OpenRaiser/Intern-Atlas huggingface dataset:
A Theoretical Overview of Neural Contraction Metrics for Learning-based Control with Guaranteed Stability
Venue: arXiv cs.LG 2021
Year: 2021

This paper presents a theoretical overview of a Neural Contraction Metric (NCM): a neural network model of an optimal contraction metric and corresponding differential Lyapunov function, the existence of which is a necessary and sufficient condition for incremental exponential stability of non-autonomous nonlinear system trajectories. Its innovation lies in providing formal robustness guarantees for learning-based control frameworks, utilizing contraction theory as an analytical tool to study the nonlinear stability of learned systems via convex optimization. In particular, we rigorously show in this paper that, by regarding modeling errors of the learning schemes as external disturbances, the NCM control is capable of obtaining an explicit bound on the distance between a time-varying target trajectory and perturbed solution trajectories, which exponentially decreases with time even under the presence of deterministic and stochastic perturbation. These useful features permit simultaneous synthesis of a contraction metric and associated control law by a neural network, thereby enabling real-time computable and probably robust learning-based control for general control-affine nonlinear systems.
Clustering and Network Analysis for the Embedding Spaces of Sentences and Sub-Sentences
Venue: arXiv cs.CL 2021
Year: 2021

Sentence embedding methods offer a powerful approach for working with short textual constructs or sequences of words. By representing sentences as dense numerical vectors, many natural language processing (NLP) applications have improved their performance. However, relatively little is understood about the latent structure of sentence embeddings. Specifically, research has not addressed whether the length and structure of sentences impact the sentence embedding space and topology. This paper reports research on a set of comprehensive clustering and network analyses targeting sentence and sub-sentence embedding spaces. Results show that one method generates the most clusterable embeddings. In general, the embeddings of span sub-sentences have better clustering properties than the original sentences. The results have implications for future sentence embedding models and applications.
Is There More Pattern in Knowledge Graph? Exploring Proximity Pattern for Knowledge Graph Embedding
Venue: arXiv cs.CL 2021
Year: 2021

Modeling of relation pattern is the core focus of previous Knowledge Graph Embedding works, which represents how one entity is related to another semantically by some explicit relation. However, there is a more natural and intuitive relevancy among entities being always ignored, which is that how one entity is close to another semantically, without the consideration of any explicit relation. We name such semantic phenomenon in knowledge graph as proximity pattern. In this work, we explore the problem of how to define and represent proximity pattern, and how it can be utilized to help knowledge graph embedding. Firstly, we define the proximity of any two entities according to their statistically shared queries, then we construct a derived graph structure and represent the proximity pattern from global view. Moreover, with the original knowledge graph, we design a Chained couPle-GNN (CP-GNN) architecture to deeply merge the two patterns (graphs) together, which can encode a more comprehensive knowledge embedding. Being evaluated on FB15k-237 and WN18RR datasets, CP-GNN achieves state-of-the-art results for Knowledge Graph Completion task, and can especially boost the modeling capacity for complex queries that contain multiple answer entities, proving the effectiveness of introduced proximity pattern.
FICGAN: Facial Identity Controllable GAN for De-identification
Venue: arXiv cs.CV 2021
Year: 2021

In this work, we present Facial Identity Controllable GAN (FICGAN) for not only generating high-quality de-identified face images with ensured privacy protection, but also detailed controllability on attribute preservation for enhanced data utility. We tackle the less-explored yet desired functionality in face de-identification based on the two factors. First, we focus on the challenging issue to obtain a high level of privacy protection in the de-identification task while uncompromising the image quality. Second, we analyze the facial attributes related to identity and non-identity and explore the trade-off between the degree of face de-identification and preservation of the source attributes for enhanced data utility. Based on the analysis, we develop Facial Identity Controllable GAN (FICGAN), an autoencoder-based conditional generative model that learns to disentangle the identity attributes from non-identity attributes on a face image. By applying the manifold k-same algorithm to satisfy k-anonymity for strengthened security, our method achieves enhanced privacy protection in de-identified face images. Numerous experiments demonstrate that our model outperforms others in various scenarios of face de-identification.
New families of quantum stabilizer codes from Hermitian self-orthogonal algebraic geometry codes
Venue: arXiv cs.IT 2021
Year: 2021

