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SubscribeOnline Learning for Recommendations at Grubhub
We propose a method to easily modify existing offline Recommender Systems to run online using Transfer Learning. Online Learning for Recommender Systems has two main advantages: quality and scale. Like many Machine Learning algorithms in production if not regularly retrained will suffer from Concept Drift. A policy that is updated frequently online can adapt to drift faster than a batch system. This is especially true for user-interaction systems like recommenders where the underlying distribution can shift drastically to follow user behaviour. As a platform grows rapidly like Grubhub, the cost of running batch training jobs becomes material. A shift from stateless batch learning offline to stateful incremental learning online can recover, for example, at Grubhub, up to a 45x cost savings and a +20% metrics increase. There are a few challenges to overcome with the transition to online stateful learning, namely convergence, non-stationary embeddings and off-policy evaluation, which we explore from our experiences running this system in production.
Online Learning with Feedback Graphs: The True Shape of Regret
Sequential learning with feedback graphs is a natural extension of the multi-armed bandit problem where the problem is equipped with an underlying graph structure that provides additional information - playing an action reveals the losses of all the neighbors of the action. This problem was introduced by mannor2011 and received considerable attention in recent years. It is generally stated in the literature that the minimax regret rate for this problem is of order alpha T, where alpha is the independence number of the graph, and T is the time horizon. However, this is proven only when the number of rounds T is larger than alpha^3, which poses a significant restriction for the usability of this result in large graphs. In this paper, we define a new quantity R^*, called the problem complexity, and prove that the minimax regret is proportional to R^* for any graph and time horizon T. Introducing an intricate exploration strategy, we define the \mainAlgorithm algorithm that achieves the minimax optimal regret bound and becomes the first provably optimal algorithm for this setting, even if T is smaller than alpha^3.
Online Continual Learning on Hierarchical Label Expansion
Continual learning (CL) enables models to adapt to new tasks and environments without forgetting previously learned knowledge. While current CL setups have ignored the relationship between labels in the past task and the new task with or without small task overlaps, real-world scenarios often involve hierarchical relationships between old and new tasks, posing another challenge for traditional CL approaches. To address this challenge, we propose a novel multi-level hierarchical class incremental task configuration with an online learning constraint, called hierarchical label expansion (HLE). Our configuration allows a network to first learn coarse-grained classes, with data labels continually expanding to more fine-grained classes in various hierarchy depths. To tackle this new setup, we propose a rehearsal-based method that utilizes hierarchy-aware pseudo-labeling to incorporate hierarchical class information. Additionally, we propose a simple yet effective memory management and sampling strategy that selectively adopts samples of newly encountered classes. Our experiments demonstrate that our proposed method can effectively use hierarchy on our HLE setup to improve classification accuracy across all levels of hierarchies, regardless of depth and class imbalance ratio, outperforming prior state-of-the-art works by significant margins while also outperforming them on the conventional disjoint, blurry and i-Blurry CL setups.
Online Prototype Learning for Online Continual Learning
Online continual learning (CL) studies the problem of learning continuously from a single-pass data stream while adapting to new data and mitigating catastrophic forgetting. Recently, by storing a small subset of old data, replay-based methods have shown promising performance. Unlike previous methods that focus on sample storage or knowledge distillation against catastrophic forgetting, this paper aims to understand why the online learning models fail to generalize well from a new perspective of shortcut learning. We identify shortcut learning as the key limiting factor for online CL, where the learned features may be biased, not generalizable to new tasks, and may have an adverse impact on knowledge distillation. To tackle this issue, we present the online prototype learning (OnPro) framework for online CL. First, we propose online prototype equilibrium to learn representative features against shortcut learning and discriminative features to avoid class confusion, ultimately achieving an equilibrium status that separates all seen classes well while learning new classes. Second, with the feedback of online prototypes, we devise a novel adaptive prototypical feedback mechanism to sense the classes that are easily misclassified and then enhance their boundaries. Extensive experimental results on widely-used benchmark datasets demonstrate the superior performance of OnPro over the state-of-the-art baseline methods. Source code is available at https://github.com/weilllllls/OnPro.
Online Deep Learning: Learning Deep Neural Networks on the Fly
Deep Neural Networks (DNNs) are typically trained by backpropagation in a batch learning setting, which requires the entire training data to be made available prior to the learning task. This is not scalable for many real-world scenarios where new data arrives sequentially in a stream form. We aim to address an open challenge of "Online Deep Learning" (ODL) for learning DNNs on the fly in an online setting. Unlike traditional online learning that often optimizes some convex objective function with respect to a shallow model (e.g., a linear/kernel-based hypothesis), ODL is significantly more challenging since the optimization of the DNN objective function is non-convex, and regular backpropagation does not work well in practice, especially for online learning settings. In this paper, we present a new online deep learning framework that attempts to tackle the challenges by learning DNN models of adaptive depth from a sequence of training data in an online learning setting. In particular, we propose a novel Hedge Backpropagation (HBP) method for online updating the parameters of DNN effectively, and validate the efficacy of our method on large-scale data sets, including both stationary and concept drifting scenarios.
Universal Online Learning with Unbounded Losses: Memory Is All You Need
We resolve an open problem of Hanneke on the subject of universally consistent online learning with non-i.i.d. processes and unbounded losses. The notion of an optimistically universal learning rule was defined by Hanneke in an effort to study learning theory under minimal assumptions. A given learning rule is said to be optimistically universal if it achieves a low long-run average loss whenever the data generating process makes this goal achievable by some learning rule. Hanneke posed as an open problem whether, for every unbounded loss, the family of processes admitting universal learning are precisely those having a finite number of distinct values almost surely. In this paper, we completely resolve this problem, showing that this is indeed the case. As a consequence, this also offers a dramatically simpler formulation of an optimistically universal learning rule for any unbounded loss: namely, the simple memorization rule already suffices. Our proof relies on constructing random measurable partitions of the instance space and could be of independent interest for solving other open questions. We extend the results to the non-realizable setting thereby providing an optimistically universal Bayes consistent learning rule.
Decentralized Online Learning in General-Sum Stackelberg Games
We study an online learning problem in general-sum Stackelberg games, where players act in a decentralized and strategic manner. We study two settings depending on the type of information for the follower: (1) the limited information setting where the follower only observes its own reward, and (2) the side information setting where the follower has extra side information about the leader's reward. We show that for the follower, myopically best responding to the leader's action is the best strategy for the limited information setting, but not necessarily so for the side information setting -- the follower can manipulate the leader's reward signals with strategic actions, and hence induce the leader's strategy to converge to an equilibrium that is better off for itself. Based on these insights, we study decentralized online learning for both players in the two settings. Our main contribution is to derive last-iterate convergence and sample complexity results in both settings. Notably, we design a new manipulation strategy for the follower in the latter setting, and show that it has an intrinsic advantage against the best response strategy. Our theories are also supported by empirical results.
Avoiding Catastrophe in Online Learning by Asking for Help
Most learning algorithms with formal regret guarantees assume that no mistake is irreparable and essentially rely on trying all possible behaviors. This approach is problematic when some mistakes are catastrophic, i.e., irreparable. We propose an online learning problem where the goal is to minimize the chance of catastrophe. Specifically, we assume that the payoff in each round represents the chance of avoiding catastrophe that round and aim to maximize the product of payoffs (the overall chance of avoiding catastrophe) while allowing a limited number of queries to a mentor. We first show that in general, any algorithm either constantly queries the mentor or is nearly guaranteed to cause catastrophe. However, in settings where the mentor policy class is learnable in the standard online learning model, we provide an algorithm whose regret and rate of querying the mentor both approach 0 as the time horizon grows. Conceptually, if a policy class is learnable in the absence of catastrophic risk, it is learnable in the presence of catastrophic risk if the agent can ask for help.
Unconstrained Online Learning with Unbounded Losses
Algorithms for online learning typically require one or more boundedness assumptions: that the domain is bounded, that the losses are Lipschitz, or both. In this paper, we develop a new setting for online learning with unbounded domains and non-Lipschitz losses. For this setting we provide an algorithm which guarantees R_{T}(u)le tilde O(G|u|T+L|u|^{2}T) regret on any problem where the subgradients satisfy |g_{t}|le G+L|w_{t}|, and show that this bound is unimprovable without further assumptions. We leverage this algorithm to develop new saddle-point optimization algorithms that converge in duality gap in unbounded domains, even in the absence of meaningful curvature. Finally, we provide the first algorithm achieving non-trivial dynamic regret in an unbounded domain for non-Lipschitz losses, as well as a matching lower bound. The regret of our dynamic regret algorithm automatically improves to a novel L^{*} bound when the losses are smooth.
LFQ: Online Learning of Per-flow Queuing Policies using Deep Reinforcement Learning
The increasing number of different, incompatible congestion control algorithms has led to an increased deployment of fair queuing. Fair queuing isolates each network flow and can thus guarantee fairness for each flow even if the flows' congestion controls are not inherently fair. So far, each queue in the fair queuing system either has a fixed, static maximum size or is managed by an Active Queue Management (AQM) algorithm like CoDel. In this paper we design an AQM mechanism (Learning Fair Qdisc (LFQ)) that dynamically learns the optimal buffer size for each flow according to a specified reward function online. We show that our Deep Learning based algorithm can dynamically assign the optimal queue size to each flow depending on its congestion control, delay and bandwidth. Comparing to competing fair AQM schedulers, it provides significantly smaller queues while achieving the same or higher throughput.
DeepWalk: Online Learning of Social Representations
We present DeepWalk, a novel approach for learning latent representations of vertices in a network. These latent representations encode social relations in a continuous vector space, which is easily exploited by statistical models. DeepWalk generalizes recent advancements in language modeling and unsupervised feature learning (or deep learning) from sequences of words to graphs. DeepWalk uses local information obtained from truncated random walks to learn latent representations by treating walks as the equivalent of sentences. We demonstrate DeepWalk's latent representations on several multi-label network classification tasks for social networks such as BlogCatalog, Flickr, and YouTube. Our results show that DeepWalk outperforms challenging baselines which are allowed a global view of the network, especially in the presence of missing information. DeepWalk's representations can provide F_1 scores up to 10% higher than competing methods when labeled data is sparse. In some experiments, DeepWalk's representations are able to outperform all baseline methods while using 60% less training data. DeepWalk is also scalable. It is an online learning algorithm which builds useful incremental results, and is trivially parallelizable. These qualities make it suitable for a broad class of real world applications such as network classification, and anomaly detection.
Preference-based Online Learning with Dueling Bandits: A Survey
In machine learning, the notion of multi-armed bandits refers to a class of online learning problems, in which an agent is supposed to simultaneously explore and exploit a given set of choice alternatives in the course of a sequential decision process. In the standard setting, the agent learns from stochastic feedback in the form of real-valued rewards. In many applications, however, numerical reward signals are not readily available -- instead, only weaker information is provided, in particular relative preferences in the form of qualitative comparisons between pairs of alternatives. This observation has motivated the study of variants of the multi-armed bandit problem, in which more general representations are used both for the type of feedback to learn from and the target of prediction. The aim of this paper is to provide a survey of the state of the art in this field, referred to as preference-based multi-armed bandits or dueling bandits. To this end, we provide an overview of problems that have been considered in the literature as well as methods for tackling them. Our taxonomy is mainly based on the assumptions made by these methods about the data-generating process and, related to this, the properties of the preference-based feedback.
On-device Online Learning and Semantic Management of TinyML Systems
Recent advances in Tiny Machine Learning (TinyML) empower low-footprint embedded devices for real-time on-device Machine Learning. While many acknowledge the potential benefits of TinyML, its practical implementation presents unique challenges. This study aims to bridge the gap between prototyping single TinyML models and developing reliable TinyML systems in production: (1) Embedded devices operate in dynamically changing conditions. Existing TinyML solutions primarily focus on inference, with models trained offline on powerful machines and deployed as static objects. However, static models may underperform in the real world due to evolving input data distributions. We propose online learning to enable training on constrained devices, adapting local models towards the latest field conditions. (2) Nevertheless, current on-device learning methods struggle with heterogeneous deployment conditions and the scarcity of labeled data when applied across numerous devices. We introduce federated meta-learning incorporating online learning to enhance model generalization, facilitating rapid learning. This approach ensures optimal performance among distributed devices by knowledge sharing. (3) Moreover, TinyML's pivotal advantage is widespread adoption. Embedded devices and TinyML models prioritize extreme efficiency, leading to diverse characteristics ranging from memory and sensors to model architectures. Given their diversity and non-standardized representations, managing these resources becomes challenging as TinyML systems scale up. We present semantic management for the joint management of models and devices at scale. We demonstrate our methods through a basic regression example and then assess them in three real-world TinyML applications: handwritten character image classification, keyword audio classification, and smart building presence detection, confirming our approaches' effectiveness.
Locality Sensitive Sparse Encoding for Learning World Models Online
Acquiring an accurate world model online for model-based reinforcement learning (MBRL) is challenging due to data nonstationarity, which typically causes catastrophic forgetting for neural networks (NNs). From the online learning perspective, a Follow-The-Leader (FTL) world model is desirable, which optimally fits all previous experiences at each round. Unfortunately, NN-based models need re-training on all accumulated data at every interaction step to achieve FTL, which is computationally expensive for lifelong agents. In this paper, we revisit models that can achieve FTL with incremental updates. Specifically, our world model is a linear regression model supported by nonlinear random features. The linear part ensures efficient FTL update while the nonlinear random feature empowers the fitting of complex environments. To best trade off model capacity and computation efficiency, we introduce a locality sensitive sparse encoding, which allows us to conduct efficient sparse updates even with very high dimensional nonlinear features. We validate the representation power of our encoding and verify that it allows efficient online learning under data covariate shift. We also show, in the Dyna MBRL setting, that our world models learned online using a single pass of trajectory data either surpass or match the performance of deep world models trained with replay and other continual learning methods.
Improved Online Conformal Prediction via Strongly Adaptive Online Learning
We study the problem of uncertainty quantification via prediction sets, in an online setting where the data distribution may vary arbitrarily over time. Recent work develops online conformal prediction techniques that leverage regret minimization algorithms from the online learning literature to learn prediction sets with approximately valid coverage and small regret. However, standard regret minimization could be insufficient for handling changing environments, where performance guarantees may be desired not only over the full time horizon but also in all (sub-)intervals of time. We develop new online conformal prediction methods that minimize the strongly adaptive regret, which measures the worst-case regret over all intervals of a fixed length. We prove that our methods achieve near-optimal strongly adaptive regret for all interval lengths simultaneously, and approximately valid coverage. Experiments show that our methods consistently obtain better coverage and smaller prediction sets than existing methods on real-world tasks, such as time series forecasting and image classification under distribution shift.
Leveraging Demonstrations to Improve Online Learning: Quality Matters
We investigate the extent to which offline demonstration data can improve online learning. It is natural to expect some improvement, but the question is how, and by how much? We show that the degree of improvement must depend on the quality of the demonstration data. To generate portable insights, we focus on Thompson sampling (TS) applied to a multi-armed bandit as a prototypical online learning algorithm and model. The demonstration data is generated by an expert with a given competence level, a notion we introduce. We propose an informed TS algorithm that utilizes the demonstration data in a coherent way through Bayes' rule and derive a prior-dependent Bayesian regret bound. This offers insight into how pretraining can greatly improve online performance and how the degree of improvement increases with the expert's competence level. We also develop a practical, approximate informed TS algorithm through Bayesian bootstrapping and show substantial empirical regret reduction through experiments.
Offline Planning and Online Learning under Recovering Rewards
Motivated by emerging applications such as live-streaming e-commerce, promotions and recommendations, we introduce and solve a general class of non-stationary multi-armed bandit problems that have the following two features: (i) the decision maker can pull and collect rewards from up to K,(ge 1) out of N different arms in each time period; (ii) the expected reward of an arm immediately drops after it is pulled, and then non-parametrically recovers as the arm's idle time increases. With the objective of maximizing the expected cumulative reward over T time periods, we design a class of ``Purely Periodic Policies'' that jointly set a period to pull each arm. For the proposed policies, we prove performance guarantees for both the offline problem and the online problems. For the offline problem when all model parameters are known, the proposed periodic policy obtains an approximation ratio that is at the order of 1-mathcal O(1/K), which is asymptotically optimal when K grows to infinity. For the online problem when the model parameters are unknown and need to be dynamically learned, we integrate the offline periodic policy with the upper confidence bound procedure to construct on online policy. The proposed online policy is proved to approximately have mathcal O(NT) regret against the offline benchmark. Our framework and policy design may shed light on broader offline planning and online learning applications with non-stationary and recovering rewards.
Uni-O4: Unifying Online and Offline Deep Reinforcement Learning with Multi-Step On-Policy Optimization
Combining offline and online reinforcement learning (RL) is crucial for efficient and safe learning. However, previous approaches treat offline and online learning as separate procedures, resulting in redundant designs and limited performance. We ask: Can we achieve straightforward yet effective offline and online learning without introducing extra conservatism or regularization? In this study, we propose Uni-o4, which utilizes an on-policy objective for both offline and online learning. Owning to the alignment of objectives in two phases, the RL agent can transfer between offline and online learning seamlessly. This property enhances the flexibility of the learning paradigm, allowing for arbitrary combinations of pretraining, fine-tuning, offline, and online learning. In the offline phase, specifically, Uni-o4 leverages diverse ensemble policies to address the mismatch issues between the estimated behavior policy and the offline dataset. Through a simple offline policy evaluation (OPE) approach, Uni-o4 can achieve multi-step policy improvement safely. We demonstrate that by employing the method above, the fusion of these two paradigms can yield superior offline initialization as well as stable and rapid online fine-tuning capabilities. Through real-world robot tasks, we highlight the benefits of this paradigm for rapid deployment in challenging, previously unseen real-world environments. Additionally, through comprehensive evaluations using numerous simulated benchmarks, we substantiate that our method achieves state-of-the-art performance in both offline and offline-to-online fine-tuning learning. Our website: https://lei-kun.github.io/uni-o4/ .
Towards Robust Offline-to-Online Reinforcement Learning via Uncertainty and Smoothness
To obtain a near-optimal policy with fewer interactions in Reinforcement Learning (RL), a promising approach involves the combination of offline RL, which enhances sample efficiency by leveraging offline datasets, and online RL, which explores informative transitions by interacting with the environment. Offline-to-Online (O2O) RL provides a paradigm for improving an offline trained agent within limited online interactions. However, due to the significant distribution shift between online experiences and offline data, most offline RL algorithms suffer from performance drops and fail to achieve stable policy improvement in O2O adaptation. To address this problem, we propose the Robust Offline-to-Online (RO2O) algorithm, designed to enhance offline policies through uncertainty and smoothness, and to mitigate the performance drop in online adaptation. Specifically, RO2O incorporates Q-ensemble for uncertainty penalty and adversarial samples for policy and value smoothness, which enable RO2O to maintain a consistent learning procedure in online adaptation without requiring special changes to the learning objective. Theoretical analyses in linear MDPs demonstrate that the uncertainty and smoothness lead to a tighter optimality bound in O2O against distribution shift. Experimental results illustrate the superiority of RO2O in facilitating stable offline-to-online learning and achieving significant improvement with limited online interactions.
Near Optimal Memory-Regret Tradeoff for Online Learning
In the experts problem, on each of T days, an agent needs to follow the advice of one of n ``experts''. After each day, the loss associated with each expert's advice is revealed. A fundamental result in learning theory says that the agent can achieve vanishing regret, i.e. their cumulative loss is within o(T) of the cumulative loss of the best-in-hindsight expert. Can the agent perform well without sufficient space to remember all the experts? We extend a nascent line of research on this question in two directions: bullet We give a new algorithm against the oblivious adversary, improving over the memory-regret tradeoff obtained by [PZ23], and nearly matching the lower bound of [SWXZ22]. bullet We also consider an adaptive adversary who can observe past experts chosen by the agent. In this setting we give both a new algorithm and a novel lower bound, proving that roughly n memory is both necessary and sufficient for obtaining o(T) regret.
Banker Online Mirror Descent: A Universal Approach for Delayed Online Bandit Learning
We propose Banker Online Mirror Descent (Banker-OMD), a novel framework generalizing the classical Online Mirror Descent (OMD) technique in the online learning literature. The Banker-OMD framework almost completely decouples feedback delay handling and the task-specific OMD algorithm design, thus facilitating the design of new algorithms capable of efficiently and robustly handling feedback delays. Specifically, it offers a general methodology for achieving mathcal O(T + D)-style regret bounds in online bandit learning tasks with delayed feedback, where T is the number of rounds and D is the total feedback delay. We demonstrate the power of Banker-OMD by applications to two important bandit learning scenarios with delayed feedback, including delayed scale-free adversarial Multi-Armed Bandits (MAB) and delayed adversarial linear bandits. Banker-OMD leads to the first delayed scale-free adversarial MAB algorithm achieving mathcal O(KL(sqrt T+sqrt D)) regret and the first delayed adversarial linear bandit algorithm achieving mathcal O(poly(n)(T + D)) regret. As a corollary, the first application also implies mathcal O(KTL) regret for non-delayed scale-free adversarial MABs, which is the first to match the Omega(KTL) lower bound up to logarithmic factors and can be of independent interest.
