nils-herrmann/clean_scirepeval huggingface dataset:
Dual Averaging Method for Online Graph-structured Sparsity

Online learning algorithms update models via one sample per iteration, thus efficient to process large-scale datasets and useful to detect malicious events for social benefits, such as disease outbreak and traffic congestion on the fly. However, existing algorithms for graph-structured models focused on the offline setting and the least square loss, incapable for online setting, while methods designed for online setting cannot be directly applied to the problem of complex (usually non-convex) graph-structured sparsity model. To address these limitations, in this paper we propose a new algorithm for graph-structured sparsity constraint problems under online setting, which we call GraphDA. The key part in GraphDA is to project both averaging gradient (in dual space) and primal variables (in primal space) onto lower dimensional subspaces, thus capturing the graph-structured sparsity effectively. Furthermore, the objective functions assumed here are generally convex so as to handle different losses for online learning settings. To the best of our knowledge, GraphDA is the first online learning algorithm for graph-structure constrained optimization problems. To validate our method, we conduct extensive experiments on both benchmark graph and real-world graph datasets. Our experiment results show that, compared to other baseline methods, GraphDA not only improves classification performance, but also successfully captures graph-structured features more effectively, hence stronger interpretability.
Revisiting Feller Diffusion: Derivation and Simulation

We propose a simpler derivation of the probability density function of Feller Diffusion by using the Fourier Transform on the associated Fokker-Planck equation and then solving the resulting equation via the Method of Characteristics. We use the derived probability density to formulate an exact simulation algorithm whereby a sample path increment is drawn directly from the density. We then proceed to use the simulation to verify key statistical properties of the process such as the moments and the martingale property. The simulation is also used to confirm properties related to hitting time probabilities. We also mention potential applications of the simulation in the setting of quantitative finance.
Disentangling Style and Content in Anime Illustrations

Existing methods for AI-generated artworks still struggle with generating high-quality stylized content, where high-level semantics are preserved, or separating fine-grained styles from various artists. We propose a novel Generative Adversarial Disentanglement Network which can disentangle two complementary factors of variations when only one of them is labelled in general, and fully decompose complex anime illustrations into style and content in particular. Training such model is challenging, since given a style, various content data may exist but not the other way round. Our approach is divided into two stages, one that encodes an input image into a style independent content, and one based on a dual-conditional generator. We demonstrate the ability to generate high-fidelity anime portraits with a fixed content and a large variety of styles from over a thousand artists, and vice versa, using a single end-to-end network and with applications in style transfer. We show this unique capability as well as superior output to the current state-of-the-art.
Unsupervised Intuitive Physics from Past Experiences

We are interested in learning models of intuitive physics similar to the ones that animals use for navigation, manipulation and planning. In addition to learning general physical principles, however, we are also interested in learning ``on the fly'', from a few experiences, physical properties specific to new environments. We do all this in an unsupervised manner, using a meta-learning formulation where the goal is to predict videos containing demonstrations of physical phenomena, such as objects moving and colliding with a complex background. We introduce the idea of summarizing past experiences in a very compact manner, in our case using dynamic images, and show that this can be used to solve the problem well and efficiently. Empirically, we show via extensive experiments and ablation studies, that our model learns to perform physical predictions that generalize well in time and space, as well as to a variable number of interacting physical objects.
Hyperbolic Interaction Model For Hierarchical Multi-Label Classification

Different from the traditional classification tasks which assume mutual exclusion of labels, hierarchical multi-label classification (HMLC) aims to assign multiple labels to every instance with the labels organized under hierarchical relations. Besides the labels, since linguistic ontologies are intrinsic hierarchies, the conceptual relations between words can also form hierarchical structures. Thus it can be a challenge to learn mappings from word hierarchies to label hierarchies. We propose to model the word and label hierarchies by embedding them jointly in the hyperbolic space. The main reason is that the tree-likeness of the hyperbolic space matches the complexity of symbolic data with hierarchical structures. A new Hyperbolic Interaction Model (HyperIM) is designed to learn the label-aware document representations and make predictions for HMLC. Extensive experiments are conducted on three benchmark datasets. The results have demonstrated that the new model can realistically capture the complex data structures and further improve the performance for HMLC comparing with the state-of-the-art methods. To facilitate future research, our code is publicly available.
Score-Driven Exponential Random Graphs: A New Class of Time-Varying Parameter Models for Dynamical Networks

