
The NIPS '17 Competition: Building Intelligent Systems
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This book summarizes the organized competitions held during the first NIPS competition track. It provides both theory and applications of hot topics in machine learning, such as adversarial learning, conversational intelligence, and deep reinforcement learning.
Rigorous competition evaluation was based on the quality of data, problem interest and impact, promoting the design of new models, and a proper schedule and management procedure. This book contains the chapters from organizers on competition design and from top-ranked participants on their proposed solutions for the five accepted competitions: The Conversational Intelligence Challenge, Classifying Clinically Actionable Genetic Mutations, Learning to Run, Human-Computer Question Answering Competition, and Adversarial Attacks and Defenses.
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Content
- Intro
- Foreword
- Contents
- 1 Introduction to NIPS 2017 Competition Track
- 1.1 The Conversational Intelligence Challenge
- 1.1.1 Task
- 1.1.2 Running the Competition
- 1.1.3 Outcomes
- 1.2 Classifying Clinically Actionable Genetic Mutations
- 1.2.1 Task
- 1.2.2 Data
- 1.2.3 Running the Competition
- 1.2.4 Outcomes
- 1.3 Learning to Run
- 1.3.1 Task
- 1.3.2 Running the Competition
- 1.3.3 Outcomes
- 1.4 Human-Computer Question Answering Competition
- 1.4.1 Data
- 1.4.1.1 Test Set
- 1.4.2 Competition
- 1.4.2.1 Machine Evaluation
- 1.4.2.2 Human-Machine Evaluation
- 1.4.3 Outcomes
- 1.5 Adversarial Attacks and Defenses
- 1.5.1 Task and Evaluation Metrics
- 1.5.2 Dataset
- 1.5.3 Running the Competition
- 1.5.4 Outcomes
- 1.6 IBM Watson AI XPRIZE Milestones
- 1.6.1 Running the Competition
- 1.6.2 Outcomes
- 1.7 Neural Art Challenge
- 1.7.1 Task and Evaluation Metric
- 1.7.2 Running the Competition
- 1.7.3 Outcomes
- 1.8 Discussion
- References
- 2 The First Conversational Intelligence Challenge
- 2.1 Introduction
- 2.2 Competition Description
- 2.2.1 Task
- 2.2.2 Structure of the Competition
- 2.2.3 Pre-dialogue Texts
- 2.2.4 Evaluation
- 2.2.5 Volunteers
- 2.2.6 Framework
- 2.3 Participants
- 2.3.1 RLLChatbot
- 2.3.1.1 Generation of Candidate Responses Based on News Article and Dialogue History
- 2.3.1.2 Controlling the Conversation Flow
- 2.3.2 kAIb
- 2.3.3 bot#1337
- 2.3.4 Poetwannabe
- 2.3.5 PolyU
- 2.3.6 DeepTalkHawk
- 2.4 Results
- 2.4.1 First Round
- 2.4.2 Final Round
- 2.5 Dataset
- 2.6 Discussion and Future Work
- 2.6.1 Data
- 2.6.2 Evaluation
- 2.6.3 Organisational Aspects
- 2.6.4 Future Work
- References
- 3 ConvAI Dataset of Topic-Oriented Human-to-Chatbot Dialogues
- 3.1 Introduction
- 3.2 Data Collection
- 3.3 Statistics of Dialogues
- 3.4 Dialogue-Level Evaluation
- 3.5 Utterance-Level Evaluation
- 3.6 Other Properties of Data
- 3.7 Conclusion
- References
- 4 A Talker Ensemble: The University of Wroclaw's Entry to the NIPS 2017 Conversational Intelligence Challenge
- 4.1 Introduction
- 4.2 Background and Related Work
- 4.3 System Description
- 4.3.1 Detailed Response Generation Algorithm
- 4.3.1.1 Common Utterance Pre- and Post-processing
- 4.3.2 Detailed Talker Descriptions
- 4.3.2.1 Simple Wikipedia Talker (SWT)
- 4.3.2.2 Wikipedia QA
- 4.3.2.3 DBpedia Talker
- 4.3.2.4 Topic Guess Talker
- 4.3.2.5 K-NN Talker
- 4.3.2.6 Wikiquote Talker
- 4.3.2.7 Alice Talker
- 4.3.2.8 Simple Fact Generator
- 4.3.2.9 Trivia Questions
- 4.3.2.10 Miscellaneous Talkers (Abacus, Gimmick)
- 4.3.3 Balancing and Prioritizing Talker Confidences
- 4.4 Conclusions and Future Work
- Appendix: Sample Dialogues
- References
- 5 Multi-view Ensemble Classification for Clinically Actionable Genetic Mutations
- 5.1 Introduction
- 5.2 Preliminary
- 5.2.1 Notations
- 5.2.2 Validation Set
- 5.2.3 Evaluation Metric
- 5.3 The Proposed Approach
