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Roman Neruda

Publications and source records attributed to Roman Neruda.

7 recordsLinked to original sources

Large Language Models as Implicit Sociological Models: Reconstructing Voting Behaviour from Sociodemographic Profiles

Large language models (LLMs) trained on large-scale internet corpora encode extensive statistical regularities about social identities, attitudes, and political behaviour. This paper introduces and evaluates a methodological framework that leverages these latent representations to reconstruct aggregate voting behaviour from individual-level sociodemographic profiles. We operationalize LLMs as implicit sociological models by conditioning them on demographic descriptions, eliciting probabilistic turnout and party preferences, and aggregating individual outputs via a soft voting procedure. Using the 2021 Czech parliamentary election as a validation case, we demonstrate that contemporary LLMs reproduce official election outcomes with low mean absolute error, recover known political bloc structures, and align with independently established sociodemographic gradients. The contribution of this work is methodological rather than predictive: we show how LLMs can be systematically interrogated as compressed representations of social reality, offering a novel exploratory instrument for computational social science while clearly delineating its epistemic and ethical limits.

cs.CY

Transferrable Surrogates in Expressive Neural Architecture Search Spaces

Neural architecture search (NAS) faces a challenge in balancing the exploration of expressive, broad search spaces that enable architectural innovation with the need for efficient evaluation of architectures to effectively search such spaces. We investigate surrogate model training for improving search in highly expressive NAS search spaces based on context-free grammars. We show that i) surrogate models trained either using zero-cost-proxy metrics and neural graph features (GRAF) or by fine-tuning an off-the-shelf LM have high predictive power for the performance of architectures both within and across datasets, ii) these surrogates can be used to filter out bad architectures when searching on novel datasets, thereby significantly speeding up search and achieving better final performances, and iii) the surrogates can be further used directly as the search objective for huge speed-ups.

cs.LG

Utilizing Novelty-based Evolution Strategies to Train Transformers in Reinforcement Learning

In this paper, we experiment with novelty-based variants of OpenAI-ES, the NS-ES and NSR-ES algorithms, and evaluate their effectiveness in training complex, transformer-based architectures designed for the problem of reinforcement learning, such as Decision Transformers. We also test if we can accelerate the novelty-based training of these larger models by seeding the training with a pretrained models. The experimental results were mixed. NS-ES showed progress, but it would clearly need many more iterations for it to yield interesting agents. NSR-ES, on the other hand, proved quite capable of being straightforwardly used on larger models, since its performance appears as similar between the feed-forward model and Decision Transformer, as it was for the OpenAI-ES in our previous work.

cs.LG

Utilizing Evolution Strategies to Train Transformers in Reinforcement Learning

We explore the capability of evolution strategies to train an agent with a policy based on a transformer architecture in a reinforcement learning setting. We performed experiments using OpenAI's highly parallelizable evolution strategy to train Decision Transformer in the MuJoCo Humanoid locomotion environment and in the environment of Atari games, testing the ability of this black-box optimization technique to train even such relatively large and complicated models (compared to those previously tested in the literature). The examined evolution strategy proved to be, in general, capable of achieving strong results and managed to produce high-performing agents, showcasing evolution's ability to tackle the training of even such complex models.

cs.LG

Surprisingly Strong Performance Prediction with Neural Graph Features

Performance prediction has been a key part of the neural architecture search (NAS) process, allowing to speed up NAS algorithms by avoiding resource-consuming network training. Although many performance predictors correlate well with ground truth performance, they require training data in the form of trained networks. Recently, zero-cost proxies have been proposed as an efficient method to estimate network performance without any training. However, they are still poorly understood, exhibit biases with network properties, and their performance is limited. Inspired by the drawbacks of zero-cost proxies, we propose neural graph features (GRAF), simple to compute properties of architectural graphs. GRAF offers fast and interpretable performance prediction while outperforming zero-cost proxies and other common encodings. In combination with other zero-cost proxies, GRAF outperforms most existing performance predictors at a fraction of the cost.

cs.LG

Evolving Non-linear Stacking Ensembles for Prediction of Go Player Attributes

The paper presents an application of non-linear stacking ensembles for prediction of Go player attributes. An evolutionary algorithm is used to form a diverse ensemble of base learners, which are then aggregated by a stacking ensemble. This methodology allows for an efficient prediction of different attributes of Go players from sets of their games. These attributes can be fairly general, in this work, we used the strength and style of the players.

cs.AI

Evaluating Go Game Records for Prediction of Player Attributes

We propose a way of extracting and aggregating per-move evaluations from sets of Go game records. The evaluations capture different aspects of the games such as played patterns or statistic of sente/gote sequences. Using machine learning algorithms, the evaluations can be utilized to predict different relevant target variables. We apply this methodology to predict the strength and playing style of the player (e.g. territoriality or aggressivity) with good accuracy. We propose a number of possible applications including aiding in Go study, seeding real-work ranks of internet players or tuning of Go-playing programs.

cs.AI