Generative neural networks have been shown effective on query suggestion. Commonly posed as a conditional generation problem, the task aims to leverage earlier inputs from users in a search session to predict queries that they will likely issue at a later time. User inputs come in various forms such as querying and clicking, each of which can imply different semantic signals channeled through the corresponding behavioral patterns. This paper induces these behavioral biases as hypotheses for query generation, where a generic encoder-decoder Transformer framework is presented to aggregate arbitrary hypotheses of choice. Our experimental results show that the proposed approach leads to significant improvements on top-$k$ word error rate and Bert F1 Score compared to a recent BART model.
Computationally expensive Radiative Transfer Models (RTMs) are widely used} to realistically reproduce the light interaction with the Earth surface and atmosphere. Because these models take long processing time, the common practice is to first generate a sparse look-up table (LUT) and then make use of interpolation methods to sample the multi-dimensional LUT input variable space. However, the question arise whether common interpolation methods perform most accurate. As an alternative to interpolation, this work proposes to use emulation, i.e., approximating the RTM output by means of statistical learning. Two experiments were conducted to assess the accuracy in delivering spectral outputs using interpolation and emulation: (1) at canopy level, using PROSAIL; and (2) at top-of-atmosphere level, using MODTRAN. Various interpolation (nearest-neighbour, inverse distance weighting, piece-wice linear) and emulation (Gaussian process regression (GPR), kernel ridge regression, neural networks) methods were evaluated against a dense reference LUT. In all experiments, the emulation methods clearly produced more accurate output spectra than classical interpolation methods. GPR emulation performed up to ten times more accurately than the best performing interpolation method, and this with a speed that is competitive with the faster interpolation methods. It is concluded that emulation can function as a fast and more accurate alternative to commonly used interpolation methods for reconstructing RTM spectral data.
Thompson sampling (TS) has emerged as a robust technique for contextual bandit problems. However, TS requires posterior inference and optimization for action generation, prohibiting its use in many internet applications where latency and ease of deployment are of concern. We propose a novel imitation-learning-based algorithm that distills a TS policy into an explicit policy representation by performing posterior inference and optimization offline. The explicit policy representation enables fast online decision-making and easy deployment in mobile and server-based environments. Our algorithm iteratively performs offline batch updates to the TS policy and learns a new imitation policy. Since we update the TS policy with observations collected under the imitation policy, our algorithm emulates an off-policy version of TS. Our imitation algorithm guarantees Bayes regret comparable to TS, up to the sum of single-step imitation errors. We show these imitation errors can be made arbitrarily small when unlabeled contexts are cheaply available, which is the case for most large-scale internet applications. Empirically, we show that our imitation policy achieves comparable regret to TS, while reducing decision-time latency by over an order of magnitude. Our algorithm is deployed in video upload systems at Facebook and Instagram and is handling millions of uploads each day.
Brain-computer interface (BCI) is a communication tool that connects users and external devices. In a real-time BCI environment, a calibration procedure is particularly necessary for each user and each session. This procedure consumes a significant amount of time that hinders the application of a BCI system in a real-world scenario. To avoid this problem, we adopt the metric based few-shot learning approach for decoding intuitive upper-extremity movement imagination (MI) using a gradual relation network (GRN) that can gradually consider the combination of temporal and spectral groups. We acquired the MI data of the upper-arm, forearm, and hand associated with intuitive upper-extremity movement from 25 subjects. The grand average multiclass classification results under offline analysis were 42.57%, 55.60%, and 80.85% in 1-, 5-, and 25-shot settings, respectively. In addition, we could demonstrate the feasibility of intuitive MI decoding using the few-shot approach in real-time robotic arm control scenarios. Five participants could achieve a success rate of 78% in the drinking task. Hence, we demonstrated the feasibility of the online robotic arm control with shortened calibration time by focusing on human body parts but also the accommodation of various untrained intuitive MI decoding based on the proposed GRN.
Trajectory planning is a key piece in the algorithmic architecture of a robot. Trajectory planners typically use iterative optimization schemes for generating smooth trajectories that avoid collisions and are optimal for tracking given the robot's physical specifications. Starting from an initial estimate, the planners iteratively refine the solution so as to satisfy the desired constraints. In this paper, we show that such iterative optimization based planners can be vulnerable to adversarial attacks that force the planner either to fail completely, or significantly increase the time required to find a solution. They key insight here is that an adversary in the environment can directly affect the optimization function of a planner. We demonstrate how the adversary can adjust its own state configurations to result in poorly conditioned eigenstructure of the objective leading to failures. We apply our method against two state of the art trajectory planners and demonstrate that an adversary can consistently exploit certain weaknesses of an iterative optimization scheme.
