Association for the Advancement of Artificial Intelligence: AAAI Publications
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Trigger3:Refining Query Correction via Adaptive Model Selector
In search scenarios, user experience can be hindered by erroneous queries due to typos, voice errors, or knowledge gaps. Therefore, query correction is crucial for search engines. Current correction models, usually small models trained on specific data, often struggle with queries beyond their training scope or those requiring contextual understanding. While the advent of Large Language Models (LLMs) offers a potential solution, they are still limited by their pre-training data and inference cost, particularly for complex queries, making them not always effective for query correction. To tackle these, we propose Trigger3, a large-small model collaboration framework that integrates the traditional correction model and LLM for query correction, capable of adaptively choosing the appropriate correction method based on the query and the correction results from the traditional correction model and LLM. Trigger3 first employs a correction trigger to filter out correct queries. Incorrect queries are then corrected by the traditional correction model. If this fails, an LLM trigger is activated to call the LLM for correction. Finally, for queries that no model can correct, a fallback trigger decides to return the original query. Extensive experiments demonstrate Trigger3 outperforms correction baselines while maintaining efficiency
From Pairwise to Ranking: Climbing the Ladder to Ideal Collaborative Filtering with Pseudo-Ranking
Intuitively, an ideal collaborative filtering (CF) model should learn from users' full rankings over all items to make optimal top-K recommendations. Due to the absence of such full rankings in practice, most CF models rely on pairwise loss functions to approximate full rankings, resulting in an immense performance gap. In this paper, we provide a novel analysis using the multiple ordinal classification concept to reveal the inevitable gap between a pairwise approximation and the ideal case. However, bridging the gap in practice encounters two formidable challenges: (1) none of the real-world datasets contains full ranking information; (2) there does not exist a loss function that is capable of consuming ranking information. To overcome these challenges, we propose a pseudo-ranking paradigm (PRP) that addresses the lack of ranking information by introducing pseudo-rankings supervised by an original noise injection mechanism. Additionally, we put forward a new ranking loss function designed to handle ranking information effectively. To ensure our method's robustness against potential inaccuracies in pseudo-rankings, we equip the ranking loss function with a gradient-based confidence mechanism to detect and mitigate abnormal gradients. Extensive experiments on four real-world datasets demonstrate that PRP significantly outperforms state-of-the-art methods
Fair Division with Market Values
We introduce a model of fair division with market values, where indivisible goods must be partitioned among agents with (additive) subjective valuations, and each good additionally has a market value. The market valuation can be viewed as a separate additive valuation that holds identically across all the agents. We seek allocations that are simultaneously fair with respect to the subjective valuations and under the market valuation.
We show that an allocation that satisfies stochastically-dominant envy-freeness up to one good (SD-EF1) with respect to both the subjective valuations and the market valuation does not always exist, but the weaker guarantee of EF1 with respect to the subjective valuations along with SD-EF1 with respect to the market valuation can be guaranteed. We also study a number of other guarantees such as Pareto optimality, EFX, and MMS. In addition, we explore non-additive valuations and extend our model to cake-cutting. Along the way, we identify several tantalizing open questions
The Distortion of Public-Spirited Participatory Budgeting
Participatory budgeting (PB) is an increasingly popular tool for democratically allocating limited budgets to public-good projects. In PB, constituents vote on their preferred projects via ballots, and then an aggregation rule selects a set of projects whose total cost fits within the budget. Recent work studies how to design PB ballots and aggregation rules that yield low-distortion outcomes (informally, outcomes with high social welfare). Existing distortion bounds, however, rely on strong assumptions that restrict voters' latent utilities. We prove that low distortion PB outcomes can be achieved by dropping these assumptions and instead leveraging the established idea that voters can be public-spirited: they may consider others' interests alongside their own when voting.
Flanigan, Procaccia, and Wang (2023) prove that in public-spirited single-winner voting (the special case of PB where exactly one project can be funded) with ranking ballots, deterministic aggregation rules can achieve constant distortion. Our first contribution is to extend this analysis to PB; there, we prove that the best distortion permitted by deterministic rules with ranking ballots grows linearly in the number of projects. We find that this impossibility --- a problem in practice, where m is often large --- holds for other known ballots as well.
Our second contribution is the design of a new PB ballot format that breaks this linear distortion barrier. This ballot asks voters to rank a predetermined set of entire feasible bundles of projects. We design multiple protocols for implementing these ballots, each striking a different trade-off between the number of bundles voters must rank and the distortion: with m bundles, we get sublinear distortion; with polynomial bundles, we get logarithmic distortion; and with pseudopolynomial bundles, we get constant distortion
Facility Location Games with Optional Preferences: A Revisit
We study the k-facility location games with optional preferences on the line. In the games, each strategic agent has a public location preference on the k facility locations and a private optional preference on the preferred/acceptable set of facilities out of the k facilities. Our goal is to design strategyproof mechanisms to elicit agents’ optional preferences and locate k facilities to minimize the social or maximum cost of agents based on their facility preferences and public agent locations. We consider two variants of the facility location games with optional preferences: the Min variant and the Max variant where the agent’s cost is defined as their distance to the closest acceptable facility and the farthest acceptable facility, respectively. For the Min variant, we present two deterministic strategyproof mechanisms to minimize the maximum cost and social cost with k ≥ 3 facilities, achieving approximation ratios of 3 and 2n+1 respectively. We complement the results by establishing lower bounds of 3/2 and n/4 for the approximation ratios achievable by any deterministic strategyproof mechanisms for the maximum cost and social cost, respectively. We then improve our results in a special setting of the Min variant where there are exactly three facilities and present two deterministic strategyproof mechanisms to minimize the maximum cost and social cost. For the Max variant, we present an optimal deterministic strategyproof mechanism for the maximum cost and a k-approximation deterministic strategyproof mechanism for the social cost
A No Free Lunch Theorem for Human-AI Collaboration
The gold standard in human-AI collaboration is complementarity: when combined performance exceeds both the human and algorithm alone. We investigate this challenge in binary classification settings where the goal is to maximize 0-1 accuracy. Given two or more agents who can make calibrated probabilistic predictions, we show a "No Free Lunch"-style result. Any deterministic collaboration strategy (a function mapping calibrated probabilities into binary classifications) that does not essentially always defer to the same agent will sometimes perform worse than the least accurate agent. In other words, complementarity cannot be achieved "for free." The result does suggest one model of collaboration with guarantees, where one agent identifies "obvious" errors of the other agent. We also use the result to understand the necessary conditions enabling the success of other collaboration techniques, providing guidance to human-AI collaboration
Efficient Language-instructed Skill Acquisition via Reward-Policy Co-Evolution
The ability to autonomously explore and resolve tasks with minimal human guidance is crucial for the self-development of embodied intelligence.
