Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeConcurrent Shuffle Differential Privacy Under Continual Observation
We introduce the concurrent shuffle model of differential privacy. In this model we have multiple concurrent shufflers permuting messages from different, possibly overlapping, batches of users. Similarly to the standard (single) shuffle model, the privacy requirement is that the concatenation of all shuffled messages should be differentially private. We study the private continual summation problem (a.k.a. the counter problem) and show that the concurrent shuffle model allows for significantly improved error compared to a standard (single) shuffle model. Specifically, we give a summation algorithm with error O(n^{1/(2k+1)}) with k concurrent shufflers on a sequence of length n. Furthermore, we prove that this bound is tight for any k, even if the algorithm can choose the sizes of the batches adaptively. For k=log n shufflers, the resulting error is polylogarithmic, much better than Theta(n^{1/3}) which we show is the smallest possible with a single shuffler. We use our online summation algorithm to get algorithms with improved regret bounds for the contextual linear bandit problem. In particular we get optimal O(n) regret with k= Omega(log n) concurrent shufflers.
Shuffle Private Stochastic Convex Optimization
In shuffle privacy, each user sends a collection of randomized messages to a trusted shuffler, the shuffler randomly permutes these messages, and the resulting shuffled collection of messages must satisfy differential privacy. Prior work in this model has largely focused on protocols that use a single round of communication to compute algorithmic primitives like means, histograms, and counts. We present interactive shuffle protocols for stochastic convex optimization. Our protocols rely on a new noninteractive protocol for summing vectors of bounded ell_2 norm. By combining this sum subroutine with mini-batch stochastic gradient descent, accelerated gradient descent, and Nesterov's smoothing method, we obtain loss guarantees for a variety of convex loss functions that significantly improve on those of the local model and sometimes match those of the central model.
Learnable Commutative Monoids for Graph Neural Networks
Graph neural networks (GNNs) have been shown to be highly sensitive to the choice of aggregation function. While summing over a node's neighbours can approximate any permutation-invariant function over discrete inputs, Cohen-Karlik et al. [2020] proved there are set-aggregation problems for which summing cannot generalise to unbounded inputs, proposing recurrent neural networks regularised towards permutation-invariance as a more expressive aggregator. We show that these results carry over to the graph domain: GNNs equipped with recurrent aggregators are competitive with state-of-the-art permutation-invariant aggregators, on both synthetic benchmarks and real-world problems. However, despite the benefits of recurrent aggregators, their O(V) depth makes them both difficult to parallelise and harder to train on large graphs. Inspired by the observation that a well-behaved aggregator for a GNN is a commutative monoid over its latent space, we propose a framework for constructing learnable, commutative, associative binary operators. And with this, we construct an aggregator of O(log V) depth, yielding exponential improvements for both parallelism and dependency length while achieving performance competitive with recurrent aggregators. Based on our empirical observations, our proposed learnable commutative monoid (LCM) aggregator represents a favourable tradeoff between efficient and expressive aggregators.
Ensembling Portfolio Strategies for Long-Term Investments: A Distribution-Free Preference Framework for Decision-Making and Algorithms
This paper investigates the problem of ensembling multiple strategies for sequential portfolios to outperform individual strategies in terms of long-term wealth. Due to the uncertainty of strategies' performances in the future market, which are often based on specific models and statistical assumptions, investors often mitigate risk and enhance robustness by combining multiple strategies, akin to common approaches in collective learning prediction. However, the absence of a distribution-free and consistent preference framework complicates decisions of combination due to the ambiguous objective. To address this gap, we introduce a novel framework for decision-making in combining strategies, irrespective of market conditions, by establishing the investor's preference between decisions and then forming a clear objective. Through this framework, we propose a combinatorial strategy construction, free from statistical assumptions, for any scale of component strategies, even infinite, such that it meets the determined criterion. Finally, we test the proposed strategy along with its accelerated variant and some other multi-strategies. The numerical experiments show results in favor of the proposed strategies, albeit with small tradeoffs in their Sharpe ratios, in which their cumulative wealths eventually exceed those of the best component strategies while the accelerated strategy significantly improves performance.
ShuffleNet V2: Practical Guidelines for Efficient CNN Architecture Design
Currently, the neural network architecture design is mostly guided by the indirect metric of computation complexity, i.e., FLOPs. However, the direct metric, e.g., speed, also depends on the other factors such as memory access cost and platform characterics. Thus, this work proposes to evaluate the direct metric on the target platform, beyond only considering FLOPs. Based on a series of controlled experiments, this work derives several practical guidelines for efficient network design. Accordingly, a new architecture is presented, called ShuffleNet V2. Comprehensive ablation experiments verify that our model is the state-of-the-art in terms of speed and accuracy tradeoff.
Distributed Learning of Mixtures of Experts
In modern machine learning problems we deal with datasets that are either distributed by nature or potentially large for which distributing the computations is usually a standard way to proceed, since centralized algorithms are in general ineffective. We propose a distributed learning approach for mixtures of experts (MoE) models with an aggregation strategy to construct a reduction estimator from local estimators fitted parallelly to distributed subsets of the data. The aggregation is based on an optimal minimization of an expected transportation divergence between the large MoE composed of local estimators and the unknown desired MoE model. We show that the provided reduction estimator is consistent as soon as the local estimators to be aggregated are consistent, and its construction is performed by a proposed majorization-minimization (MM) algorithm that is computationally effective. We study the statistical and numerical properties for the proposed reduction estimator on experiments that demonstrate its performance compared to namely the global estimator constructed in a centralized way from the full dataset. For some situations, the computation time is more than ten times faster, for a comparable performance. Our source codes are publicly available on Github.
Vote'n'Rank: Revision of Benchmarking with Social Choice Theory
The development of state-of-the-art systems in different applied areas of machine learning (ML) is driven by benchmarks, which have shaped the paradigm of evaluating generalisation capabilities from multiple perspectives. Although the paradigm is shifting towards more fine-grained evaluation across diverse tasks, the delicate question of how to aggregate the performances has received particular interest in the community. In general, benchmarks follow the unspoken utilitarian principles, where the systems are ranked based on their mean average score over task-specific metrics. Such aggregation procedure has been viewed as a sub-optimal evaluation protocol, which may have created the illusion of progress. This paper proposes Vote'n'Rank, a framework for ranking systems in multi-task benchmarks under the principles of the social choice theory. We demonstrate that our approach can be efficiently utilised to draw new insights on benchmarking in several ML sub-fields and identify the best-performing systems in research and development case studies. The Vote'n'Rank's procedures are more robust than the mean average while being able to handle missing performance scores and determine conditions under which the system becomes the winner.
Enhancing Neural Subset Selection: Integrating Background Information into Set Representations
Learning neural subset selection tasks, such as compound selection in AI-aided drug discovery, have become increasingly pivotal across diverse applications. The existing methodologies in the field primarily concentrate on constructing models that capture the relationship between utility function values and subsets within their respective supersets. However, these approaches tend to overlook the valuable information contained within the superset when utilizing neural networks to model set functions. In this work, we address this oversight by adopting a probabilistic perspective. Our theoretical findings demonstrate that when the target value is conditioned on both the input set and subset, it is essential to incorporate an invariant sufficient statistic of the superset into the subset of interest for effective learning. This ensures that the output value remains invariant to permutations of the subset and its corresponding superset, enabling identification of the specific superset from which the subset originated. Motivated by these insights, we propose a simple yet effective information aggregation module designed to merge the representations of subsets and supersets from a permutation invariance perspective. Comprehensive empirical evaluations across diverse tasks and datasets validate the enhanced efficacy of our approach over conventional methods, underscoring the practicality and potency of our proposed strategies in real-world contexts.
On Differentially Private Federated Linear Contextual Bandits
We consider cross-silo federated linear contextual bandit (LCB) problem under differential privacy, where multiple silos (agents) interact with the local users and communicate via a central server to realize collaboration while without sacrificing each user's privacy. We identify three issues in the state-of-the-art: (i) failure of claimed privacy protection and (ii) incorrect regret bound due to noise miscalculation and (iii) ungrounded communication cost. To resolve these issues, we take a two-step principled approach. First, we design an algorithmic framework consisting of a generic federated LCB algorithm and flexible privacy protocols. Then, leveraging the proposed framework, we study federated LCBs under two different privacy constraints. We first establish privacy and regret guarantees under silo-level local differential privacy, which fix the issues present in state-of-the-art algorithm. To further improve the regret performance, we next consider shuffle model of differential privacy, under which we show that our algorithm can achieve nearly ``optimal'' regret without a trusted server. We accomplish this via two different schemes -- one relies on a new result on privacy amplification via shuffling for DP mechanisms and another one leverages the integration of a shuffle protocol for vector sum into the tree-based mechanism, both of which might be of independent interest. Finally, we support our theoretical results with numerical evaluations over contextual bandit instances generated from both synthetic and real-life data.
Sparse Pairwise Re-ranking with Pre-trained Transformers
Pairwise re-ranking models predict which of two documents is more relevant to a query and then aggregate a final ranking from such preferences. This is often more effective than pointwise re-ranking models that directly predict a relevance value for each document. However, the high inference overhead of pairwise models limits their practical application: usually, for a set of k documents to be re-ranked, preferences for all k^2-k comparison pairs excluding self-comparisons are aggregated. We investigate whether the efficiency of pairwise re-ranking can be improved by sampling from all pairs. In an exploratory study, we evaluate three sampling methods and five preference aggregation methods. The best combination allows for an order of magnitude fewer comparisons at an acceptable loss of retrieval effectiveness, while competitive effectiveness is already achieved with about one third of the comparisons.
One-Nearest-Neighbor Search is All You Need for Minimax Optimal Regression and Classification
Recently, Qiao, Duan, and Cheng~(2019) proposed a distributed nearest-neighbor classification method, in which a massive dataset is split into smaller groups, each processed with a k-nearest-neighbor classifier, and the final class label is predicted by a majority vote among these groupwise class labels. This paper shows that the distributed algorithm with k=1 over a sufficiently large number of groups attains a minimax optimal error rate up to a multiplicative logarithmic factor under some regularity conditions, for both regression and classification problems. Roughly speaking, distributed 1-nearest-neighbor rules with M groups has a performance comparable to standard Theta(M)-nearest-neighbor rules. In the analysis, alternative rules with a refined aggregation method are proposed and shown to attain exact minimax optimal rates.
Multi-agent Online Scheduling: MMS Allocations for Indivisible Items
We consider the problem of fairly allocating a sequence of indivisible items that arrive online in an arbitrary order to a group of n agents with additive normalized valuation functions. We consider both the allocation of goods and chores and propose algorithms for approximating maximin share (MMS) allocations. When agents have identical valuation functions the problem coincides with the semi-online machine covering problem (when items are goods) and load balancing problem (when items are chores), for both of which optimal competitive ratios have been achieved. In this paper, we consider the case when agents have general additive valuation functions. For the allocation of goods, we show that no competitive algorithm exists even when there are only three agents and propose an optimal 0.5-competitive algorithm for the case of two agents. For the allocation of chores, we propose a (2-1/n)-competitive algorithm for n>=3 agents and a square root of 2 (approximately 1.414)-competitive algorithm for two agents. Additionally, we show that no algorithm can do better than 15/11 (approximately 1.364)-competitive for two agents.
Mean-field Chaos Diffusion Models
In this paper, we introduce a new class of score-based generative models (SGMs) designed to handle high-cardinality data distributions by leveraging concepts from mean-field theory. We present mean-field chaos diffusion models (MF-CDMs), which address the curse of dimensionality inherent in high-cardinality data by utilizing the propagation of chaos property of interacting particles. By treating high-cardinality data as a large stochastic system of interacting particles, we develop a novel score-matching method for infinite-dimensional chaotic particle systems and propose an approximation scheme that employs a subdivision strategy for efficient training. Our theoretical and empirical results demonstrate the scalability and effectiveness of MF-CDMs for managing large high-cardinality data structures, such as 3D point clouds.
What are the best systems? New perspectives on NLP Benchmarking
In Machine Learning, a benchmark refers to an ensemble of datasets associated with one or multiple metrics together with a way to aggregate different systems performances. They are instrumental in (i) assessing the progress of new methods along different axes and (ii) selecting the best systems for practical use. This is particularly the case for NLP with the development of large pre-trained models (e.g. GPT, BERT) that are expected to generalize well on a variety of tasks. While the community mainly focused on developing new datasets and metrics, there has been little interest in the aggregation procedure, which is often reduced to a simple average over various performance measures. However, this procedure can be problematic when the metrics are on a different scale, which may lead to spurious conclusions. This paper proposes a new procedure to rank systems based on their performance across different tasks. Motivated by the social choice theory, the final system ordering is obtained through aggregating the rankings induced by each task and is theoretically grounded. We conduct extensive numerical experiments (on over 270k scores) to assess the soundness of our approach both on synthetic and real scores (e.g. GLUE, EXTREM, SEVAL, TAC, FLICKR). In particular, we show that our method yields different conclusions on state-of-the-art systems than the mean-aggregation procedure while being both more reliable and robust.
