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Volker Tresp

Publications and source records attributed to Volker Tresp.

At least 163 records · Page 9Linked to original sources

Quantum Machine Learning Algorithm for Knowledge Graphs

Semantic knowledge graphs are large-scale triple-oriented databases for knowledge representation and reasoning. Implicit knowledge can be inferred by modeling and reconstructing the tensor representations generated from knowledge graphs. However, as the sizes of knowledge graphs continue to grow, classical modeling becomes increasingly computational resource intensive. This paper investigates how quantum resources can be capitalized to accelerate the modeling of knowledge graphs. In particular, we propose the first quantum machine learning algorithm for making inference on tensorized data, e.g., on knowledge graphs. Since most tensor problems are NP-hard, it is challenging to devise quantum algorithms to support that task. We simplify the problem by making a plausible assumption that the tensor representation of a knowledge graph can be approximated by its low-rank tensor singular value decomposition, which is verified by our experiments. The proposed sampling-based quantum algorithm achieves exponential speedup with a runtime that is polylogarithmic in the dimension of knowledge graph tensor.

quant-ph↗

An Unsupervised Joint System for Text Generation from Knowledge Graphs and Semantic Parsing

Knowledge graphs (KGs) can vary greatly from one domain to another. Therefore supervised approaches to both graph-to-text generation and text-to-graph knowledge extraction (semantic parsing) will always suffer from a shortage of domain-specific parallel graph-text data; at the same time, adapting a model trained on a different domain is often impossible due to little or no overlap in entities and relations. This situation calls for an approach that (1) does not need large amounts of annotated data and thus (2) does not need to rely on domain adaptation techniques to work well in different domains. To this end, we present the first approach to unsupervised text generation from KGs and show simultaneously how it can be used for unsupervised semantic parsing. We evaluate our approach on WebNLG v2.1 and a new benchmark leveraging scene graphs from Visual Genome. Our system outperforms strong baselines for both text$\leftrightarrow$graph conversion tasks without any manual adaptation from one dataset to the other. In additional experiments, we investigate the impact of using different unsupervised objectives.

cs.CL↗

ARCADe: A Rapid Continual Anomaly Detector

Although continual learning and anomaly detection have separately been well-studied in previous works, their intersection remains rather unexplored. The present work addresses a learning scenario where a model has to incrementally learn a sequence of anomaly detection tasks, i.e. tasks from which only examples from the normal (majority) class are available for training. We define this novel learning problem of continual anomaly detection (CAD) and formulate it as a meta-learning problem. Moreover, we propose A Rapid Continual Anomaly Detector (ARCADe), an approach to train neural networks to be robust against the major challenges of this new learning problem, namely catastrophic forgetting and overfitting to the majority class. The results of our experiments on three datasets show that, in the CAD problem setting, ARCADe substantially outperforms baselines from the continual learning and anomaly detection literature. Finally, we provide deeper insights into the learning strategy yielded by the proposed meta-learning algorithm.

cs.LG↗

Improving Visual Relation Detection using Depth Maps

Visual relation detection methods rely on object information extracted from RGB images such as 2D bounding boxes, feature maps, and predicted class probabilities. We argue that depth maps can additionally provide valuable information on object relations, e.g. helping to detect not only spatial relations, such as standing behind, but also non-spatial relations, such as holding. In this work, we study the effect of using different object features with a focus on depth maps. To enable this study, we release a new synthetic dataset of depth maps, VG-Depth, as an extension to Visual Genome (VG). We also note that given the highly imbalanced distribution of relations in VG, typical evaluation metrics for visual relation detection cannot reveal improvements of under-represented relations. To address this problem, we propose using an additional metric, calling it Macro Recall@K, and demonstrate its remarkable performance on VG. Finally, our experiments confirm that by effective utilization of depth maps within a simple, yet competitive framework, the performance of visual relation detection can be improved by a margin of up to 8%.