Grounding Large Language Models in Interactive Environments with Online Reinforcement Learning
Recent works successfully leveraged Large Language Models' (LLM) abilities to capture abstract knowledge about world's physics to solve decision-making problems. Yet, the alignment between LLMs' knowledge and the environment can be wrong and limit functional competence due to lack of grounding. In this paper, we study an approach (named GLAM) to achieve this alignment through functional grounding: we consider an agent using an LLM as a policy that is progressively updated as the agent interacts with the environment, leveraging online Reinforcement Learning to improve its performance to solve goals. Using an interactive textual environment designed to study higher-level forms of functional grounding, and a set of spatial and navigation tasks, we study several scientific questions: 1) Can LLMs boost sample efficiency for online learning of various RL tasks? 2) How can it boost different forms of generalization? 3) What is the impact of online learning? We study these questions by functionally grounding several variants (size, architecture) of FLAN-T5.
Training Deep Surrogate Models with Large Scale Online Learning
The spatiotemporal resolution of Partial Differential Equations (PDEs) plays important roles in the mathematical description of the world's physical phenomena. In general, scientists and engineers solve PDEs numerically by the use of computationally demanding solvers. Recently, deep learning algorithms have emerged as a viable alternative for obtaining fast solutions for PDEs. Models are usually trained on synthetic data generated by solvers, stored on disk and read back for training. This paper advocates that relying on a traditional static dataset to train these models does not allow the full benefit of the solver to be used as a data generator. It proposes an open source online training framework for deep surrogate models. The framework implements several levels of parallelism focused on simultaneously generating numerical simulations and training deep neural networks. This approach suppresses the I/O and storage bottleneck associated with disk-loaded datasets, and opens the way to training on significantly larger datasets. Experiments compare the offline and online training of four surrogate models, including state-of-the-art architectures. Results indicate that exposing deep surrogate models to more dataset diversity, up to hundreds of GB, can increase model generalization capabilities. Fully connected neural networks, Fourier Neural Operator (FNO), and Message Passing PDE Solver prediction accuracy is improved by 68%, 16% and 7%, respectively.
Understanding the Role of Feedback in Online Learning with Switching Costs
In this paper, we study the role of feedback in online learning with switching costs. It has been shown that the minimax regret is Theta(T^{2/3}) under bandit feedback and improves to Theta(T) under full-information feedback, where T is the length of the time horizon. However, it remains largely unknown how the amount and type of feedback generally impact regret. To this end, we first consider the setting of bandit learning with extra observations; that is, in addition to the typical bandit feedback, the learner can freely make a total of B_{ex} extra observations. We fully characterize the minimax regret in this setting, which exhibits an interesting phase-transition phenomenon: when B_{ex} = O(T^{2/3}), the regret remains Theta(T^{2/3}), but when B_{ex} = Omega(T^{2/3}), it becomes Theta(T/B_{mathrm{ex}}), which improves as the budget B_{ex} increases. To design algorithms that can achieve the minimax regret, it is instructive to consider a more general setting where the learner has a budget of B total observations. We fully characterize the minimax regret in this setting as well and show that it is Theta(T/B), which scales smoothly with the total budget B. Furthermore, we propose a generic algorithmic framework, which enables us to design different learning algorithms that can achieve matching upper bounds for both settings based on the amount and type of feedback. One interesting finding is that while bandit feedback can still guarantee optimal regret when the budget is relatively limited, it no longer suffices to achieve optimal regret when the budget is relatively large.
Flow-DPO: Improving LLM Mathematical Reasoning through Online Multi-Agent Learning
Mathematical reasoning is a crucial capability for Large Language Models (LLMs), yet generating detailed and accurate reasoning traces remains a significant challenge. This paper introduces a novel approach to produce high-quality reasoning traces for LLM fine-tuning using online learning Flows. Our method employs an incremental output production Flow, where component LLMs collaboratively construct solutions through iterative communication. We train the Flow using online Direct Preference Optimization (DPO) learning with rollouts, generating DPO pairs for each training example and updating models in real-time. We directly compare the quality of reasoning traces generated by our method with those produced through direct model inference, demonstrating the effectiveness of our approach in improving LLM performance in mathematical reasoning tasks.
WebRL: Training LLM Web Agents via Self-Evolving Online Curriculum Reinforcement Learning
Large language models (LLMs) have shown remarkable potential as autonomous agents, particularly in web-based tasks. However, existing LLM web agents heavily rely on expensive proprietary LLM APIs, while open LLMs lack the necessary decision-making capabilities. This paper introduces WebRL, a self-evolving online curriculum reinforcement learning framework designed to train high-performance web agents using open LLMs. WebRL addresses three key challenges in building LLM web agents, including the scarcity of training tasks, sparse feedback signals, and policy distribution drift in online learning. Specifically, WebRL incorporates 1) a self-evolving curriculum that generates new tasks from unsuccessful attempts, 2) a robust outcome-supervised reward model (ORM), and 3) adaptive reinforcement learning strategies to ensure consistent improvements. We apply WebRL to transform open Llama-3.1 and GLM-4 models into proficient web agents. On WebArena-Lite, WebRL improves the success rate of Llama-3.1-8B from 4.8% to 42.4%, and from 6.1% to 43% for GLM-4-9B. These open models significantly surpass the performance of GPT-4-Turbo (17.6%) and GPT-4o (13.9%) and outperform previous state-of-the-art web agents trained on open LLMs (AutoWebGLM, 18.2%). Our findings demonstrate WebRL's effectiveness in bridging the gap between open and proprietary LLM-based web agents, paving the way for more accessible and powerful autonomous web interaction systems.
Do LLM Agents Have Regret? A Case Study in Online Learning and Games
Large language models (LLMs) have been increasingly employed for (interactive) decision-making, via the development of LLM-based autonomous agents. Despite their emerging successes, the performance of LLM agents in decision-making has not been fully investigated through quantitative metrics, especially in the multi-agent setting when they interact with each other, a typical scenario in real-world LLM-agent applications. To better understand the limits of LLM agents in these interactive environments, we propose to study their interactions in benchmark decision-making settings in online learning and game theory, through the performance metric of regret. We first empirically study the {no-regret} behaviors of LLMs in canonical (non-stationary) online learning problems, as well as the emergence of equilibria when LLM agents interact through playing repeated games. We then provide some theoretical insights into the no-regret behaviors of LLM agents, under certain assumptions on the supervised pre-training and the rationality model of human decision-makers who generate the data. Notably, we also identify (simple) cases where advanced LLMs such as GPT-4 fail to be no-regret. To promote the no-regret behaviors, we propose a novel unsupervised training loss of regret-loss, which, in contrast to the supervised pre-training loss, does not require the labels of (optimal) actions. We then establish the statistical guarantee of generalization bound for regret-loss minimization, followed by the optimization guarantee that minimizing such a loss may automatically lead to known no-regret learning algorithms. Our further experiments demonstrate the effectiveness of our regret-loss, especially in addressing the above ``regrettable'' cases.
Train Once, Get a Family: State-Adaptive Balances for Offline-to-Online Reinforcement Learning
Offline-to-online reinforcement learning (RL) is a training paradigm that combines pre-training on a pre-collected dataset with fine-tuning in an online environment. However, the incorporation of online fine-tuning can intensify the well-known distributional shift problem. Existing solutions tackle this problem by imposing a policy constraint on the policy improvement objective in both offline and online learning. They typically advocate a single balance between policy improvement and constraints across diverse data collections. This one-size-fits-all manner may not optimally leverage each collected sample due to the significant variation in data quality across different states. To this end, we introduce Family Offline-to-Online RL (FamO2O), a simple yet effective framework that empowers existing algorithms to determine state-adaptive improvement-constraint balances. FamO2O utilizes a universal model to train a family of policies with different improvement/constraint intensities, and a balance model to select a suitable policy for each state. Theoretically, we prove that state-adaptive balances are necessary for achieving a higher policy performance upper bound. Empirically, extensive experiments show that FamO2O offers a statistically significant improvement over various existing methods, achieving state-of-the-art performance on the D4RL benchmark. Codes are available at https://github.com/LeapLabTHU/FamO2O.
On Anytime Learning at Macroscale
In many practical applications of machine learning data arrives sequentially over time in large chunks. Practitioners have then to decide how to allocate their computational budget in order to obtain the best performance at any point in time. Online learning theory for convex optimization suggests that the best strategy is to use data as soon as it arrives. However, this might not be the best strategy when using deep non-linear networks, particularly when these perform multiple passes over each chunk of data rendering the overall distribution non i.i.d.. In this paper, we formalize this learning setting in the simplest scenario in which each data chunk is drawn from the same underlying distribution, and make a first attempt at empirically answering the following questions: How long should the learner wait before training on the newly arrived chunks? What architecture should the learner adopt? Should the learner increase capacity over time as more data is observed? We probe this learning setting using convolutional neural networks trained on classic computer vision benchmarks as well as a large transformer model trained on a large-scale language modeling task. Code is available at www.github.com/facebookresearch/ALMA.
CMOSE: Comprehensive Multi-Modality Online Student Engagement Dataset with High-Quality Labels
Online learning is a rapidly growing industry due to its convenience. However, a major challenge in online learning is whether students are as engaged as they are in face-to-face classes. An engagement recognition system can significantly improve the learning experience in online classes. Current challenges in engagement detection involve poor label quality in the dataset, intra-class variation, and extreme data imbalance. To address these problems, we present the CMOSE dataset, which contains a large number of data in different engagement levels and high-quality labels generated according to the psychological advice. We demonstrate the advantage of transferability by analyzing the model performance on other engagement datasets. We also developed a training mechanism, MocoRank, to handle the intra-class variation, the ordinal relationship between different classes, and the data imbalance problem. MocoRank outperforms prior engagement detection losses, achieving a 1.32% enhancement in overall accuracy and 5.05% improvement in average accuracy. We further demonstrate the effectiveness of multi-modality by conducting ablation studies on features such as pre-trained video features, high-level facial features, and audio features.
A Hierarchy-based Analysis Approach for Blended Learning: A Case Study with Chinese Students
Blended learning is generally defined as the combination of traditional face-to-face learning and online learning. This learning mode has been widely used in advanced education across the globe due to the COVID-19 pandemic's social distance restriction as well as the development of technology. Online learning plays an important role in blended learning, and as it requires more student autonomy, the quality of blended learning in advanced education has been a persistent concern. Existing literature offers several elements and frameworks regarding evaluating the quality of blended learning. However, most of them either have different favours for evaluation perspectives or simply offer general guidance for evaluation, reducing the completeness, objectivity and practicalness of related works. In order to carry out a more intuitive and comprehensive evaluation framework, this paper proposes a hierarchy-based analysis approach. Applying gradient boosting model and feature importance evaluation method, this approach mainly analyses student engagement and its three identified dimensions (behavioral engagement, emotional engagement, cognitive engagement) to eliminate some existing stubborn problems when it comes to blended learning evaluation. The results show that cognitive engagement and emotional engagement play a more important role in blended learning evaluation, implying that these two should be considered to improve for better learning as well as teaching quality.
Individually Fair Learning with One-Sided Feedback
We consider an online learning problem with one-sided feedback, in which the learner is able to observe the true label only for positively predicted instances. On each round, k instances arrive and receive classification outcomes according to a randomized policy deployed by the learner, whose goal is to maximize accuracy while deploying individually fair policies. We first extend the framework of Bechavod et al. (2020), which relies on the existence of a human fairness auditor for detecting fairness violations, to instead incorporate feedback from dynamically-selected panels of multiple, possibly inconsistent, auditors. We then construct an efficient reduction from our problem of online learning with one-sided feedback and a panel reporting fairness violations to the contextual combinatorial semi-bandit problem (Cesa-Bianchi & Lugosi, 2009, Gy\"{o}rgy et al., 2007). Finally, we show how to leverage the guarantees of two algorithms in the contextual combinatorial semi-bandit setting: Exp2 (Bubeck et al., 2012) and the oracle-efficient Context-Semi-Bandit-FTPL (Syrgkanis et al., 2016), to provide multi-criteria no regret guarantees simultaneously for accuracy and fairness. Our results eliminate two potential sources of bias from prior work: the "hidden outcomes" that are not available to an algorithm operating in the full information setting, and human biases that might be present in any single human auditor, but can be mitigated by selecting a well chosen panel.
SELFI: Autonomous Self-Improvement with Reinforcement Learning for Social Navigation
Autonomous self-improving robots that interact and improve with experience are key to the real-world deployment of robotic systems. In this paper, we propose an online learning method, SELFI, that leverages online robot experience to rapidly fine-tune pre-trained control policies efficiently. SELFI applies online model-free reinforcement learning on top of offline model-based learning to bring out the best parts of both learning paradigms. Specifically, SELFI stabilizes the online learning process by incorporating the same model-based learning objective from offline pre-training into the Q-values learned with online model-free reinforcement learning. We evaluate SELFI in multiple real-world environments and report improvements in terms of collision avoidance, as well as more socially compliant behavior, measured by a human user study. SELFI enables us to quickly learn useful robotic behaviors with less human interventions such as pre-emptive behavior for the pedestrians, collision avoidance for small and transparent objects, and avoiding travel on uneven floor surfaces. We provide supplementary videos to demonstrate the performance of our fine-tuned policy on our project page.
Learning from Visual Observation via Offline Pretrained State-to-Go Transformer
Learning from visual observation (LfVO), aiming at recovering policies from only visual observation data, is promising yet a challenging problem. Existing LfVO approaches either only adopt inefficient online learning schemes or require additional task-specific information like goal states, making them not suited for open-ended tasks. To address these issues, we propose a two-stage framework for learning from visual observation. In the first stage, we introduce and pretrain State-to-Go (STG) Transformer offline to predict and differentiate latent transitions of demonstrations. Subsequently, in the second stage, the STG Transformer provides intrinsic rewards for downstream reinforcement learning tasks where an agent learns merely from intrinsic rewards. Empirical results on Atari and Minecraft show that our proposed method outperforms baselines and in some tasks even achieves performance comparable to the policy learned from environmental rewards. These results shed light on the potential of utilizing video-only data to solve difficult visual reinforcement learning tasks rather than relying on complete offline datasets containing states, actions, and rewards. The project's website and code can be found at https://sites.google.com/view/stgtransformer.
Streaming Active Learning with Deep Neural Networks
Active learning is perhaps most naturally posed as an online learning problem. However, prior active learning approaches with deep neural networks assume offline access to the entire dataset ahead of time. This paper proposes VeSSAL, a new algorithm for batch active learning with deep neural networks in streaming settings, which samples groups of points to query for labels at the moment they are encountered. Our approach trades off between uncertainty and diversity of queried samples to match a desired query rate without requiring any hand-tuned hyperparameters. Altogether, we expand the applicability of deep neural networks to realistic active learning scenarios, such as applications relevant to HCI and large, fractured datasets.
Near-Optimal Algorithms for Private Online Optimization in the Realizable Regime
We consider online learning problems in the realizable setting, where there is a zero-loss solution, and propose new Differentially Private (DP) algorithms that obtain near-optimal regret bounds. For the problem of online prediction from experts, we design new algorithms that obtain near-optimal regret {O} big( varepsilon^{-1} log^{1.5}{d} big) where d is the number of experts. This significantly improves over the best existing regret bounds for the DP non-realizable setting which are {O} big( varepsilon^{-1} minbig{d, T^{1/3}log dbig} big). We also develop an adaptive algorithm for the small-loss setting with regret O(L^starlog d + varepsilon^{-1} log^{1.5}{d}) where L^star is the total loss of the best expert. Additionally, we consider DP online convex optimization in the realizable setting and propose an algorithm with near-optimal regret O big(varepsilon^{-1} d^{1.5} big), as well as an algorithm for the smooth case with regret O big( varepsilon^{-2/3} (dT)^{1/3} big), both significantly improving over existing bounds in the non-realizable regime.
Doubly Optimal No-Regret Learning in Monotone Games
We consider online learning in multi-player smooth monotone games. Existing algorithms have limitations such as (1) being only applicable to strongly monotone games; (2) lacking the no-regret guarantee; (3) having only asymptotic or slow O(1{T}) last-iterate convergence rate to a Nash equilibrium. While the O(1{T}) rate is tight for a large class of algorithms including the well-studied extragradient algorithm and optimistic gradient algorithm, it is not optimal for all gradient-based algorithms. We propose the accelerated optimistic gradient (AOG) algorithm, the first doubly optimal no-regret learning algorithm for smooth monotone games. Namely, our algorithm achieves both (i) the optimal O(T) regret in the adversarial setting under smooth and convex loss functions and (ii) the optimal O(1{T}) last-iterate convergence rate to a Nash equilibrium in multi-player smooth monotone games. As a byproduct of the accelerated last-iterate convergence rate, we further show that each player suffers only an O(log T) individual worst-case dynamic regret, providing an exponential improvement over the previous state-of-the-art O(T) bound.
Dimension-free Regret for Learning Asymmetric Linear Dynamical Systems
Previously, methods for learning marginally stable linear dynamical systems either required the transition matrix to be symmetric or incurred regret bounds that scale polynomially with the system's hidden dimension. In this work, we introduce a novel method that overcomes this trade-off, achieving dimension-free regret despite the presence of asymmetric matrices and marginal stability. Our method combines spectral filtering with linear predictors and employs Chebyshev polynomials in the complex plane to construct a novel spectral filtering basis. This construction guarantees sublinear regret in an online learning framework, without relying on any statistical or generative assumptions. Specifically, we prove that as long as the transition matrix has eigenvalues with complex component bounded by 1/poly log T, then our method achieves regret O(T^{9/10}) when compared to the best linear dynamical predictor in hindsight.
Online Video Understanding: A Comprehensive Benchmark and Memory-Augmented Method
Multimodal Large Language Models (MLLMs) have shown significant progress in offline video understanding. However, applying these models to real-world scenarios, such as autonomous driving and human-computer interaction, presents unique challenges due to the need for real-time processing of continuous online video streams. To this end, this paper presents systematic efforts from three perspectives: evaluation benchmark, model architecture, and training strategy. First, we introduce OVBench, a comprehensive question-answering benchmark specifically designed to evaluate models' ability to perceive, memorize, and reason within online video contexts. It features six core task types across three temporal contexts-past, present, and future-forming 16 subtasks from diverse datasets. Second, we propose a new Pyramid Memory Bank (PMB) that effectively retains key spatiotemporal information in video streams. Third, we proposed an offline-to-online learning paradigm, designing an interleaved dialogue format for online video data and constructing an instruction-tuning dataset tailored for online video training. This framework led to the development of VideoChat-Online, a robust and efficient model for online video understanding. Despite the lower computational cost and higher efficiency, VideoChat-Online outperforms existing state-of-the-art offline and online models across popular offline video benchmarks and OVBench, demonstrating the effectiveness of our model architecture and training strategy.
Learning Rate Schedules in the Presence of Distribution Shift
We design learning rate schedules that minimize regret for SGD-based online learning in the presence of a changing data distribution. We fully characterize the optimal learning rate schedule for online linear regression via a novel analysis with stochastic differential equations. For general convex loss functions, we propose new learning rate schedules that are robust to distribution shift, and we give upper and lower bounds for the regret that only differ by constants. For non-convex loss functions, we define a notion of regret based on the gradient norm of the estimated models and propose a learning schedule that minimizes an upper bound on the total expected regret. Intuitively, one expects changing loss landscapes to require more exploration, and we confirm that optimal learning rate schedules typically increase in the presence of distribution shift. Finally, we provide experiments for high-dimensional regression models and neural networks to illustrate these learning rate schedules and their cumulative regret.
Unbiased Learning to Rank with Unbiased Propensity Estimation
Learning to rank with biased click data is a well-known challenge. A variety of methods has been explored to debias click data for learning to rank such as click models, result interleaving and, more recently, the unbiased learning-to-rank framework based on inverse propensity weighting. Despite their differences, most existing studies separate the estimation of click bias (namely the propensity model) from the learning of ranking algorithms. To estimate click propensities, they either conduct online result randomization, which can negatively affect the user experience, or offline parameter estimation, which has special requirements for click data and is optimized for objectives (e.g. click likelihood) that are not directly related to the ranking performance of the system. In this work, we address those problems by unifying the learning of propensity models and ranking models. We find that the problem of estimating a propensity model from click data is a dual problem of unbiased learning to rank. Based on this observation, we propose a Dual Learning Algorithm (DLA) that jointly learns an unbiased ranker and an unbiased propensity model. DLA is an automatic unbiased learning-to-rank framework as it directly learns unbiased ranking models from biased click data without any preprocessing. It can adapt to the change of bias distributions and is applicable to online learning. Our empirical experiments with synthetic and real-world data show that the models trained with DLA significantly outperformed the unbiased learning-to-rank algorithms based on result randomization and the models trained with relevance signals extracted by click models.
Gradient Boosting Reinforcement Learning
Neural networks (NN) achieve remarkable results in various tasks, but lack key characteristics: interpretability, support for categorical features, and lightweight implementations suitable for edge devices. While ongoing efforts aim to address these challenges, Gradient Boosting Trees (GBT) inherently meet these requirements. As a result, GBTs have become the go-to method for supervised learning tasks in many real-world applications and competitions. However, their application in online learning scenarios, notably in reinforcement learning (RL), has been limited. In this work, we bridge this gap by introducing Gradient-Boosting RL (GBRL), a framework that extends the advantages of GBT to the RL domain. Using the GBRL framework, we implement various actor-critic algorithms and compare their performance with their NN counterparts. Inspired by shared backbones in NN we introduce a tree-sharing approach for policy and value functions with distinct learning rates, enhancing learning efficiency over millions of interactions. GBRL achieves competitive performance across a diverse array of tasks, excelling in domains with structured or categorical features. Additionally, we present a high-performance, GPU-accelerated implementation that integrates seamlessly with widely-used RL libraries (available at https://github.com/NVlabs/gbrl). GBRL expands the toolkit for RL practitioners, demonstrating the viability and promise of GBT within the RL paradigm, particularly in domains characterized by structured or categorical features.
