OpenRaiser/Intern-Atlas huggingface dataset:
ApproxED: Approximate exploitability descent via learned best responses
Venue: arXiv cs.GT 2024
Year: 2024

There has been substantial progress on finding game-theoretic equilibria. Most of that work has focused on games with finite, discrete action spaces. However, many games involving space, time, money, and other fine-grained quantities have continuous action spaces (or are best modeled as having such). We study the problem of finding an approximate Nash equilibrium of games with continuous action sets. The standard measure of closeness to Nash equilibrium is exploitability, which measures how much players can benefit from unilaterally changing their strategy. We propose two new methods that minimize an approximation of exploitability with respect to the strategy profile. The first method uses a learned best-response function, which takes the current strategy profile as input and outputs candidate best responses for each player. The strategy profile and best-response functions are trained simultaneously, with the former trying to minimize exploitability while the latter tries to maximize it. The second method maintains an ensemble of candidate best responses for each player. In each iteration, the best-performing elements of each ensemble are used to update the current strategy profile. The strategy profile and ensembles are simultaneously trained to minimize and maximize the approximate exploitability, respectively. We evaluate our methods on various continuous games and GAN training, showing that they outperform prior methods.
ScaDLES: Scalable Deep Learning over Streaming data at the Edge
Venue: arXiv cs.DC 2024
Year: 2024

Distributed deep learning (DDL) training systems are designed for cloud and data-center environments that assumes homogeneous compute resources, high network bandwidth, sufficient memory and storage, as well as independent and identically distributed (IID) data across all nodes. However, these assumptions don't necessarily apply on the edge, especially when training neural networks on streaming data in an online manner. Computing on the edge suffers from both systems and statistical heterogeneity. Systems heterogeneity is attributed to differences in compute resources and bandwidth specific to each device, while statistical heterogeneity comes from unbalanced and skewed data on the edge. Different streaming-rates among devices can be another source of heterogeneity when dealing with streaming data. If the streaming rate is lower than training batch-size, device needs to wait until enough samples have streamed in before performing a single iteration of stochastic gradient descent (SGD). Thus, low-volume streams act like stragglers slowing down devices with high-volume streams in synchronous training. On the other hand, data can accumulate quickly in the buffer if the streaming rate is too high and the devices can't train at line-rate. In this paper, we introduce ScaDLES to efficiently train on streaming data at the edge in an online fashion, while also addressing the challenges of limited bandwidth and training with non-IID data. We empirically show that ScaDLES converges up to 3.29 times faster compared to conventional distributed SGD.
Dance2MIDI: Dance-driven multi-instruments music generation
Venue: arXiv cs.MM 2024
Year: 2024

Dance-driven music generation aims to generate musical pieces conditioned on dance videos. Previous works focus on monophonic or raw audio generation, while the multi-instruments scenario is under-explored. The challenges associated with the dance-driven multi-instrument music (MIDI) generation are twofold: 1) no publicly available multi-instruments MIDI and video paired dataset and 2) the weak correlation between music and video. To tackle these challenges, we build the first multi-instruments MIDI and dance paired dataset (D2MIDI). Based on our proposed dataset, we introduce a multi-instruments MIDI generation framework (Dance2MIDI) conditioned on dance video. Specifically, 1) to capture the relationship between dance and music, we employ the Graph Convolutional Network to encode the dance motion. This allows us to extract features related to dance movement and dance style, 2) to generate a harmonious rhythm, we utilize a Transformer model to decode the drum track sequence, leveraging a cross-attention mechanism, and 3) we model the task of generating the remaining tracks based on the drum track as a sequence understanding and completion task. A BERT-like model is employed to comprehend the context of the entire music piece through self-supervised learning. We evaluate the generated music of our framework trained on the D2MIDI dataset and demonstrate that our method achieves State-of-the-Art performance.
Investigating Labeler Bias in Face Annotation for Machine Learning
Venue: arXiv cs.LG 2024
Year: 2024