There has been a lot of effort to construct good quantum codes from the classical error correcting codes. Constructing new quantum codes, using Hermitian self-orthogonal codes, seems to be a difficult problem in general. In this paper, Hermitian self-orthogonal codes are studied from algebraic function fields. Sufficient conditions for the Hermitian self-orthogonality of an algebraic geometry code are presented. New Hermitian self-orthogonal codes are constructed from projective lines, elliptic curves, hyper-elliptic curves, Hermitian curves, and Artin-Schreier curves. In addition, over the projective lines, we construct new families of MDS quantum codes with parameters $[[N,N-2K,K+1]]_q$ under the following conditions: i) $N=t(q-1)+1$ or $t(q-1)+2$ with $t|(q+1)$ and $K=\lfloor\frac{t(q-1)+1}{2t}\rfloor+1$; ii) $(n-1)|(q^2-1)$, $N=n$ or $N=n+1$, $K_0=\lfloor\frac{n+q-1}{q+1}\rfloor$, and $K\ge K_0+1$; iii) $N=tq+1$, $\forall~1\le t\le q$ and $K=\lfloor\frac{tq+q-1}{q+1}\rfloor+1$; iv) $n|(q^2-1)$, $n_2=\frac{n}{\gcd (n,q+1)}$, $\forall~ 1\le t\le \frac{q-1}{n_2}-1$, $N=(t+1)n+2$ and $K=\lfloor \frac{(t+1)n+1+q-1}{q+1}\rfloor+1$.
Consider the Alternatives: Navigating Fairness-Accuracy Tradeoffs via Disqualification
Venue: arXiv cs.LG 2021
Year: 2021

In many machine learning settings there is an inherent tension between fairness and accuracy desiderata. How should one proceed in light of such trade-offs? In this work we introduce and study $γ$-disqualification, a new framework for reasoning about fairness-accuracy tradeoffs w.r.t a benchmark class $H$ in the context of supervised learning. Our requirement stipulates that a classifier should be disqualified if it is possible to improve its fairness by switching to another classifier from $H$ without paying "too much" in accuracy. The notion of "too much" is quantified via a parameter $γ$ that serves as a vehicle for specifying acceptable tradeoffs between accuracy and fairness, in a way that is independent from the specific metrics used to quantify fairness and accuracy in a given task. Towards this objective, we establish principled translations between units of accuracy and units of (un)fairness for different accuracy measures. We show $γ$-disqualification can be used to easily compare different learning strategies in terms of how they trade-off fairness and accuracy, and we give an efficient reduction from the problem of finding the optimal classifier that satisfies our requirement to the problem of approximating the Pareto frontier of $H$.
Artificial intelligence for Sustainable Energy: A Contextual Topic Modeling and Content Analysis
Venue: arXiv cs.AI 2021
Year: 2021

Parallel to the rising debates over sustainable energy and artificial intelligence solutions, the world is currently discussing the ethics of artificial intelligence and its possible negative effects on society and the environment. In these arguments, sustainable AI is proposed, which aims at advancing the pathway toward sustainability, such as sustainable energy. In this paper, we offered a novel contextual topic modeling combining LDA, BERT, and Clustering. We then combined these computational analyses with content analysis of related scientific publications to identify the main scholarly topics, sub-themes, and cross-topic themes within scientific research on sustainable AI in energy. Our research identified eight dominant topics including sustainable buildings, AI-based DSSs for urban water management, climate artificial intelligence, Agriculture 4, the convergence of AI with IoT, AI-based evaluation of renewable technologies, smart campus and engineering education, and AI-based optimization. We then recommended 14 potential future research strands based on the observed theoretical gaps. Theoretically, this analysis contributes to the existing literature on sustainable AI and sustainable energy, and practically, it intends to act as a general guide for energy engineers and scientists, AI scientists, and social scientists to widen their knowledge of sustainability in AI and energy convergence research.
AI Back-End as a Service for Learning Switching of Mobile Apps between the Fog and the Cloud
Venue: arXiv cs.LG 2021
Year: 2021

Given that cloud servers are usually remotely located from the devices of mobile apps, the end-users of the apps can face delays. The Fog has been introduced to augment the apps with machines located at the network edge close to the end-users. However, edge machines are usually resource constrained. Thus, the execution of online data-analytics on edge machines may not be feasible if the time complexity of the data-analytics algorithm is high. To overcome this, multiple instances of the back-end should be deployed on edge and remote machines. In this case, the research question is how the switching of the app among the instances of the back-end can be dynamically decided based on the response time of the service instances. To answer this, we contribute an AI approach that trains machine-learning models of the response time of service instances. Our approach extends a back-end as a service into an AI self-back-end as a service that self-decides at runtime the right edge/remote instance that achieves the lowest response-time. We evaluate the accuracy and the efficiency of our approach by using real-word machine-learning datasets on an existing auction app.
A Comparative Study of Sentiment Analysis Using NLP and Different Machine Learning Techniques on US Airline Twitter Data
Venue: arXiv cs.CL 2021
Year: 2021