Online DPO: Online Direct Preference Optimization with Fast-Slow Chasing
Direct Preference Optimization (DPO) improves the alignment of large language models (LLMs) with human values by training directly on human preference datasets, eliminating the need for reward models. However, due to the presence of cross-domain human preferences, direct continual training can lead to catastrophic forgetting, limiting DPO's performance and efficiency. Inspired by intraspecific competition driving species evolution, we propose a Online Fast-Slow chasing DPO (OFS-DPO) for preference alignment, simulating competition through fast and slow chasing among models to facilitate rapid adaptation. Specifically, we first derive the regret upper bound for online learning, validating our motivation with a min-max optimization pattern. Based on this, we introduce two identical modules using Low-rank Adaptive (LoRA) with different optimization speeds to simulate intraspecific competition, and propose a new regularization term to guide their learning. To further mitigate catastrophic forgetting in cross-domain scenarios, we extend the OFS-DPO with LoRA modules combination strategy, resulting in the Cross domain Online Fast-Slow chasing DPO (COFS-DPO). This method leverages linear combinations of fast modules parameters from different task domains, fully utilizing historical information to achive continual value alignment. Experimental results show that OFS-DPO outperforms DPO in in-domain alignment, while COFS-DPO excels in cross-domain continual learning scenarios.
Learning Trajectory Preferences for Manipulators via Iterative Improvement
We consider the problem of learning good trajectories for manipulation tasks. This is challenging because the criterion defining a good trajectory varies with users, tasks and environments. In this paper, we propose a co-active online learning framework for teaching robots the preferences of its users for object manipulation tasks. The key novelty of our approach lies in the type of feedback expected from the user: the human user does not need to demonstrate optimal trajectories as training data, but merely needs to iteratively provide trajectories that slightly improve over the trajectory currently proposed by the system. We argue that this co-active preference feedback can be more easily elicited from the user than demonstrations of optimal trajectories, which are often challenging and non-intuitive to provide on high degrees of freedom manipulators. Nevertheless, theoretical regret bounds of our algorithm match the asymptotic rates of optimal trajectory algorithms. We demonstrate the generalizability of our algorithm on a variety of grocery checkout tasks, for whom, the preferences were not only influenced by the object being manipulated but also by the surrounding environment.For more details and a demonstration video, visit: \url{http://pr.cs.cornell.edu/coactive}
Learning Differentiable Particle Filter on the Fly
Differentiable particle filters are an emerging class of sequential Bayesian inference techniques that use neural networks to construct components in state space models. Existing approaches are mostly based on offline supervised training strategies. This leads to the delay of the model deployment and the obtained filters are susceptible to distribution shift of test-time data. In this paper, we propose an online learning framework for differentiable particle filters so that model parameters can be updated as data arrive. The technical constraint is that there is no known ground truth state information in the online inference setting. We address this by adopting an unsupervised loss to construct the online model updating procedure, which involves a sequence of filtering operations for online maximum likelihood-based parameter estimation. We empirically evaluate the effectiveness of the proposed method, and compare it with supervised learning methods in simulation settings including a multivariate linear Gaussian state-space model and a simulated object tracking experiment.
Meta-Learning a Dynamical Language Model
We consider the task of word-level language modeling and study the possibility of combining hidden-states-based short-term representations with medium-term representations encoded in dynamical weights of a language model. Our work extends recent experiments on language models with dynamically evolving weights by casting the language modeling problem into an online learning-to-learn framework in which a meta-learner is trained by gradient-descent to continuously update a language model weights.
Online Adaptation of Language Models with a Memory of Amortized Contexts
Due to the rapid generation and dissemination of information, large language models (LLMs) quickly run out of date despite enormous development costs. Due to this crucial need to keep models updated, online learning has emerged as a critical necessity when utilizing LLMs for real-world applications. However, given the ever-expanding corpus of unseen documents and the large parameter space of modern LLMs, efficient adaptation is essential. To address these challenges, we propose Memory of Amortized Contexts (MAC), an efficient and effective online adaptation framework for LLMs with strong knowledge retention. We propose an amortized feature extraction and memory-augmentation approach to compress and extract information from new documents into compact modulations stored in a memory bank. When answering questions, our model attends to and extracts relevant knowledge from this memory bank. To learn informative modulations in an efficient manner, we utilize amortization-based meta-learning, which substitutes the optimization process with a single forward pass of the encoder. Subsequently, we learn to choose from and aggregate selected documents into a single modulation by conditioning on the question, allowing us to adapt a frozen language model during test time without requiring further gradient updates. Our experiment demonstrates the superiority of MAC in multiple aspects, including online adaptation performance, time, and memory efficiency. Code is available at: https://github.com/jihoontack/MAC.
Learning Thresholds with Latent Values and Censored Feedback
In this paper, we investigate a problem of actively learning threshold in latent space, where the unknown reward g(gamma, v) depends on the proposed threshold gamma and latent value v and it can be only achieved if the threshold is lower than or equal to the unknown latent value. This problem has broad applications in practical scenarios, e.g., reserve price optimization in online auctions, online task assignments in crowdsourcing, setting recruiting bars in hiring, etc. We first characterize the query complexity of learning a threshold with the expected reward at most epsilon smaller than the optimum and prove that the number of queries needed can be infinitely large even when g(gamma, v) is monotone with respect to both gamma and v. On the positive side, we provide a tight query complexity Theta(1/epsilon^3) when g is monotone and the CDF of value distribution is Lipschitz. Moreover, we show a tight Theta(1/epsilon^3) query complexity can be achieved as long as g satisfies one-sided Lipschitzness, which provides a complete characterization for this problem. Finally, we extend this model to an online learning setting and demonstrate a tight Theta(T^{2/3}) regret bound using continuous-arm bandit techniques and the aforementioned query complexity results.
Learning to Relax: Setting Solver Parameters Across a Sequence of Linear System Instances
Solving a linear system Ax=b is a fundamental scientific computing primitive for which numerous solvers and preconditioners have been developed. These come with parameters whose optimal values depend on the system being solved and are often impossible or too expensive to identify; thus in practice sub-optimal heuristics are used. We consider the common setting in which many related linear systems need to be solved, e.g. during a single numerical simulation. In this scenario, can we sequentially choose parameters that attain a near-optimal overall number of iterations, without extra matrix computations? We answer in the affirmative for Successive Over-Relaxation (SOR), a standard solver whose parameter omega has a strong impact on its runtime. For this method, we prove that a bandit online learning algorithm -- using only the number of iterations as feedback -- can select parameters for a sequence of instances such that the overall cost approaches that of the best fixed omega as the sequence length increases. Furthermore, when given additional structural information, we show that a contextual bandit method asymptotically achieves the performance of the instance-optimal policy, which selects the best omega for each instance. Our work provides the first learning-theoretic treatment of high-precision linear system solvers and the first end-to-end guarantees for data-driven scientific computing, demonstrating theoretically the potential to speed up numerical methods using well-understood learning algorithms.
OneNet: Enhancing Time Series Forecasting Models under Concept Drift by Online Ensembling
Online updating of time series forecasting models aims to address the concept drifting problem by efficiently updating forecasting models based on streaming data. Many algorithms are designed for online time series forecasting, with some exploiting cross-variable dependency while others assume independence among variables. Given every data assumption has its own pros and cons in online time series modeling, we propose Online ensembling Network (OneNet). It dynamically updates and combines two models, with one focusing on modeling the dependency across the time dimension and the other on cross-variate dependency. Our method incorporates a reinforcement learning-based approach into the traditional online convex programming framework, allowing for the linear combination of the two models with dynamically adjusted weights. OneNet addresses the main shortcoming of classical online learning methods that tend to be slow in adapting to the concept drift. Empirical results show that OneNet reduces online forecasting error by more than 50% compared to the State-Of-The-Art (SOTA) method. The code is available at https://github.com/yfzhang114/OneNet.
Kalman Filter for Online Classification of Non-Stationary Data
In Online Continual Learning (OCL) a learning system receives a stream of data and sequentially performs prediction and training steps. Important challenges in OCL are concerned with automatic adaptation to the particular non-stationary structure of the data, and with quantification of predictive uncertainty. Motivated by these challenges we introduce a probabilistic Bayesian online learning model by using a (possibly pretrained) neural representation and a state space model over the linear predictor weights. Non-stationarity over the linear predictor weights is modelled using a parameter drift transition density, parametrized by a coefficient that quantifies forgetting. Inference in the model is implemented with efficient Kalman filter recursions which track the posterior distribution over the linear weights, while online SGD updates over the transition dynamics coefficient allows to adapt to the non-stationarity seen in data. While the framework is developed assuming a linear Gaussian model, we also extend it to deal with classification problems and for fine-tuning the deep learning representation. In a set of experiments in multi-class classification using data sets such as CIFAR-100 and CLOC we demonstrate the predictive ability of the model and its flexibility to capture non-stationarity.
Longhorn: State Space Models are Amortized Online Learners
The most fundamental capability of modern AI methods such as Large Language Models (LLMs) is the ability to predict the next token in a long sequence of tokens, known as ``sequence modeling." Although the Transformers model is the current dominant approach to sequence modeling, its quadratic computational cost with respect to sequence length is a significant drawback. State-space models (SSMs) offer a promising alternative due to their linear decoding efficiency and high parallelizability during training. However, existing SSMs often rely on seemingly ad hoc linear recurrence designs. In this work, we explore SSM design through the lens of online learning, conceptualizing SSMs as meta-modules for specific online learning problems. This approach links SSM design to formulating precise online learning objectives, with state transition rules derived from optimizing these objectives. Based on this insight, we introduce a novel deep SSM architecture based on the implicit update for optimizing an online regression objective. Our experimental results show that our models outperform state-of-the-art SSMs, including the Mamba model, on standard sequence modeling benchmarks and language modeling tasks.
AutoRAG-HP: Automatic Online Hyper-Parameter Tuning for Retrieval-Augmented Generation
Recent advancements in Large Language Models have transformed ML/AI development, necessitating a reevaluation of AutoML principles for the Retrieval-Augmented Generation (RAG) systems. To address the challenges of hyper-parameter optimization and online adaptation in RAG, we propose the AutoRAG-HP framework, which formulates the hyper-parameter tuning as an online multi-armed bandit (MAB) problem and introduces a novel two-level Hierarchical MAB (Hier-MAB) method for efficient exploration of large search spaces. We conduct extensive experiments on tuning hyper-parameters, such as top-k retrieved documents, prompt compression ratio, and embedding methods, using the ALCE-ASQA and Natural Questions datasets. Our evaluation from jointly optimization all three hyper-parameters demonstrate that MAB-based online learning methods can achieve Recall@5 approx 0.8 for scenarios with prominent gradients in search space, using only sim20% of the LLM API calls required by the Grid Search approach. Additionally, the proposed Hier-MAB approach outperforms other baselines in more challenging optimization scenarios. The code will be made available at https://aka.ms/autorag.
The Generalization Gap in Offline Reinforcement Learning
Despite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area.
Learning Optimal Contracts: How to Exploit Small Action Spaces
We study principal-agent problems in which a principal commits to an outcome-dependent payment scheme -- called contract -- in order to induce an agent to take a costly, unobservable action leading to favorable outcomes. We consider a generalization of the classical (single-round) version of the problem in which the principal interacts with the agent by committing to contracts over multiple rounds. The principal has no information about the agent, and they have to learn an optimal contract by only observing the outcome realized at each round. We focus on settings in which the size of the agent's action space is small. We design an algorithm that learns an approximately-optimal contract with high probability in a number of rounds polynomial in the size of the outcome space, when the number of actions is constant. Our algorithm solves an open problem by Zhu et al.[2022]. Moreover, it can also be employed to provide a mathcal{O}(T^{4/5}) regret bound in the related online learning setting in which the principal aims at maximizing their cumulative utility, thus considerably improving previously-known regret bounds.
Hardness of Independent Learning and Sparse Equilibrium Computation in Markov Games
We consider the problem of decentralized multi-agent reinforcement learning in Markov games. A fundamental question is whether there exist algorithms that, when adopted by all agents and run independently in a decentralized fashion, lead to no-regret for each player, analogous to celebrated convergence results in normal-form games. While recent work has shown that such algorithms exist for restricted settings (notably, when regret is defined with respect to deviations to Markovian policies), the question of whether independent no-regret learning can be achieved in the standard Markov game framework was open. We provide a decisive negative resolution this problem, both from a computational and statistical perspective. We show that: - Under the widely-believed assumption that PPAD-hard problems cannot be solved in polynomial time, there is no polynomial-time algorithm that attains no-regret in general-sum Markov games when executed independently by all players, even when the game is known to the algorithm designer and the number of players is a small constant. - When the game is unknown, no algorithm, regardless of computational efficiency, can achieve no-regret without observing a number of episodes that is exponential in the number of players. Perhaps surprisingly, our lower bounds hold even for seemingly easier setting in which all agents are controlled by a a centralized algorithm. They are proven via lower bounds for a simpler problem we refer to as SparseCCE, in which the goal is to compute a coarse correlated equilibrium that is sparse in the sense that it can be represented as a mixture of a small number of product policies. The crux of our approach is a novel application of aggregation techniques from online learning, whereby we show that any algorithm for the SparseCCE problem can be used to compute approximate Nash equilibria for non-zero sum normal-form games.
SuperHF: Supervised Iterative Learning from Human Feedback
While large language models demonstrate remarkable capabilities, they often present challenges in terms of safety, alignment with human values, and stability during training. Here, we focus on two prevalent methods used to align these models, Supervised Fine-Tuning (SFT) and Reinforcement Learning from Human Feedback (RLHF). SFT is simple and robust, powering a host of open-source models, while RLHF is a more sophisticated method used in top-tier models like ChatGPT but also suffers from instability and susceptibility to reward hacking. We propose a novel approach, Supervised Iterative Learning from Human Feedback (SuperHF), which seeks to leverage the strengths of both methods. Our hypothesis is two-fold: that the reward model used in RLHF is critical for efficient data use and model generalization and that the use of Proximal Policy Optimization (PPO) in RLHF may not be necessary and could contribute to instability issues. SuperHF replaces PPO with a simple supervised loss and a Kullback-Leibler (KL) divergence prior. It creates its own training data by repeatedly sampling a batch of model outputs and filtering them through the reward model in an online learning regime. We then break down the reward optimization problem into three components: robustly optimizing the training rewards themselves, preventing reward hacking-exploitation of the reward model that degrades model performance-as measured by a novel METEOR similarity metric, and maintaining good performance on downstream evaluations. Our experimental results show SuperHF exceeds PPO-based RLHF on the training objective, easily and favorably trades off high reward with low reward hacking, improves downstream calibration, and performs the same on our GPT-4 based qualitative evaluation scheme all the while being significantly simpler to implement, highlighting SuperHF's potential as a competitive language model alignment technique.
Memory-Efficient Continual Learning Object Segmentation for Long Video
Recent state-of-the-art semi-supervised Video Object Segmentation (VOS) methods have shown significant improvements in target object segmentation accuracy when information from preceding frames is used in segmenting the current frame. In particular, such memory-based approaches can help a model to more effectively handle appearance changes (representation drift) or occlusions. Ideally, for maximum performance, Online VOS methods would need all or most of the preceding frames (or their extracted information) to be stored in memory and be used for online learning in later frames. Such a solution is not feasible for long videos, as the required memory size grows without bound, and such methods can fail when memory is limited and a target object experiences repeated representation drifts throughout a video. We propose two novel techniques to reduce the memory requirement of Online VOS methods while improving modeling accuracy and generalization on long videos. Motivated by the success of continual learning techniques in preserving previously-learned knowledge, here we propose Gated-Regularizer Continual Learning (GRCL), which improves the performance of any Online VOS subject to limited memory, and a Reconstruction-based Memory Selection Continual Learning (RMSCL), which empowers Online VOS methods to efficiently benefit from stored information in memory. We also analyze the performance of a hybrid combination of the two proposed methods. Experimental results show that the proposed methods are able to improve the performance of Online VOS models by more than 8%, with improved robustness on long-video datasets while maintaining comparable performance on short-video datasets such as DAVIS16, DAVIS17, and YouTube-VOS18.
Generative AI for learning: Investigating the potential of synthetic learning videos
Recent advances in generative artificial intelligence (AI) have captured worldwide attention. Tools such as Dalle-2 and ChatGPT suggest that tasks previously thought to be beyond the capabilities of AI may now augment the productivity of creative media in various new ways, including through the generation of synthetic video. This research paper explores the utility of using AI-generated synthetic video to create viable educational content for online educational settings. To date, there is limited research investigating the real-world educational value of AI-generated synthetic media. To address this gap, we examined the impact of using AI-generated synthetic video in an online learning platform on both learners content acquisition and learning experience. We took a mixed-method approach, randomly assigning adult learners (n=83) into one of two micro-learning conditions, collecting pre- and post-learning assessments, and surveying participants on their learning experience. The control condition included a traditionally produced instructor video, while the experimental condition included a synthetic video with a realistic AI-generated character. The results show that learners in both conditions demonstrated significant improvement from pre- to post-learning (p<.001), with no significant differences in gains between the two conditions (p=.80). In addition, no differences were observed in how learners perceived the traditional and synthetic videos. These findings suggest that AI-generated synthetic learning videos have the potential to be a viable substitute for videos produced via traditional methods in online educational settings, making high quality educational content more accessible across the globe.
Multi-Agent Online Optimization with Delays: Asynchronicity, Adaptivity, and Optimism
In this paper, we provide a general framework for studying multi-agent online learning problems in the presence of delays and asynchronicities. Specifically, we propose and analyze a class of adaptive dual averaging schemes in which agents only need to accumulate gradient feedback received from the whole system, without requiring any between-agent coordination. In the single-agent case, the adaptivity of the proposed method allows us to extend a range of existing results to problems with potentially unbounded delays between playing an action and receiving the corresponding feedback. In the multi-agent case, the situation is significantly more complicated because agents may not have access to a global clock to use as a reference point; to overcome this, we focus on the information that is available for producing each prediction rather than the actual delay associated with each feedback. This allows us to derive adaptive learning strategies with optimal regret bounds, even in a fully decentralized, asynchronous environment. Finally, we also analyze an "optimistic" variant of the proposed algorithm which is capable of exploiting the predictability of problems with a slower variation and leads to improved regret bounds.
TinyReptile: TinyML with Federated Meta-Learning
Tiny machine learning (TinyML) is a rapidly growing field aiming to democratize machine learning (ML) for resource-constrained microcontrollers (MCUs). Given the pervasiveness of these tiny devices, it is inherent to ask whether TinyML applications can benefit from aggregating their knowledge. Federated learning (FL) enables decentralized agents to jointly learn a global model without sharing sensitive local data. However, a common global model may not work for all devices due to the complexity of the actual deployment environment and the heterogeneity of the data available on each device. In addition, the deployment of TinyML hardware has significant computational and communication constraints, which traditional ML fails to address. Considering these challenges, we propose TinyReptile, a simple but efficient algorithm inspired by meta-learning and online learning, to collaboratively learn a solid initialization for a neural network (NN) across tiny devices that can be quickly adapted to a new device with respect to its data. We demonstrate TinyReptile on Raspberry Pi 4 and Cortex-M4 MCU with only 256-KB RAM. The evaluations on various TinyML use cases confirm a resource reduction and training time saving by at least two factors compared with baseline algorithms with comparable performance.
Optimal Stochastic Non-smooth Non-convex Optimization through Online-to-Non-convex Conversion
We present new algorithms for optimizing non-smooth, non-convex stochastic objectives based on a novel analysis technique. This improves the current best-known complexity for finding a (delta,epsilon)-stationary point from O(epsilon^{-4}delta^{-1}) stochastic gradient queries to O(epsilon^{-3}delta^{-1}), which we also show to be optimal. Our primary technique is a reduction from non-smooth non-convex optimization to online learning, after which our results follow from standard regret bounds in online learning. For deterministic and second-order smooth objectives, applying more advanced optimistic online learning techniques enables a new complexity of O(epsilon^{-1.5}delta^{-0.5}). Our techniques also recover all optimal or best-known results for finding epsilon stationary points of smooth or second-order smooth objectives in both stochastic and deterministic settings.
Utility-based Perturbed Gradient Descent: An Optimizer for Continual Learning
Modern representation learning methods often struggle to adapt quickly under non-stationarity because they suffer from catastrophic forgetting and decaying plasticity. Such problems prevent learners from fast adaptation since they may forget useful features or have difficulty learning new ones. Hence, these methods are rendered ineffective for continual learning. This paper proposes Utility-based Perturbed Gradient Descent (UPGD), an online learning algorithm well-suited for continual learning agents. UPGD protects useful weights or features from forgetting and perturbs less useful ones based on their utilities. Our empirical results show that UPGD helps reduce forgetting and maintain plasticity, enabling modern representation learning methods to work effectively in continual learning.