- 5.3.1 Document View
- 5.3.1.1 Domain Knowledge
- 5.3.1.2 Document-Level Feature
- 5.3.1.3 Sentence-Level Feature
- 5.3.1.4 Word-Level Feature
- 5.3.1.5 Dimension Reduction
- 5.3.2 Entity Text View
- 5.3.2.1 View Construction
- 5.3.2.2 Feature Generation
- 5.3.3 Entity Name View
- 5.3.3.1 Character-Level Feature
- 5.3.3.2 Word Embedding Feature
- 5.3.4 Classifiers
- 5.4 Model Ensembles
- 5.5 Experimental Results
- 5.5.1 Experimental Settings
- 5.5.2 Effects of Multi-view Features
- 5.5.3 Results of Basic Models
- 5.5.4 Results of Model Ensemble
- 5.6 Conclusion
- References
- 6 Learning to Run Challenge: Synthesizing Physiologically Accurate Motion Using Deep Reinforcement Learning
- 6.1 Overview of the Competition
- 6.2 Prior Work
- 6.3 Competition Description
- 6.3.1 Background
- 6.3.2 OpenSim Simulator
- 6.3.3 Tasks and Application Scenarios
- 6.3.4 Baselines and Code Available
- 6.3.5 Metrics
- 6.4 Organizational Aspects
- 6.4.1 Protocol
- 6.4.2 Execution
- 6.4.3 Problems and Solutions
- 6.4.4 Submissions
- 6.5 Results
- 6.6 Discussion
- Affiliations and Acknowledgments
- Appendix
- Installation
- References
- 7 Learning to Run Challenge Solutions: Adapting Reinforcement Learning Methods for Neuromusculoskeletal Environments
- 7.1 Introduction
- 7.2 Learning to Run with Actor-Critic Ensemble
- 7.2.1 Methods
- 7.2.1.1 Dooming Actions Problem of DDPG
- 7.2.1.2 Inference-Time ACE
- 7.2.1.3 Training with ACE
- 7.2.2 Experiments and Results
- 7.2.2.1 Baseline Implementation
- 7.2.2.2 ACE Experiments
- 7.2.3 Discussion
- 7.3 Deep Deterministic Policy Gradient and Improvements
- 7.3.1 Methods
- 7.3.1.1 DDPG Improvements
- 7.3.1.2 Parameter Noise
- 7.3.1.3 Layer Norm
- 7.3.1.4 Actions and States Reflection Symmetry
- 7.3.2 Experiments and Results
- 7.3.2.1 Benchmarking Different Models
- 7.3.2.2 Testing Improvements of DDPG
- 7.3.3 Discussion
- 7.4 Asynchronous DDPG with Deep Residual Network for Learning to Run
- 7.4.1 Methods
- 7.4.1.1 Asynchronous DDPG
- 7.4.1.2 The Neural Network Structure
- 7.4.1.3 Noise for Exploration
- 7.4.1.4 Detailed Implementation
- 7.4.2 Experiments and Results
- 7.4.2.1 The Number of Parallel Process
- 7.4.2.2 The Neural Network Structure
- 7.4.3 Discussion
- 7.5 Proximal Policy Optimization with Policy Blending
- 7.5.1 Methods
- 7.5.1.1 Combining Cautious and Aggressive Strategies
- 7.5.1.2 Frameskip
- 7.5.1.3 Reward Shaping
- 7.5.1.4 Final Tuning: Policy Blending
- 7.5.2 Experiments and Results
- 7.6 Double Bootstrapped DDPG for Continuous Deep Reinforcement Learning
- 7.6.1 Methods
- 7.6.1.1 Double Bootstrapped DDPG
- 7.6.1.2 Observation Preprocessing
- 7.6.1.3 Noise Schedule
- 7.6.2 Experiments
- 7.6.2.1 Details
- 7.6.2.2 Results
- 7.6.3 Discussion
- 7.7 Plain DDPG with Soft Target Networks
- 7.7.1 Method
- 7.7.1.1 State Description
- 7.7.1.2 Training Process
- 7.7.2 Experiments and Results
- 7.8 PPO with Reward Shaping
- 7.8.1 Methods
- 7.8.1.1 Reward Shaping
- 7.8.1.2 Feature Engineering
- 7.8.1.3 Normalizing Observations
- 7.8.2 Experiments and Results
- 7.8.3 Discussion
- 7.9 Leveraging Emergent Muscles-Activation Patterns: From DDPG in a Continuous Action Space to DQN With a Set of Actions
- 7.9.1 Methods
- 7.9.2 Discussion
- Affiliations and Acknowledgments
- References
- 8 Reinforcement Learning to Run. Fast
- 8.1 Introduction
- 8.2 Proximal Policy Optimization
- 8.3 Policy Representation
- 8.4 Training Approach
- 8.4.1 Dealing with the Finite Horizon
- 8.4.2 Exploiting Task Symmetry
- 8.4.3 Staged Training Regime
- Stage I: Global Policy Initialization
- Stage II: Policy Refinement
- Stage III: Policy Specialization
- 8.5 Results
- Appendix: Hyperparameters
- References
- 9 Human-Computer Question Answering: The Case for Quizbowl
- 9.1 What Is Quizbowl?
- 9.2 Why Should This Be a Computer Competition?
- 9.2.1 Who's Smarter?
