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Xiaohang Tang

Publications and source records attributed to Xiaohang Tang.

26 records · Page 2Linked to original sources

CFlow: Supporting Semantic Flow Analysis of Students' Code in Programming Problems at Scale

The high demand for computer science education has led to high enrollments, with thousands of students in many introductory courses. In such large courses, it can be overwhelmingly difficult for instructors to understand class-wide problem-solving patterns or issues, which is crucial for improving instruction and addressing important pedagogical challenges. In this paper, we propose a technique and system, CFlow, for creating understandable and navigable representations of code at scale. CFlow is able to represent thousands of code samples in a visualization that resembles a single code sample. CFlow creates scalable code representations by (1) clustering individual statements with similar semantic purposes, (2) presenting clustered statements in a way that maintains semantic relationships between statements, (3) representing the correctness of different variations as a histogram, and (4) allowing users to navigate through solutions interactively using semantic filters. With a multi-level view design, users can navigate high-level patterns, and low-level implementations. This is in contrast to prior tools that either limit their focus on isolated statements (and thus discard the surrounding context of those statements) or cluster entire code samples (which can lead to large numbers of clusters -- for example, if there are n code features and m implementations of each, there can be m^n clusters). We evaluated the effectiveness of CFlow with a comparison study, found participants using CFlow spent only half the time identifying mistakes and recalled twice as many desired patterns from over 6,000 submissions.

cs.HC↗

Can Word Sense Distribution Detect Semantic Changes of Words?

Semantic Change Detection (SCD) of words is an important task for various NLP applications that must make time-sensitive predictions. Some words are used over time in novel ways to express new meanings, and these new meanings establish themselves as novel senses of existing words. On the other hand, Word Sense Disambiguation (WSD) methods associate ambiguous words with sense ids, depending on the context in which they occur. Given this relationship between WSD and SCD, we explore the possibility of predicting whether a target word has its meaning changed between two corpora collected at different time steps, by comparing the distributions of senses of that word in each corpora. For this purpose, we use pretrained static sense embeddings to automatically annotate each occurrence of the target word in a corpus with a sense id. Next, we compute the distribution of sense ids of a target word in a given corpus. Finally, we use different divergence or distance measures to quantify the semantic change of the target word across the two given corpora. Our experimental results on SemEval 2020 Task 1 dataset show that word sense distributions can be accurately used to predict semantic changes of words in English, German, Swedish and Latin.

cs.CL↗

Regret-Minimizing Double Oracle for Extensive-Form Games

By incorporating regret minimization, double oracle methods have demonstrated rapid convergence to Nash Equilibrium (NE) in normal-form games and extensive-form games, through algorithms such as online double oracle (ODO) and extensive-form double oracle (XDO), respectively. In this study, we further examine the theoretical convergence rate and sample complexity of such regret minimization-based double oracle methods, utilizing a unified framework called Regret-Minimizing Double Oracle. Based on this framework, we extend ODO to extensive-form games and determine its sample complexity. Moreover, we demonstrate that the sample complexity of XDO can be exponential in the number of information sets $|S|$, owing to the exponentially decaying stopping threshold of restricted games. To solve this problem, we propose the Periodic Double Oracle (PDO) method, which has the lowest sample complexity among regret minimization-based double oracle methods, being only polynomial in $|S|$. Empirical evaluations on multiple poker and board games show that PDO achieves significantly faster convergence than previous double oracle algorithms and reaches a competitive level with state-of-the-art regret minimization methods.

cs.GT↗

Learning Dynamic Contextualised Word Embeddings via Template-based Temporal Adaptation

Dynamic contextualised word embeddings (DCWEs) represent the temporal semantic variations of words. We propose a method for learning DCWEs by time-adapting a pretrained Masked Language Model (MLM) using time-sensitive templates. Given two snapshots $C_1$ and $C_2$ of a corpus taken respectively at two distinct timestamps $T_1$ and $T_2$, we first propose an unsupervised method to select (a) \emph{pivot} terms related to both $C_1$ and $C_2$, and (b) \emph{anchor} terms that are associated with a specific pivot term in each individual snapshot. We then generate prompts by filling manually compiled templates using the extracted pivot and anchor terms. Moreover, we propose an automatic method to learn time-sensitive templates from $C_1$ and $C_2$, without requiring any human supervision. Next, we use the generated prompts to adapt a pretrained MLM to $T_2$ by fine-tuning using those prompts. Multiple experiments show that our proposed method reduces the perplexity of test sentences in $C_2$, outperforming the current state-of-the-art.

