The spread of the Coronavirus disease-2019 epidemic has caused many courses and exams to be conducted online. The cheating behavior detection model in examination invigilation systems plays a pivotal role in guaranteeing the equality of long-distance examinations. However, cheating behavior is rare, and most researchers do not comprehensively take into account features such as head posture, gaze angle, body posture, and background information in the task of cheating behavior detection. In this paper, we develop and present CHEESE, a CHEating detection framework via multiplE inStancE learning. The framework consists of a label generator that implements weak supervision and a feature encoder to learn discriminative features. In addition, the framework combines body posture and background features extracted by 3D convolution with eye gaze, head posture and facial features captured by OpenFace 2.0. These features are fed into the spatio-temporal graph module by stitching to analyze the spatio-temporal changes in video clips to detect the cheating behaviors. Our experiments on three datasets, UCF-Crime, ShanghaiTech and Online Exam Proctoring (OEP), prove the effectiveness of our method as compared to the state-of-the-art approaches, and obtain the frame-level AUC score of 87.58% on the OEP dataset.
Irregularly sampled time series are ubiquitous, presenting significant challenges for analysis due to missing values. Despite existing methods address imputation, they predominantly focus on leveraging intra-series information, neglecting the potential benefits that inter-series information could provide, such as reducing uncertainty and memorization effect. To bridge this gap, we propose PRIME, a Prototype Recurrent Imputation ModEl, which integrates both intra-series and inter-series information for imputing missing values in irregularly sampled time series. Our framework comprises a prototype memory module for learning inter-series information, a bidirectional gated recurrent unit utilizing prototype information for imputation, and an attentive prototypical refinement module for adjusting imputations. We conducted extensive experiments on three datasets, and the results underscore PRIME's superiority over the state-of-the-art models by up to 26% relative improvement on mean square error.
The NK hybrid genetic algorithm for clustering is proposed in this paper. In order to evaluate the solutions, the hybrid algorithm uses the NK clustering validation criterion 2 (NKCV2). NKCV2 uses information about the disposition of $N$ small groups of objects. Each group is composed of $K+1$ objects of the dataset. Experimental results show that density-based regions can be identified by using NKCV2 with fixed small $K$. In NKCV2, the relationship between decision variables is known, which in turn allows us to apply gray box optimization. Mutation operators, a partition crossover, and a local search strategy are proposed, all using information about the relationship between decision variables. In partition crossover, the evaluation function is decomposed into $q$ independent components; partition crossover then deterministically returns the best among $2^q$ possible offspring with computational complexity $O(N)$. The NK hybrid genetic algorithm allows the detection of clusters with arbitrary shapes and the automatic estimation of the number of clusters. In the experiments, the NK hybrid genetic algorithm produced very good results when compared to another genetic algorithm approach and to state-of-art clustering algorithms.
Multidomain crowd counting aims to learn a general model for multiple diverse datasets. However, deep networks prefer modeling distributions of the dominant domains instead of all domains, which is known as domain bias. In this study, we propose a simple-yet-effective Modulating Domain-specific Knowledge Network (MDKNet) to handle the domain bias issue in multidomain crowd counting. MDKNet is achieved by employing the idea of `modulating', enabling deep network balancing and modeling different distributions of diverse datasets with little bias. Specifically, we propose an Instance-specific Batch Normalization (IsBN) module, which serves as a base modulator to refine the information flow to be adaptive to domain distributions. To precisely modulating the domain-specific information, the Domain-guided Virtual Classifier (DVC) is then introduced to learn a domain-separable latent space. This space is employed as an input guidance for the IsBN modulator, such that the mixture distributions of multiple datasets can be well treated. Extensive experiments performed on popular benchmarks, including Shanghai-tech A/B, QNRF and NWPU, validate the superiority of MDKNet in tackling multidomain crowd counting and the effectiveness for multidomain learning. Code is available at \url{https://github.com/csguomy/MDKNet}.
Reinforcement Learning from Human Feedback (RLHF) is the current dominating framework to fine-tune large language models to better align with human preferences. However, the underlying premise of algorithms developed under this framework can be problematic when user preferences encoded in human feedback are diverse. In this work, we aim to address this problem by developing methods for building personalized language models. We first formally introduce the task of learning from personalized human feedback and explain why vanilla RLHF can be problematic in this context. We then propose a general Personalized-RLHF (P-RLHF) framework, which requires one to jointly learn a user model and a language (or reward) model. The user model takes in user information and outputs user representations. Its structure encodes our assumptions about user preferences underlying the feedback data. We develop new learning objectives for personalized reward modeling and personalized Direct Preference Optimization. To demonstrate the efficacy of our method, we test it on real-world text summarization data with annotated preferences and annotator information. We fine-tune GPT-J 6B to obtain personalized language (and reward) models, which outperform non-personalized models in terms of aligning with individual preferences.
