Searcharxiv⌕ Search

arXiv subjects

Gita Sukthankar

Publications and source records attributed to Gita Sukthankar.

At least 19 recordsLinked to original sources

SC-Phi2: A Fine-tuned Small Language Model for StarCraft II Macromanagement Tasks

This paper introduces SC-Phi2, a fine-tuned StarCraft II small language model for macromanagement tasks. Small language models, like Phi2, Gemma, and DistilBERT, are streamlined versions of large language models (LLMs) with fewer parameters that require less power and memory to run. To teach Microsoft's Phi2 model about StarCraft, we create a new SC2 text dataset with information about StarCraft races, roles, and actions and use it to fine-tune Phi-2 with self-supervised learning. We pair this language model with a Vision Transformer (ViT) from the pre-trained BLIP-2 (Bootstrapping Language Image Pre-training) model, fine-tuning it on the MSC replay dataset. This enables us to construct dynamic prompts that include visual game state information. Unlike the large models used in StarCraft LLMs such as GPT-3.5, Phi2 is trained primarily on textbook data and contains little inherent knowledge of StarCraft II beyond what is provided by our training process. By using LoRA (Low-rank Adaptation) and quantization, our model can be trained on a single GPU. We demonstrate that our model performs well at micromanagement tasks such as build order and global state prediction with a small number of parameters.

cs.CL↗

Visual Episodic Memory-based Exploration

In humans, intrinsic motivation is an important mechanism for open-ended cognitive development; in robots, it has been shown to be valuable for exploration. An important aspect of human cognitive development is $\textit{episodic memory}$ which enables both the recollection of events from the past and the projection of subjective future. This paper explores the use of visual episodic memory as a source of intrinsic motivation for robotic exploration problems. Using a convolutional recurrent neural network autoencoder, the agent learns an efficient representation for spatiotemporal features such that accurate sequence prediction can only happen once spatiotemporal features have been learned. Structural similarity between ground truth and autoencoder generated images is used as an intrinsic motivation signal to guide exploration. Our proposed episodic memory model also implicitly accounts for the agent's actions, motivating the robot to seek new interactive experiences rather than just areas that are visually dissimilar. When guiding robotic exploration, our proposed method outperforms the Curiosity-driven Variational Autoencoder (CVAE) at finding dynamic anomalies.

cs.RO↗

Smart Sampling: Self-Attention and Bootstrapping for Improved Ensembled Q-Learning

We present a novel method aimed at enhancing the sample efficiency of ensemble Q learning. Our proposed approach integrates multi-head self-attention into the ensembled Q networks while bootstrapping the state-action pairs ingested by the ensemble. This not only results in performance improvements over the original REDQ (Chen et al. 2021) and its variant DroQ (Hi-raoka et al. 2022), thereby enhancing Q predictions, but also effectively reduces both the average normalized bias and standard deviation of normalized bias within Q-function ensembles. Importantly, our method also performs well even in scenarios with a low update-to-data (UTD) ratio. Notably, the implementation of our proposed method is straightforward, requiring minimal modifications to the base model.

cs.LG↗

Enhanced Multimodal Content Moderation of Children's Videos using Audiovisual Fusion

Due to the rise in video content creation targeted towards children, there is a need for robust content moderation schemes for video hosting platforms. A video that is visually benign may include audio content that is inappropriate for young children while being impossible to detect with a unimodal content moderation system. Popular video hosting platforms for children such as YouTube Kids still publish videos which contain audio content that is not conducive to a child's healthy behavioral and physical development. A robust classification of malicious videos requires audio representations in addition to video features. However, recent content moderation approaches rarely employ multimodal architectures that explicitly consider non-speech audio cues. To address this, we present an efficient adaptation of CLIP (Contrastive Language-Image Pre-training) that can leverage contextual audio cues for enhanced content moderation. We incorporate 1) the audio modality and 2) prompt learning, while keeping the backbone modules of each modality frozen. We conduct our experiments on a multimodal version of the MOB (Malicious or Benign) dataset in supervised and few-shot settings.

cs.CV↗

The Potential of Vision-Language Models for Content Moderation of Children's Videos