Today's business ecosystem has become very competitive. Customer satisfaction has become a major focus for business growth. Business organizations are spending a lot of money and human resources on various strategies to understand and fulfill their customer's needs. But, because of defective manual analysis on multifarious needs of customers, many organizations are failing to achieve customer satisfaction. As a result, they are losing customer's loyalty and spending extra money on marketing. We can solve the problems by implementing Sentiment Analysis. It is a combined technique of Natural Language Processing (NLP) and Machine Learning (ML). Sentiment Analysis is broadly used to extract insights from wider public opinion behind certain topics, products, and services. We can do it from any online available data. In this paper, we have introduced two NLP techniques (Bag-of-Words and TF-IDF) and various ML classification algorithms (Support Vector Machine, Logistic Regression, Multinomial Naive Bayes, Random Forest) to find an effective approach for Sentiment Analysis on a large, imbalanced, and multi-classed dataset. Our best approaches provide 77% accuracy using Support Vector Machine and Logistic Regression with Bag-of-Words technique.
Implicit and Explicit Attention for Zero-Shot Learning
Venue: arXiv cs.CV 2021
Year: 2021

Most of the existing Zero-Shot Learning (ZSL) methods focus on learning a compatibility function between the image representation and class attributes. Few others concentrate on learning image representation combining local and global features. However, the existing approaches still fail to address the bias issue towards the seen classes. In this paper, we propose implicit and explicit attention mechanisms to address the existing bias problem in ZSL models. We formulate the implicit attention mechanism with a self-supervised image angle rotation task, which focuses on specific image features aiding to solve the task. The explicit attention mechanism is composed with the consideration of a multi-headed self-attention mechanism via Vision Transformer model, which learns to map image features to semantic space during the training stage. We conduct comprehensive experiments on three popular benchmarks: AWA2, CUB and SUN. The performance of our proposed attention mechanisms has proved its effectiveness, and has achieved the state-of-the-art harmonic mean on all the three datasets.
AI based Algorithms of Path Planning, Navigation and Control for Mobile Ground Robots and UAVs
Venue: arXiv cs.RO 2021
Year: 2021

As the demands of autonomous mobile robots are increasing in recent years, the requirement of the path planning/navigation algorithm should not be content with the ability to reach the target without any collisions, but also should try to achieve possible optimal or suboptimal path from the initial position to the target according to the robot's constrains in practice. This report investigates path planning and control strategies for mobile robots with machine learning techniques, including ground mobile robots and flying UAVs. In this report, the hybrid reactive collision-free navigation problem under an unknown static environment is investigated firstly. By combining both the reactive navigation and Q-learning method, we intend to keep the good characteristics of reactive navigation algorithm and Q-learning and overcome the shortcomings of only relying on one of them. The proposed method is then extended into 3D environments. The performance of the mentioned strategies are verified by extensive computer simulations, and good results are obtained. Furthermore, the more challenging dynamic environment situation is taken into our consideration. We tackled this problem by developing a new path planning method that utilizes the integrated environment representation and reinforcement learning. Our novel approach enables to find the optimal path to the target efficiently and avoid collisions in a cluttered environment with steady and moving obstacles. The performance of these methods is compared with other different aspects.
DeepSCC: Source Code Classification Based on Fine-Tuned RoBERTa
Venue: arXiv cs.SE 2021
Year: 2021

In software engineering-related tasks (such as programming language tag prediction based on code snippets from Stack Overflow), the programming language classification for code snippets is a common task. In this study, we propose a novel method DeepSCC, which uses a fine-tuned RoBERTa model to classify the programming language type of the source code. In our empirical study, we choose a corpus collected from Stack Overflow, which contains 224,445 pairs of code snippets and corresponding language types. After comparing nine state-of-the-art baselines from the fields of source code classification and neural text classification in terms of four performance measures (i.e., Accuracy, Precision, Recall, and F1), we show the competitiveness of our proposed method DeepSCC
Unified Likelihood Ratio Estimation for High- to Zero-frequency N-grams
Venue: arXiv cs.CL 2021
Year: 2021

Likelihood ratios (LRs), which are commonly used for probabilistic data processing, are often estimated based on the frequency counts of individual elements obtained from samples. In natural language processing, an element can be a continuous sequence of $N$ items, called an $N$-gram, in which each item is a word, letter, etc. In this paper, we attempt to estimate LRs based on $N$-gram frequency information. A naive estimation approach that uses only $N$-gram frequencies is sensitive to low-frequency (rare) $N$-grams and not applicable to zero-frequency (unobserved) $N$-grams; these are known as the low- and zero-frequency problems, respectively. To address these problems, we propose a method for decomposing $N$-grams into item units and then applying their frequencies along with the original $N$-gram frequencies. Our method can obtain the estimates of unobserved $N$-grams by using the unit frequencies. Although using only unit frequencies ignores dependencies between items, our method takes advantage of the fact that certain items often co-occur in practice and therefore maintains their dependencies by using the relevant $N$-gram frequencies. We also introduce a regularization to achieve robust estimation for rare $N$-grams. Our experimental results demonstrate that our method is effective at solving both problems and can effectively control dependencies.
An Unsupervised Video Game Playstyle Metric via State Discretization
Venue: arXiv cs.AI 2021
Year: 2021