Motivated by the evidence that real-world networks evolve in time and may exhibit non-stationary features, we propose an extension of the Exponential Random Graph Models (ERGMs) accommodating the time variation of network parameters. Within the ERGM framework, a network realization is sampled from a static probability distribution defined parametrically in terms of network statistics. Inspired by the fast growing literature on Dynamic Conditional Score-driven models, in our approach, each parameter evolves according to an updating rule driven by the score of the conditional distribution. We demonstrate the flexibility of the score-driven ERGMs, both as data generating processes and as filters, and we prove the advantages of the dynamic version with respect to the static one. Our method captures dynamical network dependencies, that emerge from the data, and allows for a test discriminating between static or time-varying parameters. Finally, we corroborate our findings with the application to networks from real financial and political systems exhibiting non stationary dynamics.
EgoFace: Egocentric Face Performance Capture and Videorealistic Reenactment

Face performance capture and reenactment techniques use multiple cameras and sensors, positioned at a distance from the face or mounted on heavy wearable devices. This limits their applications in mobile and outdoor environments. We present EgoFace, a radically new lightweight setup for face performance capture and front-view videorealistic reenactment using a single egocentric RGB camera. Our lightweight setup allows operations in uncontrolled environments, and lends itself to telepresence applications such as video-conferencing from dynamic environments. The input image is projected into a low dimensional latent space of the facial expression parameters. Through careful adversarial training of the parameter-space synthetic rendering, a videorealistic animation is produced. Our problem is challenging as the human visual system is sensitive to the smallest face irregularities that could occur in the final results. This sensitivity is even stronger for video results. Our solution is trained in a pre-processing stage, through a supervised manner without manual annotations. EgoFace captures a wide variety of facial expressions, including mouth movements and asymmetrical expressions. It works under varying illuminations, background, movements, handles people from different ethnicities and can operate in real time.
Feature Map Transform Coding for Energy-Efficient CNN Inference

Convolutional neural networks (CNNs) achieve state-of-the-art accuracy in a variety of tasks in computer vision and beyond. One of the major obstacles hindering the ubiquitous use of CNNs for inference on low-power edge devices is their high computational complexity and memory bandwidth requirements. The latter often dominates the energy footprint on modern hardware. In this paper, we introduce a lossy transform coding approach, inspired by image and video compression, designed to reduce the memory bandwidth due to the storage of intermediate activation calculation results. Our method does not require fine-tuning the network weights and halves the data transfer volumes to the main memory by compressing feature maps, which are highly correlated, with variable length coding. Our method outperform previous approach in term of the number of bits per value with minor accuracy degradation on ResNet-34 and MobileNetV2. We analyze the performance of our approach on a variety of CNN architectures and demonstrate that FPGA implementation of ResNet-18 with our approach results in a reduction of around 40% in the memory energy footprint, compared to quantized network, with negligible impact on accuracy. When allowing accuracy degradation of up to 2%, the reduction of 60% is achieved. A reference implementation accompanies the paper.
Mass in Lovelock unique vacuum gravity theories

We derive an expression for conserved charges in Lovelock AdS gravity for solutions having $k$-fold degenerate vacua, making manifest a link between the degeneracy of a given vacuum and the nonlinearity of the energy formula. We show for a black hole solution to the field equations on a branch of multiplicity $k$ that its mass comes from an expression that contains the product of $k$ Weyl tensors. We prove that all divergent contributions of the type (Weyl)$^q$, with $1\le q 1$. Our results provide insight on the holographic properties of degenerate Lovelock theories.
Simple and Effective Curriculum Pointer-Generator Networks for Reading Comprehension over Long Narratives

This paper tackles the problem of reading comprehension over long narratives where documents easily span over thousands of tokens. We propose a curriculum learning (CL) based Pointer-Generator framework for reading/sampling over large documents, enabling diverse training of the neural model based on the notion of alternating contextual difficulty. This can be interpreted as a form of domain randomization and/or generative pretraining during training. To this end, the usage of the Pointer-Generator softens the requirement of having the answer within the context, enabling us to construct diverse training samples for learning. Additionally, we propose a new Introspective Alignment Layer (IAL), which reasons over decomposed alignments using block-based self-attention. We evaluate our proposed method on the NarrativeQA reading comprehension benchmark, achieving state-of-the-art performance, improving existing baselines by 51% relative improvement on BLEU-4 and 17% relative improvement on Rouge-L. Extensive ablations confirm the effectiveness of our proposed IAL and CL components.
SAI: a Sensible Artificial Intelligence that plays with handicap and targets high scores in 9x9 Go (extended version)

We develop a new model that can be applied to any perfect information two-player zero-sum game to target a high score, and thus a perfect play. We integrate this model into the Monte Carlo tree search-policy iteration learning pipeline introduced by Google DeepMind with AlphaGo. Training this model on 9x9 Go produces a superhuman Go player, thus proving that it is stable and robust. We show that this model can be used to effectively play with both positional and score handicap, and to minimize suboptimal moves. We develop a family of agents that can target high scores against any opponent, and recover from very severe disadvantage against weak opponents. To the best of our knowledge, these are the first effective achievements in this direction.
A closer look at Kadeishvili's theorem

