Abstract:Fine-tuning large language models (LLMs) with Low-Rank adaption (LoRA) is widely acknowledged as an effective approach for continual learning for new tasks. However, it often suffers from catastrophic forgetting when dealing with multiple tasks sequentially. To this end, we propose Attentional Mixture of LoRAs (AM-LoRA), a continual learning approach tailored for LLMs. Specifically, AM-LoRA learns a sequence of LoRAs for a series of tasks to continually learn knowledge from different tasks. The key of our approach is that we devise an attention mechanism as a knowledge mixture module to adaptively integrate information from each LoRA. With the attention mechanism, AM-LoRA can efficiently leverage the distinctive contributions of each LoRA, while mitigating the risk of mutually negative interactions among them that may lead to catastrophic forgetting. Moreover, we further introduce $L1$ norm in the learning process to make the attention vector more sparse. The sparse constraints can enable the model to lean towards selecting a few highly relevant LoRAs, rather than aggregating and weighting all LoRAs collectively, which can further reduce the impact stemming from mutual interference. Experimental results on continual learning benchmarks indicate the superiority of our proposed method.
Abstract:Multiobjective evolutionary learning (MOEL) has demonstrated its advantages of training fairer machine learning models considering a predefined set of conflicting objectives, including accuracy and different fairness measures. Recent works propose to construct a representative subset of fairness measures as optimisation objectives of MOEL throughout model training. However, the determination of a representative measure set relies on dataset, prior knowledge and requires substantial computational costs. What's more, those representative measures may differ across different model training processes. Instead of using a static predefined set determined before model training, this paper proposes to dynamically and adaptively determine a representative measure set online during model training. The dynamically determined representative set is then used as optimising objectives of the MOEL framework and can vary with time. Extensive experimental results on 12 well-known benchmark datasets demonstrate that our proposed framework achieves outstanding performance compared to state-of-the-art approaches for mitigating unfairness in terms of accuracy as well as 25 fairness measures although only a few of them were dynamically selected and used as optimisation objectives. The results indicate the importance of setting optimisation objectives dynamically during training.
Abstract:Attention based models have achieved many remarkable breakthroughs in numerous applications. However, the quadratic complexity of Attention makes the vanilla Attention based models hard to apply to long sequence tasks. Various improved Attention structures are proposed to reduce the computation cost by inducing low rankness and approximating the whole sequence by sub-sequences. The most challenging part of those approaches is maintaining the proper balance between information preservation and computation reduction: the longer sub-sequences used, the better information is preserved, but at the price of introducing more noise and computational costs. In this paper, we propose a smoothed skeleton sketching based Attention structure, coined S$^3$Attention, which significantly improves upon the previous attempts to negotiate this trade-off. S$^3$Attention has two mechanisms to effectively minimize the impact of noise while keeping the linear complexity to the sequence length: a smoothing block to mix information over long sequences and a matrix sketching method that simultaneously selects columns and rows from the input matrix. We verify the effectiveness of S$^3$Attention both theoretically and empirically. Extensive studies over Long Range Arena (LRA) datasets and six time-series forecasting show that S$^3$Attention significantly outperforms both vanilla Attention and other state-of-the-art variants of Attention structures.
Abstract:Constructing the new generation information processing system by mimicking biological nervous system is a feasible way for implement of high-efficient intelligent sensing device and bionic robot. However, most biological nervous system, especially the tactile system, have various powerful functions. This is a big challenge for bionic system design. Here we report a universal fully flexible neuromorphic tactile perception system with strong compatibility and a multithreshold signal processing strategy. Like nervous system, signal in our system is transmitted as pulses and processed as threshold information. For feasibility verification, recognition of three different type pressure signals (continuous changing signal, Morse code signal and symbol pattern) is tested respectively. Our system can output trend of these signals accurately and have a high accuracy in the recognition of symbol pattern and Morse code. Comparing to conventional system, consumption of our system significantly decreases in a same recognition task. Meanwhile, we give the detail introduction and demonstration of our system universality.