Multi-Draft Speculative Sampling: Canonical Architectures and Theoretical Limits
We consider multi-draft speculative sampling, where the proposal sequences are sampled independently from different draft models. At each step, a token-level draft selection scheme takes a list of valid tokens as input and produces an output token whose distribution matches that of the target model. Previous works have demonstrated that the optimal scheme (which maximizes the probability of accepting one of the input tokens) can be cast as a solution to a linear program. In this work we show that the optimal scheme can be decomposed into a two-step solution: in the first step an importance sampling (IS) type scheme is used to select one intermediate token; in the second step (single-draft) speculative sampling is applied to generate the output token. For the case of two identical draft models we further 1) establish a necessary and sufficient condition on the distributions of the target and draft models for the acceptance probability to equal one and 2) provide an explicit expression for the optimal acceptance probability. Our theoretical analysis also motives a new class of token-level selection scheme based on weighted importance sampling. Our experimental results demonstrate consistent improvements in the achievable block efficiency and token rates over baseline schemes in a number of scenarios.
Multi-Task Differential Privacy Under Distribution Skew
We study the problem of multi-task learning under user-level differential privacy, in which n users contribute data to m tasks, each involving a subset of users. One important aspect of the problem, that can significantly impact quality, is the distribution skew among tasks. Certain tasks may have much fewer data samples than others, making them more susceptible to the noise added for privacy. It is natural to ask whether algorithms can adapt to this skew to improve the overall utility. We give a systematic analysis of the problem, by studying how to optimally allocate a user's privacy budget among tasks. We propose a generic algorithm, based on an adaptive reweighting of the empirical loss, and show that when there is task distribution skew, this gives a quantifiable improvement of excess empirical risk. Experimental studies on recommendation problems that exhibit a long tail of small tasks, demonstrate that our methods significantly improve utility, achieving the state of the art on two standard benchmarks.
Maximizing Success Rate of Payment Routing using Non-stationary Bandits
This paper discusses the system architecture design and deployment of non-stationary multi-armed bandit approaches to determine a near-optimal payment routing policy based on the recent history of transactions. We propose a Routing Service architecture using a novel Ray-based implementation for optimally scaling bandit-based payment routing to over 10,000 transactions per second, adhering to the system design requirements and ecosystem constraints with Payment Card Industry Data Security Standard (PCI DSS). We first evaluate the effectiveness of multiple bandit-based payment routing algorithms on a custom simulator to benchmark multiple non-stationary bandit approaches and identify the best hyperparameters. We then conducted live experiments on the payment transaction system on a fantasy sports platform Dream11. In the live experiments, we demonstrated that our non-stationary bandit-based algorithm consistently improves the success rate of transactions by 0.92% compared to the traditional rule-based methods over one month.
Time Fairness in Online Knapsack Problems
The online knapsack problem is a classic problem in the field of online algorithms. Its canonical version asks how to pack items of different values and weights arriving online into a capacity-limited knapsack so as to maximize the total value of the admitted items. Although optimal competitive algorithms are known for this problem, they may be fundamentally unfair, i.e., individual items may be treated inequitably in different ways. Inspired by recent attention to fairness in online settings, we develop a natural and practically-relevant notion of time fairness for the online knapsack problem, and show that the existing optimal algorithms perform poorly under this metric. We propose a parameterized deterministic algorithm where the parameter precisely captures the Pareto-optimal trade-off between fairness and competitiveness. We show that randomization is theoretically powerful enough to be simultaneously competitive and fair; however, it does not work well in practice, using trace-driven experiments. To further improve the trade-off between fairness and competitiveness, we develop a fair, robust (competitive), and consistent learning-augmented algorithm with substantial performance improvement in trace-driven experiments.
Towards More Effective and Economic Sparsely-Activated Model
The sparsely-activated models have achieved great success in natural language processing through large-scale parameters and relatively low computational cost, and gradually become a feasible technique for training and implementing extremely large models. Due to the limit of communication cost, activating multiple experts is hardly affordable during training and inference. Therefore, previous work usually activate just one expert at a time to alleviate additional communication cost. Such routing mechanism limits the upper bound of model performance. In this paper, we first investigate a phenomenon that increasing the number of activated experts can boost the model performance with higher sparse ratio. To increase the number of activated experts without an increase in computational cost, we propose SAM (Switch and Mixture) routing, an efficient hierarchical routing mechanism that activates multiple experts in a same device (GPU). Our methods shed light on the training of extremely large sparse models and experiments prove that our models can achieve significant performance gain with great efficiency improvement.
LIFL: A Lightweight, Event-driven Serverless Platform for Federated Learning
Federated Learning (FL) typically involves a large-scale, distributed system with individual user devices/servers training models locally and then aggregating their model updates on a trusted central server. Existing systems for FL often use an always-on server for model aggregation, which can be inefficient in terms of resource utilization. They may also be inelastic in their resource management. This is particularly exacerbated when aggregating model updates at scale in a highly dynamic environment with varying numbers of heterogeneous user devices/servers. We present LIFL, a lightweight and elastic serverless cloud platform with fine-grained resource management for efficient FL aggregation at scale. LIFL is enhanced by a streamlined, event-driven serverless design that eliminates the individual heavy-weight message broker and replaces inefficient container-based sidecars with lightweight eBPF-based proxies. We leverage shared memory processing to achieve high-performance communication for hierarchical aggregation, which is commonly adopted to speed up FL aggregation at scale. We further introduce locality-aware placement in LIFL to maximize the benefits of shared memory processing. LIFL precisely scales and carefully reuses the resources for hierarchical aggregation to achieve the highest degree of parallelism while minimizing the aggregation time and resource consumption. Our experimental results show that LIFL achieves significant improvement in resource efficiency and aggregation speed for supporting FL at scale, compared to existing serverful and serverless FL systems.
Variance-Aware Regret Bounds for Stochastic Contextual Dueling Bandits
Dueling bandits is a prominent framework for decision-making involving preferential feedback, a valuable feature that fits various applications involving human interaction, such as ranking, information retrieval, and recommendation systems. While substantial efforts have been made to minimize the cumulative regret in dueling bandits, a notable gap in the current research is the absence of regret bounds that account for the inherent uncertainty in pairwise comparisons between the dueling arms. Intuitively, greater uncertainty suggests a higher level of difficulty in the problem. To bridge this gap, this paper studies the problem of contextual dueling bandits, where the binary comparison of dueling arms is generated from a generalized linear model (GLM). We propose a new SupLinUCB-type algorithm that enjoys computational efficiency and a variance-aware regret bound tilde Obig(dsum_{t=1^Tsigma_t^2} + dbig), where sigma_t is the variance of the pairwise comparison in round t, d is the dimension of the context vectors, and T is the time horizon. Our regret bound naturally aligns with the intuitive expectation in scenarios where the comparison is deterministic, the algorithm only suffers from an tilde O(d) regret. We perform empirical experiments on synthetic data to confirm the advantage of our method over previous variance-agnostic algorithms.
A General Theory for Federated Optimization with Asynchronous and Heterogeneous Clients Updates
We propose a novel framework to study asynchronous federated learning optimization with delays in gradient updates. Our theoretical framework extends the standard FedAvg aggregation scheme by introducing stochastic aggregation weights to represent the variability of the clients update time, due for example to heterogeneous hardware capabilities. Our formalism applies to the general federated setting where clients have heterogeneous datasets and perform at least one step of stochastic gradient descent (SGD). We demonstrate convergence for such a scheme and provide sufficient conditions for the related minimum to be the optimum of the federated problem. We show that our general framework applies to existing optimization schemes including centralized learning, FedAvg, asynchronous FedAvg, and FedBuff. The theory here provided allows drawing meaningful guidelines for designing a federated learning experiment in heterogeneous conditions. In particular, we develop in this work FedFix, a novel extension of FedAvg enabling efficient asynchronous federated training while preserving the convergence stability of synchronous aggregation. We empirically demonstrate our theory on a series of experiments showing that asynchronous FedAvg leads to fast convergence at the expense of stability, and we finally demonstrate the improvements of FedFix over synchronous and asynchronous FedAvg.
Learning to Actively Learn: A Robust Approach
This work proposes a procedure for designing algorithms for specific adaptive data collection tasks like active learning and pure-exploration multi-armed bandits. Unlike the design of traditional adaptive algorithms that rely on concentration of measure and careful analysis to justify the correctness and sample complexity of the procedure, our adaptive algorithm is learned via adversarial training over equivalence classes of problems derived from information theoretic lower bounds. In particular, a single adaptive learning algorithm is learned that competes with the best adaptive algorithm learned for each equivalence class. Our procedure takes as input just the available queries, set of hypotheses, loss function, and total query budget. This is in contrast to existing meta-learning work that learns an adaptive algorithm relative to an explicit, user-defined subset or prior distribution over problems which can be challenging to define and be mismatched to the instance encountered at test time. This work is particularly focused on the regime when the total query budget is very small, such as a few dozen, which is much smaller than those budgets typically considered by theoretically derived algorithms. We perform synthetic experiments to justify the stability and effectiveness of the training procedure, and then evaluate the method on tasks derived from real data including a noisy 20 Questions game and a joke recommendation task.
Revisiting Ensemble Methods for Stock Trading and Crypto Trading Tasks at ACM ICAIF FinRL Contest 2023-2024
Reinforcement learning has demonstrated great potential for performing financial tasks. However, it faces two major challenges: policy instability and sampling bottlenecks. In this paper, we revisit ensemble methods with massively parallel simulations on graphics processing units (GPUs), significantly enhancing the computational efficiency and robustness of trained models in volatile financial markets. Our approach leverages the parallel processing capability of GPUs to significantly improve the sampling speed for training ensemble models. The ensemble models combine the strengths of component agents to improve the robustness of financial decision-making strategies. We conduct experiments in both stock and cryptocurrency trading tasks to evaluate the effectiveness of our approach. Massively parallel simulation on a single GPU improves the sampling speed by up to 1,746times using 2,048 parallel environments compared to a single environment. The ensemble models have high cumulative returns and outperform some individual agents, reducing maximum drawdown by up to 4.17% and improving the Sharpe ratio by up to 0.21. This paper describes trading tasks at ACM ICAIF FinRL Contests in 2023 and 2024.
Stochastic Batch Acquisition: A Simple Baseline for Deep Active Learning
We examine a simple stochastic strategy for adapting well-known single-point acquisition functions to allow batch active learning. Unlike acquiring the top-K points from the pool set, score- or rank-based sampling takes into account that acquisition scores change as new data are acquired. This simple strategy for adapting standard single-sample acquisition strategies can even perform just as well as compute-intensive state-of-the-art batch acquisition functions, like BatchBALD or BADGE, while using orders of magnitude less compute. In addition to providing a practical option for machine learning practitioners, the surprising success of the proposed method in a wide range of experimental settings raises a difficult question for the field: when are these expensive batch acquisition methods pulling their weight?
Deep Combinatorial Aggregation
Neural networks are known to produce poor uncertainty estimations, and a variety of approaches have been proposed to remedy this issue. This includes deep ensemble, a simple and effective method that achieves state-of-the-art results for uncertainty-aware learning tasks. In this work, we explore a combinatorial generalization of deep ensemble called deep combinatorial aggregation (DCA). DCA creates multiple instances of network components and aggregates their combinations to produce diversified model proposals and predictions. DCA components can be defined at different levels of granularity. And we discovered that coarse-grain DCAs can outperform deep ensemble for uncertainty-aware learning both in terms of predictive performance and uncertainty estimation. For fine-grain DCAs, we discover that an average parameterization approach named deep combinatorial weight averaging (DCWA) can improve the baseline training. It is on par with stochastic weight averaging (SWA) but does not require any custom training schedule or adaptation of BatchNorm layers. Furthermore, we propose a consistency enforcing loss that helps the training of DCWA and modelwise DCA. We experiment on in-domain, distributional shift, and out-of-distribution image classification tasks, and empirically confirm the effectiveness of DCWA and DCA approaches.
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.
Plus Strategies are Exponentially Slower for Planted Optima of Random Height
We compare the (1,lambda)-EA and the (1 + lambda)-EA on the recently introduced benchmark DisOM, which is the OneMax function with randomly planted local optima. Previous work showed that if all local optima have the same relative height, then the plus strategy never loses more than a factor O(nlog n) compared to the comma strategy. Here we show that even small random fluctuations in the heights of the local optima have a devastating effect for the plus strategy and lead to super-polynomial runtimes. On the other hand, due to their ability to escape local optima, comma strategies are unaffected by the height of the local optima and remain efficient. Our results hold for a broad class of possible distortions and show that the plus strategy, but not the comma strategy, is generally deceived by sparse unstructured fluctuations of a smooth landscape.
On the Existence of Universal Lottery Tickets
The lottery ticket hypothesis conjectures the existence of sparse subnetworks of large randomly initialized deep neural networks that can be successfully trained in isolation. Recent work has experimentally observed that some of these tickets can be practically reused across a variety of tasks, hinting at some form of universality. We formalize this concept and theoretically prove that not only do such universal tickets exist but they also do not require further training. Our proofs introduce a couple of technical innovations related to pruning for strong lottery tickets, including extensions of subset sum results and a strategy to leverage higher amounts of depth. Our explicit sparse constructions of universal function families might be of independent interest, as they highlight representational benefits induced by univariate convolutional architectures.
Federated Heavy Hitter Analytics with Local Differential Privacy
Federated heavy hitter analytics enables service providers to better understand the preferences of cross-party users by analyzing the most frequent items. As with federated learning, it faces challenges of privacy concerns, statistical heterogeneity, and expensive communication. Local differential privacy (LDP), as the de facto standard for privacy-preserving data collection, solves the privacy challenge by letting each user perturb her data locally and report the sanitized version. However, in federated settings, applying LDP complicates the other two challenges, due to the deteriorated utility by the injected LDP noise or increasing communication/computation costs by perturbation mechanism. To tackle these problems, we propose a novel target-aligning prefix tree mechanism satisfying epsilon-LDP, for federated heavy hitter analytics. In particular, we propose an adaptive extension strategy to address the inconsistencies between covering necessary prefixes and estimating heavy hitters within a party to enhance the utility. We also present a consensus-based pruning strategy that utilizes noisy prior knowledge from other parties to further align the inconsistency between finding heavy hitters in each party and providing reasonable frequency information to identify the global ones. To the best of our knowledge, our study is the first solution to the federated heavy hitter analytics in a cross-party setting while satisfying the stringent epsilon-LDP. Comprehensive experiments on both real-world and synthetic datasets confirm the effectiveness of our proposed mechanism.