All living languages change over time. The causes for this are many, one being the emergence and borrowing of new linguistic elements. Competition between the new elements and older ones with a similar semantic or grammatical function may lead to speakers preferring one of them, and leaving the other to go out of use. We introduce a general method for quantifying competition between linguistic elements in diachronic corpora which does not require language-specific resources other than a sufficiently large corpus. This approach is readily applicable to a wide range of languages and linguistic subsystems. Here, we apply it to lexical data in five corpora differing in language, type, genre, and time span. We find that changes in communicative need are consistently predictive of lexical competition dynamics. Near-synonymous words are more likely to directly compete if they belong to a topic of conversation whose importance to language users is constant over time, possibly leading to the extinction of one of the competing words. By contrast, in topics which are increasing in importance for language users, near-synonymous words tend not to compete directly and can coexist. This suggests that, in addition to direct competition between words, language change can be driven by competition between topics or semantic subspaces.
Deep Convolutional Neural Networks (CNNs) are powerful models that have achieved excellent performance on difficult computer vision tasks. Although CNNS perform well whenever large labeled training samples are available, they work badly on video frame synthesis due to objects deforming and moving, scene lighting changes, and cameras moving in video sequence. In this paper, we present a novel and general end-to-end architecture, called convolutional Transformer or ConvTransformer, for video frame sequence learning and video frame synthesis. The core ingredient of ConvTransformer is the proposed attention layer, i.e., multi-head convolutional self-attention, that learns the sequential dependence of video sequence. Our method ConvTransformer uses an encoder, built upon multi-head convolutional self-attention layers, to map the input sequence to a feature map sequence, and then another deep networks, incorporating multi-head convolutional self-attention layers, decode the target synthesized frames from the feature maps sequence. Experiments on video future frame extrapolation task show ConvTransformer to be superior in quality while being more parallelizable to recent approaches built upon convoltuional LSTM (ConvLSTM). To the best of our knowledge, this is the first time that ConvTransformer architecture is proposed and applied to video frame synthesis.
This paper presents TrollHunter, an automated reasoning mechanism we used to hunt for trolls on Twitter during the COVID-19 pandemic in 2020. Trolls, poised to disrupt the online discourse and spread disinformation, quickly seized the absence of a credible response to COVID-19 and created a COVID-19 infodemic by promulgating dubious content on Twitter. To counter the COVID-19 infodemic, the TrollHunter leverages a unique linguistic analysis of a multi-dimensional set of Twitter content features to detect whether or not a tweet was meant to troll. TrollHunter achieved 98.5% accuracy, 75.4% precision and 69.8% recall over a dataset of 1.3 million tweets. Without a final resolution of the pandemic in sight, it is unlikely that the trolls will go away, although they might be forced to evade automated hunting. To explore the plausibility of this strategy, we developed and tested an adversarial machine learning mechanism called TrollHunter-Evader. TrollHunter-Evader employs a Test Time Evasion (TTE) approach in a combination with a Markov chain-based mechanism to recycle originally trolling tweets. The recycled tweets were able to achieve a remarkable 40% decrease in the TrollHunter's ability to correctly identify trolling tweets. Because the COVID-19 infodemic could have a harmful impact on the COVID-19 pandemic, we provide an elaborate discussion about the implications of employing adversarial machine learning to evade Twitter troll hunts.
The shortest-path, commute time, and diffusion distances on undirected graphs have been widely employed in applications such as dimensionality reduction, link prediction, and trip planning. Increasingly, there is interest in using asymmetric structure of data derived from Markov chains and directed graphs, but few metrics are specifically adapted to this task. We introduce a metric on the state space of any ergodic, finite-state, time-homogeneous Markov chain and, in particular, on any Markov chain derived from a directed graph. Our construction is based on hitting probabilities, with nearness in the metric space related to the transfer of random walkers from one node to another at stationarity. Notably, our metric is insensitive to shortest and average path distances, thus giving new information compared to existing metrics. We use possible degeneracies in the metric to develop an interesting structural theory of directed graphs and explore a related quotienting procedure. Our metric can be computed in $O(n^3)$ time, where $n$ is the number of states, and in examples we scale up to $n=10,000$ nodes and $\approx 38M$ edges on a desktop computer. In several examples, we explore the nature of the metric, compare it to alternative methods, and demonstrate its utility for weak recovery of community structure in dense graphs, visualization, structure recovering, dynamics exploration, and multiscale cluster detection.
We consider the contextual bandit problem, where a player sequentially makes decisions based on past observations to maximize the cumulative reward. Although many algorithms have been proposed for contextual bandit, most of them rely on finding the maximum likelihood estimator at each iteration, which requires $O(t)$ time at the $t$-th iteration and are memory inefficient. A natural way to resolve this problem is to apply online stochastic gradient descent (SGD) so that the per-step time and memory complexity can be reduced to constant with respect to $t$, but a contextual bandit policy based on online SGD updates that balances exploration and exploitation has remained elusive. In this work, we show that online SGD can be applied to the generalized linear bandit problem. The proposed SGD-TS algorithm, which uses a single-step SGD update to exploit past information and uses Thompson Sampling for exploration, achieves $\tilde{O}(\sqrt{dT})$ regret with the total time complexity that scales linearly in $T$ and $d$, where $T$ is the total number of rounds and $d$ is the number of features. Experimental results show that SGD-TS consistently outperforms existing algorithms on both synthetic and real datasets.