pwc-archive/papers-with-abstracts huggingface dataset:
Graph Anomaly Detection with Noisy Labels by Reinforcement Learning
Authors: Zhu Wang, Shuang Zhou, Junnan Dong, Chang Yang, Xiao Huang, Shengjie Zhao
Date: 2024-07-08 00:00:00
Tasks: Anomaly Detection, Fraud Detection, Graph Anomaly Detection, reinforcement-learning, Reinforcement Learning

Graph anomaly detection (GAD) has been widely applied in many areas, e.g., fraud detection in finance and robot accounts in social networks. Existing methods are dedicated to identifying the outlier nodes that deviate from normal ones. While they heavily rely on high-quality annotation, which is hard to obtain in real-world scenarios, this could lead to severely degraded performance based on noisy labels. Thus, we are motivated to cut the edges of suspicious nodes to alleviate the impact of noise. However, it remains difficult to precisely identify the nodes with noisy labels. Moreover, it is hard to quantitatively evaluate the regret of cutting the edges, which may have either positive or negative influences. To this end, we propose a novel framework REGAD, i.e., REinforced Graph Anomaly Detector. Specifically, we aim to maximize the performance improvement (AUC) of a base detector by cutting noisy edges approximated through the nodes with high-confidence labels. (i) We design a tailored action and search space to train a policy network to carefully prune edges step by step, where only a few suspicious edges are prioritized in each step. (ii) We design a policy-in-the-loop mechanism to iteratively optimize the policy based on the feedback from base detector. The overall performance is evaluated by the cumulative rewards. Extensive experiments are conducted on three datasets under different anomaly ratios. The results indicate the superior performance of our proposed REGAD.
Towards Optimizing and Evaluating a Retrieval Augmented QA Chatbot using LLMs with Human in the Loop
Authors: Anum Afzal, Alexander Kowsik, Rajna Fani, Florian Matthes
Date: 2024-07-08 00:00:00
Tasks: Chatbot, Retrieval

Large Language Models have found application in various mundane and repetitive tasks including Human Resource (HR) support. We worked with the domain experts of SAP SE to develop an HR support chatbot as an efficient and effective tool for addressing employee inquiries. We inserted a human-in-the-loop in various parts of the development cycles such as dataset collection, prompt optimization, and evaluation of generated output. By enhancing the LLM-driven chatbot's response quality and exploring alternative retrieval methods, we have created an efficient, scalable, and flexible tool for HR professionals to address employee inquiries effectively. Our experiments and evaluation conclude that GPT-4 outperforms other models and can overcome inconsistencies in data through internal reasoning capabilities. Additionally, through expert analysis, we infer that reference-free evaluation metrics such as G-Eval and Prometheus demonstrate reliability closely aligned with that of human evaluation.
TAPVid-3D: A Benchmark for Tracking Any Point in 3D
Authors: Skanda Koppula, Ignacio Rocco, Yi Yang, Joe Heyward, João Carreira, Andrew Zisserman, Gabriel Brostow, Carl Doersch
Date: 2024-07-08 00:00:00
Tasks: Point Tracking

We introduce a new benchmark, TAPVid-3D, for evaluating the task of long-range Tracking Any Point in 3D (TAP-3D). While point tracking in two dimensions (TAP) has many benchmarks measuring performance on real-world videos, such as TAPVid-DAVIS, three-dimensional point tracking has none. To this end, leveraging existing footage, we build a new benchmark for 3D point tracking featuring 4,000+ real-world videos, composed of three different data sources spanning a variety of object types, motion patterns, and indoor and outdoor environments. To measure performance on the TAP-3D task, we formulate a collection of metrics that extend the Jaccard-based metric used in TAP to handle the complexities of ambiguous depth scales across models, occlusions, and multi-track spatio-temporal smoothness. We manually verify a large sample of trajectories to ensure correct video annotations, and assess the current state of the TAP-3D task by constructing competitive baselines using existing tracking models. We anticipate this benchmark will serve as a guidepost to improve our ability to understand precise 3D motion and surface deformation from monocular video. Code for dataset download, generation, and model evaluation is available at https://tapvid3d.github.io
Enhancing Vision-Language Models with Scene Graphs for Traffic Accident Understanding
Authors: Aaron Lohner, Francesco Compagno, Jonathan Francis, Alessandro Oltramari
Date: 2024-07-08 00:00:00
Tasks: Autonomous Driving