Data-Centric and Heterogeneity-Adaptive Sequence Parallelism for Efficient LLM Training
Extending the context length (i.e., the maximum supported sequence length) of LLMs is of paramount significance. To facilitate long context training of LLMs, sequence parallelism has emerged as an essential technique, which scatters each input sequence across multiple devices and necessitates communication to process the sequence. In essence, existing sequence parallelism methods assume homogeneous sequence lengths (i.e., all input sequences are equal in length) and therefore leverages a single, static scattering strategy for all input sequences. However, in reality, the sequence lengths in LLM training corpora exhibit substantial variability, often following a long-tail distribution, which leads to workload heterogeneity. In this paper, we show that employing a single, static strategy results in inefficiency and resource under-utilization, highlighting the need for adaptive approaches to handle the heterogeneous workloads across sequences. To address this, we propose a heterogeneity-adaptive sequence parallelism method. For each training step, our approach captures the variability in sequence lengths and assigns the optimal combination of scattering strategies based on workload characteristics. We model this problem as a linear programming optimization and design an efficient and effective solver to find the optimal solution. Furthermore, we implement our method in a high-performance system that supports adaptive parallelization in distributed LLM training. Experimental results demonstrate that our system outperforms state-of-the-art training frameworks by up to 1.98x.
FunnelRAG: A Coarse-to-Fine Progressive Retrieval Paradigm for RAG
Retrieval-Augmented Generation (RAG) prevails in Large Language Models. It mainly consists of retrieval and generation. The retrieval modules (a.k.a. retrievers) aim to find useful information used to facilitate generation modules (a.k.a. generators). As such, generators' performance largely depends on the effectiveness and efficiency of retrievers. However, the retrieval paradigm that we design and use remains flat, which treats the retrieval procedures as a one-off deal with constant granularity. Despite effectiveness, we argue that they suffer from two limitations: (1) flat retrieval exerts a significant burden on one retriever; (2) constant granularity limits the ceiling of retrieval performance. In this work, we propose a progressive retrieval paradigm with coarse-to-fine granularity for RAG, termed FunnelRAG, so as to balance effectiveness and efficiency. Specifically, FunnelRAG establishes a progressive retrieval pipeline by collaborating coarse-to-fine granularity, large-to-small quantity, and low-to-high capacity, which can relieve the burden on one retriever and also promote the ceiling of retrieval performance. Extensive experiments manifest that FunnelRAG achieves comparable retrieval performance while the time overhead is reduced by nearly 40 percent.
Regret-Minimizing Double Oracle for Extensive-Form Games
By incorporating regret minimization, double oracle methods have demonstrated rapid convergence to Nash Equilibrium (NE) in normal-form games and extensive-form games, through algorithms such as online double oracle (ODO) and extensive-form double oracle (XDO), respectively. In this study, we further examine the theoretical convergence rate and sample complexity of such regret minimization-based double oracle methods, utilizing a unified framework called Regret-Minimizing Double Oracle. Based on this framework, we extend ODO to extensive-form games and determine its sample complexity. Moreover, we demonstrate that the sample complexity of XDO can be exponential in the number of information sets |S|, owing to the exponentially decaying stopping threshold of restricted games. To solve this problem, we propose the Periodic Double Oracle (PDO) method, which has the lowest sample complexity among all existing double oracle methods, being only polynomial in |S|. Empirical evaluations on multiple poker and board games show that PDO achieves significantly faster convergence than previous double oracle algorithms and reaches a competitive level with state-of-the-art regret minimization methods.
Experience Replay with Random Reshuffling
Experience replay is a key component in reinforcement learning for stabilizing learning and improving sample efficiency. Its typical implementation samples transitions with replacement from a replay buffer. In contrast, in supervised learning with a fixed dataset, it is a common practice to shuffle the dataset every epoch and consume data sequentially, which is called random reshuffling (RR). RR enjoys theoretically better convergence properties and has been shown to outperform with-replacement sampling empirically. To leverage the benefits of RR in reinforcement learning, we propose sampling methods that extend RR to experience replay, both in uniform and prioritized settings. We evaluate our sampling methods on Atari benchmarks, demonstrating their effectiveness in deep reinforcement learning.
Run-Off Election: Improved Provable Defense against Data Poisoning Attacks
In data poisoning attacks, an adversary tries to change a model's prediction by adding, modifying, or removing samples in the training data. Recently, ensemble-based approaches for obtaining provable defenses against data poisoning have been proposed where predictions are done by taking a majority vote across multiple base models. In this work, we show that merely considering the majority vote in ensemble defenses is wasteful as it does not effectively utilize available information in the logits layers of the base models. Instead, we propose Run-Off Election (ROE), a novel aggregation method based on a two-round election across the base models: In the first round, models vote for their preferred class and then a second, Run-Off election is held between the top two classes in the first round. Based on this approach, we propose DPA+ROE and FA+ROE defense methods based on Deep Partition Aggregation (DPA) and Finite Aggregation (FA) approaches from prior work. We evaluate our methods on MNIST, CIFAR-10, and GTSRB and obtain improvements in certified accuracy by up to 3%-4%. Also, by applying ROE on a boosted version of DPA, we gain improvements around 12%-27% comparing to the current state-of-the-art, establishing a new state-of-the-art in (pointwise) certified robustness against data poisoning. In many cases, our approach outperforms the state-of-the-art, even when using 32 times less computational power.
Jailbreaking Multimodal Large Language Models via Shuffle Inconsistency
Multimodal Large Language Models (MLLMs) have achieved impressive performance and have been put into practical use in commercial applications, but they still have potential safety mechanism vulnerabilities. Jailbreak attacks are red teaming methods that aim to bypass safety mechanisms and discover MLLMs' potential risks. Existing MLLMs' jailbreak methods often bypass the model's safety mechanism through complex optimization methods or carefully designed image and text prompts. Despite achieving some progress, they have a low attack success rate on commercial closed-source MLLMs. Unlike previous research, we empirically find that there exists a Shuffle Inconsistency between MLLMs' comprehension ability and safety ability for the shuffled harmful instruction. That is, from the perspective of comprehension ability, MLLMs can understand the shuffled harmful text-image instructions well. However, they can be easily bypassed by the shuffled harmful instructions from the perspective of safety ability, leading to harmful responses. Then we innovatively propose a text-image jailbreak attack named SI-Attack. Specifically, to fully utilize the Shuffle Inconsistency and overcome the shuffle randomness, we apply a query-based black-box optimization method to select the most harmful shuffled inputs based on the feedback of the toxic judge model. A series of experiments show that SI-Attack can improve the attack's performance on three benchmarks. In particular, SI-Attack can obviously improve the attack success rate for commercial MLLMs such as GPT-4o or Claude-3.5-Sonnet.
Repelling Random Walks
We present a novel quasi-Monte Carlo mechanism to improve graph-based sampling, coined repelling random walks. By inducing correlations between the trajectories of an interacting ensemble such that their marginal transition probabilities are unmodified, we are able to explore the graph more efficiently, improving the concentration of statistical estimators whilst leaving them unbiased. The mechanism has a trivial drop-in implementation. We showcase the effectiveness of repelling random walks in a range of settings including estimation of graph kernels, the PageRank vector and graphlet concentrations. We provide detailed experimental evaluation and robust theoretical guarantees. To our knowledge, repelling random walks constitute the first rigorously studied quasi-Monte Carlo scheme correlating the directions of walkers on a graph, inviting new research in this exciting nascent domain.
Non-Stationary Dueling Bandits
We study the non-stationary dueling bandits problem with K arms, where the time horizon T consists of M stationary segments, each of which is associated with its own preference matrix. The learner repeatedly selects a pair of arms and observes a binary preference between them as feedback. To minimize the accumulated regret, the learner needs to pick the Condorcet winner of each stationary segment as often as possible, despite preference matrices and segment lengths being unknown. We propose the Beat, the, Winner, Reset algorithm and prove a bound on its expected binary weak regret in the stationary case, which tightens the bound of current state-of-art algorithms. We also show a regret bound for the non-stationary case, without requiring knowledge of M or T. We further propose and analyze two meta-algorithms, DETECT for weak regret and Monitored, Dueling, Bandits for strong regret, both based on a detection-window approach that can incorporate any dueling bandit algorithm as a black-box algorithm. Finally, we prove a worst-case lower bound for expected weak regret in the non-stationary case.
Fast and Eager k-Medoids Clustering: O(k) Runtime Improvement of the PAM, CLARA, and CLARANS Algorithms
Clustering non-Euclidean data is difficult, and one of the most used algorithms besides hierarchical clustering is the popular algorithm Partitioning Around Medoids (PAM), also simply referred to as k-medoids clustering. In Euclidean geometry the mean-as used in k-means-is a good estimator for the cluster center, but this does not exist for arbitrary dissimilarities. PAM uses the medoid instead, the object with the smallest dissimilarity to all others in the cluster. This notion of centrality can be used with any (dis-)similarity, and thus is of high relevance to many domains and applications. A key issue with PAM is its high run time cost. We propose modifications to the PAM algorithm that achieve an O(k)-fold speedup in the second ("SWAP") phase of the algorithm, but will still find the same results as the original PAM algorithm. If we relax the choice of swaps performed (while retaining comparable quality), we can further accelerate the algorithm by eagerly performing additional swaps in each iteration. With the substantially faster SWAP, we can now explore faster initialization strategies, because (i) the classic ("BUILD") initialization now becomes the bottleneck, and (ii) our swap is fast enough to compensate for worse starting conditions. We also show how the CLARA and CLARANS algorithms benefit from the proposed modifications. While we do not study the parallelization of our approach in this work, it can easily be combined with earlier approaches to use PAM and CLARA on big data (some of which use PAM as a subroutine, hence can immediately benefit from these improvements), where the performance with high k becomes increasingly important. In experiments on real data with k=100,200, we observed a 458x respectively 1191x speedup compared to the original PAM SWAP algorithm, making PAM applicable to larger data sets, and in particular to higher k.
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.
Probabilistic Partitive Partitioning (PPP)
Clustering is a NP-hard problem. Thus, no optimal algorithm exists, heuristics are applied to cluster the data. Heuristics can be very resource-intensive, if not applied properly. For substantially large data sets computational efficiencies can be achieved by reducing the input space if a minimal loss of information can be achieved. Clustering algorithms, in general, face two common problems: 1) these converge to different settings with different initial conditions and; 2) the number of clusters has to be arbitrarily decided beforehand. This problem has become critical in the realm of big data. Recently, clustering algorithms have emerged which can speedup computations using parallel processing over the grid but face the aforementioned problems. Goals: Our goals are to find methods to cluster data which: 1) guarantee convergence to the same settings irrespective of the initial conditions; 2) eliminate the need to establish the number of clusters beforehand, and 3) can be applied to cluster large datasets. Methods: We introduce a method that combines probabilistic and combinatorial clustering methods to produce repeatable and compact clusters that are not sensitive to initial conditions. This method harnesses the power of k-means (a combinatorial clustering method) to cluster/partition very large dimensional datasets and uses the Gaussian Mixture Model (a probabilistic clustering method) to validate the k-means partitions. Results: We show that this method produces very compact clusters that are not sensitive to initial conditions. This method can be used to identify the most 'separable' set in a dataset which increases the 'clusterability' of a dataset. This method also eliminates the need to specify the number of clusters in advance.
Mixing predictions for online metric algorithms
A major technique in learning-augmented online algorithms is combining multiple algorithms or predictors. Since the performance of each predictor may vary over time, it is desirable to use not the single best predictor as a benchmark, but rather a dynamic combination which follows different predictors at different times. We design algorithms that combine predictions and are competitive against such dynamic combinations for a wide class of online problems, namely, metrical task systems. Against the best (in hindsight) unconstrained combination of ell predictors, we obtain a competitive ratio of O(ell^2), and show that this is best possible. However, for a benchmark with slightly constrained number of switches between different predictors, we can get a (1+epsilon)-competitive algorithm. Moreover, our algorithms can be adapted to access predictors in a bandit-like fashion, querying only one predictor at a time. An unexpected implication of one of our lower bounds is a new structural insight about covering formulations for the k-server problem.
Flipping Coins to Estimate Pseudocounts for Exploration in Reinforcement Learning
We propose a new method for count-based exploration in high-dimensional state spaces. Unlike previous work which relies on density models, we show that counts can be derived by averaging samples from the Rademacher distribution (or coin flips). This insight is used to set up a simple supervised learning objective which, when optimized, yields a state's visitation count. We show that our method is significantly more effective at deducing ground-truth visitation counts than previous work; when used as an exploration bonus for a model-free reinforcement learning algorithm, it outperforms existing approaches on most of 9 challenging exploration tasks, including the Atari game Montezuma's Revenge.
