are capable of learning global information, while the Conv blocks focus on learning local information. The matrix block is sparsely designed to learn both global and local information simultaneously. The above Transformation Learning Networks (TLNets) have been extensively tested and compared with multiple baseline models based on several real-world datasets and showed clear potential in long-range time-series forecasting.
Structure prediction tasks such as event extraction require an in-depth understanding of the output structure and sub-task dependencies, thus they still heavily rely on task-specific training data to obtain reasonable performance. Due to the high cost of human annotation, low-resource event extraction, which requires minimal human cost, is urgently needed in real-world information extraction applications. We propose to synthesize data instances given limited seed demonstrations to boost low-resource event extraction performance. We propose STAR, a structure-to-text data generation method that first generates complicated event structures (Y) and then generates input passages (X), all with Large Language Models. We design fine-grained step-by-step instructions and the error cases and quality issues identified through self-reflection can be self-refined. Our experiments indicate that data generated by STAR can significantly improve the low-resource event extraction performance and they are even more effective than human-curated data points in some cases.