We give a proof of the Homotopy Transfer Theorem following Kadeishvili's original strategy. Although Kadeishvili originally restricted himself to transferring a dg algebra structure to an $A_\infty$-structure on homology, we will see that a small modification of his argument proves the general case of transferring any kind of $\infty$-algebra structure along a quasi-isomorphism, under weaker hypotheses than existing proofs of this result.
Classification Accuracy Score for Conditional Generative Models

Deep generative models (DGMs) of images are now sufficiently mature that they produce nearly photorealistic samples and obtain scores similar to the data distribution on heuristics such as Frechet Inception Distance (FID). These results, especially on large-scale datasets such as ImageNet, suggest that DGMs are learning the data distribution in a perceptually meaningful space and can be used in downstream tasks. To test this latter hypothesis, we use class-conditional generative models from a number of model classes---variational autoencoders, autoregressive models, and generative adversarial networks (GANs)---to infer the class labels of real data. We perform this inference by training an image classifier using only synthetic data and using the classifier to predict labels on real data. The performance on this task, which we call Classification Accuracy Score (CAS), reveals some surprising results not identified by traditional metrics and constitute our contributions. First, when using a state-of-the-art GAN (BigGAN-deep), Top-1 and Top-5 accuracy decrease by 27.9\% and 41.6\%, respectively, compared to the original data; and conditional generative models from other model classes, such as Vector-Quantized Variational Autoencoder-2 (VQ-VAE-2) and Hierarchical Autoregressive Models (HAMs), substantially outperform GANs on this benchmark. Second, CAS automatically surfaces particular classes for which generative models failed to capture the data distribution, and were previously unknown in the literature. Third, we find traditional GAN metrics such as Inception Score (IS) and FID neither predictive of CAS nor useful when evaluating non-GAN models. Furthermore, in order to facilitate better diagnoses of generative models, we open-source the proposed metric.
Nonregular and Minimax Estimation of Individualized Thresholds in High Dimension with Binary Responses.

Given a large number of covariates $Z$, we consider the estimation of a high-dimensional parameter $\theta$ in an individualized linear threshold $\theta^T Z$ for a continuous variable $X$, which minimizes the disagreement between $\text{sign}(X-\theta^TZ)$ and a binary response $Y$. While the problem can be formulated into the M-estimation framework, minimizing the corresponding empirical risk function is computationally intractable due to discontinuity of the sign function. Moreover, estimating $\theta$ even in the fixed-dimensional setting is known as a nonregular problem leading to nonstandard asymptotic theory. To tackle the computational and theoretical challenges in the estimation of the high-dimensional parameter $\theta$, we propose an empirical risk minimization approach based on a regularized smoothed loss function. The statistical and computational trade-off of the algorithm is investigated. Statistically, we show that the finite sample error bound for estimating $\theta$ in $\ell_2$ norm is $(s\log d/n)^{\beta/(2\beta+1)}$, where $d$ is the dimension of $\theta$, $s$ is the sparsity level, $n$ is the sample size and $\beta$ is the smoothness of the conditional density of $X$ given the response $Y$ and the covariates $Z$. The convergence rate is nonstandard and slower than that in the classical Lasso problems. Furthermore, we prove that the resulting estimator is minimax rate optimal up to a logarithmic factor. The Lepski's method is developed to achieve the adaption to the unknown sparsity $s$ and smoothness $\beta$. Computationally, an efficient path-following algorithm is proposed to compute the solution path. We show that this algorithm achieves geometric rate of convergence for computing the whole path. Finally, we evaluate the finite sample performance of the proposed estimator in simulation studies and a real data analysis.
Extreme Multi-Label Legal Text Classification: A Case Study in EU Legislation

We consider the task of Extreme Multi-Label Text Classification (XMTC) in the legal domain. We release a new dataset of 57k legislative documents from EURLEX, the European Union’s public document database, annotated with concepts from EUROVOC, a multidisciplinary thesaurus. The dataset is substantially larger than previous EURLEX datasets and suitable for XMTC, few-shot and zero-shot learning. Experimenting with several neural classifiers, we show that BIGRUs with self-attention outperform the current multi-label state-of-the-art methods, which employ label-wise attention. Replacing CNNs with BIGRUs in label-wise attention networks leads to the best overall performance.
Learning Policies from Human Data for Skat