Contextual Combinatorial Bandits with Probabilistically Triggered Arms
We study contextual combinatorial bandits with probabilistically triggered arms (C^2MAB-T) under a variety of smoothness conditions that capture a wide range of applications, such as contextual cascading bandits and contextual influence maximization bandits. Under the triggering probability modulated (TPM) condition, we devise the C^2-UCB-T algorithm and propose a novel analysis that achieves an O(dKT) regret bound, removing a potentially exponentially large factor O(1/p_{min}), where d is the dimension of contexts, p_{min} is the minimum positive probability that any arm can be triggered, and batch-size K is the maximum number of arms that can be triggered per round. Under the variance modulated (VM) or triggering probability and variance modulated (TPVM) conditions, we propose a new variance-adaptive algorithm VAC^2-UCB and derive a regret bound O(dT), which is independent of the batch-size K. As a valuable by-product, our analysis technique and variance-adaptive algorithm can be applied to the CMAB-T and C^2MAB setting, improving existing results there as well. We also include experiments that demonstrate the improved performance of our algorithms compared with benchmark algorithms on synthetic and real-world datasets.
Tackling the Unlimited Staleness in Federated Learning with Intertwined Data and Device Heterogeneities
The efficiency of Federated Learning (FL) is often affected by both data and device heterogeneities. Data heterogeneity is defined as the heterogeneity of data distributions on different clients. Device heterogeneity is defined as the clients' variant latencies in uploading their local model updates due to heterogeneous conditions of local hardware resources, and causes the problem of staleness when being addressed by asynchronous FL. Traditional schemes of tackling the impact of staleness consider data and device heterogeneities as two separate and independent aspects in FL, but this assumption is unrealistic in many practical FL scenarios where data and device heterogeneities are intertwined. In these cases, traditional schemes of weighted aggregation in FL have been proved to be ineffective, and a better approach is to convert a stale model update into a non-stale one. In this paper, we present a new FL framework that leverages the gradient inversion technique for such conversion, hence efficiently tackling unlimited staleness in clients' model updates. Our basic idea is to use gradient inversion to get estimations of clients' local training data from their uploaded stale model updates, and use these estimations to compute non-stale client model updates. In this way, we address the problem of possible data quality drop when using gradient inversion, while still preserving the clients' local data privacy. We compared our approach with the existing FL strategies on mainstream datasets and models, and experiment results demonstrate that when tackling unlimited staleness, our approach can significantly improve the trained model accuracy by up to 20% and speed up the FL training progress by up to 35%.
Onesweep: A Faster Least Significant Digit Radix Sort for GPUs
We present Onesweep, a least-significant digit (LSD) radix sorting algorithm for large GPU sorting problems residing in global memory. Our parallel algorithm employs a method of single-pass prefix sum that only requires ~2n global read/write operations for each digit-binning iteration. This exhibits a significant reduction in last-level memory traffic versus contemporary GPU radix sorting implementations, where each iteration of digit binning requires two passes through the dataset totaling ~3n global memory operations. On the NVIDIA A100 GPU, our approach achieves 29.4 GKey/s when sorting 256M random 32-bit keys. Compared to CUB, the current state-of-the-art GPU LSD radix sort, our approach provides a speedup of ~1.5x. For 32-bit keys with varied distributions, our approach provides more consistent performance compared to HRS, the current state-of-the-art GPU MSD radix sort, and outperforms it in almost all cases.
PASTA: Pessimistic Assortment Optimization
We consider a class of assortment optimization problems in an offline data-driven setting. A firm does not know the underlying customer choice model but has access to an offline dataset consisting of the historically offered assortment set, customer choice, and revenue. The objective is to use the offline dataset to find an optimal assortment. Due to the combinatorial nature of assortment optimization, the problem of insufficient data coverage is likely to occur in the offline dataset. Therefore, designing a provably efficient offline learning algorithm becomes a significant challenge. To this end, we propose an algorithm referred to as Pessimistic ASsortment opTimizAtion (PASTA for short) designed based on the principle of pessimism, that can correctly identify the optimal assortment by only requiring the offline data to cover the optimal assortment under general settings. In particular, we establish a regret bound for the offline assortment optimization problem under the celebrated multinomial logit model. We also propose an efficient computational procedure to solve our pessimistic assortment optimization problem. Numerical studies demonstrate the superiority of the proposed method over the existing baseline method.
A Lightweight Method for Tackling Unknown Participation Statistics in Federated Averaging
In federated learning (FL), clients usually have diverse participation statistics that are unknown a priori, which can significantly harm the performance of FL if not handled properly. Existing works aiming at addressing this problem are usually based on global variance reduction, which requires a substantial amount of additional memory in a multiplicative factor equal to the total number of clients. An important open problem is to find a lightweight method for FL in the presence of clients with unknown participation rates. In this paper, we address this problem by adapting the aggregation weights in federated averaging (FedAvg) based on the participation history of each client. We first show that, with heterogeneous participation statistics, FedAvg with non-optimal aggregation weights can diverge from the optimal solution of the original FL objective, indicating the need of finding optimal aggregation weights. However, it is difficult to compute the optimal weights when the participation statistics are unknown. To address this problem, we present a new algorithm called FedAU, which improves FedAvg by adaptively weighting the client updates based on online estimates of the optimal weights without knowing the statistics of client participation. We provide a theoretical convergence analysis of FedAU using a novel methodology to connect the estimation error and convergence. Our theoretical results reveal important and interesting insights, while showing that FedAU converges to an optimal solution of the original objective and has desirable properties such as linear speedup. Our experimental results also verify the advantage of FedAU over baseline methods with various participation patterns.
Flag Aggregator: Scalable Distributed Training under Failures and Augmented Losses using Convex Optimization
Modern ML applications increasingly rely on complex deep learning models and large datasets. There has been an exponential growth in the amount of computation needed to train the largest models. Therefore, to scale computation and data, these models are inevitably trained in a distributed manner in clusters of nodes, and their updates are aggregated before being applied to the model. However, a distributed setup is prone to Byzantine failures of individual nodes, components, and software. With data augmentation added to these settings, there is a critical need for robust and efficient aggregation systems. We define the quality of workers as reconstruction ratios in (0,1], and formulate aggregation as a Maximum Likelihood Estimation procedure using Beta densities. We show that the Regularized form of log-likelihood wrt subspace can be approximately solved using iterative least squares solver, and provide convergence guarantees using recent Convex Optimization landscape results. Our empirical findings demonstrate that our approach significantly enhances the robustness of state-of-the-art Byzantine resilient aggregators. We evaluate our method in a distributed setup with a parameter server, and show simultaneous improvements in communication efficiency and accuracy across various tasks. The code is publicly available at https://github.com/hamidralmasi/FlagAggregator
TAROT: Targeted Data Selection via Optimal Transport
We propose TAROT, a targeted data selection framework grounded in optimal transport theory. Previous targeted data selection methods primarily rely on influence-based greedy heuristics to enhance domain-specific performance. While effective on limited, unimodal data (i.e., data following a single pattern), these methods struggle as target data complexity increases. Specifically, in multimodal distributions, these heuristics fail to account for multiple inherent patterns, leading to suboptimal data selection. This work identifies two primary factors contributing to this limitation: (i) the disproportionate impact of dominant feature components in high-dimensional influence estimation, and (ii) the restrictive linear additive assumptions inherent in greedy selection strategies. To address these challenges, TAROT incorporates whitened feature distance to mitigate dominant feature bias, providing a more reliable measure of data influence. Building on this, TAROT uses whitened feature distance to quantify and minimize the optimal transport distance between the selected data and target domains. Notably, this minimization also facilitates the estimation of optimal selection ratios. We evaluate TAROT across multiple tasks, including semantic segmentation, motion prediction, and instruction tuning. Results consistently show that TAROT outperforms state-of-the-art methods, highlighting its versatility across various deep learning tasks. Code is available at https://github.com/vita-epfl/TAROT.
Theoretical Guarantees of Learning Ensembling Strategies with Applications to Time Series Forecasting
Ensembling is among the most popular tools in machine learning (ML) due to its effectiveness in minimizing variance and thus improving generalization. Most ensembling methods for black-box base learners fall under the umbrella of "stacked generalization," namely training an ML algorithm that takes the inferences from the base learners as input. While stacking has been widely applied in practice, its theoretical properties are poorly understood. In this paper, we prove a novel result, showing that choosing the best stacked generalization from a (finite or finite-dimensional) family of stacked generalizations based on cross-validated performance does not perform "much worse" than the oracle best. Our result strengthens and significantly extends the results in Van der Laan et al. (2007). Inspired by the theoretical analysis, we further propose a particular family of stacked generalizations in the context of probabilistic forecasting, each one with a different sensitivity for how much the ensemble weights are allowed to vary across items, timestamps in the forecast horizon, and quantiles. Experimental results demonstrate the performance gain of the proposed method.
Network Pruning Spaces
Network pruning techniques, including weight pruning and filter pruning, reveal that most state-of-the-art neural networks can be accelerated without a significant performance drop. This work focuses on filter pruning which enables accelerated inference with any off-the-shelf deep learning library and hardware. We propose the concept of network pruning spaces that parametrize populations of subnetwork architectures. Based on this concept, we explore the structure aspect of subnetworks that result in minimal loss of accuracy in different pruning regimes and arrive at a series of observations by comparing subnetwork distributions. We conjecture through empirical studies that there exists an optimal FLOPs-to-parameter-bucket ratio related to the design of original network in a pruning regime. Statistically, the structure of a winning subnetwork guarantees an approximately optimal ratio in this regime. Upon our conjectures, we further refine the initial pruning space to reduce the cost of searching a good subnetwork architecture. Our experimental results on ImageNet show that the subnetwork we found is superior to those from the state-of-the-art pruning methods under comparable FLOPs.
Faster Algorithms for Text-to-Pattern Hamming Distances
We study the classic Text-to-Pattern Hamming Distances problem: given a pattern P of length m and a text T of length n, both over a polynomial-size alphabet, compute the Hamming distance between P and T[i, ., . , i+m-1] for every shift i, under the standard Word-RAM model with Theta(log n)-bit words. - We provide an O(nm) time Las Vegas randomized algorithm for this problem, beating the decades-old O(n m log m) running time [Abrahamson, SICOMP 1987]. We also obtain a deterministic algorithm, with a slightly higher O(nm(log mloglog m)^{1/4}) running time. Our randomized algorithm extends to the k-bounded setting, with running time Obig(n+nk{m}big), removing all the extra logarithmic factors from earlier algorithms [Gawrychowski and Uzna\'{n}ski, ICALP 2018; Chan, Golan, Kociumaka, Kopelowitz and Porat, STOC 2020]. - For the (1+epsilon)-approximate version of Text-to-Pattern Hamming Distances, we give an O(epsilon^{-0.93}n) time Monte Carlo randomized algorithm, beating the previous O(epsilon^{-1}n) running time [Kopelowitz and Porat, FOCS 2015; Kopelowitz and Porat, SOSA 2018]. Our approximation algorithm exploits a connection with 3SUM, and uses a combination of Fredman's trick, equality matrix product, and random sampling; in particular, we obtain new results on approximate counting versions of 3SUM and Exact Triangle, which may be of independent interest. Our exact algorithms use a novel combination of hashing, bit-packed FFT, and recursion; in particular, we obtain a faster algorithm for computing the sumset of two integer sets, in the regime when the universe size is close to quadratic in the number of elements. We also prove a fine-grained equivalence between the exact Text-to-Pattern Hamming Distances problem and a range-restricted, counting version of 3SUM.
Data pruning and neural scaling laws: fundamental limitations of score-based algorithms
Data pruning algorithms are commonly used to reduce the memory and computational cost of the optimization process. Recent empirical results reveal that random data pruning remains a strong baseline and outperforms most existing data pruning methods in the high compression regime, i.e., where a fraction of 30% or less of the data is kept. This regime has recently attracted a lot of interest as a result of the role of data pruning in improving the so-called neural scaling laws; in [Sorscher et al.], the authors showed the need for high-quality data pruning algorithms in order to beat the sample power law. In this work, we focus on score-based data pruning algorithms and show theoretically and empirically why such algorithms fail in the high compression regime. We demonstrate ``No Free Lunch" theorems for data pruning and present calibration protocols that enhance the performance of existing pruning algorithms in this high compression regime using randomization.
Subset Selection Based On Multiple Rankings in the Presence of Bias: Effectiveness of Fairness Constraints for Multiwinner Voting Score Functions
We consider the problem of subset selection where one is given multiple rankings of items and the goal is to select the highest ``quality'' subset. Score functions from the multiwinner voting literature have been used to aggregate rankings into quality scores for subsets. We study this setting of subset selection problems when, in addition, rankings may contain systemic or unconscious biases toward a group of items. For a general model of input rankings and biases, we show that requiring the selected subset to satisfy group fairness constraints can improve the quality of the selection with respect to unbiased rankings. Importantly, we show that for fairness constraints to be effective, different multiwinner score functions may require a drastically different number of rankings: While for some functions, fairness constraints need an exponential number of rankings to recover a close-to-optimal solution, for others, this dependency is only polynomial. This result relies on a novel notion of ``smoothness'' of submodular functions in this setting that quantifies how well a function can ``correctly'' assess the quality of items in the presence of bias. The results in this paper can be used to guide the choice of multiwinner score functions for the subset selection setting considered here; we additionally provide a tool to empirically enable this.