Exploring the Promise and Limits of Real-Time Recurrent Learning
Real-time recurrent learning (RTRL) for sequence-processing recurrent neural networks (RNNs) offers certain conceptual advantages over backpropagation through time (BPTT). RTRL requires neither caching past activations nor truncating context, and enables online learning. However, RTRL's time and space complexity make it impractical. To overcome this problem, most recent work on RTRL focuses on approximation theories, while experiments are often limited to diagnostic settings. Here we explore the practical promise of RTRL in more realistic settings. We study actor-critic methods that combine RTRL and policy gradients, and test them in several subsets of DMLab-30, ProcGen, and Atari-2600 environments. On DMLab memory tasks, our system trained on fewer than 1.2 B environmental frames is competitive with or outperforms well-known IMPALA and R2D2 baselines trained on 10 B frames. To scale to such challenging tasks, we focus on certain well-known neural architectures with element-wise recurrence, allowing for tractable RTRL without approximation. Importantly, we also discuss rarely addressed limitations of RTRL in real-world applications, such as its complexity in the multi-layer case.
Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning
Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely been restricted to few interactions against experts, with the aim to reach some desired level of performance (e.g. beating a human professional player). We propose a benchmark for multiagent learning based on repeated play of the simple game Rock, Paper, Scissors along with a population of forty-three tournament entries, some of which are intentionally sub-optimal. We describe metrics to measure the quality of agents based both on average returns and exploitability. We then show that several RL, online learning, and language model approaches can learn good counter-strategies and generalize well, but ultimately lose to the top-performing bots, creating an opportunity for research in multiagent learning.
Value Function is All You Need: A Unified Learning Framework for Ride Hailing Platforms
Large ride-hailing platforms, such as DiDi, Uber and Lyft, connect tens of thousands of vehicles in a city to millions of ride demands throughout the day, providing great promises for improving transportation efficiency through the tasks of order dispatching and vehicle repositioning. Existing studies, however, usually consider the two tasks in simplified settings that hardly address the complex interactions between the two, the real-time fluctuations between supply and demand, and the necessary coordinations due to the large-scale nature of the problem. In this paper we propose a unified value-based dynamic learning framework (V1D3) for tackling both tasks. At the center of the framework is a globally shared value function that is updated continuously using online experiences generated from real-time platform transactions. To improve the sample-efficiency and the robustness, we further propose a novel periodic ensemble method combining the fast online learning with a large-scale offline training scheme that leverages the abundant historical driver trajectory data. This allows the proposed framework to adapt quickly to the highly dynamic environment, to generalize robustly to recurrent patterns and to drive implicit coordinations among the population of managed vehicles. Extensive experiments based on real-world datasets show considerably improvements over other recently proposed methods on both tasks. Particularly, V1D3 outperforms the first prize winners of both dispatching and repositioning tracks in the KDD Cup 2020 RL competition, achieving state-of-the-art results on improving both total driver income and user experience related metrics.
Effective Diversity in Population Based Reinforcement Learning
Exploration is a key problem in reinforcement learning, since agents can only learn from data they acquire in the environment. With that in mind, maintaining a population of agents is an attractive method, as it allows data be collected with a diverse set of behaviors. This behavioral diversity is often boosted via multi-objective loss functions. However, those approaches typically leverage mean field updates based on pairwise distances, which makes them susceptible to cycling behaviors and increased redundancy. In addition, explicitly boosting diversity often has a detrimental impact on optimizing already fruitful behaviors for rewards. As such, the reward-diversity trade off typically relies on heuristics. Finally, such methods require behavioral representations, often handcrafted and domain specific. In this paper, we introduce an approach to optimize all members of a population simultaneously. Rather than using pairwise distance, we measure the volume of the entire population in a behavioral manifold, defined by task-agnostic behavioral embeddings. In addition, our algorithm Diversity via Determinants (DvD), adapts the degree of diversity during training using online learning techniques. We introduce both evolutionary and gradient-based instantiations of DvD and show they effectively improve exploration without reducing performance when better exploration is not required.
StreamBench: Towards Benchmarking Continuous Improvement of Language Agents
Recent works have shown that large language model (LLM) agents are able to improve themselves from experience, which is an important ability for continuous enhancement post-deployment. However, existing benchmarks primarily evaluate their innate capabilities and do not assess their ability to improve over time. To address this gap, we introduce StreamBench, a pioneering benchmark designed to evaluate the continuous improvement of LLM agents over an input-feedback sequence. StreamBench simulates an online learning environment where LLMs receive a continuous flow of feedback stream and iteratively enhance their performance. In addition, we propose several simple yet effective baselines for improving LLMs on StreamBench, and provide a comprehensive analysis to identify critical components that contribute to successful streaming strategies. Our work serves as a stepping stone towards developing effective online learning strategies for LLMs, paving the way for more adaptive AI systems in streaming scenarios.
Cross-Episodic Curriculum for Transformer Agents
We present a new algorithm, Cross-Episodic Curriculum (CEC), to boost the learning efficiency and generalization of Transformer agents. Central to CEC is the placement of cross-episodic experiences into a Transformer's context, which forms the basis of a curriculum. By sequentially structuring online learning trials and mixed-quality demonstrations, CEC constructs curricula that encapsulate learning progression and proficiency increase across episodes. Such synergy combined with the potent pattern recognition capabilities of Transformer models delivers a powerful cross-episodic attention mechanism. The effectiveness of CEC is demonstrated under two representative scenarios: one involving multi-task reinforcement learning with discrete control, such as in DeepMind Lab, where the curriculum captures the learning progression in both individual and progressively complex settings; and the other involving imitation learning with mixed-quality data for continuous control, as seen in RoboMimic, where the curriculum captures the improvement in demonstrators' expertise. In all instances, policies resulting from CEC exhibit superior performance and strong generalization. Code is open-sourced at https://cec-agent.github.io/ to facilitate research on Transformer agent learning.
Adaptive Mobile Manipulation for Articulated Objects In the Open World
Deploying robots in open-ended unstructured environments such as homes has been a long-standing research problem. However, robots are often studied only in closed-off lab settings, and prior mobile manipulation work is restricted to pick-move-place, which is arguably just the tip of the iceberg in this area. In this paper, we introduce Open-World Mobile Manipulation System, a full-stack approach to tackle realistic articulated object operation, e.g. real-world doors, cabinets, drawers, and refrigerators in open-ended unstructured environments. The robot utilizes an adaptive learning framework to initially learns from a small set of data through behavior cloning, followed by learning from online practice on novel objects that fall outside the training distribution. We also develop a low-cost mobile manipulation hardware platform capable of safe and autonomous online adaptation in unstructured environments with a cost of around 20,000 USD. In our experiments we utilize 20 articulate objects across 4 buildings in the CMU campus. With less than an hour of online learning for each object, the system is able to increase success rate from 50% of BC pre-training to 95% using online adaptation. Video results at https://open-world-mobilemanip.github.io/
MOFA: Discovering Materials for Carbon Capture with a GenAI- and Simulation-Based Workflow
We present MOFA, an open-source generative AI (GenAI) plus simulation workflow for high-throughput generation of metal-organic frameworks (MOFs) on large-scale high-performance computing (HPC) systems. MOFA addresses key challenges in integrating GPU-accelerated computing for GPU-intensive GenAI tasks, including distributed training and inference, alongside CPU- and GPU-optimized tasks for screening and filtering AI-generated MOFs using molecular dynamics, density functional theory, and Monte Carlo simulations. These heterogeneous tasks are unified within an online learning framework that optimizes the utilization of available CPU and GPU resources across HPC systems. Performance metrics from a 450-node (14,400 AMD Zen 3 CPUs + 1800 NVIDIA A100 GPUs) supercomputer run demonstrate that MOFA achieves high-throughput generation of novel MOF structures, with CO_2 adsorption capacities ranking among the top 10 in the hypothetical MOF (hMOF) dataset. Furthermore, the production of high-quality MOFs exhibits a linear relationship with the number of nodes utilized. The modular architecture of MOFA will facilitate its integration into other scientific applications that dynamically combine GenAI with large-scale simulations.
Predictive, scalable and interpretable knowledge tracing on structured domains
Intelligent tutoring systems optimize the selection and timing of learning materials to enhance understanding and long-term retention. This requires estimates of both the learner's progress (''knowledge tracing''; KT), and the prerequisite structure of the learning domain (''knowledge mapping''). While recent deep learning models achieve high KT accuracy, they do so at the expense of the interpretability of psychologically-inspired models. In this work, we present a solution to this trade-off. PSI-KT is a hierarchical generative approach that explicitly models how both individual cognitive traits and the prerequisite structure of knowledge influence learning dynamics, thus achieving interpretability by design. Moreover, by using scalable Bayesian inference, PSI-KT targets the real-world need for efficient personalization even with a growing body of learners and learning histories. Evaluated on three datasets from online learning platforms, PSI-KT achieves superior multi-step predictive accuracy and scalable inference in continual-learning settings, all while providing interpretable representations of learner-specific traits and the prerequisite structure of knowledge that causally supports learning. In sum, predictive, scalable and interpretable knowledge tracing with solid knowledge mapping lays a key foundation for effective personalized learning to make education accessible to a broad, global audience.
Efficient Algorithms for Generalized Linear Bandits with Heavy-tailed Rewards
This paper investigates the problem of generalized linear bandits with heavy-tailed rewards, whose (1+epsilon)-th moment is bounded for some epsilonin (0,1]. Although there exist methods for generalized linear bandits, most of them focus on bounded or sub-Gaussian rewards and are not well-suited for many real-world scenarios, such as financial markets and web-advertising. To address this issue, we propose two novel algorithms based on truncation and mean of medians. These algorithms achieve an almost optimal regret bound of O(dT^{1{1+epsilon}}), where d is the dimension of contextual information and T is the time horizon. Our truncation-based algorithm supports online learning, distinguishing it from existing truncation-based approaches. Additionally, our mean-of-medians-based algorithm requires only O(log T) rewards and one estimator per epoch, making it more practical. Moreover, our algorithms improve the regret bounds by a logarithmic factor compared to existing algorithms when epsilon=1. Numerical experimental results confirm the merits of our algorithms.
Adversarial Causal Bayesian Optimization
In Causal Bayesian Optimization (CBO), an agent intervenes on an unknown structural causal model to maximize a downstream reward variable. In this paper, we consider the generalization where other agents or external events also intervene on the system, which is key for enabling adaptiveness to non-stationarities such as weather changes, market forces, or adversaries. We formalize this generalization of CBO as Adversarial Causal Bayesian Optimization (ACBO) and introduce the first algorithm for ACBO with bounded regret: Causal Bayesian Optimization with Multiplicative Weights (CBO-MW). Our approach combines a classical online learning strategy with causal modeling of the rewards. To achieve this, it computes optimistic counterfactual reward estimates by propagating uncertainty through the causal graph. We derive regret bounds for CBO-MW that naturally depend on graph-related quantities. We further propose a scalable implementation for the case of combinatorial interventions and submodular rewards. Empirically, CBO-MW outperforms non-causal and non-adversarial Bayesian optimization methods on synthetic environments and environments based on real-word data. Our experiments include a realistic demonstration of how CBO-MW can be used to learn users' demand patterns in a shared mobility system and reposition vehicles in strategic areas.
Coordinated Dynamic Bidding in Repeated Second-Price Auctions with Budgets
In online ad markets, a rising number of advertisers are employing bidding agencies to participate in ad auctions. These agencies are specialized in designing online algorithms and bidding on behalf of their clients. Typically, an agency usually has information on multiple advertisers, so she can potentially coordinate bids to help her clients achieve higher utilities than those under independent bidding. In this paper, we study coordinated online bidding algorithms in repeated second-price auctions with budgets. We propose algorithms that guarantee every client a higher utility than the best she can get under independent bidding. We show that these algorithms achieve maximal coalition welfare and discuss bidders' incentives to misreport their budgets, in symmetric cases. Our proofs combine the techniques of online learning and equilibrium analysis, overcoming the difficulty of competing with a multi-dimensional benchmark. The performance of our algorithms is further evaluated by experiments on both synthetic and real data. To the best of our knowledge, we are the first to consider bidder coordination in online repeated auctions with constraints.
Generalized Implicit Follow-The-Regularized-Leader
We propose a new class of online learning algorithms, generalized implicit Follow-The-Regularized-Leader (FTRL), that expands the scope of FTRL framework. Generalized implicit FTRL can recover known algorithms, as FTRL with linearized losses and implicit FTRL, and it allows the design of new update rules, as extensions of aProx and Mirror-Prox to FTRL. Our theory is constructive in the sense that it provides a simple unifying framework to design updates that directly improve the worst-case upper bound on the regret. The key idea is substituting the linearization of the losses with a Fenchel-Young inequality. We show the flexibility of the framework by proving that some known algorithms, like the Mirror-Prox updates, are instantiations of the generalized implicit FTRL. Finally, the new framework allows us to recover the temporal variation bound of implicit OMD, with the same computational complexity.
Weighted Tallying Bandits: Overcoming Intractability via Repeated Exposure Optimality
In recommender system or crowdsourcing applications of online learning, a human's preferences or abilities are often a function of the algorithm's recent actions. Motivated by this, a significant line of work has formalized settings where an action's loss is a function of the number of times that action was recently played in the prior m timesteps, where m corresponds to a bound on human memory capacity. To more faithfully capture decay of human memory with time, we introduce the Weighted Tallying Bandit (WTB), which generalizes this setting by requiring that an action's loss is a function of a weighted summation of the number of times that arm was played in the last m timesteps. This WTB setting is intractable without further assumption. So we study it under Repeated Exposure Optimality (REO), a condition motivated by the literature on human physiology, which requires the existence of an action that when repetitively played will eventually yield smaller loss than any other sequence of actions. We study the minimization of the complete policy regret (CPR), which is the strongest notion of regret, in WTB under REO. Since m is typically unknown, we assume we only have access to an upper bound M on m. We show that for problems with K actions and horizon T, a simple modification of the successive elimination algorithm has O left( KT + (m+M)K right) CPR. Interestingly, upto an additive (in lieu of mutliplicative) factor in (m+M)K, this recovers the classical guarantee for the simpler stochastic multi-armed bandit with traditional regret. We additionally show that in our setting, any algorithm will suffer additive CPR of Omega left( mK + M right), demonstrating our result is nearly optimal. Our algorithm is computationally efficient, and we experimentally demonstrate its practicality and superiority over natural baselines.
Alloprof: a new French question-answer education dataset and its use in an information retrieval case study
Teachers and students are increasingly relying on online learning resources to supplement the ones provided in school. This increase in the breadth and depth of available resources is a great thing for students, but only provided they are able to find answers to their queries. Question-answering and information retrieval systems have benefited from public datasets to train and evaluate their algorithms, but most of these datasets have been in English text written by and for adults. We introduce a new public French question-answering dataset collected from Alloprof, a Quebec-based primary and high-school help website, containing 29 349 questions and their explanations in a variety of school subjects from 10 368 students, with more than half of the explanations containing links to other questions or some of the 2 596 reference pages on the website. We also present a case study of this dataset in an information retrieval task. This dataset was collected on the Alloprof public forum, with all questions verified for their appropriateness and the explanations verified both for their appropriateness and their relevance to the question. To predict relevant documents, architectures using pre-trained BERT models were fine-tuned and evaluated. This dataset will allow researchers to develop question-answering, information retrieval and other algorithms specifically for the French speaking education context. Furthermore, the range of language proficiency, images, mathematical symbols and spelling mistakes will necessitate algorithms based on a multimodal comprehension. The case study we present as a baseline shows an approach that relies on recent techniques provides an acceptable performance level, but more work is necessary before it can reliably be used and trusted in a production setting.
Regret Minimization and Convergence to Equilibria in General-sum Markov Games
An abundance of recent impossibility results establish that regret minimization in Markov games with adversarial opponents is both statistically and computationally intractable. Nevertheless, none of these results preclude the possibility of regret minimization under the assumption that all parties adopt the same learning procedure. In this work, we present the first (to our knowledge) algorithm for learning in general-sum Markov games that provides sublinear regret guarantees when executed by all agents. The bounds we obtain are for swap regret, and thus, along the way, imply convergence to a correlated equilibrium. Our algorithm is decentralized, computationally efficient, and does not require any communication between agents. Our key observation is that online learning via policy optimization in Markov games essentially reduces to a form of weighted regret minimization, with unknown weights determined by the path length of the agents' policy sequence. Consequently, controlling the path length leads to weighted regret objectives for which sufficiently adaptive algorithms provide sublinear regret guarantees.
Multi-Armed Bandits with Censored Consumption of Resources
We consider a resource-aware variant of the classical multi-armed bandit problem: In each round, the learner selects an arm and determines a resource limit. It then observes a corresponding (random) reward, provided the (random) amount of consumed resources remains below the limit. Otherwise, the observation is censored, i.e., no reward is obtained. For this problem setting, we introduce a measure of regret, which incorporates the actual amount of allocated resources of each learning round as well as the optimality of realizable rewards. Thus, to minimize regret, the learner needs to set a resource limit and choose an arm in such a way that the chance to realize a high reward within the predefined resource limit is high, while the resource limit itself should be kept as low as possible. We propose a UCB-inspired online learning algorithm, which we analyze theoretically in terms of its regret upper bound. In a simulation study, we show that our learning algorithm outperforms straightforward extensions of standard multi-armed bandit algorithms.
REMIND Your Neural Network to Prevent Catastrophic Forgetting
People learn throughout life. However, incrementally updating conventional neural networks leads to catastrophic forgetting. A common remedy is replay, which is inspired by how the brain consolidates memory. Replay involves fine-tuning a network on a mixture of new and old instances. While there is neuroscientific evidence that the brain replays compressed memories, existing methods for convolutional networks replay raw images. Here, we propose REMIND, a brain-inspired approach that enables efficient replay with compressed representations. REMIND is trained in an online manner, meaning it learns one example at a time, which is closer to how humans learn. Under the same constraints, REMIND outperforms other methods for incremental class learning on the ImageNet ILSVRC-2012 dataset. We probe REMIND's robustness to data ordering schemes known to induce catastrophic forgetting. We demonstrate REMIND's generality by pioneering online learning for Visual Question Answering (VQA).
From Words to Numbers: Your Large Language Model Is Secretly A Capable Regressor When Given In-Context Examples
We analyze how well pre-trained large language models (e.g., Llama2, GPT-4, Claude 3, etc) can do linear and non-linear regression when given in-context examples, without any additional training or gradient updates. Our findings reveal that several large language models (e.g., GPT-4, Claude 3) are able to perform regression tasks with a performance rivaling (or even outperforming) that of traditional supervised methods such as Random Forest, Bagging, or Gradient Boosting. For example, on the challenging Friedman #2 regression dataset, Claude 3 outperforms many supervised methods such as AdaBoost, SVM, Random Forest, KNN, or Gradient Boosting. We then investigate how well the performance of large language models scales with the number of in-context exemplars. We borrow from the notion of regret from online learning and empirically show that LLMs are capable of obtaining a sub-linear regret.
LiveSeg: Unsupervised Multimodal Temporal Segmentation of Long Livestream Videos
Livestream videos have become a significant part of online learning, where design, digital marketing, creative painting, and other skills are taught by experienced experts in the sessions, making them valuable materials. However, Livestream tutorial videos are usually hours long, recorded, and uploaded to the Internet directly after the live sessions, making it hard for other people to catch up quickly. An outline will be a beneficial solution, which requires the video to be temporally segmented according to topics. In this work, we introduced a large Livestream video dataset named MultiLive, and formulated the temporal segmentation of the long Livestream videos (TSLLV) task. We propose LiveSeg, an unsupervised Livestream video temporal Segmentation solution, which takes advantage of multimodal features from different domains. Our method achieved a 16.8% F1-score performance improvement compared with the state-of-the-art method.
An Optimistic Acceleration of AMSGrad for Nonconvex Optimization
We propose a new variant of AMSGrad, a popular adaptive gradient based optimization algorithm widely used for training deep neural networks. Our algorithm adds prior knowledge about the sequence of consecutive mini-batch gradients and leverages its underlying structure making the gradients sequentially predictable. By exploiting the predictability and ideas from optimistic online learning, the proposed algorithm can accelerate the convergence and increase sample efficiency. After establishing a tighter upper bound under some convexity conditions on the regret, we offer a complimentary view of our algorithm which generalizes the offline and stochastic version of nonconvex optimization. In the nonconvex case, we establish a non-asymptotic convergence bound independently of the initialization. We illustrate the practical speedup on several deep learning models via numerical experiments.
diffGrad: An Optimization Method for Convolutional Neural Networks
Stochastic Gradient Decent (SGD) is one of the core techniques behind the success of deep neural networks. The gradient provides information on the direction in which a function has the steepest rate of change. The main problem with basic SGD is to change by equal sized steps for all parameters, irrespective of gradient behavior. Hence, an efficient way of deep network optimization is to make adaptive step sizes for each parameter. Recently, several attempts have been made to improve gradient descent methods such as AdaGrad, AdaDelta, RMSProp and Adam. These methods rely on the square roots of exponential moving averages of squared past gradients. Thus, these methods do not take advantage of local change in gradients. In this paper, a novel optimizer is proposed based on the difference between the present and the immediate past gradient (i.e., diffGrad). In the proposed diffGrad optimization technique, the step size is adjusted for each parameter in such a way that it should have a larger step size for faster gradient changing parameters and a lower step size for lower gradient changing parameters. The convergence analysis is done using the regret bound approach of online learning framework. Rigorous analysis is made in this paper over three synthetic complex non-convex functions. The image categorization experiments are also conducted over the CIFAR10 and CIFAR100 datasets to observe the performance of diffGrad with respect to the state-of-the-art optimizers such as SGDM, AdaGrad, AdaDelta, RMSProp, AMSGrad, and Adam. The residual unit (ResNet) based Convolutional Neural Networks (CNN) architecture is used in the experiments. The experiments show that diffGrad outperforms other optimizers. Also, we show that diffGrad performs uniformly well for training CNN using different activation functions. The source code is made publicly available at https://github.com/shivram1987/diffGrad.
