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Marc Ponsen

Publications and source records attributed to Marc Ponsen.

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Finding Meaning in Embeddings: Concept Separation Curves

Sentence embedding techniques aim to encode key concepts of a sentence's meaning in a vector space. However, the majority of evaluation approaches for sentence embedding quality rely on the use of additional classifiers or downstream tasks. These additional components make it unclear whether good results stem from the embedding itself or from the classifier's behaviour. In this paper, we propose a novel method for evaluating the effectiveness of sentence embedding methods in capturing sentence-level concepts. Our approach is classifier-independent, allowing for an objective assessment of the model's performance. The approach adopted in this study involves the systematic introduction of syntactic noise and semantic negations into sentences, with the subsequent quantification of their relative effects on the resulting embeddings. The visualisation of these effects is facilitated by Concept Separation Curves, which show the model's capacity to differentiate between conceptual and surface-level variations. By leveraging data from multiple domains, employing both Dutch and English languages, and examining sentence lengths, this study offers a compelling demonstration that Concept Separation Curves provide an interpretable, reproducible, and cross-model approach for evaluating the conceptual stability of sentence embeddings.

cs.CL

Computing Approximate Nash Equilibria and Robust Best-Responses Using Sampling

This article discusses two contributions to decision-making in complex partially observable stochastic games. First, we apply two state-of-the-art search techniques that use Monte-Carlo sampling to the task of approximating a Nash-Equilibrium (NE) in such games, namely Monte-Carlo Tree Search (MCTS) and Monte-Carlo Counterfactual Regret Minimization (MCCFR). MCTS has been proven to approximate a NE in perfect-information games. We show that the algorithm quickly finds a reasonably strong strategy (but not a NE) in a complex imperfect information game, i.e. Poker. MCCFR on the other hand has theoretical NE convergence guarantees in such a game. We apply MCCFR for the first time in Poker. Based on our experiments, we may conclude that MCTS is a valid approach if one wants to learn reasonably strong strategies fast, whereas MCCFR is the better choice if the quality of the strategy is most important. Our second contribution relates to the observation that a NE is not a best response against players that are not playing a NE. We present Monte-Carlo Restricted Nash Response (MCRNR), a sample-based algorithm for the computation of restricted Nash strategies. These are robust best-response strategies that (1) exploit non-NE opponents more than playing a NE and (2) are not (overly) exploitable by other strategies. We combine the advantages of two state-of-the-art algorithms, i.e. MCCFR and Restricted Nash Response (RNR). MCRNR samples only relevant parts of the game tree. We show that MCRNR learns quicker than standard RNR in smaller games. Also we show in Poker that MCRNR learns robust best-response strategies fast, and that these strategies exploit opponents more than playing a NE does.

cs.GT