G-Rank: Unsupervised Continuous Learn-to-Rank for Edge Devices in a P2P Network
Ranking algorithms in traditional search engines are powered by enormous training data sets that are meticulously engineered and curated by a centralized entity. Decentralized peer-to-peer (p2p) networks such as torrenting applications and Web3 protocols deliberately eschew centralized databases and computational architectures when designing services and features. As such, robust search-and-rank algorithms designed for such domains must be engineered specifically for decentralized networks, and must be lightweight enough to operate on consumer-grade personal devices such as a smartphone or laptop computer. We introduce G-Rank, an unsupervised ranking algorithm designed exclusively for decentralized networks. We demonstrate that accurate, relevant ranking results can be achieved in fully decentralized networks without any centralized data aggregation, feature engineering, or model training. Furthermore, we show that such results are obtainable with minimal data preprocessing and computational overhead, and can still return highly relevant results even when a user's device is disconnected from the network. G-Rank is highly modular in design, is not limited to categorical data, and can be implemented in a variety of domains with minimal modification. The results herein show that unsupervised ranking models designed for decentralized p2p networks are not only viable, but worthy of further research.
In defense of parameter sharing for model-compression
When considering a model architecture, there are several ways to reduce its memory footprint. Historically, popular approaches included selecting smaller architectures and creating sparse networks through pruning. More recently, randomized parameter-sharing (RPS) methods have gained traction for model compression at start of training. In this paper, we comprehensively assess the trade-off between memory and accuracy across RPS, pruning techniques, and building smaller models. Our findings demonstrate that RPS, which is both data and model-agnostic, consistently outperforms/matches smaller models and all moderately informed pruning strategies, such as MAG, SNIP, SYNFLOW, and GRASP, across the entire compression range. This advantage becomes particularly pronounced in higher compression scenarios. Notably, even when compared to highly informed pruning techniques like Lottery Ticket Rewinding (LTR), RPS exhibits superior performance in high compression settings. This points out inherent capacity advantage that RPS enjoys over sparse models. Theoretically, we establish RPS as a superior technique in terms of memory-efficient representation when compared to pruning for linear models. This paper argues in favor of paradigm shift towards RPS based models. During our rigorous evaluation of RPS, we identified issues in the state-of-the-art RPS technique ROAST, specifically regarding stability (ROAST's sensitivity to initialization hyperparameters, often leading to divergence) and Pareto-continuity (ROAST's inability to recover the accuracy of the original model at zero compression). We provably address both of these issues. We refer to the modified RPS, which incorporates our improvements, as STABLE-RPS.
ONEBench to Test Them All: Sample-Level Benchmarking Over Open-Ended Capabilities
Traditional fixed test sets fall short in evaluating open-ended capabilities of foundation models. To address this, we propose ONEBench(OpeN-Ended Benchmarking), a new testing paradigm that consolidates individual evaluation datasets into a unified, ever-expanding sample pool. ONEBench allows users to generate custom, open-ended evaluation benchmarks from this pool, corresponding to specific capabilities of interest. By aggregating samples across test sets, ONEBench enables the assessment of diverse capabilities beyond those covered by the original test sets, while mitigating overfitting and dataset bias. Most importantly, it frames model evaluation as a collective process of selecting and aggregating sample-level tests. The shift from task-specific benchmarks to ONEBench introduces two challenges: (1)heterogeneity and (2)incompleteness. Heterogeneity refers to the aggregation over diverse metrics, while incompleteness describes comparing models evaluated on different data subsets. To address these challenges, we explore algorithms to aggregate sparse measurements into reliable model scores. Our aggregation algorithm ensures identifiability(asymptotically recovering ground-truth scores) and rapid convergence, enabling accurate model ranking with less data. On homogenous datasets, we show our aggregation algorithm provides rankings that highly correlate with those produced by average scores. We also demonstrate robustness to ~95% of measurements missing, reducing evaluation cost by up to 20x with little-to-no change in model rankings. We introduce ONEBench-LLM for language models and ONEBench-LMM for vision-language models, unifying evaluations across these domains. Overall, we present a technique for open-ended evaluation, which can aggregate over incomplete, heterogeneous sample-level measurements to continually grow a benchmark alongside the rapidly developing foundation models.
EasyRAG: Efficient Retrieval-Augmented Generation Framework for Automated Network Operations
This paper presents EasyRAG, a simple, lightweight, and efficient retrieval-augmented generation framework for automated network operations. Our framework has three advantages. The first is accurate question answering. We designed a straightforward RAG scheme based on (1) a specific data processing workflow (2) dual-route sparse retrieval for coarse ranking (3) LLM Reranker for reranking (4) LLM answer generation and optimization. This approach achieved first place in the GLM4 track in the preliminary round and second place in the GLM4 track in the semifinals. The second is simple deployment. Our method primarily consists of BM25 retrieval and BGE-reranker reranking, requiring no fine-tuning of any models, occupying minimal VRAM, easy to deploy, and highly scalable; we provide a flexible code library with various search and generation strategies, facilitating custom process implementation. The last one is efficient inference. We designed an efficient inference acceleration scheme for the entire coarse ranking, reranking, and generation process that significantly reduces the inference latency of RAG while maintaining a good level of accuracy; each acceleration scheme can be plug-and-play into any component of the RAG process, consistently enhancing the efficiency of the RAG system. Our code and data are released at https://github.com/BUAADreamer/EasyRAG.
Re-evaluating Evaluation
Progress in machine learning is measured by careful evaluation on problems of outstanding common interest. However, the proliferation of benchmark suites and environments, adversarial attacks, and other complications has diluted the basic evaluation model by overwhelming researchers with choices. Deliberate or accidental cherry picking is increasingly likely, and designing well-balanced evaluation suites requires increasing effort. In this paper we take a step back and propose Nash averaging. The approach builds on a detailed analysis of the algebraic structure of evaluation in two basic scenarios: agent-vs-agent and agent-vs-task. The key strength of Nash averaging is that it automatically adapts to redundancies in evaluation data, so that results are not biased by the incorporation of easy tasks or weak agents. Nash averaging thus encourages maximally inclusive evaluation -- since there is no harm (computational cost aside) from including all available tasks and agents.
Randomly Initialized Subnetworks with Iterative Weight Recycling
The Multi-Prize Lottery Ticket Hypothesis posits that randomly initialized neural networks contain several subnetworks that achieve comparable accuracy to fully trained models of the same architecture. However, current methods require that the network is sufficiently overparameterized. In this work, we propose a modification to two state-of-the-art algorithms (Edge-Popup and Biprop) that finds high-accuracy subnetworks with no additional storage cost or scaling. The algorithm, Iterative Weight Recycling, identifies subsets of important weights within a randomly initialized network for intra-layer reuse. Empirically we show improvements on smaller network architectures and higher prune rates, finding that model sparsity can be increased through the "recycling" of existing weights. In addition to Iterative Weight Recycling, we complement the Multi-Prize Lottery Ticket Hypothesis with a reciprocal finding: high-accuracy, randomly initialized subnetwork's produce diverse masks, despite being generated with the same hyperparameter's and pruning strategy. We explore the landscapes of these masks, which show high variability.
FIS-ONE: Floor Identification System with One Label for Crowdsourced RF Signals
Floor labels of crowdsourced RF signals are crucial for many smart-city applications, such as multi-floor indoor localization, geofencing, and robot surveillance. To build a prediction model to identify the floor number of a new RF signal upon its measurement, conventional approaches using the crowdsourced RF signals assume that at least few labeled signal samples are available on each floor. In this work, we push the envelope further and demonstrate that it is technically feasible to enable such floor identification with only one floor-labeled signal sample on the bottom floor while having the rest of signal samples unlabeled. We propose FIS-ONE, a novel floor identification system with only one labeled sample. FIS-ONE consists of two steps, namely signal clustering and cluster indexing. We first build a bipartite graph to model the RF signal samples and obtain a latent representation of each node (each signal sample) using our attention-based graph neural network model so that the RF signal samples can be clustered more accurately. Then, we tackle the problem of indexing the clusters with proper floor labels, by leveraging the observation that signals from an access point can be detected on different floors, i.e., signal spillover. Specifically, we formulate a cluster indexing problem as a combinatorial optimization problem and show that it is equivalent to solving a traveling salesman problem, whose (near-)optimal solution can be found efficiently. We have implemented FIS-ONE and validated its effectiveness on the Microsoft dataset and in three large shopping malls. Our results show that FIS-ONE outperforms other baseline algorithms significantly, with up to 23% improvement in adjusted rand index and 25% improvement in normalized mutual information using only one floor-labeled signal sample.
Evaluating and Aggregating Feature-based Model Explanations
A feature-based model explanation denotes how much each input feature contributes to a model's output for a given data point. As the number of proposed explanation functions grows, we lack quantitative evaluation criteria to help practitioners know when to use which explanation function. This paper proposes quantitative evaluation criteria for feature-based explanations: low sensitivity, high faithfulness, and low complexity. We devise a framework for aggregating explanation functions. We develop a procedure for learning an aggregate explanation function with lower complexity and then derive a new aggregate Shapley value explanation function that minimizes sensitivity.
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.
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.
A Framework for Adapting Offline Algorithms to Solve Combinatorial Multi-Armed Bandit Problems with Bandit Feedback
We investigate the problem of stochastic, combinatorial multi-armed bandits where the learner only has access to bandit feedback and the reward function can be non-linear. We provide a general framework for adapting discrete offline approximation algorithms into sublinear alpha-regret methods that only require bandit feedback, achieving Oleft(T^2{3}log(T)^1{3}right) expected cumulative alpha-regret dependence on the horizon T. The framework only requires the offline algorithms to be robust to small errors in function evaluation. The adaptation procedure does not even require explicit knowledge of the offline approximation algorithm -- the offline algorithm can be used as black box subroutine. To demonstrate the utility of the proposed framework, the proposed framework is applied to multiple problems in submodular maximization, adapting approximation algorithms for cardinality and for knapsack constraints. The new CMAB algorithms for knapsack constraints outperform a full-bandit method developed for the adversarial setting in experiments with real-world data.
Lottery Jackpots Exist in Pre-trained Models
Network pruning is an effective approach to reduce network complexity with acceptable performance compromise. Existing studies achieve the sparsity of neural networks via time-consuming weight training or complex searching on networks with expanded width, which greatly limits the applications of network pruning. In this paper, we show that high-performing and sparse sub-networks without the involvement of weight training, termed "lottery jackpots", exist in pre-trained models with unexpanded width. Furthermore, we improve the efficiency for searching lottery jackpots from two perspectives. Firstly, we observe that the sparse masks derived from many existing pruning criteria have a high overlap with the searched mask of our lottery jackpot, among which, the magnitude-based pruning results in the most similar mask with ours. Consequently, our searched lottery jackpot removes 90% weights in ResNet-50, while it easily obtains more than 70% top-1 accuracy using only 5 searching epochs on ImageNet. In compliance with this insight, we initialize our sparse mask using the magnitude-based pruning, resulting in at least 3x cost reduction on the lottery jackpot searching while achieving comparable or even better performance. Secondly, we conduct an in-depth analysis of the searching process for lottery jackpots. Our theoretical result suggests that the decrease in training loss during weight searching can be disturbed by the dependency between weights in modern networks. To mitigate this, we propose a novel short restriction method to restrict change of masks that may have potential negative impacts on the training loss. Our code is available at https://github.com/zyxxmu/lottery-jackpots.
Active Ranking of Experts Based on their Performances in Many Tasks
We consider the problem of ranking n experts based on their performances on d tasks. We make a monotonicity assumption stating that for each pair of experts, one outperforms the other on all tasks. We consider the sequential setting where in each round, the learner has access to noisy evaluations of actively chosen pair of expert-task, given the information available up to the actual round. Given a confidence parameter delta in (0, 1), we provide strategies allowing to recover the correct ranking of experts and develop a bound on the total number of queries made by our algorithm that hold with probability at least 1 -- delta. We show that our strategy is adaptive to the complexity of the problem (our bounds are instance dependent), and develop matching lower bounds up to a poly-logarithmic factor. Finally, we adapt our strategy to the relaxed problem of best expert identification and provide numerical simulation consistent with our theoretical results.
MoS: Unleashing Parameter Efficiency of Low-Rank Adaptation with Mixture of Shards
The rapid scaling of large language models necessitates more lightweight finetuning methods to reduce the explosive GPU memory overhead when numerous customized models are served simultaneously. Targeting more parameter-efficient low-rank adaptation (LoRA), parameter sharing presents a promising solution. Empirically, our research into high-level sharing principles highlights the indispensable role of differentiation in reversing the detrimental effects of pure sharing. Guided by this finding, we propose Mixture of Shards (MoS), incorporating both inter-layer and intra-layer sharing schemes, and integrating four nearly cost-free differentiation strategies, namely subset selection, pair dissociation, vector sharding, and shard privatization. Briefly, it selects a designated number of shards from global pools with a Mixture-of-Experts (MoE)-like routing mechanism before sequentially concatenating them to low-rank matrices. Hence, it retains all the advantages of LoRA while offering enhanced parameter efficiency, and effectively circumvents the drawbacks of peer parameter-sharing methods. Our empirical experiments demonstrate approximately 8x parameter savings in a standard LoRA setting. The ablation study confirms the significance of each component. Our insights into parameter sharing and MoS method may illuminate future developments of more parameter-efficient finetuning methods.
Identifying Copeland Winners in Dueling Bandits with Indifferences
We consider the task of identifying the Copeland winner(s) in a dueling bandits problem with ternary feedback. This is an underexplored but practically relevant variant of the conventional dueling bandits problem, in which, in addition to strict preference between two arms, one may observe feedback in the form of an indifference. We provide a lower bound on the sample complexity for any learning algorithm finding the Copeland winner(s) with a fixed error probability. Moreover, we propose POCOWISTA, an algorithm with a sample complexity that almost matches this lower bound, and which shows excellent empirical performance, even for the conventional dueling bandits problem. For the case where the preference probabilities satisfy a specific type of stochastic transitivity, we provide a refined version with an improved worst case sample complexity.
