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Publications
Editorial: Special Issue on Software Engineering and AI for Data Quality
This editorial summarizes the content of the Special Issue on Software Engineering and AI for Data Quality of the Journal of Data and Inform… (voir plus)ation Quality (JDIQ).
Scaling has not yet been convincingly demonstrated for pure self-supervised learning from video. However, prior work has focused evaluations… (voir plus) on semantic-related tasks
Popularity bias in recommender systems can increase cultural overrepresentation by favoring norms from dominant cultures and marginalizing u… (voir plus)nderrepresented groups. This issue is critical for platforms offering cultural products, as they influence consumption patterns and human perceptions. In this work, we address popularity bias by identifying demographic biases within prototype-based matrix factorization methods. Using the country of origin as a proxy for cultural identity, we link this demographic attribute to popularity bias by refining the embedding space learning process. First, we propose filtering out irrelevant prototypes to improve representativity. Second, we introduce a regularization technique to enforce a uniform distribution of prototypes within the embedding space. Across four datasets, our results demonstrate a 27\% reduction in the average rank of long-tail items and a 2\% reduction in the average rank of items from underrepresented countries. Additionally, our model achieves a 2\% improvement in HitRatio@10 compared to the state-of-the-art, highlighting that fairness is enhanced without compromising recommendation quality. Moreover, the distribution of prototypes leads to more inclusive explanations by better aligning items with diverse prototypes.
Popularity bias in recommender systems can increase cultural overrepresentation by favoring norms from dominant cultures and marginalizing u… (voir plus)nderrepresented groups. This issue is critical for platforms offering cultural products, as they influence consumption patterns and human perceptions. In this work, we address popularity bias by identifying demographic biases within prototype-based matrix factorization methods. Using the country of origin as a proxy for cultural identity, we link this demographic attribute to popularity bias by refining the embedding space learning process. First, we propose filtering out irrelevant prototypes to improve representativity. Second, we introduce a regularization technique to enforce a uniform distribution of prototypes within the embedding space. Across four datasets, our results demonstrate a 27\% reduction in the average rank of long-tail items and a 2\% reduction in the average rank of items from underrepresented countries. Additionally, our model achieves a 2\% improvement in HitRatio@10 compared to the state-of-the-art, highlighting that fairness is enhanced without compromising recommendation quality. Moreover, the distribution of prototypes leads to more inclusive explanations by better aligning items with diverse prototypes.
Realtime environments change even as agents perform action inference and learning, thus requiring high interaction frequencies to effectivel… (voir plus)y minimize regret. However, recent advances in machine learning involve larger neural networks with longer inference times, raising questions about their applicability in realtime systems where reaction time is crucial. We present an analysis of lower bounds on regret in realtime reinforcement learning (RL) environments to show that minimizing long-term regret is generally impossible within the typical sequential interaction and learning paradigm, but often becomes possible when sufficient asynchronous compute is available. We propose novel algorithms for staggering asynchronous inference processes to ensure that actions are taken at consistent time intervals, and demonstrate that use of models with high action inference times is only constrained by the environment's effective stochasticity over the inference horizon, and not by action frequency. Our analysis shows that the number of inference processes needed scales linearly with increasing inference times while enabling use of models that are multiple orders of magnitude larger than existing approaches when learning from a realtime simulation of Game Boy games such as Pok\'emon and Tetris.
Realtime environments change even as agents perform action inference and learning, thus requiring high interaction frequencies to effectivel… (voir plus)y minimize regret. However, recent advances in machine learning involve larger neural networks with longer inference times, raising questions about their applicability in realtime systems where reaction time is crucial. We present an analysis of lower bounds on regret in realtime reinforcement learning (RL) environments to show that minimizing long-term regret is generally impossible within the typical sequential interaction and learning paradigm, but often becomes possible when sufficient asynchronous compute is available. We propose novel algorithms for staggering asynchronous inference processes to ensure that actions are taken at consistent time intervals, and demonstrate that use of models with high action inference times is only constrained by the environment's effective stochasticity over the inference horizon, and not by action frequency. Our analysis shows that the number of inference processes needed scales linearly with increasing inference times while enabling use of models that are multiple orders of magnitude larger than existing approaches when learning from a realtime simulation of Game Boy games such as Pok\'emon and Tetris.
In this work, we propose Visual-Predictive Instruction Tuning (VPiT) - a simple and effective extension to visual instruction tuning that en… (voir plus)ables a pretrained LLM to quickly morph into an unified autoregressive model capable of generating both text and visual tokens. VPiT teaches an LLM to predict discrete text tokens and continuous visual tokens from any input sequence of image and text data curated in an instruction-following format. Our empirical investigation reveals several intriguing properties of VPiT: (1) visual generation ability emerges as a natural byproduct of improved visual understanding, and can be unlocked efficiently with a small amount of generation data; (2) while we find understanding and generation to be mutually beneficial, understanding data contributes to both capabilities more effectively than generation data. Building upon these findings, we train our MetaMorph model and achieve competitive performance on both visual understanding and generation. In visual generation, MetaMorph can leverage the world knowledge and reasoning abilities gained from LLM pretraining, and overcome common failure modes exhibited by other generation models. Our results suggest that LLMs may have strong"prior"vision capabilities that can be efficiently adapted to both visual understanding and generation with a relatively simple instruction tuning process.
In order to combat the creation and spread of harmful content online, this paper defines and contextualizes the concept of inauthentic, soci… (voir plus)etal-scale manipulation by malicious actors. We review the literature on societally harmful content and how it proliferates to analyze the manipulation strategies used by such actors and the vulnerabilities they target. We also provide an overview of three case studies of extensive manipulation campaigns to emphasize the severity of the problem. We then address the role that Artificial Intelligence plays in the development and dissemination of harmful content, and how its evolution presents new threats to societal cohesion for countries across the globe. Our survey aims to increase our understanding of not just particular aspects of these threats, but also the strategies underlying their deployment, so we can effectively prepare for the evolving cybersecurity landscape.
We propose a novel block for video modelling. It relies on a time-space-channel factorisation with dedicated blocks for each dimension: gate… (voir plus)d linear recurrent units (LRUs) perform information mixing over time, self-attention layers perform mixing over space, and MLPs over channels. The resulting architecture TRecViT performs well on sparse and dense tasks, trained in supervised or self-supervised regimes. Notably, our model is causal and outperforms or is on par with a pure attention model ViViT-L on large scale video datasets (SSv2, Kinetics400), while having