Natural language supervision has been shown to be effective for zero-shot learning in many computer vision tasks, such as object detection and activity recognition. However, generating informative prompts can be challenging for more subtle tasks, such as video content moderation. This can be difficult, as there are many reasons why a video might be inappropriate, beyond violence and obscenity. For example, scammers may attempt to create junk content that is similar to popular educational videos but with no meaningful information. This paper evaluates the performance of several CLIP variations for content moderation of children's cartoons in both the supervised and zero-shot setting. We show that our proposed model (Vanilla CLIP with Projection Layer) outperforms previous work conducted on the Malicious or Benign (MOB) benchmark for video content moderation. This paper presents an in depth analysis of how context-specific language prompts affect content moderation performance. Our results indicate that it is important to include more context in content moderation prompts, particularly for cartoon videos as they are not well represented in the CLIP training data.

cs.CV↗

LAMP: Leveraging Language Prompts for Multi-person Pose Estimation

Human-centric visual understanding is an important desideratum for effective human-robot interaction. In order to navigate crowded public places, social robots must be able to interpret the activity of the surrounding humans. This paper addresses one key aspect of human-centric visual understanding, multi-person pose estimation. Achieving good performance on multi-person pose estimation in crowded scenes is difficult due to the challenges of occluded joints and instance separation. In order to tackle these challenges and overcome the limitations of image features in representing invisible body parts, we propose a novel prompt-based pose inference strategy called LAMP (Language Assisted Multi-person Pose estimation). By utilizing the text representations generated by a well-trained language model (CLIP), LAMP can facilitate the understanding of poses on the instance and joint levels, and learn more robust visual representations that are less susceptible to occlusion. This paper demonstrates that language-supervised training boosts the performance of single-stage multi-person pose estimation, and both instance-level and joint-level prompts are valuable for training. The code is available at https://github.com/shengnanh20/LAMP.

cs.CV↗

Malicious or Benign? Towards Effective Content Moderation for Children's Videos

Online video platforms receive hundreds of hours of uploads every minute, making manual content moderation impossible. Unfortunately, the most vulnerable consumers of malicious video content are children from ages 1-5 whose attention is easily captured by bursts of color and sound. Scammers attempting to monetize their content may craft malicious children's videos that are superficially similar to educational videos, but include scary and disgusting characters, violent motions, loud music, and disturbing noises. Prominent video hosting platforms like YouTube have taken measures to mitigate malicious content on their platform, but these videos often go undetected by current content moderation tools that are focused on removing pornographic or copyrighted content. This paper introduces our toolkit Malicious or Benign for promoting research on automated content moderation of children's videos. We present 1) a customizable annotation tool for videos, 2) a new dataset with difficult to detect test cases of malicious content and 3) a benchmark suite of state-of-the-art video classification models.

cs.CV↗

Improving the Generalizability of Collaborative Dialogue Analysis with Multi-Feature Embeddings

Conflict prediction in communication is integral to the design of virtual agents that support successful teamwork by providing timely assistance. The aim of our research is to analyze discourse to predict collaboration success. Unfortunately, resource scarcity is a problem that teamwork researchers commonly face since it is hard to gather a large number of training examples. To alleviate this problem, this paper introduces a multi-feature embedding (MFeEmb) that improves the generalizability of conflict prediction models trained on dialogue sequences. MFeEmb leverages textual, structural, and semantic information from the dialogues by incorporating lexical, dialogue acts, and sentiment features. The use of dialogue acts and sentiment features reduces performance loss from natural distribution shifts caused mainly by changes in vocabulary. This paper demonstrates the performance of MFeEmb on domain adaptation problems in which the model is trained on discourse from one task domain and applied to predict team performance in a different domain. The generalizability of MFeEmb is quantified using the similarity measure proposed by Bontonou et al. (2021). Our results show that MFeEmb serves as an excellent domain-agnostic representation for meta-pretraining a few-shot model on collaborative multiparty dialogues.