In a world increasingly reliant on artificial intelligence, it is more important than ever to consider the ethical implications of artificial intelligence on humanity. One key under-explored challenge is labeler bias, which can create inherently biased datasets for training and subsequently lead to inaccurate or unfair decisions in healthcare, employment, education, and law enforcement. Hence, we conducted a study to investigate and measure the existence of labeler bias using images of people from different ethnicities and sexes in a labeling task. Our results show that participants possess stereotypes that influence their decision-making process and that labeler demographics impact assigned labels. We also discuss how labeler bias influences datasets and, subsequently, the models trained on them. Overall, a high degree of transparency must be maintained throughout the entire artificial intelligence training process to identify and correct biases in the data as early as possible.
NeSIG: A Neuro-Symbolic Method for Learning to Generate Planning Problems
Venue: arXiv cs.AI 2024
Year: 2024

In the field of Automated Planning there is often the need for a set of planning problems from a particular domain, e.g., to be used as training data for Machine Learning or as benchmarks in planning competitions. In most cases, these problems are created either by hand or by a domain-specific generator, putting a burden on the human designers. In this paper we propose NeSIG, to the best of our knowledge the first domain-independent method for automatically generating planning problems that are valid, diverse and difficult to solve. We formulate problem generation as a Markov Decision Process and train two generative policies with Deep Reinforcement Learning to generate problems with the desired properties. We conduct experiments on three classical domains, comparing our approach against handcrafted, domain-specific instance generators and various ablations. Results show NeSIG is able to automatically generate valid and diverse problems of much greater difficulty (15.5 times more on geometric average) than domain-specific generators, while simultaneously reducing human effort when compared to them. Additionally, it can generalize to larger problems than those seen during training.
Visiting Distant Neighbors in Graph Convolutional Networks
Venue: arXiv cs.LG 2024
Year: 2024

We extend the graph convolutional network method for deep learning on graph data to higher order in terms of neighboring nodes. In order to construct representations for a node in a graph, in addition to the features of the node and its immediate neighboring nodes, we also include more distant nodes in the calculations. In experimenting with a number of publicly available citation graph datasets, we show that this higher order neighbor visiting pays off by outperforming the original model especially when we have a limited number of available labeled data points for the training of the model.
Learning to Generate All Feasible Actions
Venue: arXiv cs.LG 2024
Year: 2024

Modern cyber-physical systems are becoming increasingly complex to model, thus motivating data-driven techniques such as reinforcement learning (RL) to find appropriate control agents. However, most systems are subject to hard constraints such as safety or operational bounds. Typically, to learn to satisfy these constraints, the agent must violate them systematically, which is computationally prohibitive in most systems. Recent efforts aim to utilize feasibility models that assess whether a proposed action is feasible to avoid applying the agent's infeasible action proposals to the system. However, these efforts focus on guaranteeing constraint satisfaction rather than the agent's learning efficiency. To improve the learning process, we introduce action mapping, a novel approach that divides the learning process into two steps: first learn feasibility and subsequently, the objective by mapping actions into the sets of feasible actions. This paper focuses on the feasibility part by learning to generate all feasible actions through self-supervised querying of the feasibility model. We train the agent by formulating the problem as a distribution matching problem and deriving gradient estimators for different divergences. Through an illustrative example, a robotic path planning scenario, and a robotic grasping simulation, we demonstrate the agent's proficiency in generating actions across disconnected feasible action sets. By addressing the feasibility step, this paper makes it possible to focus future work on the objective part of action mapping, paving the way for an RL framework that is both safe and efficient.
HyperNeRFGAN: Hypernetwork approach to 3D NeRF GAN
Venue: arXiv cs.CV 2024
Year: 2024

