** Rule sets are often used in Machine Learning (ML) as a way to communicate the model logic in settings where transparency and intelligibility are necessary. Rule sets are typically presented as a text-based list of logical statements (rules). Surprisingly, to date there has been limited work on exploring visual alternatives for presenting rules. In this paper, we explore the idea of designing alternative representations of rules, focusing on a number of visual factors we believe have a positive impact on rule readability and understanding. The paper presents an initial design space for visualizing rule sets and a user study exploring their impact. The results show that some design factors have a strong impact on how efficiently readers can process the rules while having minimal impact on accuracy. This work can help practitioners employ more effective solutions when using rules as a communication strategy to understand ML models. **

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** The impressive performance exhibited by modern machine learning models hinges on the ability to train such models on a very large amounts of labeled data. However, since access to large volumes of labeled data is often limited or expensive, it is desirable to alleviate this bottleneck by carefully curating the training set. Optimal experimental design is a well-established paradigm for selecting data point to be labeled so to maximally inform the learning process. Unfortunately, classical theory on optimal experimental design focuses on selecting examples in order to learn underparameterized (and thus, non-interpolative) models, while modern machine learning models such as deep neural networks are overparameterized, and oftentimes are trained to be interpolative. As such, classical experimental design methods are not applicable in many modern learning setups. Indeed, the predictive performance of underparameterized models tends to be variance dominated, so classical experimental design focuses on variance reduction, while the predictive performance of overparameterized models can also be, as is shown in this paper, bias dominated or of mixed nature. In this paper we propose a design strategy that is well suited for overparameterized regression and interpolation, and we demonstrate the applicability of our method in the context of deep learning by proposing a new algorithm for single shot deep active learning. **

** We present a computational method for empirically characterizing the training loss level-sets of deep neural networks. Our method numerically constructs a path in parameter space that is constrained to a set with a fixed near-zero training loss. By measuring regularization functions and test loss at different points within this path, we examine how different points in the parameter space with the same fixed training loss compare in terms of generalization ability. We also compare this method for finding regularized points with the more typical method, that uses objective functions which are weighted sums of training loss and regularization terms. We apply dimensionality reduction to the traversed paths in order to visualize the loss level sets in a well-regularized region of parameter space. Our results provide new information about the loss landscape of deep neural networks, as well as a new strategy for reducing test loss. **

** Reinforcement Learning (RL) agents have great successes in solving tasks with large observation and action spaces from limited feedback. Still, training the agents is data-intensive and there are no guarantees that the learned behavior is safe and does not violate rules of the environment, which has limitations for the practical deployment in real-world scenarios. This paper discusses the engineering of reliable agents via the integration of deep RL with constraint-based augmentation models to guide the RL agent towards safe behavior. Within the constraints set, the RL agent is free to adapt and explore, such that its effectiveness to solve the given problem is not hindered. However, once the RL agent leaves the space defined by the constraints, the outside models can provide guidance to still work reliably. We discuss integration points for constraint guidance within the RL process and perform experiments on two case studies: a strictly constrained card game and a grid world environment with additional combinatorial subgoals. Our results show that constraint-guidance does both provide reliability improvements and safer behavior, as well as accelerated training. **

** Network Design problems typically ask for a minimum cost sub-network from a given host network. This classical point-of-view assumes a central authority enforcing the optimum solution. But how should networks be designed to cope with selfish agents that own parts of the network? In this setting, agents will deviate from a minimum cost network if this decreases their individual cost. Hence, designed networks should be both efficient in terms of total cost and stable in terms of the agents' willingness to accept the network. We study this novel type of Network Design problem by investigating the creation of $(\beta,\gamma)$-networks, that are in $\beta$-approximate Nash equilibrium and have a total cost of at most $\gamma$ times the optimal cost, for the recently proposed Euclidean Generalized Network Creation Game by Bil\`o et al. [SPAA 2019]. There, $n$ agents corresponding to points in Euclidean space create costly edges among themselves to optimize their centrality in the created network. Our main result is a simple $\mathcal{O}(n^2)$-time algorithm that computes a $(\beta,\beta)$-network with low $\beta$ for any given set of points. Moreover, on integer grid point sets or random point sets our algorithm achieves a low constant $\beta$. Besides these results, we discuss a generalization of our algorithm to instances with arbitrary, even non-metric, edge lengths. Moreover, we show that no such positive results are possible when focusing on either optimal networks or perfectly stable networks as in both cases NP-hard problems arise, there exist instances with very unstable optimal networks, and there are instances for perfectly stable networks with high total cost. Along the way, we significantly improve several results from Bil\`o et al. and we asymptotically resolve their conjecture about the Price of Anarchy by providing a tight bound. **