Decision-making in large imperfect information games is difficult. Thanks to recent success in Poker, Counterfactual Regret Minimization (CFR) methods have been at the forefront of research in these games. However, most of the success in large games comes with the use of a forward model and powerful state abstractions. In trick-taking card games like Bridge or Skat, large information sets and an inability to advance the simulation without fully determinizing the state make forward search problematic. Furthermore, state abstractions can be especially difficult to construct because the precise holdings of each player directly impact move values.In this paper we explore learning model-free policies for Skat from human game data using deep neural networks (DNN). We produce a new state-of-the-art system for bidding and game declaration by introducing methods to a) directly vary the aggressiveness of the bidder and b) declare games based on expected value while mitigating issues with rarely observed state-action pairs. Although cardplay policies learned through imitation are slightly weaker than the current best search-based method, they run orders of magnitude faster. We also explore how these policies could be learned directly from experience in a reinforcement learning setting and discuss the value of incorporating human data for this task.
SpecNet: Spectral Domain Convolutional Neural Network

The memory consumption of most Convolutional Neural Network (CNN) architectures grows rapidly with increasing depth of the network, which is a major constraint for efficient network training and inference on modern GPUs with limited memory. Several studies show that the feature maps (as generated after the convolutional layers) are the main bottleneck in this memory problem. Often, these feature maps mimic natural photographs in the sense that their energy is concentrated in the spectral domain. Although embedding CNN architectures in the spectral domain is widely exploited to accelerate the training process, we demonstrate that it is also possible to use the spectral domain to reduce the memory footprint by proposing a Spectral Domain Convolutional Neural Network (SpecNet) that performs both the convolution and the activation operations in the spectral domain. SpecNet exploits a configurable threshold to force small values in the feature maps to zero, allowing the feature maps to be stored sparsely. SpecNet also employs a special activation function that preserves the sparsity of the feature maps while effectively encouraging the convergence of the network. The performance of SpecNet is evaluated on three competitive object recognition benchmark tasks (MNIST, CIFAR-10, and SVHN), and compared with four state-of-the-art implementations (LeNet, AlexNet, VGG, and DenseNet). Overall, SpecNet is able to reduce memory consumption by about 60% without significant loss of performance for all tested network architectures.
Applying Abstract Argumentation Theory to Cooperative Game Theory

We apply ideas from abstract argumentation theory to study cooperative game theory. Building on Dung's results in his seminal paper, we further the correspondence between Dung's four argumentation semantics and solution concepts in cooperative game theory by showing that complete extensions (the grounded extension) correspond to Roth's subsolutions (respectively, the supercore). We then investigate the relationship between well-founded argumentation frameworks and convex games, where in each case the semantics (respectively, solution concepts) coincide; we prove that three-player convex games do not in general have well-founded argumentation frameworks.
Sequential Graph Dependency Parser

We propose a method for non-projective dependency parsing by incrementally predicting a set of edges. Since the edges do not have a pre-specified order, we propose a set-based learning method. Our method blends graph, transition, and easy-first parsing, including a prior state of the parser as a special case. The proposed transition-based method successfully parses near the state of the art on both projective and non-projective languages, without assuming a certain parsing order.
Identity Connections in Residual Nets Improve Noise Stability

Residual Neural Networks (ResNets) achieve state-of-the-art performance in many computer vision problems. Compared to plain networks without residual connections (PlnNets), ResNets train faster, generalize better, and suffer less from the so-called degradation problem. We introduce simplified (but still nonlinear) versions of ResNets and PlnNets for which these discrepancies still hold, although to a lesser degree. We establish a 1-1 mapping between simplified ResNets and simplified PlnNets, and show that they are exactly equivalent to each other in expressive power for the same computational complexity. We conjecture that ResNets generalize better because they have better noise stability, and empirically support it for both simplified and fully-fledged networks.
Explainable Reinforcement Learning Through a Causal Lens

Prominent theories in cognitive science propose that humans understand and represent the knowledge of the world through causal relationships. In making sense of the world, we build causal models in our mind to encode cause-effect relations of events and use these to explain why new events happen by referring to counterfactuals — things that did not happen. In this paper, we use causal models to derive causal explanations of the behaviour of model-free reinforcement learning agents. We present an approach that learns a structural causal model during reinforcement learning and encodes causal relationships between variables of interest. This model is then used to generate explanations of behaviour based on counterfactual analysis of the causal model. We computationally evaluate the model in 6 domains and measure performance and task prediction accuracy. We report on a study with 120 participants who observe agents playing a real-time strategy game (Starcraft II) and then receive explanations of the agents' behaviour. We investigate: 1) participants' understanding gained by explanations through task prediction; 2) explanation satisfaction and 3) trust. Our results show that causal model explanations perform better on these measures compared to two other baseline explanation models.