Abstract:This paper presents an interactive platform to interpret multi-objective evolutionary algorithms. Sokoban level generation is selected as a showcase for its widespread use in procedural content generation. By balancing the emptiness and spatial diversity of Sokoban levels, we illustrate the improved two-archive algorithm, Two_Arch2, a well-known multi-objective evolutionary algorithm. Our web-based platform integrates Two_Arch2 into an interface that visually and interactively demonstrates the evolutionary process in real-time. Designed to bridge theoretical optimisation strategies with practical game generation applications, the interface is also accessible to both researchers and beginners to multi-objective evolutionary algorithms or procedural content generation on a website. Through dynamic visualisations and interactive gameplay demonstrations, this web-based platform also has potential as an educational tool.
Abstract:Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of LLMs, this paper explores how LLMs contribute to the generation of 3D buildings in a sandbox game, Minecraft. We propose a Text to Building in Minecraft (T2BM) model, which involves refining prompts, decoding interlayer representation and repairing. Facade, indoor scene and functional blocks like doors are supported in the generation. Experiments are conducted to evaluate the completeness and satisfaction of buildings generated via LLMs. It shows that LLMs hold significant potential for 3D building generation. Given appropriate prompts, LLMs can generate correct buildings in Minecraft with complete structures and incorporate specific building blocks such as windows and beds, meeting the specified requirements of human users.
Abstract:Quadratic programming (QP) is the most widely applied category of problems in nonlinear programming. Many applications require real-time/fast solutions, though not necessarily with high precision. Existing methods either involve matrix decomposition or use the preconditioned conjugate gradient method. For relatively large instances, these methods cannot achieve the real-time requirement unless there is an effective precondition. Recently, graph neural networks (GNNs) opened new possibilities for QP. Some promising empirical studies of applying GNNs for QP tasks show that GNNs can capture key characteristics of an optimization instance and provide adaptive guidance accordingly to crucial configurations during the solving process, or directly provide an approximate solution. Despite notable empirical observations, theoretical foundations are still lacking. In this work, we investigate the expressive or representative power of GNNs, a crucial aspect of neural network theory, specifically in the context of QP tasks, with both continuous and mixed-integer settings. We prove the existence of message-passing GNNs that can reliably represent key properties of quadratic programs, including feasibility, optimal objective value, and optimal solution. Our theory is validated by numerical results.
Abstract:Learning to Optimize (L2O) stands at the intersection of traditional optimization and machine learning, utilizing the capabilities of machine learning to enhance conventional optimization techniques. As real-world optimization problems frequently share common structures, L2O provides a tool to exploit these structures for better or faster solutions. This tutorial dives deep into L2O techniques, introducing how to accelerate optimization algorithms, promptly estimate the solutions, or even reshape the optimization problem itself, making it more adaptive to real-world applications. By considering the prerequisites for successful applications of L2O and the structure of the optimization problems at hand, this tutorial provides a comprehensive guide for practitioners and researchers alike.
Abstract:In many practical applications, usually, similar optimisation problems or scenarios repeatedly appear. Learning from previous problem-solving experiences can help adjust algorithm components of meta-heuristics, e.g., adaptively selecting promising search operators, to achieve better optimisation performance. However, those experiences obtained from previously solved problems, namely offline experiences, may sometimes provide misleading perceptions when solving a new problem, if the characteristics of previous problems and the new one are relatively different. Learning from online experiences obtained during the ongoing problem-solving process is more instructive but highly restricted by limited computational resources. This paper focuses on the effective combination of offline and online experiences. A novel hybrid framework that learns to dynamically and adaptively select promising search operators is proposed. Two adaptive operator selection modules with complementary paradigms cooperate in the framework to learn from offline and online experiences and make decisions. An adaptive decision policy is maintained to balance the use of those two modules in an online manner. Extensive experiments on 170 widely studied real-value benchmark optimisation problems and a benchmark set with 34 instances for combinatorial optimisation show that the proposed hybrid framework outperforms the state-of-the-art methods. Ablation study verifies the effectiveness of each component of the framework.
Abstract:This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game scenarios. By traversing a wide array of disciplines, from affective modeling and multi-agent systems to psychological studies, our research underscores the importance of diverse game scenarios in gameplay and education. Through a taxonomy of diversity metrics and evaluation methods, we aim to bridge the current gaps in literature and practice, offering insights into effective strategies for measuring and integrating diversity in game scenarios. Our analysis highlights the necessity for a unified taxonomy to aid developers and researchers in crafting more engaging and varied game worlds. This survey not only charts a path for future research in diverse game scenarios but also serves as a handbook for industry practitioners seeking to leverage diversity as a key component of game design and development.