cs.CV↗

Controllable Multi-Character Psychology-Oriented Story Generation

Story generation, which aims to generate a long and coherent story automatically based on the title or an input sentence, is an important research area in the field of natural language generation. There is relatively little work on story generation with appointed emotions. Most existing works focus on using only one specific emotion to control the generation of a whole story and ignore the emotional changes in the characters in the course of the story. In our work, we aim to design an emotional line for each character that considers multiple emotions common in psychological theories, with the goal of generating stories with richer emotional changes in the characters. To the best of our knowledge, this work is first to focuses on characters' emotional lines in story generation. We present a novel model-based attention mechanism that we call SoCP (Storytelling of multi-Character Psychology). We show that the proposed model can generate stories considering the changes in the psychological state of different characters. To take into account the particularity of the model, in addition to commonly used evaluation indicators(BLEU, ROUGE, etc.), we introduce the accuracy rate of psychological state control as a novel evaluation metric. The new indicator reflects the effect of the model on the psychological state control of story characters. Experiments show that with SoCP, the generated stories follow the psychological state for each character according to both automatic and human evaluations.

cs.CL↗

Introspective Learning by Distilling Knowledge from Online Self-explanation

In recent years, many explanation methods have been proposed to explain individual classifications of deep neural networks. However, how to leverage the created explanations to improve the learning process has been less explored. As the privileged information, the explanations of a model can be used to guide the learning process of the model itself. In the community, another intensively investigated privileged information used to guide the training of a model is the knowledge from a powerful teacher model. The goal of this work is to leverage the self-explanation to improve the learning process by borrowing ideas from knowledge distillation. We start by investigating the effective components of the knowledge transferred from the teacher network to the student network. Our investigation reveals that both the responses in non-ground-truth classes and class-similarity information in teacher's outputs contribute to the success of the knowledge distillation. Motivated by the conclusion, we propose an implementation of introspective learning by distilling knowledge from online self-explanations. The models trained with the introspective learning procedure outperform the ones trained with the standard learning procedure, as well as the ones trained with different regularization methods. When compared to the models learned from peer networks or teacher networks, our models also show competitive performance and requires neither peers nor teachers.

cs.CV↗

PyKEEN 1.0: A Python Library for Training and Evaluating Knowledge Graph Embeddings

Recently, knowledge graph embeddings (KGEs) received significant attention, and several software libraries have been developed for training and evaluating KGEs. While each of them addresses specific needs, we re-designed and re-implemented PyKEEN, one of the first KGE libraries, in a community effort. PyKEEN 1.0 enables users to compose knowledge graph embedding models (KGEMs) based on a wide range of interaction models, training approaches, loss functions, and permits the explicit modeling of inverse relations. Besides, an automatic memory optimization has been realized in order to exploit the provided hardware optimally, and through the integration of Optuna extensive hyper-parameter optimization (HPO) functionalities are provided.

cs.LG↗

Integrating Logical Rules Into Neural Multi-Hop Reasoning for Drug Repurposing

The graph structure of biomedical data differs from those in typical knowledge graph benchmark tasks. A particular property of biomedical data is the presence of long-range dependencies, which can be captured by patterns described as logical rules. We propose a novel method that combines these rules with a neural multi-hop reasoning approach that uses reinforcement learning. We conduct an empirical study based on the real-world task of drug repurposing by formulating this task as a link prediction problem. We apply our method to the biomedical knowledge graph Hetionet and show that our approach outperforms several baseline methods.

cs.LG↗

Scene Graph Reasoning for Visual Question Answering

Visual question answering is concerned with answering free-form questions about an image. Since it requires a deep linguistic understanding of the question and the ability to associate it with various objects that are present in the image, it is an ambitious task and requires techniques from both computer vision and natural language processing. We propose a novel method that approaches the task by performing context-driven, sequential reasoning based on the objects and their semantic and spatial relationships present in the scene. As a first step, we derive a scene graph which describes the objects in the image, as well as their attributes and their mutual relationships. A reinforcement agent then learns to autonomously navigate over the extracted scene graph to generate paths, which are then the basis for deriving answers. We conduct a first experimental study on the challenging GQA dataset with manually curated scene graphs, where our method almost reaches the level of human performance.