Recognizing a traffic accident is an essential part of any autonomous driving or road monitoring system. An accident can appear in a wide variety of forms, and understanding what type of accident is taking place may be useful to prevent it from recurring. This work focuses on classifying traffic scenes into specific accident types. We approach the problem by representing a traffic scene as a graph, where objects such as cars can be represented as nodes, and relative distances and directions between them as edges. This representation of a traffic scene is referred to as a scene graph, and can be used as input for an accident classifier. Better results are obtained with a classifier that fuses the scene graph input with visual and textual representations. This work introduces a multi-stage, multimodal pipeline that pre-processes videos of traffic accidents, encodes them as scene graphs, and aligns this representation with vision and language modalities before executing the classification task. When trained on 4 classes, our method achieves a balanced accuracy score of 57.77% on an (unbalanced) subset of the popular Detection of Traffic Anomaly (DoTA) benchmark, representing an increase of close to 5 percentage points from the case where scene graph information is not taken into account.
Contrastive Learning of Preferences with a Contextual InfoNCE Loss
Authors: Timo Bertram, Johannes Fürnkranz, Martin Müller
Date: 2024-07-08 00:00:00
Tasks: Card Games, Contrastive Learning, Triplet

A common problem in contextual preference ranking is that a single preferred action is compared against several choices, thereby blowing up the complexity and skewing the preference distribution. In this work, we show how one can solve this problem via a suitable adaptation of the CLIP framework.This adaptation is not entirely straight-forward, because although the InfoNCE loss used by CLIP has achieved great success in computer vision and multi-modal domains, its batch-construction technique requires the ability to compare arbitrary items, and is not well-defined if one item has multiple positive associations in the same batch. We empirically demonstrate the utility of our adapted version of the InfoNCE loss in the domain of collectable card games, where we aim to learn an embedding space that captures the associations between single cards and whole card pools based on human selections. Such selection data only exists for restricted choices, thus generating concrete preferences of one item over a set of other items rather than a perfect fit between the card and the pool. Our results show that vanilla CLIP does not perform well due to the aforementioned intuitive issues. However, by adapting CLIP to the problem, we receive a model outperforming previous work trained with the triplet loss, while also alleviating problems associated with mining triplets.
An efficient method to automate tooth identification and 3D bounding box extraction from Cone Beam CT Images
Authors: Ignacio Garrido Botella, Ignacio Arranz Águeda, Juan Carlos Armenteros Carmona, Oleg Vorontsov, Fernando Bayón Robledo, Evgeny Solovykh, Obrubov Aleksandr Andreevich, Adrián Alonso Barriuso
Date: 2024-07-08 00:00:00

Accurate identification, localization, and segregation of teeth from Cone Beam Computed Tomography (CBCT) images are essential for analyzing dental pathologies. Modeling an individual tooth can be challenging and intricate to accomplish, especially when fillings and other restorations introduce artifacts. This paper proposes a method for automatically detecting, identifying, and extracting teeth from CBCT images. Our approach involves dividing the three-dimensional images into axial slices for image detection. Teeth are pinpointed and labeled using a single-stage object detector. Subsequently, bounding boxes are delineated and identified to create three-dimensional representations of each tooth. The proposed solution has been successfully integrated into the dental analysis tool Dentomo.
Generation and De-Identification of Indian Clinical Discharge Summaries using LLMs
Authors: Sanjeet Singh, Shreya Gupta, Niralee Gupta, Naimish Sharma, Lokesh Srivastava, Vibhu Agarwal, Ashutosh Modi
Date: 2024-07-08 00:00:00
Tasks: De-identification, In-Context Learning

The consequences of a healthcare data breach can be devastating for the patients, providers, and payers. The average financial impact of a data breach in recent months has been estimated to be close to USD 10 million. This is especially significant for healthcare organizations in India that are managing rapid digitization while still establishing data governance procedures that align with the letter and spirit of the law. Computer-based systems for de-identification of personal information are vulnerable to data drift, often rendering them ineffective in cross-institution settings. Therefore, a rigorous assessment of existing de-identification against local health datasets is imperative to support the safe adoption of digital health initiatives in India. Using a small set of de-identified patient discharge summaries provided by an Indian healthcare institution, in this paper, we report the nominal performance of de-identification algorithms (based on language models) trained on publicly available non-Indian datasets, pointing towards a lack of cross-institutional generalization. Similarly, experimentation with off-the-shelf de-identification systems reveals potential risks associated with the approach. To overcome data scarcity, we explore generating synthetic clinical reports (using publicly available and Indian summaries) by performing in-context learning over Large Language Models (LLMs). Our experiments demonstrate the use of generated reports as an effective strategy for creating high-performing de-identification systems with good generalization capabilities.
One system for learning and remembering episodes and rules
Authors: Joshua T. S. Hewson, Sabina J. Sloman, Marina Dubova
Date: 2024-07-08 00:00:00