** The goal of entity matching in knowledge graphs is to identify entities that refer to the same real-world objects using some similarity metric. The result of entity matching can be seen as a set of entity pairs interpreted as the same-as relation. However, the identified set of pairs may fail to satisfy some structural properties, in particular transitivity, that are expected from the same-as relation. In this work, we show that an ad-hoc enforcement of transitivity, i.e. taking the transitive closure, on the identified set of entity pairs may decrease precision dramatically. We therefore propose a methodology that starts with a given similarity measure, generates a set of entity pairs that are identified as referring to the same real-world objects, and applies the cluster editing algorithm to enforce transitivity without adding many spurious links, leading to overall improved performance. **

** Model complexity is a fundamental problem in deep learning. In this paper we conduct a systematic overview of the latest studies on model complexity in deep learning. Model complexity of deep learning can be categorized into expressive capacity and effective model complexity. We review the existing studies on those two categories along four important factors, including model framework, model size, optimization process and data complexity. We also discuss the applications of deep learning model complexity including understanding model generalization capability, model optimization, and model selection and design. We conclude by proposing several interesting future directions. **

** Importance sampling is one of the most widely used variance reduction strategies in Monte Carlo rendering. In this paper, we propose a novel importance sampling technique that uses a neural network to learn how to sample from a desired density represented by a set of samples. Our approach considers an existing Monte Carlo rendering algorithm as a black box. During a scene-dependent training phase, we learn to generate samples with a desired density in the primary sample space of the rendering algorithm using maximum likelihood estimation. We leverage a recent neural network architecture that was designed to represent real-valued non-volume preserving ('Real NVP') transformations in high dimensional spaces. We use Real NVP to non-linearly warp primary sample space and obtain desired densities. In addition, Real NVP efficiently computes the determinant of the Jacobian of the warp, which is required to implement the change of integration variables implied by the warp. A main advantage of our approach is that it is agnostic of underlying light transport effects, and can be combined with many existing rendering techniques by treating them as a black box. We show that our approach leads to effective variance reduction in several practical scenarios. **

Transparency by Design: Closing the Gap Between Performance and Interpretability in Visual Reasoning

** Visual question answering requires high-order reasoning about an image, which is a fundamental capability needed by machine systems to follow complex directives. Recently, modular networks have been shown to be an effective framework for performing visual reasoning tasks. While modular networks were initially designed with a degree of model transparency, their performance on complex visual reasoning benchmarks was lacking. Current state-of-the-art approaches do not provide an effective mechanism for understanding the reasoning process. In this paper, we close the performance gap between interpretable models and state-of-the-art visual reasoning methods. We propose a set of visual-reasoning primitives which, when composed, manifest as a model capable of performing complex reasoning tasks in an explicitly-interpretable manner. The fidelity and interpretability of the primitives' outputs enable an unparalleled ability to diagnose the strengths and weaknesses of the resulting model. Critically, we show that these primitives are highly performant, achieving state-of-the-art accuracy of 99.1% on the CLEVR dataset. We also show that our model is able to effectively learn generalized representations when provided a small amount of data containing novel object attributes. Using the CoGenT generalization task, we show more than a 20 percentage point improvement over the current state of the art. **

** Deep reinforcement learning (RL) methods generally engage in exploratory behavior through noise injection in the action space. An alternative is to add noise directly to the agent's parameters, which can lead to more consistent exploration and a richer set of behaviors. Methods such as evolutionary strategies use parameter perturbations, but discard all temporal structure in the process and require significantly more samples. Combining parameter noise with traditional RL methods allows to combine the best of both worlds. We demonstrate that both off- and on-policy methods benefit from this approach through experimental comparison of DQN, DDPG, and TRPO on high-dimensional discrete action environments as well as continuous control tasks. Our results show that RL with parameter noise learns more efficiently than traditional RL with action space noise and evolutionary strategies individually. **

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