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In this paper, we propose Graph Retention Networks (GRNs) as a unified architecture for deep learning on dynamic graphs. The GRN extends the concept of retention into dynamic graph data as graph retention, equipping the model with three key…
Knowledge graphs have emerged to be promising datastore candidates for context augmentation during Retrieval Augmented Generation (RAG). As a result, techniques in graph representation learning have been simultaneously explored alongside…
In natural language processing tasks, pure reinforcement learning (RL) fine-tuning methods often suffer from inefficient exploration and slow convergence; while supervised fine-tuning (SFT) methods, although efficient in training, have…
Recent research suggests that tree search algorithms (e.g. Monte Carlo Tree Search) can dramatically boost LLM performance on complex mathematical reasoning tasks. However, they often require more than 10 times the computational resources…
GROUSE (Grassmannian Rank-One Update Subspace Estimation) is an iterative algorithm for identifying a linear subspace of R^n from data consisting of partial observations of random vectors from that subspace. This paper examines local…
Learning open-vocabulary physical skills for simulated agents presents a significant challenge in artificial intelligence. Current reinforcement learning approaches face critical limitations: manually designed rewards lack scalability…
Episodic memory-based methods can rapidly latch onto past successful strategies by a non-parametric memory and improve sample efficiency of traditional reinforcement learning. However, little effort is put into the continuous domain, where…
Online planning is crucial for high performance in many complex sequential decision-making tasks. Monte Carlo Tree Search (MCTS) employs a principled mechanism for trading off exploration for exploitation for efficient online planning, and…
Inspired by the remarkable success of foundation models in language and vision, Graph Foundation Models (GFMs) hold significant promise for broad applicability across diverse graph tasks and domains. However, existing GFMs struggle with…
Conditional story generation is significant in human-machine interaction, particularly in producing stories with complex plots. While Large language models (LLMs) perform well on multiple NLP tasks, including story generation, it is…
Visual place retrieval aims to search images in the database that depict similar places as the query image. However, global descriptors encoded by the network usually fall into a low dimensional principal space, which is harmful to the…
Graph Neural Networks (GNNs) are a powerful tool for handling structured graph data and addressing tasks such as node classification, graph classification, and clustering. However, the sparse nature of GNN computation poses new challenges…
Most Probable Explanation (MPE) inference in Probabilistic Graphical Models (PGMs) is a fundamental yet computationally challenging problem arising in domains such as diagnosis, planning, and structured prediction. In many practical…
We introduce the Genetic-Gated Networks (G2Ns), simple neural networks that combine a gate vector composed of binary genetic genes in the hidden layer(s) of networks. Our method can take both advantages of gradient-free optimization and…
Rewrite systems [6, 10, 12] have been widely employing equality saturation [9], which is an optimisation methodology that uses a saturated e-graph to represent all possible sequences of rewrite simultaneously, and then extracts the optimal…
Naive Retrieval-Augmented Generation (RAG) focuses on individual documents during retrieval and, as a result, falls short in handling networked documents which are very popular in many applications such as citation graphs, social media, and…
We examine a type of modified Monte Carlo Tree Search (MCTS) for strategising in combinatorial games. The modifications are derived by analysing simplified strategies and simplified versions of the underlying game and then using the results…
We study the effect of the stochastic gradient noise on the training of generative adversarial networks (GANs) and show that it can prevent the convergence of standard game optimization methods, while the batch version converges. We address…
Monte Carlo Tree Search (MCTS), most famously used in game-play artificial intelligence (e.g., the game of Go), is a well-known strategy for constructing approximate solutions to sequential decision problems. Its primary innovation is the…
We propose a computationally efficient alternative to generalized random forests (GRFs) for estimating heterogeneous effects in large dimensions. While GRFs rely on a gradient-based splitting criterion, which in large dimensions is…