Humans can learn individual episodes and generalizable rules and also successfully retain both kinds of acquired knowledge over time. In the cognitive science literature, (1) learning individual episodes and rules and (2) learning and remembering are often both conceptualized as competing processes that necessitate separate, complementary learning systems. Inspired by recent research in statistical learning, we challenge these trade-offs, hypothesizing that they arise from capacity limitations rather than from the inherent incompatibility of the underlying cognitive processes. Using an associative learning task, we show that one system with excess representational capacity can learn and remember both episodes and rules.
Learning With Generalised Card Representations for "Magic: The Gathering"
Authors: Timo Bertram, Johannes Fürnkranz, Martin Müller
Date: 2024-07-08 00:00:00
Tasks: Card Games

A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to the large card variety and highly complex semantics, as well as requiring meaningful card and deck representations when aiming to utilise AI. In addition, regular releases of new card sets lead to unforeseeable fluctuations in the available card pool, thus affecting possible deck configurations and requiring continuous updates. Previous Game AI approaches to building decks have often been limited to fixed sets of possible cards, which greatly limits their utility in practice. In this work, we explore possible card representations that generalise to unseen cards, thus greatly extending the real-world utility of AI-based deck building for the game "Magic: The Gathering".We study such representations based on numerical, nominal, and text-based features of cards, card images, and meta information about card usage from third-party services. Our results show that while the particular choice of generalised input representation has little effect on learning to predict human card selections among known cards, the performance on new, unseen cards can be greatly improved. Our generalised model is able to predict 55\% of human choices on completely unseen cards, thus showing a deep understanding of card quality and strategy.
Efficiently Training Neural Networks for Imperfect Information Games by Sampling Information Sets
Authors: Timo Bertram, Johannes Fürnkranz, Martin Müller
Date: 2024-07-08 00:00:00

In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach to tackle such problems is to estimate the value of the imperfect state as a combination of all states in the information set, i.e., all possible states that are consistent with the current imperfect information. In this work, the goal is to learn a function that maps from the imperfect game information state to its expected value. However, constructing a perfect training set, i.e. an enumeration of the whole information set for numerous imperfect states, is often infeasible. To compute the expected values for an imperfect information game like \textit{Reconnaissance Blind Chess}, one would need to evaluate thousands of chess positions just to obtain the training target for a single state. Still, the expected value of a state can already be approximated with appropriate accuracy from a much smaller set of evaluations. Thus, in this paper, we empirically investigate how a budget of perfect information game evaluations should be distributed among training samples to maximise the return. Our results show that sampling a small number of states, in our experiments roughly 3, for a larger number of separate positions is preferable over repeatedly sampling a smaller quantity of states. Thus, we find that in our case, the quantity of different samples seems to be more important than higher target quality.
PORCA: Root Cause Analysis with Partially Observed Data
Authors: Chang Gong, Di Yao, Jin Wang, Wenbin Li, Lanting Fang, Yongtao Xie, Kaiyu Feng, Peng Han, Jingping Bi
Date: 2024-07-08 00:00:00
Tasks: Causal Discovery, Diagnostic, Scheduling

Root Cause Analysis (RCA) aims at identifying the underlying causes of system faults by uncovering and analyzing the causal structure from complex systems. It has been widely used in many application domains. Reliable diagnostic conclusions are of great importance in mitigating system failures and financial losses. However, previous studies implicitly assume a full observation of the system, which neglect the effect of partial observation (i.e., missing nodes and latent malfunction). As a result, they fail in deriving reliable RCA results. In this paper, we unveil the issues of unobserved confounders and heterogeneity in partial observation and come up with a new problem of root cause analysis with partially observed data. To achieve this, we propose PORCA, a novel RCA framework which can explore reliable root causes under both unobserved confounders and unobserved heterogeneity. PORCA leverages magnified score-based causal discovery to efficiently optimize acyclic directed mixed graph under unobserved confounders. In addition, we also develop a heterogeneity-aware scheduling strategy to provide adaptive sample weights. Extensive experimental results on one synthetic and two real-world datasets demonstrate the effectiveness and superiority of the proposed framework.
KG-FPQ: Evaluating Factuality Hallucination in LLMs with Knowledge Graph-based False Premise Questions
Authors: Yanxu Zhu, Jinlin Xiao, Yuhang Wang, Jitao Sang
Date: 2024-07-08 00:00:00
Tasks: Hallucination, Knowledge Graphs