LocMoE: A Low-overhead MoE for Large Language Model Training
The Mixtures-of-Experts (MoE) model is a widespread distributed and integrated learning method for large language models (LLM), which is favored due to its ability to sparsify and expand models efficiently. However, the performance of MoE is limited by load imbalance and high latency of All-To-All communication, along with relatively redundant computation owing to large expert capacity. Load imbalance may result from existing routing policies that consistently tend to select certain experts. The frequent inter-node communication in the All-To-All procedure also significantly prolongs the training time. To alleviate the above performance problems, we propose a novel routing strategy that combines load balance and locality by converting partial inter-node communication to that of intra-node. Notably, we elucidate that there is a minimum threshold for expert capacity, calculated through the maximal angular deviation between the gating weights of the experts and the assigned tokens. We port these modifications on the PanGu-Sigma model based on the MindSpore framework with multi-level routing and conduct experiments on Ascend clusters. The experiment results demonstrate that the proposed LocMoE reduces training time per epoch by 12.68% to 22.24% compared to classical routers, such as hash router and switch router, without impacting the model accuracy.
Decision Market Based Learning For Multi-agent Contextual Bandit Problems
Information is often stored in a distributed and proprietary form, and agents who own information are often self-interested and require incentives to reveal their information. Suitable mechanisms are required to elicit and aggregate such distributed information for decision making. In this paper, we use simulations to investigate the use of decision markets as mechanisms in a multi-agent learning system to aggregate distributed information for decision-making in a contextual bandit problem. The system utilises strictly proper decision scoring rules to assess the accuracy of probabilistic reports from agents, which allows agents to learn to solve the contextual bandit problem jointly. Our simulations show that our multi-agent system with distributed information can be trained as efficiently as a centralised counterpart with a single agent that receives all information. Moreover, we use our system to investigate scenarios with deterministic decision scoring rules which are not incentive compatible. We observe the emergence of more complex dynamics with manipulative behaviour, which agrees with existing theoretical analyses.
Faster k-Medoids Clustering: Improving the PAM, CLARA, and CLARANS Algorithms
Clustering non-Euclidean data is difficult, and one of the most used algorithms besides hierarchical clustering is the popular algorithm Partitioning Around Medoids (PAM), also simply referred to as k-medoids. In Euclidean geometry the mean-as used in k-means-is a good estimator for the cluster center, but this does not hold for arbitrary dissimilarities. PAM uses the medoid instead, the object with the smallest dissimilarity to all others in the cluster. This notion of centrality can be used with any (dis-)similarity, and thus is of high relevance to many domains such as biology that require the use of Jaccard, Gower, or more complex distances. A key issue with PAM is its high run time cost. We propose modifications to the PAM algorithm to achieve an O(k)-fold speedup in the second SWAP phase of the algorithm, but will still find the same results as the original PAM algorithm. If we slightly relax the choice of swaps performed (at comparable quality), we can further accelerate the algorithm by performing up to k swaps in each iteration. With the substantially faster SWAP, we can now also explore alternative strategies for choosing the initial medoids. We also show how the CLARA and CLARANS algorithms benefit from these modifications. It can easily be combined with earlier approaches to use PAM and CLARA on big data (some of which use PAM as a subroutine, hence can immediately benefit from these improvements), where the performance with high k becomes increasingly important. In experiments on real data with k=100, we observed a 200-fold speedup compared to the original PAM SWAP algorithm, making PAM applicable to larger data sets as long as we can afford to compute a distance matrix, and in particular to higher k (at k=2, the new SWAP was only 1.5 times faster, as the speedup is expected to increase with k).
DivBO: Diversity-aware CASH for Ensemble Learning
The Combined Algorithm Selection and Hyperparameters optimization (CASH) problem is one of the fundamental problems in Automated Machine Learning (AutoML). Motivated by the success of ensemble learning, recent AutoML systems build post-hoc ensembles to output the final predictions instead of using the best single learner. However, while most CASH methods focus on searching for a single learner with the best performance, they neglect the diversity among base learners (i.e., they may suggest similar configurations to previously evaluated ones), which is also a crucial consideration when building an ensemble. To tackle this issue and further enhance the ensemble performance, we propose DivBO, a diversity-aware framework to inject explicit search of diversity into the CASH problems. In the framework, we propose to use a diversity surrogate to predict the pair-wise diversity of two unseen configurations. Furthermore, we introduce a temporary pool and a weighted acquisition function to guide the search of both performance and diversity based on Bayesian optimization. Empirical results on 15 public datasets show that DivBO achieves the best average ranks (1.82 and 1.73) on both validation and test errors among 10 compared methods, including post-hoc designs in recent AutoML systems and state-of-the-art baselines for ensemble learning on CASH problems.
Grokking Tickets: Lottery Tickets Accelerate Grokking
Grokking is one of the most surprising puzzles in neural network generalization: a network first reaches a memorization solution with perfect training accuracy and poor generalization, but with further training, it reaches a perfectly generalized solution. We aim to analyze the mechanism of grokking from the lottery ticket hypothesis, identifying the process to find the lottery tickets (good sparse subnetworks) as the key to describing the transitional phase between memorization and generalization. We refer to these subnetworks as ''Grokking tickets'', which is identified via magnitude pruning after perfect generalization. First, using ''Grokking tickets'', we show that the lottery tickets drastically accelerate grokking compared to the dense networks on various configurations (MLP and Transformer, and an arithmetic and image classification tasks). Additionally, to verify that ''Grokking ticket'' are a more critical factor than weight norms, we compared the ''good'' subnetworks with a dense network having the same L1 and L2 norms. Results show that the subnetworks generalize faster than the controlled dense model. In further investigations, we discovered that at an appropriate pruning rate, grokking can be achieved even without weight decay. We also show that speedup does not happen when using tickets identified at the memorization solution or transition between memorization and generalization or when pruning networks at the initialization (Random pruning, Grasp, SNIP, and Synflow). The results indicate that the weight norm of network parameters is not enough to explain the process of grokking, but the importance of finding good subnetworks to describe the transition from memorization to generalization. The implementation code can be accessed via this link: https://github.com/gouki510/Grokking-Tickets.
Cephalo: Harnessing Heterogeneous GPU Clusters for Training Transformer Models
Training transformer models requires substantial GPU compute and memory resources. In homogeneous clusters, distributed strategies allocate resources evenly, but this approach is inefficient for heterogeneous clusters, where GPUs differ in power and memory. As high-end GPUs are costly and limited in availability, heterogeneous clusters with diverse GPU types are becoming more common. Existing methods attempt to balance compute across GPUs based on capacity but often underutilize compute due to memory constraints. We present Cephalo, a system that optimizes compute and memory usage by decoupling compute distribution from training state assignment. Cephalo outperforms state-of-the-art methods by achieving significantly higher training throughput while supporting larger models and batch sizes.
Probably Anytime-Safe Stochastic Combinatorial Semi-Bandits
Motivated by concerns about making online decisions that incur undue amount of risk at each time step, in this paper, we formulate the probably anytime-safe stochastic combinatorial semi-bandits problem. In this problem, the agent is given the option to select a subset of size at most K from a set of L ground items. Each item is associated to a certain mean reward as well as a variance that represents its risk. To mitigate the risk that the agent incurs, we require that with probability at least 1-delta, over the entire horizon of time T, each of the choices that the agent makes should contain items whose sum of variances does not exceed a certain variance budget. We call this probably anytime-safe constraint. Under this constraint, we design and analyze an algorithm {\sc PASCombUCB} that minimizes the regret over the horizon of time T. By developing accompanying information-theoretic lower bounds, we show that under both the problem-dependent and problem-independent paradigms, {\sc PASCombUCB} is almost asymptotically optimal. Experiments are conducted to corroborate our theoretical findings. Our problem setup, the proposed {\sc PASCombUCB} algorithm, and novel analyses are applicable to domains such as recommendation systems and transportation in which an agent is allowed to choose multiple items at a single time step and wishes to control the risk over the whole time horizon.
COLT: Cyclic Overlapping Lottery Tickets for Faster Pruning of Convolutional Neural Networks
Pruning refers to the elimination of trivial weights from neural networks. The sub-networks within an overparameterized model produced after pruning are often called Lottery tickets. This research aims to generate winning lottery tickets from a set of lottery tickets that can achieve similar accuracy to the original unpruned network. We introduce a novel winning ticket called Cyclic Overlapping Lottery Ticket (COLT) by data splitting and cyclic retraining of the pruned network from scratch. We apply a cyclic pruning algorithm that keeps only the overlapping weights of different pruned models trained on different data segments. Our results demonstrate that COLT can achieve similar accuracies (obtained by the unpruned model) while maintaining high sparsities. We show that the accuracy of COLT is on par with the winning tickets of Lottery Ticket Hypothesis (LTH) and, at times, is better. Moreover, COLTs can be generated using fewer iterations than tickets generated by the popular Iterative Magnitude Pruning (IMP) method. In addition, we also notice COLTs generated on large datasets can be transferred to small ones without compromising performance, demonstrating its generalizing capability. We conduct all our experiments on Cifar-10, Cifar-100 & TinyImageNet datasets and report superior performance than the state-of-the-art methods.
Soft Self-Consistency Improves Language Model Agents
Generations from large language models (LLMs) can be improved by sampling and scoring multiple solutions to select a final answer. Current "sample and select" methods such as self-consistency (SC) rely on majority voting to score answers. However, when tasks have many distinct and valid answers, selection by voting requires a large number of samples. This makes SC prohibitively expensive for interactive tasks that involve generating multiple actions (answers) sequentially. After establishing that majority voting fails to provide consistent gains on such tasks, we demonstrate how to increase success rates by softening the scoring criterion. We introduce Soft Self-Consistency (SOFT-SC), which replaces SC's discontinuous scoring with a continuous score computed from model likelihoods, allowing for selection even when actions are sparsely distributed. SOFT-SC improves both performance and efficiency on long-horizon interactive tasks, requiring half as many samples as SC for comparable or better performance. For a fixed number of samples, SOFT-SC leads to a 1.3% increase over SC in absolute success rate on writing bash programs, a 6.6% increase on online shopping (WebShop), and a 4.7% increase for an interactive household game (ALFWorld). Finally, we show that SOFT-SC can be applied to both open-source and black-box models.
Active Learning Meets Optimized Item Selection
Designing recommendation systems with limited or no available training data remains a challenge. To that end, a new combinatorial optimization problem is formulated to generate optimized item selection for experimentation with the goal to shorten the time for collecting randomized training data. We first present an overview of the optimized item selection problem and a multi-level optimization framework to solve it. The approach integrates techniques from discrete optimization, unsupervised clustering, and latent text embeddings. We then discuss how to incorporate optimized item selection with active learning as part of randomized exploration in an ongoing fashion.
Controllable Multi-Interest Framework for Recommendation
Recently, neural networks have been widely used in e-commerce recommender systems, owing to the rapid development of deep learning. We formalize the recommender system as a sequential recommendation problem, intending to predict the next items that the user might be interacted with. Recent works usually give an overall embedding from a user's behavior sequence. However, a unified user embedding cannot reflect the user's multiple interests during a period. In this paper, we propose a novel controllable multi-interest framework for the sequential recommendation, called ComiRec. Our multi-interest module captures multiple interests from user behavior sequences, which can be exploited for retrieving candidate items from the large-scale item pool. These items are then fed into an aggregation module to obtain the overall recommendation. The aggregation module leverages a controllable factor to balance the recommendation accuracy and diversity. We conduct experiments for the sequential recommendation on two real-world datasets, Amazon and Taobao. Experimental results demonstrate that our framework achieves significant improvements over state-of-the-art models. Our framework has also been successfully deployed on the offline Alibaba distributed cloud platform.
PokerGPT: An End-to-End Lightweight Solver for Multi-Player Texas Hold'em via Large Language Model
Poker, also known as Texas Hold'em, has always been a typical research target within imperfect information games (IIGs). IIGs have long served as a measure of artificial intelligence (AI) development. Representative prior works, such as DeepStack and Libratus heavily rely on counterfactual regret minimization (CFR) to tackle heads-up no-limit Poker. However, it is challenging for subsequent researchers to learn CFR from previous models and apply it to other real-world applications due to the expensive computational cost of CFR iterations. Additionally, CFR is difficult to apply to multi-player games due to the exponential growth of the game tree size. In this work, we introduce PokerGPT, an end-to-end solver for playing Texas Hold'em with arbitrary number of players and gaining high win rates, established on a lightweight large language model (LLM). PokerGPT only requires simple textual information of Poker games for generating decision-making advice, thus guaranteeing the convenient interaction between AI and humans. We mainly transform a set of textual records acquired from real games into prompts, and use them to fine-tune a lightweight pre-trained LLM using reinforcement learning human feedback technique. To improve fine-tuning performance, we conduct prompt engineering on raw data, including filtering useful information, selecting behaviors of players with high win rates, and further processing them into textual instruction using multiple prompt engineering techniques. Through the experiments, we demonstrate that PokerGPT outperforms previous approaches in terms of win rate, model size, training time, and response speed, indicating the great potential of LLMs in solving IIGs.