cs.CL↗

GesPlayer: Using Augmented Gestures to Empower Video Players

In this paper, we introduce GesPlayer, a gesture-based empowered video player that explores how users can experience their hands as an interface through gestures. We provide three semantic gestures based on the camera of a computer or other smart device to detect and adjust the progress of video playback, volume, and screen brightness, respectively. Our goal is to enable users to control video playback simply by their gestures in the air, without the need to use a mouse or keyboard, especially when it is not convenient to do so. Ultimately, we hope to expand our understanding of gesture-based interaction by understanding the inclusiveness of designing the hand as an interactive interface, and further broaden the state of semantic gestures in an interactive environment through computational interaction methods.

cs.HC↗

Average-Reward Reinforcement Learning with Trust Region Methods

Most of reinforcement learning algorithms optimize the discounted criterion which is beneficial to accelerate the convergence and reduce the variance of estimates. Although the discounted criterion is appropriate for certain tasks such as financial related problems, many engineering problems treat future rewards equally and prefer a long-run average criterion. In this paper, we study the reinforcement learning problem with the long-run average criterion. Firstly, we develop a unified trust region theory with discounted and average criteria and derive a novel performance bound within the trust region with the Perturbation Analysis (PA) theory. Secondly, we propose a practical algorithm named Average Policy Optimization (APO), which improves the value estimation with a novel technique named Average Value Constraint. Finally, experiments are conducted in the continuous control environment MuJoCo. In most tasks, APO performs better than the discounted PPO, which demonstrates the effectiveness of our approach. Our work provides a unified framework of the trust region approach including both the discounted and average criteria, which may complement the framework of reinforcement learning beyond the discounted objectives.

cs.LG↗

Myopic Bike and Say Hi: Games for Empathizing with The Myopic

Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has become one of the most serious eye conditions worldwide and negatively impacts the quality of life of those who suffer from it. Although myopia is prevalent, many non-myopic people have misconceptions about it and encounter challenges empathizing with myopia situations and those who suffer from it. In this research, we developed two virtual reality (VR) games, (1) Myopic Bike and (2) Say Hi, to provide a means for the non-myopic population to experience the frustration and difficulties of myopic people. Our two games simulate two inconvenient daily life scenarios (riding a bicycle and greeting someone on the street) that myopic people encounter when not wearing glasses. We evaluated four participants' game experiences through questionnaires and semi-structured interviews. Overall, our two VR games can create an engaging and non-judgmental experience for the non-myopic population to better understand and empathize with those who suffer from myopia.

cs.HC↗

Using Trajectory Compression Rate to Predict Changes in Cybersickness in Virtual Reality Games

Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise, non-intrusive, and non-disruptive way remains challenging. Several factors can cause cybersickness, and their identification will help find its origins and prevent or minimize it. One such factor is virtual movement. Movement, whether physical or virtual, can be represented in different forms. One way to represent and store it is with a temporally annotated point sequence. Because a sequence is memory-consuming, it is often preferable to save it in a compressed form. Compression allows redundant data to be eliminated while still preserving changes in speed and direction. Since changes in direction and velocity in VR can be associated with cybersickness, changes in compression rate can likely indicate changes in cybersickness levels. In this research, we explore whether quantifying changes in virtual movement can be used to estimate variation in cybersickness levels of VR users. We investigate the correlation between changes in the compression rate of movement data in two VR games with changes in players' cybersickness levels captured during gameplay. Our results show (1) a clear correlation between changes in compression rate and cybersickness, and(2) that a machine learning approach can be used to identify these changes. Finally, results from a second experiment show that our approach is feasible for cybersickness inference in games and other VR applications that involve movement.

cs.HC↗