On playing video games, different players usually have their own playstyles. Recently, there have been great improvements for the video game AIs on the playing strength. However, past researches for analyzing the behaviors of players still used heuristic rules or the behavior features with the game-environment support, thus being exhausted for the developers to define the features of discriminating various playstyles. In this paper, we propose the first metric for video game playstyles directly from the game observations and actions, without any prior specification on the playstyle in the target game. Our proposed method is built upon a novel scheme of learning discrete representations that can map game observations into latent discrete states, such that playstyles can be exhibited from these discrete states. Namely, we measure the playstyle distance based on game observations aligned to the same states. We demonstrate high playstyle accuracy of our metric in experiments on some video game platforms, including TORCS, RGSK, and seven Atari games, and for different agents including rule-based AI bots, learning-based AI bots, and human players.
Towards General Models of Player Experience: A Study Within Genres
Venue: arXiv cs.HC 2021
Year: 2021

To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and platformer games. Using high-level gameplay features that feed preference learning models we are able to predict arousal accurately across different games of the same genre in a large-scale dataset of over 1,000 arousal-annotated play sessions. Our genre models predict changes in arousal with up to 74% accuracy on average across all genres and 86% in the best cases. We also examine the feature importance during the modelling process and find that time-related features largely contribute to the performance of both game and genre models. The prominence of these game-agnostic features show the importance of the temporal dynamics of the play experience in modelling, but also highlight some of the challenges for the future of general affect modelling in games and beyond.
Simple Recurrent Neural Networks is all we need for clinical events predictions using EHR data
Venue: arXiv cs.LG 2021
Year: 2021

Recently, there is great interest to investigate the application of deep learning models for the prediction of clinical events using electronic health records (EHR) data. In EHR data, a patient's history is often represented as a sequence of visits, and each visit contains multiple events. As a result, deep learning models developed for sequence modeling, like recurrent neural networks (RNNs) are common architecture for EHR-based clinical events predictive models. While a large variety of RNN models were proposed in the literature, it is unclear if complex architecture innovations will offer superior predictive performance. In order to move this field forward, a rigorous evaluation of various methods is needed. In this study, we conducted a thorough benchmark of RNN architectures in modeling EHR data. We used two prediction tasks: the risk for developing heart failure and the risk of early readmission for inpatient hospitalization. We found that simple gated RNN models, including GRUs and LSTMs, often offer competitive results when properly tuned with Bayesian Optimization, which is in line with similar to findings in the natural language processing (NLP) domain. For reproducibility, Our codebase is shared at https://github.com/ZhiGroup/pytorch_ehr.
Multimodal Fusion Based Attentive Networks for Sequential Music Recommendation
Venue: arXiv cs.MM 2021
Year: 2021

Music has the power to evoke intense emotional experiences and regulate the mood of an individual. With the advent of online streaming services, research in music recommendation services has seen tremendous progress. Modern methods leveraging the listening histories of users for session-based song recommendations have overlooked the significance of features extracted from lyrics and acoustic content. We address the task of song prediction through multiple modalities, including tags, lyrics, and acoustic content. In this paper, we propose a novel deep learning approach by refining Attentive Neural Networks using representations derived via a Transformer model for lyrics and Variational Autoencoder for acoustic features. Our model achieves significant improvement in performance over existing state-of-the-art models using lyrical and acoustic features alone. Furthermore, we conduct a study to investigate the impact of users' psychological health on our model's performance.
A Recursive Algorithm for Solving Simple Stochastic Games
Venue: arXiv cs.DS 2021
Year: 2021

We present two recursive strategy improvement algorithms for solving simple stochastic games. First we present an algorithm for solving SSGs of degree $d$ that uses at most $O\left(\left\lfloor(d+1)^2/2\right\rfloor^{n/2}\right)$ iterations, with $n$ the number of MAX vertices. Then, we focus on binary SSG and propose an algorithm that has complexity $O\left(φ^nPoly(N)\right)$ where $φ= (1 + \sqrt{5})/2$ is the golden ratio. To the best of our knowledge, this is the first deterministic strategy improvement algorithm that visits $2^{cn}$ strategies with $c < 1$.