Recent studies have demonstrated that large language models (LLMs) are susceptible to being misled by false premise questions (FPQs), leading to errors in factual knowledge, know as factuality hallucination. Existing benchmarks that assess this vulnerability primarily rely on manual construction, resulting in limited scale and lack of scalability. In this work, we introduce an automated, scalable pipeline to create FPQs based on knowledge graphs (KGs). The first step is modifying true triplets extracted from KGs to create false premises. Subsequently, utilizing the state-of-the-art capabilities of GPTs, we generate semantically rich FPQs. Based on the proposed method, we present a comprehensive benchmark, the Knowledge Graph-based False Premise Questions (KG-FPQ), which contains approximately 178k FPQs across three knowledge domains, at six levels of confusability, and in two task formats. Using KG-FPQ, we conduct extensive evaluations on several representative LLMs and provide valuable insights. The KG-FPQ dataset and code are available at~https://github.com/yanxuzhu/KG-FPQ.
Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chess
Authors: Timo Bertram, Johannes Fürnkranz, Martin Müller
Date: 2024-07-08 00:00:00

In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of Reconnaissance Blind Chess. For this, we train two different neural networks which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5th on the public leaderboard.
Fast On-device LLM Inference with NPUs
Authors: Daliang Xu, Hao Zhang, Liming Yang, Ruiqi Liu, Gang Huang, Mengwei Xu, Xuanzhe Liu
Date: 2024-07-08 00:00:00
Tasks: CPU, GPU

On-device inference for Large Language Models (LLMs), driven by increasing privacy concerns and advancements of mobile-sized models, has gained significant interest. However, even mobile-sized LLMs (e.g., Gemma-2B) encounter unacceptably high inference latency, often bottlenecked by the prefill stage in tasks like screen UI understanding. We present llm.npu, the first LLM inference system utilizing on-device Neural Processing Unit (NPU) offloading to reduce prefill latency. llm.npu enhances NPU offloading efficiency by re-constructing the prompt and model in three levels: (1) At prompt level, it divides variable-length prompts into multiple fixed-sized chunks while maintaining data dependencies; (2) At tensor level, it identifies and extracts significant outliers to run on the CPU/GPU in parallel with minimal overhead; (3) At block level, it schedules Transformer blocks in an out-of-order manner to the CPU/GPU and NPU based on their hardware affinity and sensitivity to accuracy. Compared to competitive baselines, llm.npu achieves 22.4x faster prefill speed and 30.7$\times$ energy savings on average, and up to 32.8x speedup in an end-to-end real-world application. For the first time, llm.npu achieves more than 1,000 tokens/sec prefilling for a billion-sized model.
Cyber Physical Games
Authors: Warisa Sritriratanarak, Paulo Garcia
Date: 2024-07-08 00:00:00

We describe a formulation of multi-agents operating within a Cyber-Physical System, resulting in collaborative or adversarial games. We show that the non-determinism inherent in the communication medium between agents and the underlying physical environment gives rise to environment evolution that is a probabilistic function of agents' strategies. We name these emergent properties Cyber Physical Games and study its properties. We present an algorithmic model that determines the most likely system evolution, approximating Cyber Physical Games through Probabilistic Finite State Automata, and evaluate it on collaborative and adversarial versions of the Iterated Boolean Game, comparing theoretical results with simulated ones. Results support the validity of the proposed model, and suggest several required research directions to continue evolving our understanding of Cyber Physical System, as well as how to best design agents that must operate within such environments.
Cross-domain Few-shot In-context Learning for Enhancing Traffic Sign Recognition
Authors: Yaozong Gan, Guang Li, Ren Togo, Keisuke Maeda, Takahiro Ogawa, Miki Haseyama
Date: 2024-07-08 00:00:00
Tasks: Autonomous Driving, Cross-Domain Few-Shot, In-Context Learning, Traffic Sign Detection, Traffic Sign Recognition

Recent multimodal large language models (MLLM) such as GPT-4o and GPT-4v have shown great potential in autonomous driving. In this paper, we propose a cross-domain few-shot in-context learning method based on the MLLM for enhancing traffic sign recognition (TSR). We first construct a traffic sign detection network based on Vision Transformer Adapter and an extraction module to extract traffic signs from the original road images. To reduce the dependence on training data and improve the performance stability of cross-country TSR, we introduce a cross-domain few-shot in-context learning method based on the MLLM. To enhance MLLM's fine-grained recognition ability of traffic signs, the proposed method generates corresponding description texts using template traffic signs. These description texts contain key information about the shape, color, and composition of traffic signs, which can stimulate the ability of MLLM to perceive fine-grained traffic sign categories. By using the description texts, our method reduces the cross-domain differences between template and real traffic signs. Our approach requires only simple and uniform textual indications, without the need for large-scale traffic sign images and labels. We perform comprehensive evaluations on the German traffic sign recognition benchmark dataset, the Belgium traffic sign dataset, and two real-world datasets taken from Japan. The experimental results show that our method significantly enhances the TSR performance.