APP: Anytime Progressive Pruning
With the latest advances in deep learning, there has been a lot of focus on the online learning paradigm due to its relevance in practical settings. Although many methods have been investigated for optimal learning settings in scenarios where the data stream is continuous over time, sparse networks training in such settings have often been overlooked. In this paper, we explore the problem of training a neural network with a target sparsity in a particular case of online learning: the anytime learning at macroscale paradigm (ALMA). We propose a novel way of progressive pruning, referred to as Anytime Progressive Pruning (APP); the proposed approach significantly outperforms the baseline dense and Anytime OSP models across multiple architectures and datasets under short, moderate, and long-sequence training. Our method, for example, shows an improvement in accuracy of approx 7% and a reduction in the generalization gap by approx 22%, while being approx 1/3 rd the size of the dense baseline model in few-shot restricted imagenet training. We further observe interesting nonmonotonic transitions in the generalization gap in the high number of megabatches-based ALMA. The code and experiment dashboards can be accessed at https://github.com/landskape-ai/Progressive-Pruning and https://wandb.ai/landskape/APP, respectively.
Bandits with Replenishable Knapsacks: the Best of both Worlds
The bandits with knapsack (BwK) framework models online decision-making problems in which an agent makes a sequence of decisions subject to resource consumption constraints. The traditional model assumes that each action consumes a non-negative amount of resources and the process ends when the initial budgets are fully depleted. We study a natural generalization of the BwK framework which allows non-monotonic resource utilization, i.e., resources can be replenished by a positive amount. We propose a best-of-both-worlds primal-dual template that can handle any online learning problem with replenishment for which a suitable primal regret minimizer exists. In particular, we provide the first positive results for the case of adversarial inputs by showing that our framework guarantees a constant competitive ratio alpha when B=Omega(T) or when the possible per-round replenishment is a positive constant. Moreover, under a stochastic input model, our algorithm yields an instance-independent O(T^{1/2}) regret bound which complements existing instance-dependent bounds for the same setting. Finally, we provide applications of our framework to some economic problems of practical relevance.
MOOCdb: Developing Standards and Systems to Support MOOC Data Science
We present a shared data model for enabling data science in Massive Open Online Courses (MOOCs). The model captures students interactions with the online platform. The data model is platform agnostic and is based on some basic core actions that students take on an online learning platform. Students usually interact with the platform in four different modes: Observing, Submitting, Collaborating and giving feedback. In observing mode students are simply browsing the online platform, watching videos, reading material, reading book or watching forums. In submitting mode, students submit information to the platform. This includes submissions towards quizzes, homeworks, or any assessment modules. In collaborating mode students interact with other students or instructors on forums, collaboratively editing wiki or chatting on google hangout or other hangout venues. With this basic definitions of activities, and a data model to store events pertaining to these activities, we then create a common terminology to map Coursera and edX data into this shared data model. This shared data model called MOOCdb becomes the foundation for a number of collaborative frameworks that enable progress in data science without the need to share the data.
VertexSerum: Poisoning Graph Neural Networks for Link Inference
Graph neural networks (GNNs) have brought superb performance to various applications utilizing graph structural data, such as social analysis and fraud detection. The graph links, e.g., social relationships and transaction history, are sensitive and valuable information, which raises privacy concerns when using GNNs. To exploit these vulnerabilities, we propose VertexSerum, a novel graph poisoning attack that increases the effectiveness of graph link stealing by amplifying the link connectivity leakage. To infer node adjacency more accurately, we propose an attention mechanism that can be embedded into the link detection network. Our experiments demonstrate that VertexSerum significantly outperforms the SOTA link inference attack, improving the AUC scores by an average of 9.8% across four real-world datasets and three different GNN structures. Furthermore, our experiments reveal the effectiveness of VertexSerum in both black-box and online learning settings, further validating its applicability in real-world scenarios.
Last Switch Dependent Bandits with Monotone Payoff Functions
In a recent work, Laforgue et al. introduce the model of last switch dependent (LSD) bandits, in an attempt to capture nonstationary phenomena induced by the interaction between the player and the environment. Examples include satiation, where consecutive plays of the same action lead to decreased performance, or deprivation, where the payoff of an action increases after an interval of inactivity. In this work, we take a step towards understanding the approximability of planning LSD bandits, namely, the (NP-hard) problem of computing an optimal arm-pulling strategy under complete knowledge of the model. In particular, we design the first efficient constant approximation algorithm for the problem and show that, under a natural monotonicity assumption on the payoffs, its approximation guarantee (almost) matches the state-of-the-art for the special and well-studied class of recharging bandits (also known as delay-dependent). In this attempt, we develop new tools and insights for this class of problems, including a novel higher-dimensional relaxation and the technique of mirroring the evolution of virtual states. We believe that these novel elements could potentially be used for approaching richer classes of action-induced nonstationary bandits (e.g., special instances of restless bandits). In the case where the model parameters are initially unknown, we develop an online learning adaptation of our algorithm for which we provide sublinear regret guarantees against its full-information counterpart.
Simple and Scalable Nearest Neighbor Machine Translation
kNN-MT is a straightforward yet powerful approach for fast domain adaptation, which directly plugs pre-trained neural machine translation (NMT) models with domain-specific token-level k-nearest-neighbor (kNN) retrieval to achieve domain adaptation without retraining. Despite being conceptually attractive, kNN-MT is burdened with massive storage requirements and high computational complexity since it conducts nearest neighbor searches over the entire reference corpus. In this paper, we propose a simple and scalable nearest neighbor machine translation framework to drastically promote the decoding and storage efficiency of kNN-based models while maintaining the translation performance. To this end, we dynamically construct an extremely small datastore for each input via sentence-level retrieval to avoid searching the entire datastore in vanilla kNN-MT, based on which we further introduce a distance-aware adapter to adaptively incorporate the kNN retrieval results into the pre-trained NMT models. Experiments on machine translation in two general settings, static domain adaptation and online learning, demonstrate that our proposed approach not only achieves almost 90% speed as the NMT model without performance degradation, but also significantly reduces the storage requirements of kNN-MT.
BOOT: Data-free Distillation of Denoising Diffusion Models with Bootstrapping
Diffusion models have demonstrated excellent potential for generating diverse images. However, their performance often suffers from slow generation due to iterative denoising. Knowledge distillation has been recently proposed as a remedy that can reduce the number of inference steps to one or a few without significant quality degradation. However, existing distillation methods either require significant amounts of offline computation for generating synthetic training data from the teacher model or need to perform expensive online learning with the help of real data. In this work, we present a novel technique called BOOT, that overcomes these limitations with an efficient data-free distillation algorithm. The core idea is to learn a time-conditioned model that predicts the output of a pre-trained diffusion model teacher given any time step. Such a model can be efficiently trained based on bootstrapping from two consecutive sampled steps. Furthermore, our method can be easily adapted to large-scale text-to-image diffusion models, which are challenging for conventional methods given the fact that the training sets are often large and difficult to access. We demonstrate the effectiveness of our approach on several benchmark datasets in the DDIM setting, achieving comparable generation quality while being orders of magnitude faster than the diffusion teacher. The text-to-image results show that the proposed approach is able to handle highly complex distributions, shedding light on more efficient generative modeling.
GrowCLIP: Data-aware Automatic Model Growing for Large-scale Contrastive Language-Image Pre-training
Cross-modal pre-training has shown impressive performance on a wide range of downstream tasks, benefiting from massive image-text pairs collected from the Internet. In practice, online data are growing constantly, highlighting the importance of the ability of pre-trained model to learn from data that is continuously growing. Existing works on cross-modal pre-training mainly focus on training a network with fixed architecture. However, it is impractical to limit the model capacity when considering the continuously growing nature of pre-training data in real-world applications. On the other hand, it is important to utilize the knowledge in the current model to obtain efficient training and better performance. To address the above issues, in this paper, we propose GrowCLIP, a data-driven automatic model growing algorithm for contrastive language-image pre-training with continuous image-text pairs as input. Specially, we adopt a dynamic growth space and seek out the optimal architecture at each growth step to adapt to online learning scenarios. And the shared encoder is proposed in our growth space to enhance the degree of cross-modal fusion. Besides, we explore the effect of growth in different dimensions, which could provide future references for the design of cross-modal model architecture. Finally, we employ parameter inheriting with momentum (PIM) to maintain the previous knowledge and address the issue of the local minimum dilemma. Compared with the existing methods, GrowCLIP improves 2.3% average top-1 accuracy on zero-shot image classification of 9 downstream tasks. As for zero-shot image retrieval, GrowCLIP can improve 1.2% for top-1 image-to-text recall on Flickr30K dataset.
Buying Information for Stochastic Optimization
Stochastic optimization is one of the central problems in Machine Learning and Theoretical Computer Science. In the standard model, the algorithm is given a fixed distribution known in advance. In practice though, one may acquire at a cost extra information to make better decisions. In this paper, we study how to buy information for stochastic optimization and formulate this question as an online learning problem. Assuming the learner has an oracle for the original optimization problem, we design a 2-competitive deterministic algorithm and a e/(e-1)-competitive randomized algorithm for buying information. We show that this ratio is tight as the problem is equivalent to a robust generalization of the ski-rental problem, which we call super-martingale stopping. We also consider an adaptive setting where the learner can choose to buy information after taking some actions for the underlying optimization problem. We focus on the classic optimization problem, Min-Sum Set Cover, where the goal is to quickly find an action that covers a given request drawn from a known distribution. We provide an 8-competitive algorithm running in polynomial time that chooses actions and decides when to buy information about the underlying request.
Online Continual Learning For Interactive Instruction Following Agents
In learning an embodied agent executing daily tasks via language directives, the literature largely assumes that the agent learns all training data at the beginning. We argue that such a learning scenario is less realistic since a robotic agent is supposed to learn the world continuously as it explores and perceives it. To take a step towards a more realistic embodied agent learning scenario, we propose two continual learning setups for embodied agents; learning new behaviors (Behavior Incremental Learning, Behavior-IL) and new environments (Environment Incremental Learning, Environment-IL) For the tasks, previous 'data prior' based continual learning methods maintain logits for the past tasks. However, the stored information is often insufficiently learned information and requires task boundary information, which might not always be available. Here, we propose to update them based on confidence scores without task boundary information during training (i.e., task-free) in a moving average fashion, named Confidence-Aware Moving Average (CAMA). In the proposed Behavior-IL and Environment-IL setups, our simple CAMA outperforms prior state of the art in our empirical validations by noticeable margins. The project page including codes is https://github.com/snumprlab/cl-alfred.
Online Continual Learning Without the Storage Constraint
Online continual learning (OCL) research has primarily focused on mitigating catastrophic forgetting with fixed and limited storage allocation throughout the agent's lifetime. However, the growing affordability of data storage highlights a broad range of applications that do not adhere to these assumptions. In these cases, the primary concern lies in managing computational expenditures rather than storage. In this paper, we target such settings, investigating the online continual learning problem by relaxing storage constraints and emphasizing fixed, limited economical budget. We provide a simple algorithm that can compactly store and utilize the entirety of the incoming data stream under tiny computational budgets using a kNN classifier and universal pre-trained feature extractors. Our algorithm provides a consistency property attractive to continual learning: It will never forget past seen data. We set a new state of the art on two large-scale OCL datasets: Continual LOCalization (CLOC), which has 39M images over 712 classes, and Continual Google Landmarks V2 (CGLM), which has 580K images over 10,788 classes -- beating methods under far higher computational budgets than ours in terms of both reducing catastrophic forgetting of past data and quickly adapting to rapidly changing data streams. We provide code to reproduce our results at https://github.com/drimpossible/ACM.
Online Cascade Learning for Efficient Inference over Streams
Large Language Models (LLMs) have a natural role in answering complex queries about data streams, but the high computational cost of LLM inference makes them infeasible in many such tasks. We propose online cascade learning, the first approach to address this challenge. The objective here is to learn a "cascade" of models, starting with lower-capacity models (such as logistic regression) and ending with a powerful LLM, along with a deferral policy that determines the model to be used on a given input. We formulate the task of learning cascades online as an imitation-learning problem, where smaller models are updated over time imitating the collected LLM demonstrations, and give a no-regret algorithm for the problem. Experimental results across four benchmarks show that our method parallels LLMs in accuracy while cutting down inference costs by as much as 90% with strong robustness against input distribution shifts, underscoring its efficacy and adaptability in stream processing.
HPCR: Holistic Proxy-based Contrastive Replay for Online Continual Learning
Online continual learning (OCL) aims to continuously learn new data from a single pass over the online data stream. It generally suffers from the catastrophic forgetting issue. Existing replay-based methods effectively alleviate this issue by replaying part of old data in a proxy-based or contrastive-based replay manner. In this paper, we conduct a comprehensive analysis of these two replay manners and find they can be complementary. Inspired by this finding, we propose a novel replay-based method called proxy-based contrastive replay (PCR), which replaces anchor-to-sample pairs with anchor-to-proxy pairs in the contrastive-based loss to alleviate the phenomenon of forgetting. Based on PCR, we further develop a more advanced method named holistic proxy-based contrastive replay (HPCR), which consists of three components. The contrastive component conditionally incorporates anchor-to-sample pairs to PCR, learning more fine-grained semantic information with a large training batch. The second is a temperature component that decouples the temperature coefficient into two parts based on their impacts on the gradient and sets different values for them to learn more novel knowledge. The third is a distillation component that constrains the learning process to keep more historical knowledge. Experiments on four datasets consistently demonstrate the superiority of HPCR over various state-of-the-art methods.
UER: A Heuristic Bias Addressing Approach for Online Continual Learning
Online continual learning aims to continuously train neural networks from a continuous data stream with a single pass-through data. As the most effective approach, the rehearsal-based methods replay part of previous data. Commonly used predictors in existing methods tend to generate biased dot-product logits that prefer to the classes of current data, which is known as a bias issue and a phenomenon of forgetting. Many approaches have been proposed to overcome the forgetting problem by correcting the bias; however, they still need to be improved in online fashion. In this paper, we try to address the bias issue by a more straightforward and more efficient method. By decomposing the dot-product logits into an angle factor and a norm factor, we empirically find that the bias problem mainly occurs in the angle factor, which can be used to learn novel knowledge as cosine logits. On the contrary, the norm factor abandoned by existing methods helps remember historical knowledge. Based on this observation, we intuitively propose to leverage the norm factor to balance the new and old knowledge for addressing the bias. To this end, we develop a heuristic approach called unbias experience replay (UER). UER learns current samples only by the angle factor and further replays previous samples by both the norm and angle factors. Extensive experiments on three datasets show that UER achieves superior performance over various state-of-the-art methods. The code is in https://github.com/FelixHuiweiLin/UER.
Rethinking Momentum Knowledge Distillation in Online Continual Learning
Online Continual Learning (OCL) addresses the problem of training neural networks on a continuous data stream where multiple classification tasks emerge in sequence. In contrast to offline Continual Learning, data can be seen only once in OCL. In this context, replay-based strategies have achieved impressive results and most state-of-the-art approaches are heavily depending on them. While Knowledge Distillation (KD) has been extensively used in offline Continual Learning, it remains under-exploited in OCL, despite its potential. In this paper, we theoretically analyze the challenges in applying KD to OCL. We introduce a direct yet effective methodology for applying Momentum Knowledge Distillation (MKD) to many flagship OCL methods and demonstrate its capabilities to enhance existing approaches. In addition to improving existing state-of-the-arts accuracy by more than 10% points on ImageNet100, we shed light on MKD internal mechanics and impacts during training in OCL. We argue that similar to replay, MKD should be considered a central component of OCL.
A Comprehensive Empirical Evaluation on Online Continual Learning
Online continual learning aims to get closer to a live learning experience by learning directly on a stream of data with temporally shifting distribution and by storing a minimum amount of data from that stream. In this empirical evaluation, we evaluate various methods from the literature that tackle online continual learning. More specifically, we focus on the class-incremental setting in the context of image classification, where the learner must learn new classes incrementally from a stream of data. We compare these methods on the Split-CIFAR100 and Split-TinyImagenet benchmarks, and measure their average accuracy, forgetting, stability, and quality of the representations, to evaluate various aspects of the algorithm at the end but also during the whole training period. We find that most methods suffer from stability and underfitting issues. However, the learned representations are comparable to i.i.d. training under the same computational budget. No clear winner emerges from the results and basic experience replay, when properly tuned and implemented, is a very strong baseline. We release our modular and extensible codebase at https://github.com/AlbinSou/ocl_survey based on the avalanche framework to reproduce our results and encourage future research.
CBA: Improving Online Continual Learning via Continual Bias Adaptor
Online continual learning (CL) aims to learn new knowledge and consolidate previously learned knowledge from non-stationary data streams. Due to the time-varying training setting, the model learned from a changing distribution easily forgets the previously learned knowledge and biases toward the newly received task. To address this problem, we propose a Continual Bias Adaptor (CBA) module to augment the classifier network to adapt to catastrophic distribution change during training, such that the classifier network is able to learn a stable consolidation of previously learned tasks. In the testing stage, CBA can be removed which introduces no additional computation cost and memory overhead. We theoretically reveal the reason why the proposed method can effectively alleviate catastrophic distribution shifts, and empirically demonstrate its effectiveness through extensive experiments based on four rehearsal-based baselines and three public continual learning benchmarks.
A survey on online active learning
Online active learning is a paradigm in machine learning that aims to select the most informative data points to label from a data stream. The problem of minimizing the cost associated with collecting labeled observations has gained a lot of attention in recent years, particularly in real-world applications where data is only available in an unlabeled form. Annotating each observation can be time-consuming and costly, making it difficult to obtain large amounts of labeled data. To overcome this issue, many active learning strategies have been proposed in the last decades, aiming to select the most informative observations for labeling in order to improve the performance of machine learning models. These approaches can be broadly divided into two categories: static pool-based and stream-based active learning. Pool-based active learning involves selecting a subset of observations from a closed pool of unlabeled data, and it has been the focus of many surveys and literature reviews. However, the growing availability of data streams has led to an increase in the number of approaches that focus on online active learning, which involves continuously selecting and labeling observations as they arrive in a stream. This work aims to provide an overview of the most recently proposed approaches for selecting the most informative observations from data streams in real time. We review the various techniques that have been proposed and discuss their strengths and limitations, as well as the challenges and opportunities that exist in this area of research.
Contrastive Learning for Online Semi-Supervised General Continual Learning
We study Online Continual Learning with missing labels and propose SemiCon, a new contrastive loss designed for partly labeled data. We demonstrate its efficiency by devising a memory-based method trained on an unlabeled data stream, where every data added to memory is labeled using an oracle. Our approach outperforms existing semi-supervised methods when few labels are available, and obtain similar results to state-of-the-art supervised methods while using only 2.6% of labels on Split-CIFAR10 and 10% of labels on Split-CIFAR100.
Efficient Online Reinforcement Learning Fine-Tuning Need Not Retain Offline Data
The modern paradigm in machine learning involves pre-training on diverse data, followed by task-specific fine-tuning. In reinforcement learning (RL), this translates to learning via offline RL on a diverse historical dataset, followed by rapid online RL fine-tuning using interaction data. Most RL fine-tuning methods require continued training on offline data for stability and performance. However, this is undesirable because training on diverse offline data is slow and expensive for large datasets, and in principle, also limit the performance improvement possible because of constraints or pessimism on offline data. In this paper, we show that retaining offline data is unnecessary as long as we use a properly-designed online RL approach for fine-tuning offline RL initializations. To build this approach, we start by analyzing the role of retaining offline data in online fine-tuning. We find that continued training on offline data is mostly useful for preventing a sudden divergence in the value function at the onset of fine-tuning, caused by a distribution mismatch between the offline data and online rollouts. This divergence typically results in unlearning and forgetting the benefits of offline pre-training. Our approach, Warm-start RL (WSRL), mitigates the catastrophic forgetting of pre-trained initializations using a very simple idea. WSRL employs a warmup phase that seeds the online RL run with a very small number of rollouts from the pre-trained policy to do fast online RL. The data collected during warmup helps ``recalibrate'' the offline Q-function to the online distribution, allowing us to completely discard offline data without destabilizing the online RL fine-tuning. We show that WSRL is able to fine-tune without retaining any offline data, and is able to learn faster and attains higher performance than existing algorithms irrespective of whether they retain offline data or not.
