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Philippe Cudré-Mauroux

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

5 papers
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5

AAAI Conference 2021 Conference Paper

MARTA: Leveraging Human Rationales for Explainable Text Classification

  • Ines Arous
  • Ljiljana Dolamic
  • Jie Yang
  • Akansha Bhardwaj
  • Giuseppe Cuccu
  • Philippe Cudré-Mauroux

Explainability is a key requirement for text classification in many application domains ranging from sentiment analysis to medical diagnosis or legal reviews. Existing methods often rely on “attention” mechanisms for explaining classification results by estimating the relative importance of input units. However, recent studies have shown that such mechanisms tend to mis-identify irrelevant input units in their explanation. In this work, we propose a hybrid human-AI approach that incorporates human rationales into attention-based text classification models to improve the explainability of classification results. Specifically, we ask workers to provide rationales for their annotation by selecting relevant pieces of text. We introduce MARTA, a Bayesian framework that jointly learns an attention-based model and the reliability of workers while injecting human rationales into model training. We derive a principled optimization algorithm based on variational inference with efficient updating rules for learning MARTA parameters. Extensive validation on real-world datasets shows that our framework significantly improves the state of the art both in terms of classification explainability and accuracy.

JAAMAS Journal 2021 Journal Article

Playing Atari with few neurons

  • Giuseppe Cuccu
  • Julian Togelius
  • Philippe Cudré-Mauroux

Abstract We propose a new method for learning compact state representations and policies separately but simultaneously for policy approximation in vision-based applications such as Atari games. Approaches based on deep reinforcement learning typically map pixels directly to actions to enable end-to-end training. Internally, however, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it, two objectives which can be addressed independently. Separating the image processing from the action selection allows for a better understanding of either task individually, as well as potentially finding smaller policy representations which is inherently interesting. Our approach learns state representations using a compact encoder based on two novel algorithms: (i) Increasing Dictionary Vector Quantization builds a dictionary of state representations which grows in size over time, allowing our method to address new observations as they appear in an open-ended online-learning context; and (ii) Direct Residuals Sparse Coding encodes observations in function of the dictionary, aiming for highest information inclusion by disregarding reconstruction error and maximizing code sparsity. As the dictionary size increases, however, the encoder produces increasingly larger inputs for the neural network; this issue is addressed with a new variant of the Exponential Natural Evolution Strategies algorithm which adapts the dimensionality of its probability distribution along the run. We test our system on a selection of Atari games using tiny neural networks of only 6 to 18 neurons (depending on each game’s controls). These are still capable of achieving results that are not much worse, and occasionally superior, to the state-of-the-art in direct policy search which uses two orders of magnitude more neurons.

AAAI Conference 2020 Conference Paper

A Human-AI Loop Approach for Joint Keyword Discovery and Expectation Estimation in Micropost Event Detection

  • Akansha Bhardwaj
  • Jie Yang
  • Philippe Cudré-Mauroux

Microblogging platforms such as Twitter are increasingly being used in event detection. Existing approaches mainly use machine learning models and rely on event-related keywords to collect the data for model training. These approaches make strong assumptions on the distribution of the relevant microposts containing the keyword – referred to as the expectation of the distribution – and use it as a posterior regularization parameter during model training. Such approaches are, however, limited as they fail to reliably estimate the informativeness of a keyword and its expectation for model training. This paper introduces a Human-AI loop approach to jointly discover informative keywords for model training while estimating their expectation. Our approach iteratively leverages the crowd to estimate both keyword-specific expectation and the disagreement between the crowd and the model in order to discover new keywords that are most beneficial for model training. These keywords and their expectation not only improve the resulting performance but also make the model training process more transparent. We empirically demonstrate the merits of our approach, both in terms of accuracy and interpretability, on multiple real-world datasets and show that our approach improves the state of the art by 24. 3%.

IJCAI Conference 2020 Conference Paper

Playing Atari with Six Neurons (Extended Abstract)

  • Giuseppe Cuccu
  • Julian Togelius
  • Philippe Cudré-Mauroux

Deep reinforcement learning applied to vision-based problems like Atari games maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it. By separating image processing from decision-making, one could better understand the complexity of each task, as well as potentially find smaller policy representations that are easier for humans to understand and may generalize better. To this end, we propose a new method for learning policies and compact state representations separately but simultaneously for policy approximation in reinforcement learning. State representations are generated by an encoder based on two novel algorithms: Increasing Dictionary Vector Quantization makes the encoder capable of growing its dictionary size over time, to address new observations; and Direct Residuals Sparse Coding encodes observations by aiming for highest information inclusion. We test our system on a selection of Atari games using tiny neural networks of only 6 to 18 neurons (depending on the game's controls). These are still capable of achieving results comparable---and occasionally superior---to state-of-the-art techniques which use two orders of magnitude more neurons.

AAMAS Conference 2019 Conference Paper

Playing Atari with Six Neurons

  • Giuseppe Cuccu
  • Julian Togelius
  • Philippe Cudré-Mauroux

Deep reinforcement learning, applied to vision-based problems like Atari games, maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it. By separating the image processing from decision-making, one could better understand the complexity of each task, as well as potentially find smaller policy representations that are easier for humans to understand and may generalize better. To this end, we propose a new method for learning policies and compact state representations separately but simultaneously for policy approximation in reinforcement learning. State representations are generated by an encoder based on two novel algorithms: Increasing Dictionary Vector Quantization makes the encoder capable of growing its dictionary size over time, to address new observations as they appear in an open-ended online-learning context; Direct Residuals Sparse Coding encodes observations by disregarding reconstruction error minimization, and aiming instead for highest information inclusion. The encoder autonomously selects observations online to train on, in order to maximize code sparsity. As the dictionary size increases, the encoder produces increasingly larger inputs for the neural network: this is addressed by a variation of the Exponential Natural Evolution Strategies algorithm which adapts its probability distribution dimensionality along the run. We test our system on a selection of Atari games using tiny neural networks of only 6 to 18 neurons (depending on the game’s controls). These are still capable of achieving results comparable—and occasionally superior—to state-of-the-art techniques which use two orders of magnitude more neurons.

v2026.09.13