cs.LG↗

Learning Individualized Treatment Rules with Estimated Translated Inverse Propensity Score

Randomized controlled trials typically analyze the effectiveness of treatments with the goal of making treatment recommendations for patient subgroups. With the advance of electronic health records, a great variety of data has been collected in clinical practice, enabling the evaluation of treatments and treatment policies based on observational data. In this paper, we focus on learning individualized treatment rules (ITRs) to derive a treatment policy that is expected to generate a better outcome for an individual patient. In our framework, we cast ITRs learning as a contextual bandit problem and minimize the expected risk of the treatment policy. We conduct experiments with the proposed framework both in a simulation study and based on a real-world dataset. In the latter case, we apply our proposed method to learn the optimal ITRs for the administration of intravenous (IV) fluids and vasopressors (VP). Based on various offline evaluation methods, we could show that the policy derived in our framework demonstrates better performance compared to both the physicians and other baselines, including a simple treatment prediction approach. As a long-term goal, our derived policy might eventually lead to better clinical guidelines for the administration of IV and VP.

cs.LG↗

Graph Hawkes Neural Network for Forecasting on Temporal Knowledge Graphs

The Hawkes process has become a standard method for modeling self-exciting event sequences with different event types. A recent work has generalized the Hawkes process to a neurally self-modulating multivariate point process, which enables the capturing of more complex and realistic impacts of past events on future events. However, this approach is limited by the number of possible event types, making it impossible to model the dynamics of evolving graph sequences, where each possible link between two nodes can be considered as an event type. The number of event types increases even further when links are directional and labeled. To address this issue, we propose the Graph Hawkes Neural Network that can capture the dynamics of evolving graph sequences and can predict the occurrence of a fact in a future time instance. Extensive experiments on large-scale temporal multi-relational databases, such as temporal knowledge graphs, demonstrate the effectiveness of our approach.

cs.LG↗

Mutual Information-based State-Control for Intrinsically Motivated Reinforcement Learning

In reinforcement learning, an agent learns to reach a set of goals by means of an external reward signal. In the natural world, intelligent organisms learn from internal drives, bypassing the need for external signals, which is beneficial for a wide range of tasks. Motivated by this observation, we propose to formulate an intrinsic objective as the mutual information between the goal states and the controllable states. This objective encourages the agent to take control of its environment. Subsequently, we derive a surrogate objective of the proposed reward function, which can be optimized efficiently. Lastly, we evaluate the developed framework in different robotic manipulation and navigation tasks and demonstrate the efficacy of our approach. A video showing experimental results is available at https://youtu.be/CT4CKMWBYz0

cs.LG↗

Contextual Prediction Difference Analysis for Explaining Individual Image Classifications

Much effort has been devoted to understanding the decisions of deep neural networks in recent years. A number of model-aware saliency methods were proposed to explain individual classification decisions by creating saliency maps. However, they are not applicable when the parameters and the gradients of the underlying models are unavailable. Recently, model-agnostic methods have also received attention. As one of them, \textit{Prediction Difference Analysis} (PDA), a probabilistic sound methodology, was proposed. In this work, we first show that PDA can suffer from saturated classifiers. The saturation phenomenon of classifiers exists widely in current neural network-based classifiers. To explain the decisions of saturated classifiers better, we further propose Contextual PDA, which runs hundreds of times faster than PDA. The experiments show the superiority of our method by explaining image classifications of the state-of-the-art deep convolutional neural networks.