The recent surge in popularity of deep generative models for 3D objects has highlighted the need for more efficient training methods, particularly given the difficulties associated with training with conventional 3D representations, such as voxels or point clouds. Neural Radiance Fields (NeRFs), which provide the current benchmark in terms of quality for the generation of novel views of complex 3D scenes from a limited set of 2D images, represent a promising solution to this challenge. However, the training of these models requires the knowledge of the respective camera positions from which the images were viewed. In this paper, we overcome this limitation by introducing HyperNeRFGAN, a Generative Adversarial Network (GAN) architecture employing a hypernetwork paradigm to transform a Gaussian noise into the weights of a NeRF architecture that does not utilize viewing directions in its training phase. Consequently, as evidenced by the findings of our experimental study, the proposed model, despite its notable simplicity in comparison to existing state-of-the-art alternatives, demonstrates superior performance on a diverse range of image datasets where camera position estimation is challenging, particularly in the context of medical data.
Constrained Policy Optimization with Explicit Behavior Density for Offline Reinforcement Learning
Venue: arXiv cs.LG 2024
Year: 2024

Due to the inability to interact with the environment, offline reinforcement learning (RL) methods face the challenge of estimating the Out-of-Distribution (OOD) points. Existing methods for addressing this issue either control policy to exclude the OOD action or make the $Q$ function pessimistic. However, these methods can be overly conservative or fail to identify OOD areas accurately. To overcome this problem, we propose a Constrained Policy optimization with Explicit Behavior density (CPED) method that utilizes a flow-GAN model to explicitly estimate the density of behavior policy. By estimating the explicit density, CPED can accurately identify the safe region and enable optimization within the region, resulting in less conservative learning policies. We further provide theoretical results for both the flow-GAN estimator and performance guarantee for CPED by showing that CPED can find the optimal $Q$-function value. Empirically, CPED outperforms existing alternatives on various standard offline reinforcement learning tasks, yielding higher expected returns.
CyclicFL: A Cyclic Model Pre-Training Approach to Efficient Federated Learning
Venue: arXiv cs.LG 2024
Year: 2024

Federated learning (FL) has been proposed to enable distributed learning on Artificial Intelligence Internet of Things (AIoT) devices with guarantees of high-level data privacy. Since random initial models in FL can easily result in unregulated Stochastic Gradient Descent (SGD) processes, existing FL methods greatly suffer from both slow convergence and poor accuracy, especially in non-IID scenarios. To address this problem, we propose a novel method named CyclicFL, which can quickly derive effective initial models to guide the SGD processes, thus improving the overall FL training performance. We formally analyze the significance of data consistency between the pre-training and training stages of CyclicFL, showing the limited Lipschitzness of loss for the pre-trained models by CyclicFL. Moreover, we systematically prove that our method can achieve faster convergence speed under various convexity assumptions. Unlike traditional centralized pre-training methods that require public proxy data, CyclicFL pre-trains initial models on selected AIoT devices cyclically without exposing their local data. Therefore, they can be easily integrated into any security-critical FL methods. Comprehensive experimental results show that CyclicFL can not only improve the maximum classification accuracy by up to $14.11\%$ but also significantly accelerate the overall FL training process.
Smooth Non-Stationary Bandits
Venue: arXiv cs.LG 2024
Year: 2024

In many applications of online decision making, the environment is non-stationary and it is therefore crucial to use bandit algorithms that handle changes. Most existing approaches are designed to protect against non-smooth changes, constrained only by total variation or Lipschitzness over time. However, in practice, environments often change {\em smoothly}, so such algorithms may incur higher-than-necessary regret. We study a non-stationary bandits problem where each arm's mean reward sequence can be embedded into a $β$-Hölder function, i.e., a function that is $(β-1)$-times Lipschitz-continuously differentiable. The non-stationarity becomes more smooth as $β$ increases. When $β=1$, this corresponds to the non-smooth regime, where \cite{besbes2014stochastic} established a minimax regret of $\tilde Θ(T^{2/3})$. We show the first separation between the smooth (i.e., $β\ge 2$) and non-smooth (i.e., $β=1$) regimes by presenting a policy with $\tilde O(k^{4/5} T^{3/5})$ regret on any $k$-armed, $2$-Hölder instance. We complement this result by showing that the minimax regret on the $β$-Hölder family of instances is $Ω(T^{(β+1)/(2β+1)})$ for any integer $β\ge 1$. This matches our upper bound for $β=2$ up to logarithmic factors. Furthermore, we validated the effectiveness of our policy through a comprehensive numerical study using real-world click-through rate data.
EvoX: A Distributed GPU-accelerated Framework for Scalable Evolutionary Computation
Venue: arXiv cs.NE 2024
Year: 2024