In this study, we present a transductive inference approach on that reward information propagation graph, which enables the effective estimation of rewards for unlabelled data in offline reinforcement learning. Reward inference is the key to learning effective policies in practical scenarios, while direct environmental interactions are either too costly or unethical and the reward functions are rarely accessible, such as in healthcare and robotics. Our research focuses on developing a reward inference method based on the contextual properties of information propagation on graphs that capitalizes on a constrained number of human reward annotations to infer rewards for unlabelled data. We leverage both the available data and limited reward annotations to construct a reward propagation graph, wherein the edge weights incorporate various influential factors pertaining to the rewards. Subsequently, we employ the constructed graph for transductive reward inference, thereby estimating rewards for unlabelled data. Furthermore, we establish the existence of a fixed point during several iterations of the transductive inference process and demonstrate its at least convergence to a local optimum. Empirical evaluations on locomotion and robotic manipulation tasks validate the effectiveness of our approach. The application of our inferred rewards improves the performance in offline reinforcement learning tasks.
Reinforcement learning (RL) problems where the learner attempts to infer an unobserved reward from some feedback variables have been studied in several recent papers. The setting of Interaction-Grounded Learning (IGL) is an example of such feedback-based reinforcement learning tasks where the learner optimizes the return by inferring latent binary rewards from the interaction with the environment. In the IGL setting, a relevant assumption used in the RL literature is that the feedback variable $Y$ is conditionally independent of the context-action $(X,A)$ given the latent reward $R$. In this work, we propose Variational Information-based IGL (VI-IGL) as an information-theoretic method to enforce the conditional independence assumption in the IGL-based RL problem. The VI-IGL framework learns a reward decoder using an information-based objective based on the conditional mutual information (MI) between the context-action $(X,A)$ and the feedback variable $Y$ observed from the environment. To estimate and optimize the information-based terms for the continuous random variables in the RL problem, VI-IGL leverages the variational representation of mutual information and results in a min-max optimization problem. Furthermore, we extend the VI-IGL framework to general $f$-Information measures in the information theory literature, leading to the generalized $f$-VI-IGL framework to address the RL problem under the IGL condition. Finally, we provide the empirical results of applying the VI-IGL method to several reinforcement learning settings, which indicate an improved performance in comparison to the previous IGL-based RL algorithm.
Recently developed pre-trained text-and-layout models (PTLMs) have shown remarkable success in multiple information extraction tasks on visually-rich documents. However, the prevailing evaluation pipeline may not be sufficiently robust for assessing the information extraction ability of PTLMs, due to inadequate annotations within the benchmarks. Therefore, we claim the necessary standards for an ideal benchmark to evaluate the information extraction ability of PTLMs. We then introduce EC-FUNSD, an entity-centric benckmark designed for the evaluation of semantic entity recognition and entity linking on visually-rich documents. This dataset contains diverse formats of document layouts and annotations of semantic-driven entities and their relations. Moreover, this dataset disentangles the falsely coupled annotation of segment and entity that arises from the block-level annotation of FUNSD. Experiment results demonstrate that state-of-the-art PTLMs exhibit overfitting tendencies on the prevailing benchmarks, as their performance sharply decrease when the dataset bias is removed.
We explore a stochastic contextual linear bandit problem where the agent observes a noisy, corrupted version of the true context through a noise channel with an unknown noise parameter. Our objective is to design an action policy that can approximate" that of an oracle, which has access to the reward model, the channel parameter, and the predictive distribution of the true context from the observed noisy context. In a Bayesian framework, we introduce a Thompson sampling algorithm for Gaussian bandits with Gaussian context noise. Adopting an information-theoretic analysis, we demonstrate the Bayesian regret of our algorithm concerning the oracle's action policy. We also extend this problem to a scenario where the agent observes the true context with some delay after receiving the reward and show that delayed true contexts lead to lower Bayesian regret. Finally, we empirically demonstrate the performance of the proposed algorithms against baselines.
Generative AI models face the challenge of hallucinations that can undermine users' trust in such systems. We approach the problem of conversational information seeking as a two-step process, where relevant passages in a corpus are identified first and then summarized into a final system response. This way we can automatically assess if the answer to the user's question is present in the corpus. Specifically, our proposed method employs a sentence-level classifier to detect if the answer is present, then aggregates these predictions on the passage level, and eventually across the top-ranked passages to arrive at a final answerability estimate. For training and evaluation, we develop a dataset based on the TREC CAsT benchmark that includes answerability labels on the sentence, passage, and ranking levels. We demonstrate that our proposed method represents a strong baseline and outperforms a state-of-the-art LLM on the answerability prediction task.