Online Analytic Exemplar-Free Continual Learning with Large Models for Imbalanced Autonomous Driving Task
In the field of autonomous driving, even a meticulously trained model can encounter failures when faced with unfamiliar sceanrios. One of these scenarios can be formulated as an online continual learning (OCL) problem. That is, data come in an online fashion, and models are updated according to these streaming data. Two major OCL challenges are catastrophic forgetting and data imbalance. To address these challenges, in this paper, we propose an Analytic Exemplar-Free Online Continual Learning (AEF-OCL). The AEF-OCL leverages analytic continual learning principles and employs ridge regression as a classifier for features extracted by a large backbone network. It solves the OCL problem by recursively calculating the analytical solution, ensuring an equalization between the continual learning and its joint-learning counterpart, and works without the need to save any used samples (i.e., exemplar-free). Additionally, we introduce a Pseudo-Features Generator (PFG) module that recursively estimates the deviation of real features. The PFG generates offset pseudo-features following a normal distribution, thereby addressing the data imbalance issue. Experimental results demonstrate that despite being an exemplar-free strategy, our method outperforms various methods on the autonomous driving SODA10M dataset. Source code is available at https://github.com/ZHUANGHP/Analytic-continual-learning.
Meta-Learning Online Adaptation of Language Models
Large language models encode impressively broad world knowledge in their parameters. However, the knowledge in static language models falls out of date, limiting the model's effective "shelf life." While online fine-tuning can reduce this degradation, we find that naively fine-tuning on a stream of documents leads to a low level of information uptake. We hypothesize that online fine-tuning does not sufficiently attend to important information. That is, the gradient signal from important tokens representing factual information is drowned out by the gradient from inherently noisy tokens, suggesting that a dynamic, context-aware learning rate may be beneficial. We therefore propose learning which tokens to upweight. We meta-train a small, autoregressive model to reweight the language modeling loss for each token during online fine-tuning, with the objective of maximizing the out-of-date base question-answering model's ability to answer questions about a document after a single weighted gradient step. We call this approach Context-aware Meta-learned Loss Scaling (CaMeLS). Across three different distributions of documents, our experiments find that CaMeLS provides substantially improved information uptake on streams of thousands of documents compared with standard fine-tuning and baseline heuristics for reweighting token losses.
Online Unsupervised Feature Learning for Visual Tracking
Feature encoding with respect to an over-complete dictionary learned by unsupervised methods, followed by spatial pyramid pooling, and linear classification, has exhibited powerful strength in various vision applications. Here we propose to use the feature learning pipeline for visual tracking. Tracking is implemented using tracking-by-detection and the resulted framework is very simple yet effective. First, online dictionary learning is used to build a dictionary, which captures the appearance changes of the tracking target as well as the background changes. Given a test image window, we extract local image patches from it and each local patch is encoded with respect to the dictionary. The encoded features are then pooled over a spatial pyramid to form an aggregated feature vector. Finally, a simple linear classifier is trained on these features. Our experiments show that the proposed powerful---albeit simple---tracker, outperforms all the state-of-the-art tracking methods that we have tested. Moreover, we evaluate the performance of different dictionary learning and feature encoding methods in the proposed tracking framework, and analyse the impact of each component in the tracking scenario. We also demonstrate the flexibility of feature learning by plugging it into Hare et al.'s tracking method. The outcome is, to our knowledge, the best tracker ever reported, which facilitates the advantages of both feature learning and structured output prediction.
Efficient Online Reinforcement Learning with Offline Data
Sample efficiency and exploration remain major challenges in online reinforcement learning (RL). A powerful approach that can be applied to address these issues is the inclusion of offline data, such as prior trajectories from a human expert or a sub-optimal exploration policy. Previous methods have relied on extensive modifications and additional complexity to ensure the effective use of this data. Instead, we ask: can we simply apply existing off-policy methods to leverage offline data when learning online? In this work, we demonstrate that the answer is yes; however, a set of minimal but important changes to existing off-policy RL algorithms are required to achieve reliable performance. We extensively ablate these design choices, demonstrating the key factors that most affect performance, and arrive at a set of recommendations that practitioners can readily apply, whether their data comprise a small number of expert demonstrations or large volumes of sub-optimal trajectories. We see that correct application of these simple recommendations can provide a 2.5times improvement over existing approaches across a diverse set of competitive benchmarks, with no additional computational overhead. We have released our code at https://github.com/ikostrikov/rlpd.
Improving Online Continual Learning Performance and Stability with Temporal Ensembles
Neural networks are very effective when trained on large datasets for a large number of iterations. However, when they are trained on non-stationary streams of data and in an online fashion, their performance is reduced (1) by the online setup, which limits the availability of data, (2) due to catastrophic forgetting because of the non-stationary nature of the data. Furthermore, several recent works (Caccia et al., 2022; Lange et al., 2023) arXiv:2205.13452 showed that replay methods used in continual learning suffer from the stability gap, encountered when evaluating the model continually (rather than only on task boundaries). In this article, we study the effect of model ensembling as a way to improve performance and stability in online continual learning. We notice that naively ensembling models coming from a variety of training tasks increases the performance in online continual learning considerably. Starting from this observation, and drawing inspirations from semi-supervised learning ensembling methods, we use a lightweight temporal ensemble that computes the exponential moving average of the weights (EMA) at test time, and show that it can drastically increase the performance and stability when used in combination with several methods from the literature.
Improving Offline-to-Online Reinforcement Learning with Q-Ensembles
Offline reinforcement learning (RL) is a learning paradigm where an agent learns from a fixed dataset of experience. However, learning solely from a static dataset can limit the performance due to the lack of exploration. To overcome it, offline-to-online RL combines offline pre-training with online fine-tuning, which enables the agent to further refine its policy by interacting with the environment in real-time. Despite its benefits, existing offline-to-online RL methods suffer from performance degradation and slow improvement during the online phase. To tackle these challenges, we propose a novel framework called Ensemble-based Offline-to-Online (E2O) RL. By increasing the number of Q-networks, we seamlessly bridge offline pre-training and online fine-tuning without degrading performance. Moreover, to expedite online performance enhancement, we appropriately loosen the pessimism of Q-value estimation and incorporate ensemble-based exploration mechanisms into our framework. Experimental results demonstrate that E2O can substantially improve the training stability, learning efficiency, and final performance of existing offline RL methods during online fine-tuning on a range of locomotion and navigation tasks, significantly outperforming existing offline-to-online RL methods.
Online-LoRA: Task-free Online Continual Learning via Low Rank Adaptation
Catastrophic forgetting is a significant challenge in online continual learning (OCL), especially for non-stationary data streams that do not have well-defined task boundaries. This challenge is exacerbated by the memory constraints and privacy concerns inherent in rehearsal buffers. To tackle catastrophic forgetting, in this paper, we introduce Online-LoRA, a novel framework for task-free OCL. Online-LoRA allows to finetune pre-trained Vision Transformer (ViT) models in real-time to address the limitations of rehearsal buffers and leverage pre-trained models' performance benefits. As the main contribution, our approach features a novel online weight regularization strategy to identify and consolidate important model parameters. Moreover, Online-LoRA leverages the training dynamics of loss values to enable the automatic recognition of the data distribution shifts. Extensive experiments across many task-free OCL scenarios and benchmark datasets (including CIFAR-100, ImageNet-R, ImageNet-S, CUB-200 and CORe50) demonstrate that Online-LoRA can be robustly adapted to various ViT architectures, while achieving better performance compared to SOTA methods. Our code will be publicly available at: https://github.com/Christina200/Online-LoRA-official.git.
What can online reinforcement learning with function approximation benefit from general coverage conditions?
In online reinforcement learning (RL), instead of employing standard structural assumptions on Markov decision processes (MDPs), using a certain coverage condition (original from offline RL) is enough to ensure sample-efficient guarantees (Xie et al. 2023). In this work, we focus on this new direction by digging more possible and general coverage conditions, and study the potential and the utility of them in efficient online RL. We identify more concepts, including the L^p variant of concentrability, the density ratio realizability, and trade-off on the partial/rest coverage condition, that can be also beneficial to sample-efficient online RL, achieving improved regret bound. Furthermore, if exploratory offline data are used, under our coverage conditions, both statistically and computationally efficient guarantees can be achieved for online RL. Besides, even though the MDP structure is given, e.g., linear MDP, we elucidate that, good coverage conditions are still beneficial to obtain faster regret bound beyond O(T) and even a logarithmic order regret. These results provide a good justification for the usage of general coverage conditions in efficient online RL.
BPO: Supercharging Online Preference Learning by Adhering to the Proximity of Behavior LLM
Direct alignment from preferences (DAP) has emerged as a promising paradigm for aligning large language models (LLMs) to human desiderata from pre-collected, offline preference datasets. While recent studies indicate that existing offline DAP methods can directly benefit from online training samples, we highlight the need to develop specific online DAP algorithms to fully harness the power of online training. Specifically, we identify that the learned LLM should adhere to the proximity of the behavior LLM, which collects the training samples. To this end, we propose online Preference Optimization in proximity to the Behavior LLM (BPO), emphasizing the importance of constructing a proper trust region for LLM alignment. We conduct extensive experiments to validate the effectiveness and applicability of our approach by integrating it with various DAP methods, resulting in significant performance improvements across a wide range of tasks when training with the same amount of preference data. Even when only introducing one additional data collection phase, our online BPO improves its offline DAP baseline from 72.0% to 80.2% on TL;DR and from 82.2% to 89.1% on Anthropic Helpfulness in terms of win rate against human reference text.
Rapid Adaptation in Online Continual Learning: Are We Evaluating It Right?
We revisit the common practice of evaluating adaptation of Online Continual Learning (OCL) algorithms through the metric of online accuracy, which measures the accuracy of the model on the immediate next few samples. However, we show that this metric is unreliable, as even vacuous blind classifiers, which do not use input images for prediction, can achieve unrealistically high online accuracy by exploiting spurious label correlations in the data stream. Our study reveals that existing OCL algorithms can also achieve high online accuracy, but perform poorly in retaining useful information, suggesting that they unintentionally learn spurious label correlations. To address this issue, we propose a novel metric for measuring adaptation based on the accuracy on the near-future samples, where spurious correlations are removed. We benchmark existing OCL approaches using our proposed metric on large-scale datasets under various computational budgets and find that better generalization can be achieved by retaining and reusing past seen information. We believe that our proposed metric can aid in the development of truly adaptive OCL methods. We provide code to reproduce our results at https://github.com/drimpossible/EvalOCL.
On the Effectiveness of Equivariant Regularization for Robust Online Continual Learning
Humans can learn incrementally, whereas neural networks forget previously acquired information catastrophically. Continual Learning (CL) approaches seek to bridge this gap by facilitating the transfer of knowledge to both previous tasks (backward transfer) and future ones (forward transfer) during training. Recent research has shown that self-supervision can produce versatile models that can generalize well to diverse downstream tasks. However, contrastive self-supervised learning (CSSL), a popular self-supervision technique, has limited effectiveness in online CL (OCL). OCL only permits one iteration of the input dataset, and CSSL's low sample efficiency hinders its use on the input data-stream. In this work, we propose Continual Learning via Equivariant Regularization (CLER), an OCL approach that leverages equivariant tasks for self-supervision, avoiding CSSL's limitations. Our method represents the first attempt at combining equivariant knowledge with CL and can be easily integrated with existing OCL methods. Extensive ablations shed light on how equivariant pretext tasks affect the network's information flow and its impact on CL dynamics.
SIESTA: Efficient Online Continual Learning with Sleep
In supervised continual learning, a deep neural network (DNN) is updated with an ever-growing data stream. Unlike the offline setting where data is shuffled, we cannot make any distributional assumptions about the data stream. Ideally, only one pass through the dataset is needed for computational efficiency. However, existing methods are inadequate and make many assumptions that cannot be made for real-world applications, while simultaneously failing to improve computational efficiency. In this paper, we do not propose a novel method. Instead, we present SIESTA, an incremental improvement to the continual learning algorithm REMIND. Unlike REMIND, SIESTA uses a wake/sleep framework for training, which is well aligned to the needs of on-device learning. SIESTA is far more computationally efficient than existing methods, enabling continual learning on ImageNet-1K in under 3 hours on a single GPU; moreover, in the augmentation-free setting it matches the performance of the offline learner, a milestone critical to driving adoption of continual learning in real-world applications.
Improved Regret for Efficient Online Reinforcement Learning with Linear Function Approximation
We study reinforcement learning with linear function approximation and adversarially changing cost functions, a setup that has mostly been considered under simplifying assumptions such as full information feedback or exploratory conditions.We present a computationally efficient policy optimization algorithm for the challenging general setting of unknown dynamics and bandit feedback, featuring a combination of mirror-descent and least squares policy evaluation in an auxiliary MDP used to compute exploration bonuses.Our algorithm obtains an widetilde O(K^{6/7}) regret bound, improving significantly over previous state-of-the-art of widetilde O (K^{14/15}) in this setting. In addition, we present a version of the same algorithm under the assumption a simulator of the environment is available to the learner (but otherwise no exploratory assumptions are made), and prove it obtains state-of-the-art regret of widetilde O (K^{2/3}).
A Simple Unified Uncertainty-Guided Framework for Offline-to-Online Reinforcement Learning
Offline reinforcement learning (RL) provides a promising solution to learning an agent fully relying on a data-driven paradigm. However, constrained by the limited quality of the offline dataset, its performance is often sub-optimal. Therefore, it is desired to further finetune the agent via extra online interactions before deployment. Unfortunately, offline-to-online RL can be challenging due to two main challenges: constrained exploratory behavior and state-action distribution shift. To this end, we propose a Simple Unified uNcertainty-Guided (SUNG) framework, which naturally unifies the solution to both challenges with the tool of uncertainty. Specifically, SUNG quantifies uncertainty via a VAE-based state-action visitation density estimator. To facilitate efficient exploration, SUNG presents a practical optimistic exploration strategy to select informative actions with both high value and high uncertainty. Moreover, SUNG develops an adaptive exploitation method by applying conservative offline RL objectives to high-uncertainty samples and standard online RL objectives to low-uncertainty samples to smoothly bridge offline and online stages. SUNG achieves state-of-the-art online finetuning performance when combined with different offline RL methods, across various environments and datasets in D4RL benchmark.
When to Trust Your Simulator: Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning
Learning effective reinforcement learning (RL) policies to solve real-world complex tasks can be quite challenging without a high-fidelity simulation environment. In most cases, we are only given imperfect simulators with simplified dynamics, which inevitably lead to severe sim-to-real gaps in RL policy learning. The recently emerged field of offline RL provides another possibility to learn policies directly from pre-collected historical data. However, to achieve reasonable performance, existing offline RL algorithms need impractically large offline data with sufficient state-action space coverage for training. This brings up a new question: is it possible to combine learning from limited real data in offline RL and unrestricted exploration through imperfect simulators in online RL to address the drawbacks of both approaches? In this study, we propose the Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning (H2O) framework to provide an affirmative answer to this question. H2O introduces a dynamics-aware policy evaluation scheme, which adaptively penalizes the Q function learning on simulated state-action pairs with large dynamics gaps, while also simultaneously allowing learning from a fixed real-world dataset. Through extensive simulation and real-world tasks, as well as theoretical analysis, we demonstrate the superior performance of H2O against other cross-domain online and offline RL algorithms. H2O provides a brand new hybrid offline-and-online RL paradigm, which can potentially shed light on future RL algorithm design for solving practical real-world tasks.
Latent Action Priors From a Single Gait Cycle Demonstration for Online Imitation Learning
Deep Reinforcement Learning (DRL) in simulation often results in brittle and unrealistic learning outcomes. To push the agent towards more desirable solutions, prior information can be injected in the learning process through, for instance, reward shaping, expert data, or motion primitives. We propose an additional inductive bias for robot learning: latent actions learned from expert demonstration as priors in the action space. We show that these action priors can be learned from only a single open-loop gait cycle using a simple autoencoder. Using these latent action priors combined with established style rewards for imitation in DRL achieves above expert demonstration level of performance and leads to more desirable gaits. Further, action priors substantially improve the performance on transfer tasks, even leading to gait transitions for higher target speeds. Videos and code are available at https://sites.google.com/view/latent-action-priors.
Just Say the Name: Online Continual Learning with Category Names Only via Data Generation
In real-world scenarios, extensive manual annotation for continual learning is impractical due to prohibitive costs. Although prior arts, influenced by large-scale webly supervised training, suggest leveraging web-scraped data in continual learning, this poses challenges such as data imbalance, usage restrictions, and privacy concerns. Addressing the risks of continual webly supervised training, we present an online continual learning framework - Generative Name only Continual Learning (G-NoCL). The proposed G-NoCL uses a set of generators G along with the learner. When encountering new concepts (i.e., classes), G-NoCL employs the novel sample complexity-guided data ensembling technique DIverSity and COmplexity enhancing ensemBlER (DISCOBER) to optimally sample training data from generated data. Through extensive experimentation, we demonstrate superior performance of DISCOBER in G-NoCL online CL benchmarks, covering both In-Distribution (ID) and Out-of-Distribution (OOD) generalization evaluations, compared to naive generator-ensembling, web-supervised, and manually annotated data.
Harnessing Density Ratios for Online Reinforcement Learning
The theories of offline and online reinforcement learning, despite having evolved in parallel, have begun to show signs of the possibility for a unification, with algorithms and analysis techniques for one setting often having natural counterparts in the other. However, the notion of density ratio modeling, an emerging paradigm in offline RL, has been largely absent from online RL, perhaps for good reason: the very existence and boundedness of density ratios relies on access to an exploratory dataset with good coverage, but the core challenge in online RL is to collect such a dataset without having one to start. In this work we show -- perhaps surprisingly -- that density ratio-based algorithms have online counterparts. Assuming only the existence of an exploratory distribution with good coverage, a structural condition known as coverability (Xie et al., 2023), we give a new algorithm (GLOW) that uses density ratio realizability and value function realizability to perform sample-efficient online exploration. GLOW addresses unbounded density ratios via careful use of truncation, and combines this with optimism to guide exploration. GLOW is computationally inefficient; we complement it with a more efficient counterpart, HyGLOW, for the Hybrid RL setting (Song et al., 2022) wherein online RL is augmented with additional offline data. HyGLOW is derived as a special case of a more general meta-algorithm that provides a provable black-box reduction from hybrid RL to offline RL, which may be of independent interest.
Leveraging Offline Data in Online Reinforcement Learning
Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an epsilon-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an epsilon-optimal policy? In this work, we consider this setting, which we call the FineTuneRL setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, FTPedel, which is provably optimal. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between verifiable learning, the typical setting considered in online RL, and unverifiable learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.
Sample Efficient Reward Augmentation in offline-to-online Reinforcement Learning
Offline-to-online RL can make full use of pre-collected offline datasets to initialize policies, resulting in higher sample efficiency and better performance compared to only using online algorithms alone for policy training. However, direct fine-tuning of the pre-trained policy tends to result in sub-optimal performance. A primary reason is that conservative offline RL methods diminish the agent's capability of exploration, thereby impacting online fine-tuning performance. To encourage agent's exploration during online fine-tuning and enhance the overall online fine-tuning performance, we propose a generalized reward augmentation method called Sample Efficient Reward Augmentation (SERA). Specifically, SERA encourages agent to explore by computing Q conditioned entropy as intrinsic reward. The advantage of SERA is that it can extensively utilize offline pre-trained Q to encourage agent uniformly coverage of state space while considering the imbalance between the distributions of high-value and low-value states. Additionally, SERA can be effortlessly plugged into various RL algorithms to improve online fine-tuning and ensure sustained asymptotic improvement. Moreover, extensive experimental results demonstrate that when conducting offline-to-online problems, SERA consistently and effectively enhances the performance of various offline algorithms.
Contrastive UCB: Provably Efficient Contrastive Self-Supervised Learning in Online Reinforcement Learning
In view of its power in extracting feature representation, contrastive self-supervised learning has been successfully integrated into the practice of (deep) reinforcement learning (RL), leading to efficient policy learning in various applications. Despite its tremendous empirical successes, the understanding of contrastive learning for RL remains elusive. To narrow such a gap, we study how RL can be empowered by contrastive learning in a class of Markov decision processes (MDPs) and Markov games (MGs) with low-rank transitions. For both models, we propose to extract the correct feature representations of the low-rank model by minimizing a contrastive loss. Moreover, under the online setting, we propose novel upper confidence bound (UCB)-type algorithms that incorporate such a contrastive loss with online RL algorithms for MDPs or MGs. We further theoretically prove that our algorithm recovers the true representations and simultaneously achieves sample efficiency in learning the optimal policy and Nash equilibrium in MDPs and MGs. We also provide empirical studies to demonstrate the efficacy of the UCB-based contrastive learning method for RL. To the best of our knowledge, we provide the first provably efficient online RL algorithm that incorporates contrastive learning for representation learning. Our codes are available at https://github.com/Baichenjia/Contrastive-UCB.
Learning to Build by Building Your Own Instructions
Structural understanding of complex visual objects is an important unsolved component of artificial intelligence. To study this, we develop a new technique for the recently proposed Break-and-Make problem in LTRON where an agent must learn to build a previously unseen LEGO assembly using a single interactive session to gather information about its components and their structure. We attack this problem by building an agent that we call \ours that is able to make its own visual instruction book. By disassembling an unseen assembly and periodically saving images of it, the agent is able to create a set of instructions so that it has the information necessary to rebuild it. These instructions form an explicit memory that allows the model to reason about the assembly process one step at a time, avoiding the need for long-term implicit memory. This in turn allows us to train on much larger LEGO assemblies than has been possible in the past. To demonstrate the power of this model, we release a new dataset of procedurally built LEGO vehicles that contain an average of 31 bricks each and require over one hundred steps to disassemble and reassemble. We train these models using online imitation learning which allows the model to learn from its own mistakes. Finally, we also provide some small improvements to LTRON and the Break-and-Make problem that simplify the learning environment and improve usability.