Inspired by natural evolutionary processes, Evolutionary Computation (EC) has established itself as a cornerstone of Artificial Intelligence. Recently, with the surge in data-intensive applications and large-scale complex systems, the demand for scalable EC solutions has grown significantly. However, most existing EC infrastructures fall short of catering to the heightened demands of large-scale problem solving. While the advent of some pioneering GPU-accelerated EC libraries is a step forward, they also grapple with some limitations, particularly in terms of flexibility and architectural robustness. In response, we introduce EvoX: a computing framework tailored for automated, distributed, and heterogeneous execution of EC algorithms. At the core of EvoX lies a unique programming model to streamline the development of parallelizable EC algorithms, complemented by a computation model specifically optimized for distributed GPU acceleration. Building upon this foundation, we have crafted an extensive library comprising a wide spectrum of 50+ EC algorithms for both single- and multi-objective optimization. Furthermore, the library offers comprehensive support for a diverse set of benchmark problems, ranging from dozens of numerical test functions to hundreds of reinforcement learning tasks. Through extensive experiments across a range of problem scenarios and hardware configurations, EvoX demonstrates robust system and model performances. EvoX is open-source and accessible at: https://github.com/EMI-Group/EvoX.
The Optimal Choice of Hypothesis Is the Weakest, Not the Shortest
Venue: arXiv cs.AI 2024
Year: 2024

If $A$ and $B$ are sets such that $A \subset B$, generalisation may be understood as the inference from $A$ of a hypothesis sufficient to construct $B$. One might infer any number of hypotheses from $A$, yet only some of those may generalise to $B$. How can one know which are likely to generalise? One strategy is to choose the shortest, equating the ability to compress information with the ability to generalise (a proxy for intelligence). We examine this in the context of a mathematical formalism of enactive cognition. We show that compression is neither necessary nor sufficient to maximise performance (measured in terms of the probability of a hypothesis generalising). We formulate a proxy unrelated to length or simplicity, called weakness. We show that if tasks are uniformly distributed, then there is no choice of proxy that performs at least as well as weakness maximisation in all tasks while performing strictly better in at least one. In experiments comparing maximum weakness and minimum description length in the context of binary arithmetic, the former generalised at between $1.1$ and $5$ times the rate of the latter. We argue this demonstrates that weakness is a far better proxy, and explains why Deepmind's Apperception Engine is able to generalise effectively.
On the Statistical Benefits of Temporal Difference Learning
Venue: arXiv cs.LG 2024
Year: 2024

Given a dataset on actions and resulting long-term rewards, a direct estimation approach fits value functions that minimize prediction error on the training data. Temporal difference learning (TD) methods instead fit value functions by minimizing the degree of temporal inconsistency between estimates made at successive time-steps. Focusing on finite state Markov chains, we provide a crisp asymptotic theory of the statistical advantages of this approach. First, we show that an intuitive inverse trajectory pooling coefficient completely characterizes the percent reduction in mean-squared error of value estimates. Depending on problem structure, the reduction could be enormous or nonexistent. Next, we prove that there can be dramatic improvements in estimates of the difference in value-to-go for two states: TD's errors are bounded in terms of a novel measure - the problem's trajectory crossing time - which can be much smaller than the problem's time horizon.
Autobidders with Budget and ROI Constraints: Efficiency, Regret, and Pacing Dynamics
Venue: arXiv cs.GT 2024
Year: 2024