cs.CL↗

Improving Code Review with GitHub Issue Tracking

Software quality is an important problem for technology companies, since it substantially impacts the efficiency, usefulness, and maintainability of the final product; hence, code review is a must-do activity for software developers. During the code review process, senior engineers monitor other developers' work to spot possible problems and enforce coding standards. One of the most widely used open-source software platforms, GitHub, attracts millions of developers who use it to store their projects. This study aims to analyze code quality on GitHub from the standpoint of code reviews. We examined the code review process using GitHub's Issues Tracker, which allows team members to evaluate, discuss, and share their opinions on the proposed code before it is approved. Based on our analysis, we present a novel approach for improving the code review process by promoting regularity and community involvement.

cs.SI↗

Through a fair looking-glass: mitigating bias in image datasets

With the recent growth in computer vision applications, the question of how fair and unbiased they are has yet to be explored. There is abundant evidence that the bias present in training data is reflected in the models, or even amplified. Many previous methods for image dataset de-biasing, including models based on augmenting datasets, are computationally expensive to implement. In this study, we present a fast and effective model to de-bias an image dataset through reconstruction and minimizing the statistical dependence between intended variables. Our architecture includes a U-net to reconstruct images, combined with a pre-trained classifier which penalizes the statistical dependence between target attribute and the protected attribute. We evaluate our proposed model on CelebA dataset, compare the results with a state-of-the-art de-biasing method, and show that the model achieves a promising fairness-accuracy combination.

cs.CV↗

Transformer-based Value Function Decomposition for Cooperative Multi-agent Reinforcement Learning in StarCraft

The StarCraft II Multi-Agent Challenge (SMAC) was created to be a challenging benchmark problem for cooperative multi-agent reinforcement learning (MARL). SMAC focuses exclusively on the problem of StarCraft micromanagement and assumes that each unit is controlled individually by a learning agent that acts independently and only possesses local information; centralized training is assumed to occur with decentralized execution (CTDE). To perform well in SMAC, MARL algorithms must handle the dual problems of multi-agent credit assignment and joint action evaluation. This paper introduces a new architecture TransMix, a transformer-based joint action-value mixing network which we show to be efficient and scalable as compared to the other state-of-the-art cooperative MARL solutions. TransMix leverages the ability of transformers to learn a richer mixing function for combining the agents' individual value functions. It achieves comparable performance to previous work on easy SMAC scenarios and outperforms other techniques on hard scenarios, as well as scenarios that are corrupted with Gaussian noise to simulate fog of war.

cs.MA↗

Predicting Team Performance with Spatial Temporal Graph Convolutional Networks

This paper presents a new approach for predicting team performance from the behavioral traces of a set of agents. This spatiotemporal forecasting problem is very relevant to sports analytics challenges such as coaching and opponent modeling. We demonstrate that our proposed model, Spatial Temporal Graph Convolutional Networks (ST-GCN), outperforms other classification techniques at predicting game score from a short segment of player movement and game features. Our proposed architecture uses a graph convolutional network to capture the spatial relationships between team members and Gated Recurrent Units to analyze dynamic motion information. An ablative evaluation was performed to demonstrate the contributions of different aspects of our architecture.

cs.LG↗

Leveraging Evolutionary Algorithms for Feasible Hexapod Locomotion Across Uneven Terrain

Optimizing gait stability for legged robots is a difficult problem. Even on level surfaces, effectively traversing across different textures (e.g., carpet) rests on dynamically tuning parameters in multidimensional space. Inspired by biology, evolutionary algorithms (EA) remain an attractive solution for feasibly implementing robotic locomotion with both energetic economy and rapid parameter convergence. Here, we leveraged this class of algorithms to evolve a stable hexapod gait controller capable of traversing uneven terrain and obstacles. Gait parameters were evolved in a rigid body dynamics simulation on an 8 x 3 meter obstacle course comprised of random step field, linear obstacles and inclined surfaces. Using a fitness function that jointly optimized locomotion velocity and stability, we found that multiple successful gait parameter evolutions yielded specialized functionality for each leg. Specific gait parameters were identified as critical to developing a rough terrain gait.