- 9.2.2 Machine Learning
- 9.2.3 Natural Language Processing
- 9.3 A Simple System to Scaffold Users
- 9.3.1 Guesser
- 9.3.2 Buzzer
- 9.4 Client-Server Architecture
- 9.5 Results
- 9.5.1 Computer Results
- 9.5.1.1 Accuracy
- 9.5.1.2 Simulated Games
- 9.5.2 Human-Computer Games
- 9.5.2.1 First-Place Game
- 9.5.2.2 Second-Place Game
- 9.5.3 Are Computers Better at Quizbowl?
- 9.5.4 Improving Participation
- 9.6 Long-Term Viability of Increasingly Difficult Competitions
- 9.6.1 Changing the Difficulty
- 9.6.2 Speech Recognition
- 9.6.3 Adversarial Question Writing
- 9.6.4 Bonus Questions
- 9.6.5 Open Domain Answers
- 9.7 Comparison to Other Tasks
- 9.8 Conclusion
- References
- 10 Studio Ousia's Quiz Bowl Question Answering System
- 10.1 Introduction
- 10.2 Proposed System
- 10.2.1 Data
- 10.2.2 Neural Quiz Solver
- 10.2.2.1 Model
- 10.2.2.2 Entity Detection
- 10.2.2.3 Pretrained Representations
- 10.2.2.4 Other Details
- 10.2.3 Neural Type Predictor
- 10.2.4 Information Retrieval Models
- 10.2.5 Answer Scorer
- 10.3 Experiments
- 10.3.1 Setup
- 10.3.2 Results
- 10.4 Competing with Other Systems and Human Experts
- 10.5 Conclusions
- References
- 11 Adversarial Attacks and Defences Competition
- 11.1 Introduction
- 11.2 Adversarial Examples
- 11.2.1 Common Attack Scenarios
- 11.2.2 Attack Methods
- 11.2.2.1 White Box Digital Attacks
- 11.2.2.2 Black Box Attacks
- 11.2.3 Overview of Defenses
- 11.3 Adversarial Competition
- 11.3.1 Dataset
- 11.3.2 Tasks and Competition Rules
- 11.3.3 Evaluation Metrics
- 11.3.4 Competition Schedule
- 11.3.5 Technical Aspects of Evaluation
- 11.4 Competition Results
- 11.5 Top Scoring Submissions
- 11.5.1 First Place in Defense Track: Team TsAIL
- 11.5.1.1 Dataset
- 11.5.1.2 Denoising U-net
- 11.5.1.3 Loss Function
- 11.5.2 First Place in Both Attack Tracks: Team TsAIL
- 11.5.2.1 Method
- 11.5.2.2 Submission for Non-targeted Attack
- 11.5.2.3 Submission for Targeted Attack
- 11.5.3 Second Place in Defense Track: Team iyswim
- 11.5.3.1 Randomization as Defense
- 11.5.3.2 Randomization Layers
- 11.5.3.3 Randomization Layers + Adversarial Training
- 11.5.3.4 Submission Details and Results
- 11.5.3.5 Attackers with more Information
- 11.5.4 Second Place in both Attack Tracks: Team Sangxia
- 11.5.5 Third Place in Targeted Attack Track: Team FatFingers
- 11.5.5.1 Targeted Attack Model Transfer
- 11.5.5.2 Ensemble Attack Methods
- 11.5.5.3 Dynamic Iterative Ensemble Attack
- 11.5.6 Fourth Place in Defense Track: Team erko
- 11.5.6.1 Architecture of Defense Model
- 11.5.6.2 Spatial Smoothing: Median Filtering
- 11.5.6.3 Experiments
- 11.5.6.4 Effects of Median Filtering
- 11.5.6.5 Submission Results
- 11.5.7 Fourth Place in Non-targeted Attack Track: Team iwiwi
- 11.5.7.1 Basic Framework
- 11.5.7.2 Empirical Enhancement
- 11.5.7.3 Results and Discussion
- 11.6 Conclusion
- References
- 12 First Year Results from the IBM Watson AI XPRIZE: Lessons for the ``AI for Good'' Movement
- 12.1 Introduction
- 12.2 Prize Process
- 12.3 Case Studies in the AI for Good Movement
- 12.3.1 Top Performing Problem Domains
- 12.3.2 Underperforming Problem Domains
- 12.3.3 Ethical Review for Artificial Intelligence Systems
- 12.4 Conclusions
- References
- 13 Aifred Health, a Deep Learning Powered Clinical Decision Support System for Mental Health
- 13.1 Introduction: What Is Aifred Health?
- 13.2 Problem Description: What Is Depression and Why Is It Hard to Treat?
- 13.3 Solution Description and Rationale
- 13.4 Technical Description
- 13.5 Optimizing Physician-AI Interaction
- 13.5.1 Transparency
- 13.5.2 Adaptability
- 13.5.3 Integration
- 13.6 Clinical Validation
- 13.6.1 Ease of Use Study
- 13.6.2 Open Label Trial
- 13.6.3 Outcomes
- 13.6.4 Randomized Control Trial
- 13.7 AI Ethics: Meticulous Transparency
- 13.7.1 Details of an MT Assessment
- 13.8 Conclusion
- References
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