Related papers: Formalized Run-Time Analysis of Active Learning --…
Agentic theorem provers often introduce intermediate lemmas, proof sketches, or subgoal decompositions before returning to tactic-level search. This can look like an expensive detour: if proving lemmas is itself hard, why should a learned…
We study the sweep complexity of DFA in one-way jumping mode answering several questions posed earlier. This measure is the number of times in the worst case that such machines have to return to the beginning of their input after having…
Reinforcement learning defines the problem facing agents that learn to make good decisions through action and observation alone. To be effective problem solvers, such agents must efficiently explore vast worlds, assign credit from delayed…
The problem-solving in automated theorem proving (ATP) can be interpreted as a search problem where the prover constructs a proof tree step by step. In this paper, we propose a deep reinforcement learning algorithm for proof search in…
The goal of reinforcement learning algorithms is to estimate and/or optimise the value function. However, unlike supervised learning, no teacher or oracle is available to provide the true value function. Instead, the majority of…
We propose an algorithm to actively estimate the parameters of a linear dynamical system. Given complete control over the system's input, our algorithm adaptively chooses the inputs to accelerate estimation. We show a finite time bound…
Machine teaching often involves the creation of an optimal (typically minimal) dataset to help a model (referred to as the `student') achieve specific goals given by a teacher. While abundant in the continuous domain, the studies on the…
As more and more AI agents are used in practice, it is time to think about how to make these agents fully autonomous so that they can (1) learn by themselves continually in a self-motivated and self-initiated manner rather than being…
We address goal-based imitation learning, where the aim is to output the symbolic goal from a third-person video demonstration. This enables the robot to plan for execution and reproduce the same goal in a completely different environment.…
Games have a long history as benchmarks for progress in artificial intelligence. Approaches using search and learning produced strong performance across many perfect information games, and approaches using game-theoretic reasoning and…
We are increasingly surrounded by artificially intelligent technology that takes decisions and executes actions on our behalf. This creates a pressing need for general means to communicate with, instruct and guide artificial agents, with…
A Persuasive Teachable Agent (PTA) is a special type of Teachable Agent which incorporates a persuasion theory in order to provide persuasive and more personalized feedback to the student. By employing the persuasion techniques, the PTA…
Active learning strategies respond to the costly labelling task in a supervised classification by selecting the most useful unlabelled examples in training a predictive model. Many conventional active learning algorithms focus on refining…
Machine teaching studies the interaction between a teacher and a student/learner where the teacher selects training examples for the learner to learn a specific task. The typical assumption is that the teacher has perfect knowledge of the…
Machine learning is now ubiquitous in societal decision-making, for example in evaluating job candidates or loan applications, and it is increasingly important to take into account how classified agents will react to the learning…
Audio representation learning based on deep neural networks (DNNs) emerged as an alternative approach to hand-crafted features. For achieving high performance, DNNs often need a large amount of annotated data which can be difficult and…
Humans achieve efficient learning by relying on prior knowledge about the structure of naturally occurring tasks. There is considerable interest in designing reinforcement learning (RL) algorithms with similar properties. This includes…
Existing approaches to active learning maximize the system performance by sampling unlabeled instances for annotation that yield the most efficient training. However, when active learning is integrated with an end-user application, this can…
Automata learning is a technique to automatically infer behavioral models of black-box systems. Today's learning algorithms enable the deduction of models that describe complex system properties, e.g., timed or stochastic behavior. Despite…
We tackle a fundamental problem in empirical game-theoretic analysis (EGTA), that of learning equilibria of simulation-based games. Such games cannot be described in analytical form; instead, a black-box simulator can be queried to obtain…