"Pick-and-Pass" as a Hat-Trick Class for First-Principle Memory, Generalizability, and Interpretability Benchmarks
Closed drafting or "pick and pass" is a popular game mechanic where each round players select a card or other playable element from their hand and pass the rest to the next player. Games employing closed drafting make for great studies on memory and turn order due to their explicitly calculable memory of other players' hands. In this paper, we establish first-principle benchmarks for studying model-free reinforcement learning algorithms and their comparative ability to learn memory in a popular family of closed drafting games called "Sushi Go Party!", producing state-of-the-art results on this environment along the way. Furthermore, as Sushi Go Party! can be expressed as a set of closely-related games based on the set of cards in play, we quantify the generalizability of reinforcement learning algorithms trained on various sets of cards, establishing key trends between generalized performance and the set distance between the train and evaluation game configurations. Finally, we fit decision rules to interpret the strategy of the learned models and compare them to the ranking preferences of human players, finding intuitive common rules and intriguing new moves.
Discrete Diffusion Modeling by Estimating the Ratios of the Data Distribution
Despite their groundbreaking performance for many generative modeling tasks, diffusion models have fallen short on discrete data domains such as natural language. Crucially, standard diffusion models rely on the well-established theory of score matching, but efforts to generalize this to discrete structures have not yielded the same empirical gains. In this work, we bridge this gap by proposing score entropy, a novel loss that naturally extends score matching to discrete spaces, integrates seamlessly to build discrete diffusion models, and significantly boosts performance. Experimentally, we test our Score Entropy Discrete Diffusion models (SEDD) on standard language modeling tasks. For comparable model sizes, SEDD beats existing language diffusion paradigms (reducing perplexity by 25-75\%) and is competitive with autoregressive models, in particular outperforming GPT-2. Furthermore, compared to autoregressive mdoels, SEDD generates faithful text without requiring distribution annealing techniques like temperature scaling (around 6-8times better generative perplexity than un-annealed GPT-2), can trade compute and quality (similar quality with 32times fewer network evaluations), and enables controllable infilling (matching nucleus sampling quality while enabling other strategies besides left to right prompting).
SPANN: Highly-efficient Billion-scale Approximate Nearest Neighbor Search
The in-memory algorithms for approximate nearest neighbor search (ANNS) have achieved great success for fast high-recall search, but are extremely expensive when handling very large scale database. Thus, there is an increasing request for the hybrid ANNS solutions with small memory and inexpensive solid-state drive (SSD). In this paper, we present a simple but efficient memory-disk hybrid indexing and search system, named SPANN, that follows the inverted index methodology. It stores the centroid points of the posting lists in the memory and the large posting lists in the disk. We guarantee both disk-access efficiency (low latency) and high recall by effectively reducing the disk-access number and retrieving high-quality posting lists. In the index-building stage, we adopt a hierarchical balanced clustering algorithm to balance the length of posting lists and augment the posting list by adding the points in the closure of the corresponding clusters. In the search stage, we use a query-aware scheme to dynamically prune the access of unnecessary posting lists. Experiment results demonstrate that SPANN is 2times faster than the state-of-the-art ANNS solution DiskANN to reach the same recall quality 90% with same memory cost in three billion-scale datasets. It can reach 90% recall@1 and recall@10 in just around one millisecond with only 32GB memory cost. Code is available at: {\footnotesizeblue{https://github.com/microsoft/SPTAG}}.
Analytic Federated Learning
In this paper, we introduce analytic federated learning (AFL), a new training paradigm that brings analytical (i.e., closed-form) solutions to the federated learning (FL) community. Our AFL draws inspiration from analytic learning -- a gradient-free technique that trains neural networks with analytical solutions in one epoch. In the local client training stage, the AFL facilitates a one-epoch training, eliminating the necessity for multi-epoch updates. In the aggregation stage, we derive an absolute aggregation (AA) law. This AA law allows a single-round aggregation, removing the need for multiple aggregation rounds. More importantly, the AFL exhibits a weight-invariant property, meaning that regardless of how the full dataset is distributed among clients, the aggregated result remains identical. This could spawn various potentials, such as data heterogeneity invariance, client-number invariance, absolute convergence, and being hyperparameter-free (our AFL is the first hyperparameter-free method in FL history). We conduct experiments across various FL settings including extremely non-IID ones, and scenarios with a large number of clients (e.g., ge 1000). In all these settings, our AFL constantly performs competitively while existing FL techniques encounter various obstacles. Code is available at https://github.com/ZHUANGHP/Analytic-federated-learning
GRITHopper: Decomposition-Free Multi-Hop Dense Retrieval
Decomposition-based multi-hop retrieval methods rely on many autoregressive steps to break down complex queries, which breaks end-to-end differentiability and is computationally expensive. Decomposition-free methods tackle this, but current decomposition-free approaches struggle with longer multi-hop problems and generalization to out-of-distribution data. To address these challenges, we introduce GRITHopper-7B, a novel multi-hop dense retrieval model that achieves state-of-the-art performance on both in-distribution and out-of-distribution benchmarks. GRITHopper combines generative and representational instruction tuning by integrating causal language modeling with dense retrieval training. Through controlled studies, we find that incorporating additional context after the retrieval process, referred to as post-retrieval language modeling, enhances dense retrieval performance. By including elements such as final answers during training, the model learns to better contextualize and retrieve relevant information. GRITHopper-7B offers a robust, scalable, and generalizable solution for multi-hop dense retrieval, and we release it to the community for future research and applications requiring multi-hop reasoning and retrieval capabilities.
Swim till You Sink: Computing the Limit of a Game
During 2023, two interesting results were proven about the limit behavior of game dynamics: First, it was shown that there is a game for which no dynamics converges to the Nash equilibria. Second, it was shown that the sink equilibria of a game adequately capture the limit behavior of natural game dynamics. These two results have created a need and opportunity to articulate a principled computational theory of the meaning of the game that is based on game dynamics. Given any game in normal form, and any prior distribution of play, we study the problem of computing the asymptotic behavior of a class of natural dynamics called the noisy replicator dynamics as a limit distribution over the sink equilibria of the game. When the prior distribution has pure strategy support, we prove this distribution can be computed efficiently, in near-linear time to the size of the best-response graph. When the distribution can be sampled -- for example, if it is the uniform distribution over all mixed strategy profiles -- we show through experiments that the limit distribution of reasonably large games can be estimated quite accurately through sampling and simulation.
Revisiting Weighted Aggregation in Federated Learning with Neural Networks
In federated learning (FL), weighted aggregation of local models is conducted to generate a global model, and the aggregation weights are normalized (the sum of weights is 1) and proportional to the local data sizes. In this paper, we revisit the weighted aggregation process and gain new insights into the training dynamics of FL. First, we find that the sum of weights can be smaller than 1, causing global weight shrinking effect (analogous to weight decay) and improving generalization. We explore how the optimal shrinking factor is affected by clients' data heterogeneity and local epochs. Second, we dive into the relative aggregation weights among clients to depict the clients' importance. We develop client coherence to study the learning dynamics and find a critical point that exists. Before entering the critical point, more coherent clients play more essential roles in generalization. Based on the above insights, we propose an effective method for Federated Learning with Learnable Aggregation Weights, named as FedLAW. Extensive experiments verify that our method can improve the generalization of the global model by a large margin on different datasets and models.
A predict-and-optimize approach to profit-driven churn prevention
In this paper, we introduce a novel predict-and-optimize method for profit-driven churn prevention. We frame the task of targeting customers for a retention campaign as a regret minimization problem. The main objective is to leverage individual customer lifetime values (CLVs) to ensure that only the most valuable customers are targeted. In contrast, many profit-driven strategies focus on churn probabilities while considering average CLVs. This often results in significant information loss due to data aggregation. Our proposed model aligns with the guidelines of Predict-and-Optimize (PnO) frameworks and can be efficiently solved using stochastic gradient descent methods. Results from 12 churn prediction datasets underscore the effectiveness of our approach, which achieves the best average performance compared to other well-established strategies in terms of average profit.
The Update-Equivalence Framework for Decision-Time Planning
The process of revising (or constructing) a policy at execution time -- known as decision-time planning -- has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.
Learning from History for Byzantine Robust Optimization
Byzantine robustness has received significant attention recently given its importance for distributed and federated learning. In spite of this, we identify severe flaws in existing algorithms even when the data across the participants is identically distributed. First, we show realistic examples where current state of the art robust aggregation rules fail to converge even in the absence of any Byzantine attackers. Secondly, we prove that even if the aggregation rules may succeed in limiting the influence of the attackers in a single round, the attackers can couple their attacks across time eventually leading to divergence. To address these issues, we present two surprisingly simple strategies: a new robust iterative clipping procedure, and incorporating worker momentum to overcome time-coupled attacks. This is the first provably robust method for the standard stochastic optimization setting. Our code is open sourced at https://github.com/epfml/byzantine-robust-optimizer.
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.
Tight Regret Bounds for Single-pass Streaming Multi-armed Bandits
Regret minimization in streaming multi-armed bandits (MABs) has been studied extensively in recent years. In the single-pass setting with K arms and T trials, a regret lower bound of Omega(T^{2/3}) has been proved for any algorithm with o(K) memory (Maiti et al. [NeurIPS'21]; Agarwal at al. [COLT'22]). On the other hand, however, the previous best regret upper bound is still O(K^{1/3} T^{2/3}log^{1/3}(T)), which is achieved by the streaming implementation of the simple uniform exploration. The O(K^{1/3}log^{1/3}(T)) gap leaves the open question of the tight regret bound in the single-pass MABs with sublinear arm memory. In this paper, we answer this open problem and complete the picture of regret minimization in single-pass streaming MABs. We first improve the regret lower bound to Omega(K^{1/3}T^{2/3}) for algorithms with o(K) memory, which matches the uniform exploration regret up to a logarithm factor in T. We then show that the log^{1/3}(T) factor is not necessary, and we can achieve O(K^{1/3}T^{2/3}) regret by finding an varepsilon-best arm and committing to it in the rest of the trials. For regret minimization with high constant probability, we can apply the single-memory varepsilon-best arm algorithms in Jin et al. [ICML'21] to obtain the optimal bound. Furthermore, for the expected regret minimization, we design an algorithm with a single-arm memory that achieves O(K^{1/3} T^{2/3}log(K)) regret, and an algorithm with O(log^{*}(n))-memory with the optimal O(K^{1/3} T^{2/3}) regret following the varepsilon-best arm algorithm in Assadi and Wang [STOC'20]. We further tested the empirical performances of our algorithms. The simulation results show that the proposed algorithms consistently outperform the benchmark uniform exploration algorithm by a large margin, and on occasion, reduce the regret by up to 70%.
Robust Consensus in Ranking Data Analysis: Definitions, Properties and Computational Issues
As the issue of robustness in AI systems becomes vital, statistical learning techniques that are reliable even in presence of partly contaminated data have to be developed. Preference data, in the form of (complete) rankings in the simplest situations, are no exception and the demand for appropriate concepts and tools is all the more pressing given that technologies fed by or producing this type of data (e.g. search engines, recommending systems) are now massively deployed. However, the lack of vector space structure for the set of rankings (i.e. the symmetric group S_n) and the complex nature of statistics considered in ranking data analysis make the formulation of robustness objectives in this domain challenging. In this paper, we introduce notions of robustness, together with dedicated statistical methods, for Consensus Ranking the flagship problem in ranking data analysis, aiming at summarizing a probability distribution on S_n by a median ranking. Precisely, we propose specific extensions of the popular concept of breakdown point, tailored to consensus ranking, and address the related computational issues. Beyond the theoretical contributions, the relevance of the approach proposed is supported by an experimental study.
When Layers Play the Lottery, all Tickets Win at Initialization
Pruning is a standard technique for reducing the computational cost of deep networks. Many advances in pruning leverage concepts from the Lottery Ticket Hypothesis (LTH). LTH reveals that inside a trained dense network exists sparse subnetworks (tickets) able to achieve similar accuracy (i.e., win the lottery - winning tickets). Pruning at initialization focuses on finding winning tickets without training a dense network. Studies on these concepts share the trend that subnetworks come from weight or filter pruning. In this work, we investigate LTH and pruning at initialization from the lens of layer pruning. First, we confirm the existence of winning tickets when the pruning process removes layers. Leveraged by this observation, we propose to discover these winning tickets at initialization, eliminating the requirement of heavy computational resources for training the initial (over-parameterized) dense network. Extensive experiments show that our winning tickets notably speed up the training phase and reduce up to 51% of carbon emission, an important step towards democratization and green Artificial Intelligence. Beyond computational benefits, our winning tickets exhibit robustness against adversarial and out-of-distribution examples. Finally, we show that our subnetworks easily win the lottery at initialization while tickets from filter removal (the standard structured LTH) hardly become winning tickets.
Enhancing Group Fairness in Online Settings Using Oblique Decision Forests
Fairness, especially group fairness, is an important consideration in the context of machine learning systems. The most commonly adopted group fairness-enhancing techniques are in-processing methods that rely on a mixture of a fairness objective (e.g., demographic parity) and a task-specific objective (e.g., cross-entropy) during the training process. However, when data arrives in an online fashion -- one instance at a time -- optimizing such fairness objectives poses several challenges. In particular, group fairness objectives are defined using expectations of predictions across different demographic groups. In the online setting, where the algorithm has access to a single instance at a time, estimating the group fairness objective requires additional storage and significantly more computation (e.g., forward/backward passes) than the task-specific objective at every time step. In this paper, we propose Aranyani, an ensemble of oblique decision trees, to make fair decisions in online settings. The hierarchical tree structure of Aranyani enables parameter isolation and allows us to efficiently compute the fairness gradients using aggregate statistics of previous decisions, eliminating the need for additional storage and forward/backward passes. We also present an efficient framework to train Aranyani and theoretically analyze several of its properties. We conduct empirical evaluations on 5 publicly available benchmarks (including vision and language datasets) to show that Aranyani achieves a better accuracy-fairness trade-off compared to baseline approaches.
