Abstract:This study evaluates the performance of Large Language Models (LLMs) as an Artificial Intelligence-based tutor for a university course. In particular, different advanced techniques are utilized, such as prompt engineering, Retrieval-Augmented-Generation (RAG), and fine-tuning. We assessed the different models and applied techniques using common similarity metrics like BLEU-4, ROUGE, and BERTScore, complemented by a small human evaluation of helpfulness and trustworthiness. Our findings indicate that RAG combined with prompt engineering significantly enhances model responses and produces better factual answers. In the context of education, RAG appears as an ideal technique as it is based on enriching the input of the model with additional information and material which usually is already present for a university course. Fine-tuning, on the other hand, can produce quite small, still strong expert models, but poses the danger of overfitting. Our study further asks how we measure performance of LLMs and how well current measurements represent correctness or relevance? We find high correlation on similarity metrics and a bias of most of these metrics towards shorter responses. Overall, our research points to both the potential and challenges of integrating LLMs in educational settings, suggesting a need for balanced training approaches and advanced evaluation frameworks.
Abstract:The IARAI Traffic4cast competitions at NeurIPS 2019 and 2020 showed that neural networks can successfully predict future traffic conditions 1 hour into the future on simply aggregated GPS probe data in time and space bins. We thus reinterpreted the challenge of forecasting traffic conditions as a movie completion task. U-Nets proved to be the winning architecture, demonstrating an ability to extract relevant features in this complex real-world geo-spatial process. Building on the previous competitions, Traffic4cast 2021 now focuses on the question of model robustness and generalizability across time and space. Moving from one city to an entirely different city, or moving from pre-COVID times to times after COVID hit the world thus introduces a clear domain shift. We thus, for the first time, release data featuring such domain shifts. The competition now covers ten cities over 2 years, providing data compiled from over 10^12 GPS probe data. Winning solutions captured traffic dynamics sufficiently well to even cope with these complex domain shifts. Surprisingly, this seemed to require only the previous 1h traffic dynamic history and static road graph as input.
Abstract:Accurate traffic prediction is a key ingredient to enable traffic management like rerouting cars to reduce road congestion or regulating traffic via dynamic speed limits to maintain a steady flow. A way to represent traffic data is in the form of temporally changing heatmaps visualizing attributes of traffic, such as speed and volume. In recent works, U-Net models have shown SOTA performance on traffic forecasting from heatmaps. We propose to combine the U-Net architecture with graph layers which improves spatial generalization to unseen road networks compared to a Vanilla U-Net. In particular, we specialize existing graph operations to be sensitive to geographical topology and generalize pooling and upsampling operations to be applicable to graphs.
Abstract:Prediction of movements is essential for successful cooperation with intelligent systems. We propose a model that integrates organized spatial information as given through the moving body's skeletal structure. This inherent structure is exploited in our model through application of Graph Convolutions and we demonstrate how this allows leveraging the structured spatial information into competitive predictions that are based on a lightweight model that requires a comparatively small number of parameters.
Abstract:Locomotion is a prime example for adaptive behavior in animals and biological control principles have inspired control architectures for legged robots. While machine learning has been successfully applied to many tasks in recent years, Deep Reinforcement Learning approaches still appear to struggle when applied to real world robots in continuous control tasks and in particular do not appear as robust solutions that can handle uncertainties well. Therefore, there is a new interest in incorporating biological principles into such learning architectures. While inducing a hierarchical organization as found in motor control has shown already some success, we here propose a decentralized organization as found in insect motor control for coordination of different legs. A decentralized and distributed architecture is introduced on a simulated hexapod robot and the details of the controller are learned through Deep Reinforcement Learning. We first show that such a concurrent local structure is able to learn better walking behavior. Secondly, that the simpler organization is learned faster compared to holistic approaches.
Abstract:This contribution comprises the interplay between a multi-modal variational autoencoder and an environment to a perceived environment, on which an agent can act. Furthermore, we conclude our work with a comparison to curiosity-driven learning.
Abstract:Recent developments in machine-learning algorithms have led to impressive performance increases in many traditional application scenarios of artificial intelligence research. In the area of deep reinforcement learning, deep learning functional architectures are combined with incremental learning schemes for sequential tasks that include interaction-based, but often delayed feedback. Despite their impressive successes, modern machine-learning approaches, including deep reinforcement learning, still perform weakly when compared to flexibly adaptive biological systems in certain naturally occurring scenarios. Such scenarios include transfers to environments different than the ones in which the training took place or environments that dynamically change, both of which are often mastered by biological systems through a capability that we here term "fluid adaptivity" to contrast it from the much slower adaptivity ("crystallized adaptivity") of the prior learning from which the behavior emerged. In this article, we derive and discuss research strategies, based on analyzes of fluid adaptivity in biological systems and its neuronal modeling, that might aid in equipping future artificially intelligent systems with capabilities of fluid adaptivity more similar to those seen in some biologically intelligent systems. A key component of this research strategy is the dynamization of the problem space itself and the implementation of this dynamization by suitably designed flexibly interacting modules.
Abstract:An internal model of the own body can be assumed a fundamental and evolutionary-early representation as it is present throughout the animal kingdom. Such functional models are, on the one hand, required in motor control, for example solving the inverse kinematic or dynamic task in goal-directed movements or a forward task in ballistic movements. On the other hand, such models are recruited in cognitive tasks as are planning ahead or observation of actions of a conspecific. Here, we present a functional internal body model that is based on the Mean of Multiple Computations principle. For the first time such a model is completely realized in a recurrent neural network as necessary normalization steps are integrated into the neural model itself. Secondly, a dynamic extension is applied to the model. It is shown how the neural network solves a series of inverse tasks. Furthermore, emerging representation in transformational layers are analyzed that show a form of prototypical population-coding as found in place or direction cells.
Abstract:Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable objects and universal value function approximator learning for controllable objects. Such decomposition should lead to a shorter learning time and better generalisation capability. Here, we consider arcade-game environments as sets of interacting objects (controllable, non-controllable) and propose a set of functional modules that are specialized on mastering different types of interactions in a broad range of environments. The modules utilize regression, supervised learning, and reinforcement learning algorithms. Results of this case study in different Atari games suggest that human-level performance can be achieved by a learning agent within a human amount of game experience (10-15 minutes game time) when a proper decomposition of an environment or a task is provided. However, automatization of such decomposition remains a challenging problem. This case study shows how a model of a causal structure underlying an environment or a task can benefit learning time and generalization capability of the agent, and argues in favor of exploiting modular structure in contrast to using pure end-to-end learning approaches.
Abstract:In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement learning approaches, based on algorithms such as Deep Deterministic Policy Gradient, Proximal Policy Optimization, and Trust Region Policy Optimization. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each of the eight teams implemented different modifications of the known algorithms.