Hierarchical relations are prevalent and indispensable for organizing human knowledge captured by a knowledge graph (KG). The key property of hierarchical relations is that they induce a partial ordering over the entities, which needs to be modeled in order to allow for hierarchical reasoning. However, current KG embeddings can model only a single global hierarchy (single global partial ordering) and fail to model multiple heterogeneous hierarchies that exist in a single KG. Here we present ConE (Cone Embedding), a KG embedding model that is able to simultaneously model multiple hierarchical as well as non-hierarchical relations in a knowledge graph. ConE embeds entities into hyperbolic cones and models relations as transformations between the cones. In particular, ConE uses cone containment constraints in different subspaces of the hyperbolic embedding space to capture multiple heterogeneous hierarchies. Experiments on standard knowledge graph benchmarks show that ConE obtains state-of-the-art performance on hierarchical reasoning tasks as well as knowledge graph completion task on hierarchical graphs. In particular, our approach yields new state-of-the-art Hits@1 of 45.3% on WN18RR and 16.1% on DDB14 (0.231 MRR). As for hierarchical reasoning task, our approach outperforms previous best results by an average of 20% across the three datasets.
On the Expressivity of Markov Reward
Reward is the driving force for reinforcement-learning agents. This paper is
dedicated to understanding the expressivity of reward as a way to capture tasks
that we would want an agent to perform. We frame this study around three new
abstract notions of “task” that might be desirable: (1) a set of acceptable behaviors,
(2) a partial ordering over behaviors, or (3) a partial ordering over trajectories.
Our main results prove that while reward can express many of these tasks, there
exist instances of each task type that no Markov reward function can capture. We
then provide a set of polynomial-time algorithms that construct a Markov reward
function that allows an agent to optimize tasks of each of these three types, and
correctly determine when no such reward function exists. We conclude with an
empirical study that corroborates and illustrates our theoretical findings.
- Award ID(s):
- 1836948
- Publication Date:
- NSF-PAR ID:
- 10331367
- Journal Name:
- Neural Information Processing Systems
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Distributed architectures for efficient processing of streaming data are increasingly critical to modern information processing systems. The goal of this paper is to develop type-based programming abstractions that facilitate correct and efficient deployment of a logical specification of the desired computation on such architectures. In the proposed model, each communication link has an associated type specifying tagged data items along with a dependency relation over tags that captures the logical partial ordering constraints over data items. The semantics of a (distributed) stream processing system is then a function from input data traces to output data traces, where a data trace is an equivalence class of sequences of data items induced by the dependency relation. This data-trace transduction model generalizes both acyclic synchronous data-flow and relational query processors, and can specify computations over data streams with a rich variety of partial ordering and synchronization characteristics. We then describe a set of programming templates for data-trace transductions: abstractions corresponding to common stream processing tasks. Our system automatically maps these high-level programs to a given topology on the distributed implementation platform Apache Storm while preserving the semantics. Our experimental evaluation shows that (1) while automatic parallelization deployed by existing systems may not preservemore »
-
We investigate robust data aggregation in a multi-agent online learning setting. In reality, multiple online learning agents are often deployed to perform similar tasks and receive similar feedback. We study how agents can improve their collective performance by sharing information among each other. In this paper, we formulate the ε-multi-player multi-armed bandit problem, in which a set of M players that have similar reward distributions for each arm play concurrently. We develop an upper confidence bound-based algorithm that adaptively aggregates rewards collected by different players. To our best knowledge, we are the first to develop such a scheme in a multi-player bandit learning setting. We show that under the assumption that pairwise distances between the means of the player-dependent distributions for each arm are small, we improve the (collective) regret bound by nearly a factor of M , in comparison with a baseline algorithm in which the players learn individually using the UCB-1 algorithm (Auer et al., 2002). Our algorithm also exhibits a fallback guarantee, namely, if our task similarity assumption fails to hold, our algorithm still has a performance guarantee that cannot be worse than the baseline by a constant factor. Empirically, we validate our algorithm on synthetic data.
-
Background The classic Marshmallow Test, where children were offered a choice between one small but immediate reward (eg, one marshmallow) or a larger reward (eg, two marshmallows) if they waited for a period of time, instigated a wealth of research on the relationships among impulsive responding, self-regulation, and clinical and life outcomes. Impulsivity is a hallmark feature of self-regulation failures that lead to poor health decisions and outcomes, making understanding and treating impulsivity one of the most important constructs to tackle in building a culture of health. Despite a large literature base, impulsivity measurement remains difficult due to the multidimensional nature of the construct and limited methods of assessment in daily life. Mobile devices and the rise of mobile health (mHealth) have changed our ability to assess and intervene with individuals remotely, providing an avenue for ambulatory diagnostic testing and interventions. Longitudinal studies with mobile devices can further help to understand impulsive behaviors and variation in state impulsivity in daily life. Objective The aim of this study was to develop and validate an impulsivity mHealth diagnostics and monitoring app called Digital Marshmallow Test (DMT) using both the Apple and Android platforms for widespread dissemination to researchers, clinicians, and the generalmore »
-
Efficient allocation of tasks to workers is a central problem in crowdsourcing. In this paper, we consider a special setting inspired by spatial crowdsourcing platforms where both workers and tasks arrive dynamically. Additionally, we assume all tasks are heterogeneous and each worker-task assignment brings a known reward. The natural challenge lies in how to incorporate the uncertainty in the arrivals from both workers and tasks into our online allocation policy such that the total expected reward is maximized. To formulate this, we assume the arrival patterns of worker “types” and task “types” can be predicted from historical data. Specifically, we consider a finite time horizon T and assume that in each time-step, a single worker and task are sampled (i.e., “arrive”) from two respective distributions independently, and that this sampling process repeats identically and independently for the entire T online time-steps. Our model, called Online Task Assignment with Two-Sided Arrival (OTA-TSA), is a significant generalization of the classical online task assignment where the set of tasks is assumed to be available offline. For the general version of OTA-TSA, we present an optimal non-adaptive algorithm which achieves an online competitive ratio of 0.295. For the special case of OTA-TSA where themore »