cs.RO↗

Leveraging Transformers for StarCraft Macromanagement Prediction

Inspired by the recent success of transformers in natural language processing and computer vision applications, we introduce a transformer-based neural architecture for two key StarCraft II (SC2) macromanagement tasks: global state and build order prediction. Unlike recurrent neural networks which suffer from a recency bias, transformers are able to capture patterns across very long time horizons, making them well suited for full game analysis. Our model utilizes the MSC (Macromanagement in StarCraft II) dataset and improves on the top performing gated recurrent unit (GRU) architecture in predicting global state and build order as measured by mean accuracy over multiple time horizons. We present ablation studies on our proposed architecture that support our design decisions. One key advantage of transformers is their ability to generalize well, and we demonstrate that our model achieves an even better accuracy when used in a transfer learning setting in which models trained on games with one racial matchup (e.g., Terran vs. Protoss) are transferred to a different one. We believe that transformers' ability to model long games, potential for parallelization, and generalization performance make them an excellent choice for StarCraft agents.

cs.LG↗

Deep Agent: Studying the Dynamics of Information Spread and Evolution in Social Networks

This paper explains the design of a social network analysis framework, developed under DARPA's SocialSim program, with novel architecture that models human emotional, cognitive and social factors. Our framework is both theory and data-driven, and utilizes domain expertise. Our simulation effort helps in understanding how information flows and evolves in social media platforms. We focused on modeling three information domains: cryptocurrencies, cyber threats, and software vulnerabilities for the three interrelated social environments: GitHub, Reddit, and Twitter. We participated in the SocialSim DARPA Challenge in December 2018, in which our models were subjected to extensive performance evaluation for accuracy, generalizability, explainability, and experimental power. This paper reports the main concepts and models, utilized in our social media modeling effort in developing a multi-resolution simulation at the user, community, population, and content levels.

cs.SI↗

Do Bots Modify the Workflow of GitHub Teams?

The ever-increasing complexity of modern software engineering projects makes the usage of automated assistants imperative. Bots can be used to complete repetitive tasks during development and testing, as well as promoting communication between team members through issue reporting and documentation. Although the ultimate aim of these automated assistants is to speed taskwork completion, their inclusion into GitHub repositories may affect teamwork as well. This paper studies the question of how bots modify the team workflow. We examined the event sequences of repositories with bots and without bots using a contrast motif discovery method to detect subsequences that are more prevalent in one set of event sequences vs. the other. Our study reveals that teams with bots are more likely to intersperse comments throughout their coding activities, while not actually being more prolific commenters.

cs.SE↗

Analyzing Team Performance with Embeddings from Multiparty Dialogues

Good communication is indubitably the foundation of effective teamwork. Over time teams develop their own communication styles and often exhibit entrainment, a conversational phenomena in which humans synchronize their linguistic choices. This paper examines the problem of predicting team performance from embeddings learned from multiparty dialogues such that teams with similar conflict scores lie close to one another in vector space. Embeddings were extracted from three types of features: 1) dialogue acts 2) sentiment polarity 3) syntactic entrainment. Although all of these features can be used to effectively predict team performance, their utility varies by the teamwork phase. We separate the dialogues of players playing a cooperative game into stages: 1) early (knowledge building) 2) middle (problem-solving) and 3) late (culmination). Unlike syntactic entrainment, both dialogue act and sentiment embeddings are effective for classifying team performance, even during the initial phase. This finding has potential ramifications for the development of conversational agents that facilitate teaming.

cs.CL↗

Leveraging the Variance of Return Sequences for Exploration Policy

This paper introduces a method for constructing an upper bound for exploration policy using either the weighted variance of return sequences or the weighted temporal difference (TD) error. We demonstrate that the variance of the return sequence for a specific state-action pair is an important information source that can be leveraged to guide exploration in reinforcement learning. The intuition is that fluctuation in the return sequence indicates greater uncertainty in the near future returns. This divergence occurs because of the cyclic nature of value-based reinforcement learning; the evolving value function begets policy improvements which in turn modify the value function. Although both variance and TD errors capture different aspects of this uncertainty, our analysis shows that both can be valuable to guide exploration. We propose a two-stream network architecture to estimate weighted variance/TD errors within DQN agents for our exploration method and show that it outperforms the baseline on a wide range of Atari games.

cs.LG↗