RODEO: Replay for Online Object Detection
Humans can incrementally learn to do new visual detection tasks, which is a huge challenge for today's computer vision systems. Incrementally trained deep learning models lack backwards transfer to previously seen classes and suffer from a phenomenon known as "catastrophic forgetting." In this paper, we pioneer online streaming learning for object detection, where an agent must learn examples one at a time with severe memory and computational constraints. In object detection, a system must output all bounding boxes for an image with the correct label. Unlike earlier work, the system described in this paper can learn this task in an online manner with new classes being introduced over time. We achieve this capability by using a novel memory replay mechanism that efficiently replays entire scenes. We achieve state-of-the-art results on both the PASCAL VOC 2007 and MS COCO datasets.
Boosting Offline Reinforcement Learning with Action Preference Query
Training practical agents usually involve offline and online reinforcement learning (RL) to balance the policy's performance and interaction costs. In particular, online fine-tuning has become a commonly used method to correct the erroneous estimates of out-of-distribution data learned in the offline training phase. However, even limited online interactions can be inaccessible or catastrophic for high-stake scenarios like healthcare and autonomous driving. In this work, we introduce an interaction-free training scheme dubbed Offline-with-Action-Preferences (OAP). The main insight is that, compared to online fine-tuning, querying the preferences between pre-collected and learned actions can be equally or even more helpful to the erroneous estimate problem. By adaptively encouraging or suppressing policy constraint according to action preferences, OAP could distinguish overestimation from beneficial policy improvement and thus attains a more accurate evaluation of unseen data. Theoretically, we prove a lower bound of the behavior policy's performance improvement brought by OAP. Moreover, comprehensive experiments on the D4RL benchmark and state-of-the-art algorithms demonstrate that OAP yields higher (29% on average) scores, especially on challenging AntMaze tasks (98% higher).
Reinforcement-Learning Portfolio Allocation with Dynamic Embedding of Market Information
We develop a portfolio allocation framework that leverages deep learning techniques to address challenges arising from high-dimensional, non-stationary, and low-signal-to-noise market information. Our approach includes a dynamic embedding method that reduces the non-stationary, high-dimensional state space into a lower-dimensional representation. We design a reinforcement learning (RL) framework that integrates generative autoencoders and online meta-learning to dynamically embed market information, enabling the RL agent to focus on the most impactful parts of the state space for portfolio allocation decisions. Empirical analysis based on the top 500 U.S. stocks demonstrates that our framework outperforms common portfolio benchmarks and the predict-then-optimize (PTO) approach using machine learning, particularly during periods of market stress. Traditional factor models do not fully explain this superior performance. The framework's ability to time volatility reduces its market exposure during turbulent times. Ablation studies confirm the robustness of this performance across various reinforcement learning algorithms. Additionally, the embedding and meta-learning techniques effectively manage the complexities of high-dimensional, noisy, and non-stationary financial data, enhancing both portfolio performance and risk management.
In-context Exploration-Exploitation for Reinforcement Learning
In-context learning is a promising approach for online policy learning of offline reinforcement learning (RL) methods, which can be achieved at inference time without gradient optimization. However, this method is hindered by significant computational costs resulting from the gathering of large training trajectory sets and the need to train large Transformer models. We address this challenge by introducing an In-context Exploration-Exploitation (ICEE) algorithm, designed to optimize the efficiency of in-context policy learning. Unlike existing models, ICEE performs an exploration-exploitation trade-off at inference time within a Transformer model, without the need for explicit Bayesian inference. Consequently, ICEE can solve Bayesian optimization problems as efficiently as Gaussian process biased methods do, but in significantly less time. Through experiments in grid world environments, we demonstrate that ICEE can learn to solve new RL tasks using only tens of episodes, marking a substantial improvement over the hundreds of episodes needed by the previous in-context learning method.
A Better Match for Drivers and Riders: Reinforcement Learning at Lyft
To better match drivers to riders in our ridesharing application, we revised Lyft's core matching algorithm. We use a novel online reinforcement learning approach that estimates the future earnings of drivers in real time and use this information to find more efficient matches. This change was the first documented implementation of a ridesharing matching algorithm that can learn and improve in real time. We evaluated the new approach during weeks of switchback experimentation in most Lyft markets, and estimated how it benefited drivers, riders, and the platform. In particular, it enabled our drivers to serve millions of additional riders each year, leading to more than $30 million per year in incremental revenue. Lyft rolled out the algorithm globally in 2021.
The Importance of Online Data: Understanding Preference Fine-tuning via Coverage
Learning from human preference data has emerged as the dominant paradigm for fine-tuning large language models (LLMs). The two most common families of techniques -- online reinforcement learning (RL) such as Proximal Policy Optimization (PPO) and offline contrastive methods such as Direct Preference Optimization (DPO) -- were positioned as equivalent in prior work due to the fact that both have to start from the same offline preference dataset. To further expand our theoretical understanding of the similarities and differences between online and offline techniques for preference fine-tuning, we conduct a rigorous analysis through the lens of dataset coverage, a concept that captures how the training data covers the test distribution and is widely used in RL. We prove that a global coverage condition is both necessary and sufficient for offline contrastive methods to converge to the optimal policy, but a weaker partial coverage condition suffices for online RL methods. This separation provides one explanation of why online RL methods can perform better than offline methods, especially when the offline preference data is not diverse enough. Finally, motivated by our preceding theoretical observations, we derive a hybrid preference optimization (HyPO) algorithm that uses offline data for contrastive-based preference optimization and online data for KL regularization. Theoretically and empirically, we demonstrate that HyPO is more performant than its pure offline counterpart DPO, while still preserving its computation and memory efficiency.
DPOK: Reinforcement Learning for Fine-tuning Text-to-Image Diffusion Models
Learning from human feedback has been shown to improve text-to-image models. These techniques first learn a reward function that captures what humans care about in the task and then improve the models based on the learned reward function. Even though relatively simple approaches (e.g., rejection sampling based on reward scores) have been investigated, fine-tuning text-to-image models with the reward function remains challenging. In this work, we propose using online reinforcement learning (RL) to fine-tune text-to-image models. We focus on diffusion models, defining the fine-tuning task as an RL problem, and updating the pre-trained text-to-image diffusion models using policy gradient to maximize the feedback-trained reward. Our approach, coined DPOK, integrates policy optimization with KL regularization. We conduct an analysis of KL regularization for both RL fine-tuning and supervised fine-tuning. In our experiments, we show that DPOK is generally superior to supervised fine-tuning with respect to both image-text alignment and image quality.
Online Clustered Codebook
Vector Quantisation (VQ) is experiencing a comeback in machine learning, where it is increasingly used in representation learning. However, optimizing the codevectors in existing VQ-VAE is not entirely trivial. A problem is codebook collapse, where only a small subset of codevectors receive gradients useful for their optimisation, whereas a majority of them simply ``dies off'' and is never updated or used. This limits the effectiveness of VQ for learning larger codebooks in complex computer vision tasks that require high-capacity representations. In this paper, we present a simple alternative method for online codebook learning, Clustering VQ-VAE (CVQ-VAE). Our approach selects encoded features as anchors to update the ``dead'' codevectors, while optimising the codebooks which are alive via the original loss. This strategy brings unused codevectors closer in distribution to the encoded features, increasing the likelihood of being chosen and optimized. We extensively validate the generalization capability of our quantiser on various datasets, tasks (e.g. reconstruction and generation), and architectures (e.g. VQ-VAE, VQGAN, LDM). Our CVQ-VAE can be easily integrated into the existing models with just a few lines of code.
Just Say What You Want: Only-prompting Self-rewarding Online Preference Optimization
We address the challenge of online Reinforcement Learning from Human Feedback (RLHF) with a focus on self-rewarding alignment methods. In online RLHF, obtaining feedback requires interaction with the environment, which can be costly when using additional reward models or the GPT-4 API. Current self-rewarding approaches rely heavily on the discriminator's judgment capabilities, which are effective for large-scale models but challenging to transfer to smaller ones. To address these limitations, we propose a novel, only-prompting self-rewarding online algorithm that generates preference datasets without relying on judgment capabilities. Additionally, we employ fine-grained arithmetic control over the optimality gap between positive and negative examples, generating more hard negatives in the later stages of training to help the model better capture subtle human preferences. Finally, we conduct extensive experiments on two base models, Mistral-7B and Mistral-Instruct-7B, which significantly bootstrap the performance of the reference model, achieving 34.5% in the Length-controlled Win Rates of AlpacaEval 2.0.
Does Self-supervised Learning Really Improve Reinforcement Learning from Pixels?
We investigate whether self-supervised learning (SSL) can improve online reinforcement learning (RL) from pixels. We extend the contrastive reinforcement learning framework (e.g., CURL) that jointly optimizes SSL and RL losses and conduct an extensive amount of experiments with various self-supervised losses. Our observations suggest that the existing SSL framework for RL fails to bring meaningful improvement over the baselines only taking advantage of image augmentation when the same amount of data and augmentation is used. We further perform evolutionary searches to find the optimal combination of multiple self-supervised losses for RL, but find that even such a loss combination fails to meaningfully outperform the methods that only utilize carefully designed image augmentations. After evaluating these approaches together in multiple different environments including a real-world robot environment, we confirm that no single self-supervised loss or image augmentation method can dominate all environments and that the current framework for joint optimization of SSL and RL is limited. Finally, we conduct the ablation study on multiple factors and demonstrate the properties of representations learned with different approaches.
Continuous Learning in a Hierarchical Multiscale Neural Network
We reformulate the problem of encoding a multi-scale representation of a sequence in a language model by casting it in a continuous learning framework. We propose a hierarchical multi-scale language model in which short time-scale dependencies are encoded in the hidden state of a lower-level recurrent neural network while longer time-scale dependencies are encoded in the dynamic of the lower-level network by having a meta-learner update the weights of the lower-level neural network in an online meta-learning fashion. We use elastic weights consolidation as a higher-level to prevent catastrophic forgetting in our continuous learning framework.
Fair yet Asymptotically Equal Collaborative Learning
In collaborative learning with streaming data, nodes (e.g., organizations) jointly and continuously learn a machine learning (ML) model by sharing the latest model updates computed from their latest streaming data. For the more resourceful nodes to be willing to share their model updates, they need to be fairly incentivized. This paper explores an incentive design that guarantees fairness so that nodes receive rewards commensurate to their contributions. Our approach leverages an explore-then-exploit formulation to estimate the nodes' contributions (i.e., exploration) for realizing our theoretically guaranteed fair incentives (i.e., exploitation). However, we observe a "rich get richer" phenomenon arising from the existing approaches to guarantee fairness and it discourages the participation of the less resourceful nodes. To remedy this, we additionally preserve asymptotic equality, i.e., less resourceful nodes achieve equal performance eventually to the more resourceful/"rich" nodes. We empirically demonstrate in two settings with real-world streaming data: federated online incremental learning and federated reinforcement learning, that our proposed approach outperforms existing baselines in fairness and learning performance while remaining competitive in preserving equality.
Training Language Models to Self-Correct via Reinforcement Learning
Self-correction is a highly desirable capability of large language models (LLMs), yet it has consistently been found to be largely ineffective in modern LLMs. Existing approaches for training self-correction either require multiple models or rely on a more capable model or other forms of supervision. To this end, we develop a multi-turn online reinforcement learning (RL) approach, SCoRe, that significantly improves an LLM's self-correction ability using entirely self-generated data. To build SCoRe, we first show that variants of supervised fine-tuning (SFT) on offline model-generated correction traces are insufficient for instilling self-correction behavior. In particular, we observe that training via SFT either suffers from a distribution mismatch between the training data and the model's own responses or implicitly prefers only a certain mode of correction behavior that is often not effective at test time. SCoRe addresses these challenges by training under the model's own distribution of self-generated correction traces and using appropriate regularization to steer the learning process into learning a self-correction strategy that is effective at test time as opposed to simply fitting high-reward responses for a given prompt. This regularization prescribes running a first phase of RL on a base model to generate a policy initialization that is less susceptible to collapse and then using a reward bonus to amplify self-correction during training. When applied to Gemini 1.0 Pro and 1.5 Flash models, we find that SCoRe achieves state-of-the-art self-correction performance, improving the base models' self-correction by 15.6% and 9.1% respectively on the MATH and HumanEval benchmarks.
TacSL: A Library for Visuotactile Sensor Simulation and Learning
For both humans and robots, the sense of touch, known as tactile sensing, is critical for performing contact-rich manipulation tasks. Three key challenges in robotic tactile sensing are 1) interpreting sensor signals, 2) generating sensor signals in novel scenarios, and 3) learning sensor-based policies. For visuotactile sensors, interpretation has been facilitated by their close relationship with vision sensors (e.g., RGB cameras). However, generation is still difficult, as visuotactile sensors typically involve contact, deformation, illumination, and imaging, all of which are expensive to simulate; in turn, policy learning has been challenging, as simulation cannot be leveraged for large-scale data collection. We present TacSL (taxel), a library for GPU-based visuotactile sensor simulation and learning. TacSL can be used to simulate visuotactile images and extract contact-force distributions over 200times faster than the prior state-of-the-art, all within the widely-used Isaac Gym simulator. Furthermore, TacSL provides a learning toolkit containing multiple sensor models, contact-intensive training environments, and online/offline algorithms that can facilitate policy learning for sim-to-real applications. On the algorithmic side, we introduce a novel online reinforcement-learning algorithm called asymmetric actor-critic distillation (\sysName), designed to effectively and efficiently learn tactile-based policies in simulation that can transfer to the real world. Finally, we demonstrate the utility of our library and algorithms by evaluating the benefits of distillation and multimodal sensing for contact-rich manip ulation tasks, and most critically, performing sim-to-real transfer. Supplementary videos and results are at https://iakinola23.github.io/tacsl/.
Aligning Language Models with Offline Reinforcement Learning from Human Feedback
Learning from human preferences is crucial for language models (LMs) to effectively cater to human needs and societal values. Previous research has made notable progress by leveraging human feedback to follow instructions. However, these approaches rely primarily on online reinforcement learning (RL) techniques like Proximal Policy Optimization (PPO), which have been proven unstable and challenging to tune for language models. Moreover, PPO requires complex distributed system implementation, hindering the efficiency of large-scale distributed training. In this study, we propose an offline reinforcement learning from human feedback (RLHF) framework to align LMs using pre-generated samples without interacting with RL environments. Specifically, we explore maximum likelihood estimation (MLE) with filtering, reward-weighted regression (RWR), and Decision Transformer (DT) to align language models to human preferences. By employing a loss function similar to supervised fine-tuning, our methods ensure more stable model training than PPO with a simple machine learning system~(MLSys) and much fewer (around 12.3\%) computing resources. Experimental results demonstrate the DT alignment outperforms other Offline RLHF methods and is better than PPO.
Challenges and Opportunities in Offline Reinforcement Learning from Visual Observations
Offline reinforcement learning has shown great promise in leveraging large pre-collected datasets for policy learning, allowing agents to forgo often-expensive online data collection. However, to date, offline reinforcement learning from visual observations with continuous action spaces has been relatively under-explored, and there is a lack of understanding of where the remaining challenges lie. In this paper, we seek to establish simple baselines for continuous control in the visual domain. We show that simple modifications to two state-of-the-art vision-based online reinforcement learning algorithms, DreamerV2 and DrQ-v2, suffice to outperform prior work and establish a competitive baseline. We rigorously evaluate these algorithms on both existing offline datasets and a new testbed for offline reinforcement learning from visual observations that better represents the data distributions present in real-world offline RL problems, and open-source our code and data to facilitate progress in this important domain. Finally, we present and analyze several key desiderata unique to offline RL from visual observations, including visual distractions and visually identifiable changes in dynamics.
Transformers as Decision Makers: Provable In-Context Reinforcement Learning via Supervised Pretraining
Large transformer models pretrained on offline reinforcement learning datasets have demonstrated remarkable in-context reinforcement learning (ICRL) capabilities, where they can make good decisions when prompted with interaction trajectories from unseen environments. However, when and how transformers can be trained to perform ICRL have not been theoretically well-understood. In particular, it is unclear which reinforcement-learning algorithms transformers can perform in context, and how distribution mismatch in offline training data affects the learned algorithms. This paper provides a theoretical framework that analyzes supervised pretraining for ICRL. This includes two recently proposed training methods -- algorithm distillation and decision-pretrained transformers. First, assuming model realizability, we prove the supervised-pretrained transformer will imitate the conditional expectation of the expert algorithm given the observed trajectory. The generalization error will scale with model capacity and a distribution divergence factor between the expert and offline algorithms. Second, we show transformers with ReLU attention can efficiently approximate near-optimal online reinforcement learning algorithms like LinUCB and Thompson sampling for stochastic linear bandits, and UCB-VI for tabular Markov decision processes. This provides the first quantitative analysis of the ICRL capabilities of transformers pretrained from offline trajectories.
One Objective to Rule Them All: A Maximization Objective Fusing Estimation and Planning for Exploration
In online reinforcement learning (online RL), balancing exploration and exploitation is crucial for finding an optimal policy in a sample-efficient way. To achieve this, existing sample-efficient online RL algorithms typically consist of three components: estimation, planning, and exploration. However, in order to cope with general function approximators, most of them involve impractical algorithmic components to incentivize exploration, such as optimization within data-dependent level-sets or complicated sampling procedures. To address this challenge, we propose an easy-to-implement RL framework called Maximize to Explore (MEX), which only needs to optimize unconstrainedly a single objective that integrates the estimation and planning components while balancing exploration and exploitation automatically. Theoretically, we prove that MEX achieves a sublinear regret with general function approximations for Markov decision processes (MDP) and is further extendable to two-player zero-sum Markov games (MG). Meanwhile, we adapt deep RL baselines to design practical versions of MEX, in both model-free and model-based manners, which can outperform baselines by a stable margin in various MuJoCo environments with sparse rewards. Compared with existing sample-efficient online RL algorithms with general function approximations, MEX achieves similar sample efficiency while enjoying a lower computational cost and is more compatible with modern deep RL methods.
Towards Optimal Regret in Adversarial Linear MDPs with Bandit Feedback
We study online reinforcement learning in linear Markov decision processes with adversarial losses and bandit feedback, without prior knowledge on transitions or access to simulators. We introduce two algorithms that achieve improved regret performance compared to existing approaches. The first algorithm, although computationally inefficient, ensures a regret of mathcal{O}left(Kright), where K is the number of episodes. This is the first result with the optimal K dependence in the considered setting. The second algorithm, which is based on the policy optimization framework, guarantees a regret of mathcal{O}left(K^{3{4}} right) and is computationally efficient. Both our results significantly improve over the state-of-the-art: a computationally inefficient algorithm by Kong et al. [2023] with mathcal{O}left(K^{4{5}}+polyleft(1{lambda_{min}}right) right) regret, for some problem-dependent constant lambda_{min} that can be arbitrarily close to zero, and a computationally efficient algorithm by Sherman et al. [2023b] with mathcal{O}left(K^{6{7}} right) regret.
Bandit Multi-linear DR-Submodular Maximization and Its Applications on Adversarial Submodular Bandits
We investigate the online bandit learning of the monotone multi-linear DR-submodular functions, designing the algorithm BanditMLSM that attains O(T^{2/3}log T) of (1-1/e)-regret. Then we reduce submodular bandit with partition matroid constraint and bandit sequential monotone maximization to the online bandit learning of the monotone multi-linear DR-submodular functions, attaining O(T^{2/3}log T) of (1-1/e)-regret in both problems, which improve the existing results. To the best of our knowledge, we are the first to give a sublinear regret algorithm for the submodular bandit with partition matroid constraint. A special case of this problem is studied by Streeter et al.(2009). They prove a O(T^{4/5}) (1-1/e)-regret upper bound. For the bandit sequential submodular maximization, the existing work proves an O(T^{2/3}) regret with a suboptimal 1/2 approximation ratio (Niazadeh et al. 2021).
Show, Don't Tell: Aligning Language Models with Demonstrated Feedback
Language models are aligned to emulate the collective voice of many, resulting in outputs that align with no one in particular. Steering LLMs away from generic output is possible through supervised finetuning or RLHF, but requires prohibitively large datasets for new ad-hoc tasks. We argue that it is instead possible to align an LLM to a specific setting by leveraging a very small number (<10) of demonstrations as feedback. Our method, Demonstration ITerated Task Optimization (DITTO), directly aligns language model outputs to a user's demonstrated behaviors. Derived using ideas from online imitation learning, DITTO cheaply generates online comparison data by treating users' demonstrations as preferred over output from the LLM and its intermediate checkpoints. We evaluate DITTO's ability to learn fine-grained style and task alignment across domains such as news articles, emails, and blog posts. Additionally, we conduct a user study soliciting a range of demonstrations from participants (N=16). Across our benchmarks and user study, we find that win-rates for DITTO outperform few-shot prompting, supervised fine-tuning, and other self-play methods by an average of 19% points. By using demonstrations as feedback directly, DITTO offers a novel method for effective customization of LLMs.