We study a game between autobidding algorithms that compete in an online advertising platform. Each autobidder is tasked with maximizing its advertiser's total value over multiple rounds of a repeated auction, subject to budget and return-on-investment constraints. We propose a gradient-based learning algorithm that is guaranteed to satisfy all constraints and achieves vanishing individual regret. Our algorithm uses only bandit feedback and can be used with the first- or second-price auction, as well as with any "intermediate" auction format. Our main result is that when these autobidders play against each other, the resulting expected liquid welfare over all rounds is at least half of the expected optimal liquid welfare achieved by any allocation. This holds whether or not the bidding dynamics converges to an equilibrium.
Multi-Structural Games and Beyond
Venue: arXiv cs.LO 2024
Year: 2024

Multi-structural (MS) games are combinatorial games that capture the number of quantifiers of first-order sentences. On the face of their definition, MS games differ from Ehrenfeucht-Fraisse (EF) games in two ways: first, MS games are played on two sets of structures, while EF games are played on a pair of structures; second, in MS games, Duplicator can make any number of copies of structures. In the first part of this paper, we perform a finer analysis of MS games and develop a closer comparison of MS games with EF games. In particular, we point out that the use of sets of structures is of the essence and that when MS games are played on pairs of structures, they capture Boolean combinations of first-order sentences with a fixed number of quantifiers. After this, we focus on another important difference between MS games and EF games, namely, the necessity for Spoiler to play on top of a previous move in order to win some MS games. Via an analysis of the types realized during MS games, we delineate the expressive power of the variant of MS games in which Spoiler never plays on top of a previous move. In the second part we focus on simultaneously capturing number of quantifiers and number of variables in first-order logic. We show that natural variants of the MS game do *not* achieve this. We then introduce a new game, the quantifier-variable tree game, and show that it simultaneously captures the number of quantifiers and number of variables. We conclude by generalizing this game to a family of games, the *syntactic games*, that simultaneously capture reasonable syntactic measures and the number of variables.
Archetypal Analysis++: Rethinking the Initialization Strategy
Venue: arXiv cs.LG 2024
Year: 2024

Archetypal analysis is a matrix factorization method with convexity constraints. Due to local minima, a good initialization is essential, but frequently used initialization methods yield either sub-optimal starting points or are prone to get stuck in poor local minima. In this paper, we propose archetypal analysis++ (AA++), a probabilistic initialization strategy for archetypal analysis that sequentially samples points based on their influence on the objective function, similar to $k$-means++. In fact, we argue that $k$-means++ already approximates the proposed initialization method. Furthermore, we suggest to adapt an efficient Monte Carlo approximation of $k$-means++ to AA++. In an extensive empirical evaluation of 15 real-world data sets of varying sizes and dimensionalities and considering two pre-processing strategies, we show that AA++ almost always outperforms all baselines, including the most frequently used ones.
Retrosynthetic Planning with Dual Value Networks
Venue: arXiv cs.AI 2024
Year: 2024

Retrosynthesis, which aims to find a route to synthesize a target molecule from commercially available starting materials, is a critical task in drug discovery and materials design. Recently, the combination of ML-based single-step reaction predictors with multi-step planners has led to promising results. However, the single-step predictors are mostly trained offline to optimize the single-step accuracy, without considering complete routes. Here, we leverage reinforcement learning (RL) to improve the single-step predictor, by using a tree-shaped MDP to optimize complete routes. Specifically, we propose a novel online training algorithm, called Planning with Dual Value Networks (PDVN), which alternates between the planning phase and updating phase. In PDVN, we construct two separate value networks to predict the synthesizability and cost of molecules, respectively. To maintain the single-step accuracy, we design a two-branch network structure for the single-step predictor. On the widely-used USPTO dataset, our PDVN algorithm improves the search success rate of existing multi-step planners (e.g., increasing the success rate from 85.79% to 98.95% for Retro*, and reducing the number of model calls by half while solving 99.47% molecules for RetroGraph). Additionally, PDVN helps find shorter synthesis routes (e.g., reducing the average route length from 5.76 to 4.83 for Retro*, and from 5.63 to 4.78 for RetroGraph). Our code is available at \url{https://github.com/DiXue98/PDVN}.