In this task, you are given the abstract of a research paper. Your task is to generate a summary of this abstract. Your summary should not be very short, but it's better if it's not more than 30 words.

Distillation is a method to transfer knowledge from one model to another and often achieves higher accuracy with the same capacity. In this paper, we aim to provide a theoretical understanding on what mainly helps with the distillation. Our answer is "early stopping". Assuming that the teacher network is overparameterized, we argue that the teacher network is essentially harvesting dark knowledge from the data via early stopping. This can be justified by a new concept, Anisotropic In- formation Retrieval (AIR), which means that the neural network tends to fit the informative information first and the non-informative information (including noise) later. Motivated by the recent development on theoretically analyzing overparame- terized neural networks, we can characterize AIR by the eigenspace of the Neural Tangent Kernel(NTK). AIR facilities a new understanding of distillation. With that, we further utilize distillation to refine noisy labels. We propose a self-distillation al- gorithm to sequentially distill knowledge from the network in the previous training epoch to avoid memorizing the wrong labels. We also demonstrate, both theoret- ically and empirically, that self-distillation can benefit from more than just early stopping. Theoretically, we prove convergence of the proposed algorithm to the ground truth labels for randomly initialized overparameterized neural networks in terms of l2 distance, while the previous result was on convergence in 0-1 loss. The theoretical result ensures the learned neural network enjoy a margin on the training data which leads to better generalization. Empirically, we achieve better testing accuracy and entirely avoid early stopping which makes the algorithm more user-friendly.

theoretically understand the regularization effect of distillation. We show that early stopping is essential in this process. From this perspective, we developed a distillation method for learning with corrupted Label with theoretical guarantees.

The interpretability of an AI agent's behavior is of utmost importance for effective human-AI interaction. To this end, there has been increasing interest in characterizing and generating interpretable behavior of the agent. An alternative approach to guarantee that the agent generates interpretable behavior would be to design the agent's environment such that uninterpretable behaviors are either prohibitively expensive or unavailable to the agent. To date, there has been work under the umbrella of goal or plan recognition design exploring this notion of environment redesign in some specific instances of interpretable of behavior. In this position paper, we scope the landscape of interpretable behavior and environment redesign in all its different flavors. Specifically, we focus on three specific types of interpretable behaviors -- explicability, legibility, and predictability -- and present a general framework for the problem of environment design that can be instantiated to achieve each of the three interpretable behaviors. We also discuss how specific instantiations of this framework correspond to prior works on environment design and identify exciting opportunities for future work.
We present an approach to redesign the environment such that uninterpretable agent behaviors are minimized or eliminated.

With the success of modern machine learning, it is becoming increasingly important to understand and control how learning algorithms interact. Unfortunately, negative results from game theory show there is little hope of understanding or controlling general n-player games. We therefore introduce smooth markets (SM-games), a class of n-player games with pairwise zero sum interactions. SM-games codify a common design pattern in machine learning that includes some GANs, adversarial training, and other recent algorithms. We show that SM-games are amenable to analysis and optimization using first-order methods.

We introduce a class of n-player games suited to gradient-based methods.