Recursive Introspection: Teaching Language Model Agents How to Self-Improve
A central piece in enabling intelligent agentic behavior in foundation models is to make them capable of introspecting upon their behavior, reasoning, and correcting their mistakes as more computation or interaction is available. Even the strongest proprietary large language models (LLMs) do not quite exhibit the ability of continually improving their responses sequentially, even in scenarios where they are explicitly told that they are making a mistake. In this paper, we develop RISE: Recursive IntroSpEction, an approach for fine-tuning LLMs to introduce this capability, despite prior work hypothesizing that this capability may not be possible to attain. Our approach prescribes an iterative fine-tuning procedure, which attempts to teach the model how to alter its response after having executed previously unsuccessful attempts to solve a hard test-time problem, with optionally additional environment feedback. RISE poses fine-tuning for a single-turn prompt as solving a multi-turn Markov decision process (MDP), where the initial state is the prompt. Inspired by principles in online imitation learning and reinforcement learning, we propose strategies for multi-turn data collection and training so as to imbue an LLM with the capability to recursively detect and correct its previous mistakes in subsequent iterations. Our experiments show that RISE enables Llama2, Llama3, and Mistral models to improve themselves with more turns on math reasoning tasks, outperforming several single-turn strategies given an equal amount of inference-time computation. We also find that RISE scales well, often attaining larger benefits with more capable models. Our analysis shows that RISE makes meaningful improvements to responses to arrive at the correct solution for challenging prompts, without disrupting one-turn abilities as a result of expressing more complex distributions.
A Fast Incremental Gaussian Mixture Model
This work builds upon previous efforts in online incremental learning, namely the Incremental Gaussian Mixture Network (IGMN). The IGMN is capable of learning from data streams in a single-pass by improving its model after analyzing each data point and discarding it thereafter. Nevertheless, it suffers from the scalability point-of-view, due to its asymptotic time complexity of Obigl(NKD^3bigr) for N data points, K Gaussian components and D dimensions, rendering it inadequate for high-dimensional data. In this paper, we manage to reduce this complexity to Obigl(NKD^2bigr) by deriving formulas for working directly with precision matrices instead of covariance matrices. The final result is a much faster and scalable algorithm which can be applied to high dimensional tasks. This is confirmed by applying the modified algorithm to high-dimensional classification datasets.
InternLM2 Technical Report
The evolution of Large Language Models (LLMs) like ChatGPT and GPT-4 has sparked discussions on the advent of Artificial General Intelligence (AGI). However, replicating such advancements in open-source models has been challenging. This paper introduces InternLM2, an open-source LLM that outperforms its predecessors in comprehensive evaluations across 6 dimensions and 30 benchmarks, long-context modeling, and open-ended subjective evaluations through innovative pre-training and optimization techniques. The pre-training process of InternLM2 is meticulously detailed, highlighting the preparation of diverse data types including text, code, and long-context data. InternLM2 efficiently captures long-term dependencies, initially trained on 4k tokens before advancing to 32k tokens in pre-training and fine-tuning stages, exhibiting remarkable performance on the 200k ``Needle-in-a-Haystack" test. InternLM2 is further aligned using Supervised Fine-Tuning (SFT) and a novel Conditional Online Reinforcement Learning from Human Feedback (COOL RLHF) strategy that addresses conflicting human preferences and reward hacking. By releasing InternLM2 models in different training stages and model sizes, we provide the community with insights into the model's evolution.
UNcommonsense Reasoning: Abductive Reasoning about Uncommon Situations
Language technologies that accurately model the dynamics of events must perform commonsense reasoning. Existing work evaluating commonsense reasoning focuses on making inferences about common, everyday situations. To instead investigate the ability to model unusual, unexpected, and unlikely situations, we explore the task of uncommonsense abductive reasoning. Given a piece of context with an unexpected outcome, this task requires reasoning abductively to generate a natural language explanation that makes the unexpected outcome more likely in the context. To this end, we curate and release a new English language corpus called UNcommonsense. We characterize the differences between the performance of human explainers and the best performing large language models, finding that model-enhanced human-written explanations achieve the highest quality by trading off between specificity and diversity. Finally, we experiment with several online imitation learning algorithms to train open and accessible language models on this task. When compared with the vanilla supervised fine-tuning approach, these methods consistently reduce lose rates on both common and uncommonsense abductive reasoning judged by human evaluators.
Multimodal Web Navigation with Instruction-Finetuned Foundation Models
The progress of autonomous web navigation has been hindered by the dependence on billions of exploratory interactions via online reinforcement learning, and domain-specific model designs that make it difficult to leverage generalization from rich out-of-domain data. In this work, we study data-driven offline training for web agents with vision-language foundation models. We propose an instruction-following multimodal agent, WebGUM, that observes both webpage screenshots and HTML pages and outputs web navigation actions, such as click and type. WebGUM is trained by jointly finetuning an instruction-finetuned language model and a vision transformer on a large corpus of demonstrations. We empirically demonstrate this recipe improves the agent's ability of grounded visual perception, HTML comprehension and multi-step reasoning, outperforming prior works by a significant margin. On the MiniWoB benchmark, we improve over the previous best offline methods by more than 31.9%, being close to reaching online-finetuned SoTA. On the WebShop benchmark, our 3-billion-parameter model achieves superior performance to the existing SoTA, PaLM-540B. We also collect 347K high-quality demonstrations using our trained models, 38 times larger than prior work, and make them available to promote future research in this direction.
Scaling Laws for Reward Model Overoptimization in Direct Alignment Algorithms
Reinforcement Learning from Human Feedback (RLHF) has been crucial to the recent success of Large Language Models (LLMs), however, it is often a complex and brittle process. In the classical RLHF framework, a reward model is first trained to represent human preferences, which is in turn used by an online reinforcement learning (RL) algorithm to optimize the LLM. A prominent issue with such methods is reward over-optimization or reward hacking, where performance as measured by the learned proxy reward model increases, but true quality plateaus or even deteriorates. Direct Alignment Algorithms (DDAs) like Direct Preference Optimization have emerged as alternatives to the classical RLHF pipeline by circumventing the reward modeling phase. However, although DAAs do not use a separate proxy reward model, they still commonly deteriorate from over-optimization. While the so-called reward hacking phenomenon is not well-defined for DAAs, we still uncover similar trends: at higher KL budgets, DAA algorithms exhibit similar degradation patterns to their classic RLHF counterparts. In particular, we find that DAA methods deteriorate not only across a wide range of KL budgets but also often before even a single epoch of the dataset is completed. Through extensive empirical experimentation, this work formulates and formalizes the reward over-optimization or hacking problem for DAAs and explores its consequences across objectives, training regimes, and model scales.
RLAIF-V: Aligning MLLMs through Open-Source AI Feedback for Super GPT-4V Trustworthiness
Learning from feedback reduces the hallucination of multimodal large language models (MLLMs) by aligning them with human preferences. While traditional methods rely on labor-intensive and time-consuming manual labeling, recent approaches employing models as automatic labelers have shown promising results without human intervention. However, these methods heavily rely on costly proprietary models like GPT-4V, resulting in scalability issues. Moreover, this paradigm essentially distills the proprietary models to provide a temporary solution to quickly bridge the performance gap. As this gap continues to shrink, the community is soon facing the essential challenge of aligning MLLMs using labeler models of comparable capability. In this work, we introduce RLAIF-V, a novel framework that aligns MLLMs in a fully open-source paradigm for super GPT-4V trustworthiness. RLAIF-V maximally exploits the open-source feedback from two perspectives, including high-quality feedback data and online feedback learning algorithm. Extensive experiments on seven benchmarks in both automatic and human evaluation show that RLAIF-V substantially enhances the trustworthiness of models without sacrificing performance on other tasks. Using a 34B model as labeler, RLAIF-V 7B model reduces object hallucination by 82.9\% and overall hallucination by 42.1\%, outperforming the labeler model. Remarkably, RLAIF-V also reveals the self-alignment potential of open-source MLLMs, where a 12B model can learn from the feedback of itself to achieve less than 29.5\% overall hallucination rate, surpassing GPT-4V (45.9\%) by a large margin. The results shed light on a promising route to enhance the efficacy of leading-edge MLLMs.
Reasoning with Reinforced Functional Token Tuning
In this work, we propose Reinforced Functional Token Tuning (RFTT), a novel reinforced fine-tuning framework that empowers Large Language Models (LLMs) with self-play learn-to-reason capabilities. Unlike prior prompt-driven reasoning efforts, RFTT embeds a rich set of learnable functional tokens (e.g., <analyze>, <verify>, <refine>) directly into the model vocabulary, enabling chain-of-thought construction with diverse human-like reasoning behaviors. Specifically, RFTT comprises two phases: (1) supervised fine-tuning performs prompt-driven tree search to obtain self-generated training data annotated with functional tokens, which warms up the model to learn these tokens for reasoning; and (2) online reinforcement learning further allows the model to explore different reasoning pathways through functional token sampling without relying on prompts, thereby facilitating effective self-improvement for functional reasoning. Extensive experiments demonstrate the superiority of the proposed RFTT on mathematical benchmarks, significantly boosting Qwen-2.5-7B-Instruct (70.6% to 79.8%) and LLaMA-3.1-8B-Instruct (32.2% to 60.2%) on the MATH dataset. Moreover, the performance of RFTT consistently improves with more search rollouts at inference time. Our code is available at https://github.com/sastpg/RFTT.
Understanding Likelihood Over-optimisation in Direct Alignment Algorithms
Direct Alignment Algorithms (DAAs), such as Direct Preference Optimisation (DPO) and Identity Preference Optimisation (IPO), have emerged as alternatives to online Reinforcement Learning from Human Feedback (RLHF) algorithms such as Proximal Policy Optimisation (PPO) for aligning language models to human preferences, without the need for explicit reward modelling. These methods generally aim to increase the likelihood of generating better (preferred) completions while discouraging worse (non-preferred) ones, while staying close to the original model's behaviour. In this work, we explore the relationship between completion likelihood and model performance in state-of-the-art DAAs, and identify a critical issue of likelihood over-optimisation. Contrary to expectations, we find that higher likelihood of better completions and larger margins between better and worse completion likelihoods do not necessarily lead to better performance, and may even degrade it. Our analysis reveals that while higher likelihood correlates with better memorisation of factual knowledge patterns, a slightly lower completion likelihood tends to improve output diversity, thus leading to better generalisation to unseen scenarios. Moreover, we identify two key indicators that signal when over-optimised output diversity begins to harm performance: Decreasing Entropy over Top-k Tokens and Diminishing Top-k Probability Mass. Our experimental results validate that these indicators are reliable signs of declining performance under different regularisations, helping prevent over-optimisation and improve alignment with human preferences.
LIONs: An Empirically Optimized Approach to Align Language Models
Alignment is a crucial step to enhance the instruction-following and conversational abilities of language models. Despite many recent work proposing new algorithms, datasets, and training pipelines, there is a lack of comprehensive studies measuring the impact of various design choices throughout the whole training process. We first conduct a rigorous analysis over a three-stage training pipeline consisting of supervised fine-tuning, offline preference learning, and online preference learning. We have found that using techniques like sequence packing, loss masking in SFT, increasing the preference dataset size in DPO, and online DPO training can significantly improve the performance of language models. We then train from Gemma-2b-base and LLama-3-8b-base, and find that our best models exceed the performance of the official instruct models tuned with closed-source data and algorithms. Our code and models can be found at https://github.com/Columbia-NLP-Lab/LionAlignment.
UltraMedical: Building Specialized Generalists in Biomedicine
Large Language Models (LLMs) have demonstrated remarkable capabilities across various domains and are moving towards more specialized areas. Recent advanced proprietary models such as GPT-4 and Gemini have achieved significant advancements in biomedicine, which have also raised privacy and security challenges. The construction of specialized generalists hinges largely on high-quality datasets, enhanced by techniques like supervised fine-tuning and reinforcement learning from human or AI feedback, and direct preference optimization. However, these leading technologies (e.g., preference learning) are still significantly limited in the open source community due to the scarcity of specialized data. In this paper, we present the UltraMedical collections, which consist of high-quality manual and synthetic datasets in the biomedicine domain, featuring preference annotations across multiple advanced LLMs. By utilizing these datasets, we fine-tune a suite of specialized medical models based on Llama-3 series, demonstrating breathtaking capabilities across various medical benchmarks. Moreover, we develop powerful reward models skilled in biomedical and general reward benchmark, enhancing further online preference learning within the biomedical LLM community.
RoboCLIP: One Demonstration is Enough to Learn Robot Policies
Reward specification is a notoriously difficult problem in reinforcement learning, requiring extensive expert supervision to design robust reward functions. Imitation learning (IL) methods attempt to circumvent these problems by utilizing expert demonstrations but typically require a large number of in-domain expert demonstrations. Inspired by advances in the field of Video-and-Language Models (VLMs), we present RoboCLIP, an online imitation learning method that uses a single demonstration (overcoming the large data requirement) in the form of a video demonstration or a textual description of the task to generate rewards without manual reward function design. Additionally, RoboCLIP can also utilize out-of-domain demonstrations, like videos of humans solving the task for reward generation, circumventing the need to have the same demonstration and deployment domains. RoboCLIP utilizes pretrained VLMs without any finetuning for reward generation. Reinforcement learning agents trained with RoboCLIP rewards demonstrate 2-3 times higher zero-shot performance than competing imitation learning methods on downstream robot manipulation tasks, doing so using only one video/text demonstration.
ParlAI: A Dialog Research Software Platform
We introduce ParlAI (pronounced "par-lay"), an open-source software platform for dialog research implemented in Python, available at http://parl.ai. Its goal is to provide a unified framework for sharing, training and testing of dialog models, integration of Amazon Mechanical Turk for data collection, human evaluation, and online/reinforcement learning; and a repository of machine learning models for comparing with others' models, and improving upon existing architectures. Over 20 tasks are supported in the first release, including popular datasets such as SQuAD, bAbI tasks, MCTest, WikiQA, QACNN, QADailyMail, CBT, bAbI Dialog, Ubuntu, OpenSubtitles and VQA. Several models are integrated, including neural models such as memory networks, seq2seq and attentive LSTMs.
DINO-WM: World Models on Pre-trained Visual Features enable Zero-shot Planning
The ability to predict future outcomes given control actions is fundamental for physical reasoning. However, such predictive models, often called world models, have proven challenging to learn and are typically developed for task-specific solutions with online policy learning. We argue that the true potential of world models lies in their ability to reason and plan across diverse problems using only passive data. Concretely, we require world models to have the following three properties: 1) be trainable on offline, pre-collected trajectories, 2) support test-time behavior optimization, and 3) facilitate task-agnostic reasoning. To realize this, we present DINO World Model (DINO-WM), a new method to model visual dynamics without reconstructing the visual world. DINO-WM leverages spatial patch features pre-trained with DINOv2, enabling it to learn from offline behavioral trajectories by predicting future patch features. This design allows DINO-WM to achieve observational goals through action sequence optimization, facilitating task-agnostic behavior planning by treating desired goal patch features as prediction targets. We evaluate DINO-WM across various domains, including maze navigation, tabletop pushing, and particle manipulation. Our experiments demonstrate that DINO-WM can generate zero-shot behavioral solutions at test time without relying on expert demonstrations, reward modeling, or pre-learned inverse models. Notably, DINO-WM exhibits strong generalization capabilities compared to prior state-of-the-art work, adapting to diverse task families such as arbitrarily configured mazes, push manipulation with varied object shapes, and multi-particle scenarios.
Online Class Incremental Learning on Stochastic Blurry Task Boundary via Mask and Visual Prompt Tuning
Continual learning aims to learn a model from a continuous stream of data, but it mainly assumes a fixed number of data and tasks with clear task boundaries. However, in real-world scenarios, the number of input data and tasks is constantly changing in a statistical way, not a static way. Although recently introduced incremental learning scenarios having blurry task boundaries somewhat address the above issues, they still do not fully reflect the statistical properties of real-world situations because of the fixed ratio of disjoint and blurry samples. In this paper, we propose a new Stochastic incremental Blurry task boundary scenario, called Si-Blurry, which reflects the stochastic properties of the real-world. We find that there are two major challenges in the Si-Blurry scenario: (1) inter- and intra-task forgettings and (2) class imbalance problem. To alleviate them, we introduce Mask and Visual Prompt tuning (MVP). In MVP, to address the inter- and intra-task forgetting issues, we propose a novel instance-wise logit masking and contrastive visual prompt tuning loss. Both of them help our model discern the classes to be learned in the current batch. It results in consolidating the previous knowledge. In addition, to alleviate the class imbalance problem, we introduce a new gradient similarity-based focal loss and adaptive feature scaling to ease overfitting to the major classes and underfitting to the minor classes. Extensive experiments show that our proposed MVP significantly outperforms the existing state-of-the-art methods in our challenging Si-Blurry scenario.
Online Orthogonal Dictionary Learning Based on Frank-Wolfe Method
Dictionary learning is a widely used unsupervised learning method in signal processing and machine learning. Most existing works of dictionary learning are in an offline manner. There are mainly two offline ways for dictionary learning. One is to do an alternative optimization of both the dictionary and the sparse code; the other way is to optimize the dictionary by restricting it over the orthogonal group. The latter one is called orthogonal dictionary learning which has a lower complexity implementation, hence, it is more favorable for lowcost devices. However, existing schemes on orthogonal dictionary learning only work with batch data and can not be implemented online, which is not applicable for real-time applications. This paper proposes a novel online orthogonal dictionary scheme to dynamically learn the dictionary from streaming data without storing the historical data. The proposed scheme includes a novel problem formulation and an efficient online algorithm design with convergence analysis. In the problem formulation, we relax the orthogonal constraint to enable an efficient online algorithm. In the algorithm design, we propose a new Frank-Wolfe-based online algorithm with a convergence rate of O(ln t/t^(1/4)). The convergence rate in terms of key system parameters is also derived. Experiments with synthetic data and real-world sensor readings demonstrate the effectiveness and efficiency of the proposed online orthogonal dictionary learning scheme.
Online Graph Dictionary Learning
Dictionary learning is a key tool for representation learning, that explains the data as linear combination of few basic elements. Yet, this analysis is not amenable in the context of graph learning, as graphs usually belong to different metric spaces. We fill this gap by proposing a new online Graph Dictionary Learning approach, which uses the Gromov Wasserstein divergence for the data fitting term. In our work, graphs are encoded through their nodes' pairwise relations and modeled as convex combination of graph atoms, i.e. dictionary elements, estimated thanks to an online stochastic algorithm, which operates on a dataset of unregistered graphs with potentially different number of nodes. Our approach naturally extends to labeled graphs, and is completed by a novel upper bound that can be used as a fast approximation of Gromov Wasserstein in the embedding space. We provide numerical evidences showing the interest of our approach for unsupervised embedding of graph datasets and for online graph subspace estimation and tracking.
Machine Learning for Online Algorithm Selection under Censored Feedback
In online algorithm selection (OAS), instances of an algorithmic problem class are presented to an agent one after another, and the agent has to quickly select a presumably best algorithm from a fixed set of candidate algorithms. For decision problems such as satisfiability (SAT), quality typically refers to the algorithm's runtime. As the latter is known to exhibit a heavy-tail distribution, an algorithm is normally stopped when exceeding a predefined upper time limit. As a consequence, machine learning methods used to optimize an algorithm selection strategy in a data-driven manner need to deal with right-censored samples, a problem that has received little attention in the literature so far. In this work, we revisit multi-armed bandit algorithms for OAS and discuss their capability of dealing with the problem. Moreover, we adapt them towards runtime-oriented losses, allowing for partially censored data while keeping a space- and time-complexity independent of the time horizon. In an extensive experimental evaluation on an adapted version of the ASlib benchmark, we demonstrate that theoretically well-founded methods based on Thompson sampling perform specifically strong and improve in comparison to existing methods.
DualMix: Unleashing the Potential of Data Augmentation for Online Class-Incremental Learning
Online Class-Incremental (OCI) learning has sparked new approaches to expand the previously trained model knowledge from sequentially arriving data streams with new classes. Unfortunately, OCI learning can suffer from catastrophic forgetting (CF) as the decision boundaries for old classes can become inaccurate when perturbated by new ones. Existing literature have applied the data augmentation (DA) to alleviate the model forgetting, while the role of DA in OCI has not been well understood so far. In this paper, we theoretically show that augmented samples with lower correlation to the original data are more effective in preventing forgetting. However, aggressive augmentation may also reduce the consistency between data and corresponding labels, which motivates us to exploit proper DA to boost the OCI performance and prevent the CF problem. We propose the Enhanced Mixup (EnMix) method that mixes the augmented samples and their labels simultaneously, which is shown to enhance the sample diversity while maintaining strong consistency with corresponding labels. Further, to solve the class imbalance problem, we design an Adaptive Mixup (AdpMix) method to calibrate the decision boundaries by mixing samples from both old and new classes and dynamically adjusting the label mixing ratio. Our approach is demonstrated to be effective on several benchmark datasets through extensive experiments, and it is shown to be compatible with other replay-based techniques.
Neural Architecture for Online Ensemble Continual Learning
Continual learning with an increasing number of classes is a challenging task. The difficulty rises when each example is presented exactly once, which requires the model to learn online. Recent methods with classic parameter optimization procedures have been shown to struggle in such setups or have limitations like non-differentiable components or memory buffers. For this reason, we present the fully differentiable ensemble method that allows us to efficiently train an ensemble of neural networks in the end-to-end regime. The proposed technique achieves SOTA results without a memory buffer and clearly outperforms the reference methods. The conducted experiments have also shown a significant increase in the performance for small ensembles, which demonstrates the capability of obtaining relatively high classification accuracy with a reduced number of classifiers.