cs.LG↗

Energy-Based Hindsight Experience Prioritization

In Hindsight Experience Replay (HER), a reinforcement learning agent is trained by treating whatever it has achieved as virtual goals. However, in previous work, the experience was replayed at random, without considering which episode might be the most valuable for learning. In this paper, we develop an energy-based framework for prioritizing hindsight experience in robotic manipulation tasks. Our approach is inspired by the work-energy principle in physics. We define a trajectory energy function as the sum of the transition energy of the target object over the trajectory. We hypothesize that replaying episodes that have high trajectory energy is more effective for reinforcement learning in robotics. To verify our hypothesis, we designed a framework for hindsight experience prioritization based on the trajectory energy of goal states. The trajectory energy function takes the potential, kinetic, and rotational energy into consideration. We evaluate our Energy-Based Prioritization (EBP) approach on four challenging robotic manipulation tasks in simulation. Our empirical results show that our proposed method surpasses state-of-the-art approaches in terms of both performance and sample-efficiency on all four tasks, without increasing computational time. A video showing experimental results is available at https://youtu.be/jtsF2tTeUGQ

cs.LG↗

Curiosity-Driven Experience Prioritization via Density Estimation

In Reinforcement Learning (RL), an agent explores the environment and collects trajectories into the memory buffer for later learning. However, the collected trajectories can easily be imbalanced with respect to the achieved goal states. The problem of learning from imbalanced data is a well-known problem in supervised learning, but has not yet been thoroughly researched in RL. To address this problem, we propose a novel Curiosity-Driven Prioritization (CDP) framework to encourage the agent to over-sample those trajectories that have rare achieved goal states. The CDP framework mimics the human learning process and focuses more on relatively uncommon events. We evaluate our methods using the robotic environment provided by OpenAI Gym. The environment contains six robot manipulation tasks. In our experiments, we combined CDP with Deep Deterministic Policy Gradient (DDPG) with or without Hindsight Experience Replay (HER). The experimental results show that CDP improves both performance and sample-efficiency of reinforcement learning agents, compared to state-of-the-art methods.

cs.LG↗

Maximum Entropy-Regularized Multi-Goal Reinforcement Learning

In Multi-Goal Reinforcement Learning, an agent learns to achieve multiple goals with a goal-conditioned policy. During learning, the agent first collects the trajectories into a replay buffer, and later these trajectories are selected randomly for replay. However, the achieved goals in the replay buffer are often biased towards the behavior policies. From a Bayesian perspective, when there is no prior knowledge about the target goal distribution, the agent should learn uniformly from diverse achieved goals. Therefore, we first propose a novel multi-goal RL objective based on weighted entropy. This objective encourages the agent to maximize the expected return, as well as to achieve more diverse goals. Secondly, we developed a maximum entropy-based prioritization framework to optimize the proposed objective. For evaluation of this framework, we combine it with Deep Deterministic Policy Gradient, both with or without Hindsight Experience Replay. On a set of multi-goal robotic tasks of OpenAI Gym, we compare our method with other baselines and show promising improvements in both performance and sample-efficiency.

cs.LG↗

Learning Goal-Oriented Visual Dialog via Tempered Policy Gradient

Learning goal-oriented dialogues by means of deep reinforcement learning has recently become a popular research topic. However, commonly used policy-based dialogue agents often end up focusing on simple utterances and suboptimal policies. To mitigate this problem, we propose a class of novel temperature-based extensions for policy gradient methods, which are referred to as Tempered Policy Gradients (TPGs). On a recent AI-testbed, i.e., the GuessWhat?! game, we achieve significant improvements with two innovations. The first one is an extension of the state-of-the-art solutions with Seq2Seq and Memory Network structures that leads to an improvement of 7%. The second one is the application of our newly developed TPG methods, which improves the performance additionally by around 5% and, even more importantly, helps produce more convincing utterances.

cs.LG↗

Efficient Dialog Policy Learning via Positive Memory Retention

This paper is concerned with the training of recurrent neural networks as goal-oriented dialog agents using reinforcement learning. Training such agents with policy gradients typically requires a large amount of samples. However, the collection of the required data in form of conversations between chat-bots and human agents is time-consuming and expensive. To mitigate this problem, we describe an efficient policy gradient method using positive memory retention, which significantly increases the sample-efficiency. We show that our method is 10 times more sample-efficient than policy gradients in extensive experiments on a new synthetic number guessing game. Moreover, in a real-word visual object discovery game, the proposed method is twice as sample-efficient as policy gradients and shows state-of-the-art performance.

cs.AI↗