Abstract:The influence maximization (IM) problem involves identifying a set of key individuals in a social network who can maximize the spread of influence through their network connections. With the advent of geometric deep learning on graphs, great progress has been made towards better solutions for the IM problem. In this paper, we focus on the dynamic non-progressive IM problem, which considers the dynamic nature of real-world social networks and the special case where the influence diffusion is non-progressive, i.e., nodes can be activated multiple times. We first extend an existing diffusion model to capture the non-progressive influence propagation in dynamic social networks. We then propose the method, DNIMRL, which employs deep reinforcement learning and dynamic graph embedding to solve the dynamic non-progressive IM problem. In particular, we propose a novel algorithm that effectively leverages graph embedding to capture the temporal changes of dynamic networks and seamlessly integrates with deep reinforcement learning. The experiments, on different types of real-world social network datasets, demonstrate that our method outperforms state-of-the-art baselines.
Abstract:Fairness in classification tasks has traditionally focused on bias removal from neural representations, but recent trends favor algorithmic methods that embed fairness into the training process. These methods steer models towards fair performance, preventing potential elimination of valuable information that arises from representation manipulation. Reinforcement Learning (RL), with its capacity for learning through interaction and adjusting reward functions to encourage desired behaviors, emerges as a promising tool in this domain. In this paper, we explore the usage of RL to address bias in imbalanced classification by scaling the reward function to mitigate bias. We employ the contextual multi-armed bandit framework and adapt three popular RL algorithms to suit our objectives, demonstrating a novel approach to mitigating bias.
Abstract:We develop an artificial agent motivated to augment its knowledge base beyond its initial training. The agent actively participates in dialogues with other agents, strategically acquiring new information. The agent models its knowledge as an RDF knowledge graph, integrating new beliefs acquired through conversation. Responses in dialogue are generated by identifying graph patterns around these new integrated beliefs. We show that policies can be learned using reinforcement learning to select effective graph patterns during an interaction, without relying on explicit user feedback. Within this context, our study is a proof of concept for leveraging users as effective sources of information.
Abstract:Improving sample efficiency is central to Reinforcement Learning (RL), especially in environments where the rewards are sparse. Some recent approaches have proposed to specify reward functions as manually designed or learned reward structures whose integrations in the RL algorithms are claimed to significantly improve the learning efficiency. Manually designed reward structures can suffer from inaccuracy and existing automatically learning methods are often computationally intractable for complex tasks. The integration of inaccurate or partial reward structures in RL algorithms fail to learn optimal policies. In this work, we propose an RL algorithm that can automatically structure the reward function for sample efficiency, given a set of labels that signify subtasks. Given such minimal knowledge about the task, we train a high-level policy that selects optimal sub-tasks in each state together with a low-level policy that efficiently learns to complete each sub-task. We evaluate our algorithm in a variety of sparse-reward environments. The experiment results show that our approach significantly outperforms the state-of-art baselines as the difficulty of the task increases.
Abstract:Training a dialogue policy using deep reinforcement learning requires a lot of exploration of the environment. The amount of wasted invalid exploration makes their learning inefficient. In this paper, we find and define an important reason for the invalid exploration: dead-ends. When a conversation enters a dead-end state, regardless of the actions taken afterward, it will continue in a dead-end trajectory until the agent reaches a termination state or maximum turn. We propose a dead-end resurrection (DDR) algorithm that detects the initial dead-end state in a timely and efficient manner and provides a rescue action to guide and correct the exploration direction. To prevent dialogue policies from repeatedly making the same mistake, DDR also performs dialogue data augmentation by adding relevant experiences containing dead-end states. We first validate the dead-end detection reliability and then demonstrate the effectiveness and generality of the method by reporting experimental results on several dialogue datasets from different domains.
Abstract:Communication is an effective mechanism for coordinating the behavior of multiple agents. In the field of multi-agent reinforcement learning, agents can improve the overall learning performance and achieve their objectives by communication. Moreover, agents can communicate various types of messages, either to all agents or to specific agent groups, and through specific channels. With the growing body of research work in MARL with communication (Comm-MARL), there is lack of a systematic and structural approach to distinguish and classify existing Comm-MARL systems. In this paper, we survey recent works in the Comm-MARL field and consider various aspects of communication that can play a role in the design and development of multi-agent reinforcement learning systems. With these aspects in mind, we propose several dimensions along which Comm-MARL systems can be analyzed, developed, and compared.
Abstract:Reinforcement learning (RL) agents in human-computer interactions applications require repeated user interactions before they can perform well. To address this "cold start" problem, we propose a novel approach of using cognitive models to pre-train RL agents before they are applied to real users. After briefly reviewing relevant cognitive models, we present our general methodological approach, followed by two case studies from our previous and ongoing projects. We hope this position paper stimulates conversations between RL, HCI, and cognitive science researchers in order to explore the full potential of the approach.
Abstract:Public sentiment (the opinion, attitude or feeling that the public expresses) is a factor of interest for government, as it directly influences the implementation of policies. Given the unprecedented nature of the COVID-19 crisis, having an up-to-date representation of public sentiment on governmental measures and announcements is crucial. While the staying-at-home policy makes face-to-face interactions and interviews challenging, analysing real-time Twitter data that reflects public opinion toward policy measures is a cost-effective way to access public sentiment. In this paper, we collect streaming data using the Twitter API starting from the COVID-19 outbreak in the Netherlands in February 2020, and track Dutch general public reactions on governmental measures and announcements. We provide temporal analysis of tweet frequency and public sentiment over the past four months. We also identify public attitudes towards the Dutch policy on wearing face masks in a case study. By presenting those preliminary results, we aim to provide visibility into the social media discussions around COVID-19 to the general public, scientists and policy makers. The data collection and analysis will be updated and expanded over time.