Although reinforcement learning methods can largely ease human effort, it's challenging to design reward functions for real-world tasks, especially for high-dimensional robotic control, due to complex relationships among joints and tasks. Recent advancements large language models (LLMs) enable automatic reward function design.
However, approaches evaluate reward functions by re-training policies from scratch placing an undue burden on the reward function, expecting it to be effective throughout the whole policy improvement process.
We argue for a more practical strategy in robotic autonomy, focusing on refining existing policies with policy-dependent reward functions rather than a universal one.
To this end, we propose a novel reward-policy co-evolution framework where the reward function and the learned policy benefit from each other's progressive on-the-fly improvements, resulting in more efficient and higher-performing skill acquisition.
Specifically, the reward evolution process translates the robot's previous best reward function, descriptions of tasks and environment into text inputs. These inputs are used to query LLMs to generate a dynamic amount of reward function candidates, ensuring continuous improvement at each round of evolution. For policy evolution, our method generates new policy populations by hybridizing historically optimal and random policies. Through an improved Bayesian optimization, our approach efficiently and robustly identifies the most capable and plastic reward-policy combination, which then proceeds to the next round of co-evolution.
Despite using less data, our approach demonstrates an average normalized improvement of 95.3\% across various high-dimensional robotic skill learning tasks
Discovering Conceptual Knowledge with Analytic Ontology Templates for Articulated Objects
Human cognition can leverage fundamental conceptual knowledge, like geometry and kinematic ones, to appropriately perceive, comprehend and interact with novel objects. Motivated by this finding, we aim to endow machine intelligence with an analogous capability through performing at the conceptual level, in order to understand and then interact with articulated objects, especially for those in novel categories, which is challenging due to the intricate geometric structures and diverse joint types of articulated objects. To achieve this goal, we propose Analytic Ontology Template (AOT), a parameterized and differentiable program description of generalized conceptual ontologies. A baseline approach called AOTNet driven by AOTs is designed accordingly to equip intelligent agents with these generalized concepts, and then empower the agents to effectively discover the conceptual knowledge on the structure and affordance of articulated objects. The AOT-driven approach yields benefits in three key perspectives: i) enabling concept-level understanding of articulated objects without relying on any real training data, ii) providing analytic structure information, and iii) introducing rich affordance information indicating proper ways of interaction. We conduct exhaustive experiments and the results demonstrate the superiority of our approach in understanding and then interacting with articulated objects
MapExpert: Online HD Map Construction with Simple and Efficient Sparse Map Element Expert
Constructing online High-Definition (HD) maps is crucial for the static environment perception of autonomous driving systems (ADS). Existing solutions typically attempt to detect vectorized HD map elements with unified models; however, these methods often overlook the distinct characteristics of different non-cubic map elements, making accurate distinction challenging. To address these issues, we introduce an expert-based online HD map method, termed MapExpert. MapExpert utilizes sparse experts, distributed by our routers, to describe various non-cubic map elements accurately. Additionally, we propose an auxiliary balance loss function to distribute the load evenly across experts. Furthermore, we theoretically analyze the limitations of prevalent bird's-eye view (BEV) feature temporal fusion methods and introduce an efficient temporal fusion module called Learnable Weighted Moving Descentage. This module effectively integrates relevant historical information into the final BEV features. Combined with an enhanced slice head branch, the proposed MapExpert achieves state-of-the-art performance and maintains good efficiency on both nuScenes and Argoverse2 datasets
Loosely Synchronized Rule-Based Planning for Multi-Agent Path Finding with Asynchronous Actions
Given a graph representing the workspace, Multi-Agent Path Finding (MAPF) seeks collision-free paths for multiple agents from their respective start vertex to their respective goal vertex while minimizing path costs. Although many MAPF algorithms were developed and can handle up to thousands of agents, they usually rely on the assumption that each action of the agent takes a time unit, and the actions of all agents are synchronized in a sense that the actions of agents start at the same discrete time step, which may limit their use in practice. Only a few algorithms have been developed to address asynchronous actions, and they all lie on one end of the spectrum, focusing on finding optimal solutions with limited scalability. This paper develops new planners that lie on the other end of the spectrum, trading off solution quality for scalability, by finding an unbounded sub-optimal solution for many agents. Our method leverages both search-based methods in handling asynchronous actions and techniques in rule-based planning for MAPF. We analyze the properties of our method and test it against several baselines with up to a thousand agents with asynchronous actions in various maps. Given a runtime limit, our method can handle an order of magnitude more agents than the existing methods with about 25% longer makespan