Mélange: Cost Efficient Large Language Model Serving by Exploiting GPU Heterogeneity
Large language models (LLMs) are increasingly integrated into many online services. However, a major challenge in deploying LLMs is their high cost, due primarily to the use of expensive GPU instances. To address this problem, we find that the significant heterogeneity of GPU types presents an opportunity to increase GPU cost efficiency and reduce deployment costs. The broad and growing market of GPUs creates a diverse option space with varying costs and hardware specifications. Within this space, we show that there is not a linear relationship between GPU cost and performance, and identify three key LLM service characteristics that significantly affect which GPU type is the most cost effective: model request size, request rate, and latency service-level objective (SLO). We then present M\'elange, a framework for navigating the diversity of GPUs and LLM service specifications to derive the most cost-efficient set of GPUs for a given LLM service. We frame the task of GPU selection as a cost-aware bin-packing problem, where GPUs are bins with a capacity and cost, and items are request slices defined by a request size and rate. Upon solution, M\'elange derives the minimal-cost GPU allocation that adheres to a configurable latency SLO. Our evaluations across both real-world and synthetic datasets demonstrate that M\'elange can reduce deployment costs by up to 77% as compared to utilizing only a single GPU type, highlighting the importance of making heterogeneity-aware GPU provisioning decisions for LLM serving. Our source code is publicly available at https://github.com/tyler-griggs/melange-release.
Algorithmic Collective Action in Machine Learning
We initiate a principled study of algorithmic collective action on digital platforms that deploy machine learning algorithms. We propose a simple theoretical model of a collective interacting with a firm's learning algorithm. The collective pools the data of participating individuals and executes an algorithmic strategy by instructing participants how to modify their own data to achieve a collective goal. We investigate the consequences of this model in three fundamental learning-theoretic settings: the case of a nonparametric optimal learning algorithm, a parametric risk minimizer, and gradient-based optimization. In each setting, we come up with coordinated algorithmic strategies and characterize natural success criteria as a function of the collective's size. Complementing our theory, we conduct systematic experiments on a skill classification task involving tens of thousands of resumes from a gig platform for freelancers. Through more than two thousand model training runs of a BERT-like language model, we see a striking correspondence emerge between our empirical observations and the predictions made by our theory. Taken together, our theory and experiments broadly support the conclusion that algorithmic collectives of exceedingly small fractional size can exert significant control over a platform's learning algorithm.
FedDisco: Federated Learning with Discrepancy-Aware Collaboration
This work considers the category distribution heterogeneity in federated learning. This issue is due to biased labeling preferences at multiple clients and is a typical setting of data heterogeneity. To alleviate this issue, most previous works consider either regularizing local models or fine-tuning the global model, while they ignore the adjustment of aggregation weights and simply assign weights based on the dataset size. However, based on our empirical observations and theoretical analysis, we find that the dataset size is not optimal and the discrepancy between local and global category distributions could be a beneficial and complementary indicator for determining aggregation weights. We thus propose a novel aggregation method, Federated Learning with Discrepancy-aware Collaboration (FedDisco), whose aggregation weights not only involve both the dataset size and the discrepancy value, but also contribute to a tighter theoretical upper bound of the optimization error. FedDisco also promotes privacy-preservation, communication and computation efficiency, as well as modularity. Extensive experiments show that our FedDisco outperforms several state-of-the-art methods and can be easily incorporated with many existing methods to further enhance the performance. Our code will be available at https://github.com/MediaBrain-SJTU/FedDisco.
ListT5: Listwise Reranking with Fusion-in-Decoder Improves Zero-shot Retrieval
We propose ListT5, a novel reranking approach based on Fusion-in-Decoder (FiD) that handles multiple candidate passages at both train and inference time. We also introduce an efficient inference framework for listwise ranking based on m-ary tournament sort with output caching. We evaluate and compare our model on the BEIR benchmark for zero-shot retrieval task, demonstrating that ListT5 (1) outperforms the state-of-the-art RankT5 baseline with a notable +1.3 gain in the average NDCG@10 score, (2) has an efficiency comparable to pointwise ranking models and surpasses the efficiency of previous listwise ranking models, and (3) overcomes the lost-in-the-middle problem of previous listwise rerankers. Our code, model checkpoints, and the evaluation framework are fully open-sourced at https://github.com/soyoung97/ListT5.
Low-Variance Gradient Estimation in Unrolled Computation Graphs with ES-Single
We propose an evolution strategies-based algorithm for estimating gradients in unrolled computation graphs, called ES-Single. Similarly to the recently-proposed Persistent Evolution Strategies (PES), ES-Single is unbiased, and overcomes chaos arising from recursive function applications by smoothing the meta-loss landscape. ES-Single samples a single perturbation per particle, that is kept fixed over the course of an inner problem (e.g., perturbations are not re-sampled for each partial unroll). Compared to PES, ES-Single is simpler to implement and has lower variance: the variance of ES-Single is constant with respect to the number of truncated unrolls, removing a key barrier in applying ES to long inner problems using short truncations. We show that ES-Single is unbiased for quadratic inner problems, and demonstrate empirically that its variance can be substantially lower than that of PES. ES-Single consistently outperforms PES on a variety of tasks, including a synthetic benchmark task, hyperparameter optimization, training recurrent neural networks, and training learned optimizers.
Unified Locational Differential Privacy Framework
Aggregating statistics over geographical regions is important for many applications, such as analyzing income, election results, and disease spread. However, the sensitive nature of this data necessitates strong privacy protections to safeguard individuals. In this work, we present a unified locational differential privacy (DP) framework to enable private aggregation of various data types, including one-hot encoded, boolean, float, and integer arrays, over geographical regions. Our framework employs local DP mechanisms such as randomized response, the exponential mechanism, and the Gaussian mechanism. We evaluate our approach on four datasets representing significant location data aggregation scenarios. Results demonstrate the utility of our framework in providing formal DP guarantees while enabling geographical data analysis.
Financial Risk Assessment via Long-term Payment Behavior Sequence Folding
Online inclusive financial services encounter significant financial risks due to their expansive user base and low default costs. By real-world practice, we reveal that utilizing longer-term user payment behaviors can enhance models' ability to forecast financial risks. However, learning long behavior sequences is non-trivial for deep sequential models. Additionally, the diverse fields of payment behaviors carry rich information, requiring thorough exploitation. These factors collectively complicate the task of long-term user behavior modeling. To tackle these challenges, we propose a Long-term Payment Behavior Sequence Folding method, referred to as LBSF. In LBSF, payment behavior sequences are folded based on merchants, using the merchant field as an intrinsic grouping criterion, which enables informative parallelism without reliance on external knowledge. Meanwhile, we maximize the utility of payment details through a multi-field behavior encoding mechanism. Subsequently, behavior aggregation at the merchant level followed by relational learning across merchants facilitates comprehensive user financial representation. We evaluate LBSF on the financial risk assessment task using a large-scale real-world dataset. The results demonstrate that folding long behavior sequences based on internal behavioral cues effectively models long-term patterns and changes, thereby generating more accurate user financial profiles for practical applications.
The Lottery LLM Hypothesis, Rethinking What Abilities Should LLM Compression Preserve?
Motivated by reducing the computational and storage costs of LLMs, model compression and KV cache compression have attracted much attention from researchers. However, current methods predominantly emphasize maintaining the performance of compressed LLMs, as measured by perplexity or simple accuracy on tasks of common sense knowledge QA and basic arithmetic reasoning. In this blog, we present a brief review of recent advancements in LLMs related to retrieval-augmented generation, multi-step reasoning, external tools, and computational expressivity, all of which substantially enhance LLM performance. Then, we propose a lottery LLM hypothesis suggesting that for a given LLM and task, there exists a smaller lottery LLM capable of producing the same performance as the original LLM with the assistance of multi-step reasoning and external tools. Based on the review of current progress in LLMs, we discuss and summarize the essential capabilities that the lottery LLM and KV cache compression must possess, which are currently overlooked in existing methods.
On Optimal Caching and Model Multiplexing for Large Model Inference
Large Language Models (LLMs) and other large foundation models have achieved noteworthy success, but their size exacerbates existing resource consumption and latency challenges. In particular, the large-scale deployment of these models is hindered by the significant resource requirements during inference. In this paper, we study two approaches for mitigating these challenges: employing a cache to store previous queries and learning a model multiplexer to choose from an ensemble of models for query processing. Theoretically, we provide an optimal algorithm for jointly optimizing both approaches to reduce the inference cost in both offline and online tabular settings. By combining a caching algorithm, namely Greedy Dual Size with Frequency (GDSF) or Least Expected Cost (LEC), with a model multiplexer, we achieve optimal rates in both offline and online settings. Empirically, simulations show that the combination of our caching and model multiplexing algorithms greatly improves over the baselines, with up to 50times improvement over the baseline when the ratio between the maximum cost and minimum cost is 100. Experiments on real datasets show a 4.3times improvement in FLOPs over the baseline when the ratio for FLOPs is 10, and a 1.8times improvement in latency when the ratio for average latency is 1.85.
AC-Band: A Combinatorial Bandit-Based Approach to Algorithm Configuration
We study the algorithm configuration (AC) problem, in which one seeks to find an optimal parameter configuration of a given target algorithm in an automated way. Recently, there has been significant progress in designing AC approaches that satisfy strong theoretical guarantees. However, a significant gap still remains between the practical performance of these approaches and state-of-the-art heuristic methods. To this end, we introduce AC-Band, a general approach for the AC problem based on multi-armed bandits that provides theoretical guarantees while exhibiting strong practical performance. We show that AC-Band requires significantly less computation time than other AC approaches providing theoretical guarantees while still yielding high-quality configurations.
Bandits Meet Mechanism Design to Combat Clickbait in Online Recommendation
We study a strategic variant of the multi-armed bandit problem, which we coin the strategic click-bandit. This model is motivated by applications in online recommendation where the choice of recommended items depends on both the click-through rates and the post-click rewards. Like in classical bandits, rewards follow a fixed unknown distribution. However, we assume that the click-rate of each arm is chosen strategically by the arm (e.g., a host on Airbnb) in order to maximize the number of times it gets clicked. The algorithm designer does not know the post-click rewards nor the arms' actions (i.e., strategically chosen click-rates) in advance, and must learn both values over time. To solve this problem, we design an incentive-aware learning algorithm, UCB-S, which achieves two goals simultaneously: (a) incentivizing desirable arm behavior under uncertainty; (b) minimizing regret by learning unknown parameters. We characterize all approximate Nash equilibria among arms under UCB-S and show a mathcal{O} (KT) regret bound uniformly in every equilibrium. We also show that incentive-unaware algorithms generally fail to achieve low regret in the strategic click-bandit. Finally, we support our theoretical results by simulations of strategic arm behavior which confirm the effectiveness and robustness of our proposed incentive design.
Escape Sky-high Cost: Early-stopping Self-Consistency for Multi-step Reasoning
Self-consistency (SC) has been a widely used decoding strategy for chain-of-thought reasoning. Despite bringing significant performance improvements across a variety of multi-step reasoning tasks, it is a high-cost method that requires multiple sampling with the preset size. In this paper, we propose a simple and scalable sampling process, Early-Stopping Self-Consistency (ESC), to greatly reduce the cost of SC without sacrificing performance. On this basis, one control scheme for ESC is further derivated to dynamically choose the performance-cost balance for different tasks and models. To demonstrate ESC's effectiveness, we conducted extensive experiments on three popular categories of reasoning tasks: arithmetic, commonsense and symbolic reasoning over language models with varying scales. The empirical results show that ESC reduces the average number of sampling of chain-of-thought reasoning by a significant margin on six benchmarks, including MATH (-33.8%), GSM8K (-80.1%), StrategyQA (-76.8%), CommonsenseQA (-78.5%), Coin Flip (-84.2%) and Last Letters (-67.4%), while attaining comparable performances.
Finding Optimal Arms in Non-stochastic Combinatorial Bandits with Semi-bandit Feedback and Finite Budget
We consider the combinatorial bandits problem with semi-bandit feedback under finite sampling budget constraints, in which the learner can carry out its action only for a limited number of times specified by an overall budget. The action is to choose a set of arms, whereupon feedback for each arm in the chosen set is received. Unlike existing works, we study this problem in a non-stochastic setting with subset-dependent feedback, i.e., the semi-bandit feedback received could be generated by an oblivious adversary and also might depend on the chosen set of arms. In addition, we consider a general feedback scenario covering both the numerical-based as well as preference-based case and introduce a sound theoretical framework for this setting guaranteeing sensible notions of optimal arms, which a learner seeks to find. We suggest a generic algorithm suitable to cover the full spectrum of conceivable arm elimination strategies from aggressive to conservative. Theoretical questions about the sufficient and necessary budget of the algorithm to find the best arm are answered and complemented by deriving lower bounds for any learning algorithm for this problem scenario.
Submodular Order Functions and Assortment Optimization
We define a new class of set functions that in addition to being monotone and subadditive, also admit a very limited form of submodularity defined over a permutation of the ground set. We refer to this permutation as a submodular order. This class of functions includes monotone submodular functions as a sub-family. To understand the importance of this structure in optimization problems we consider the problem of maximizing function value under various types of constraints. To demonstrate the modeling power of submodular order functions we show applications in two different settings. First, we apply our results to the extensively studied problem of assortment optimization. While the objectives in assortment optimization are known to be non-submodular (and non-monotone) even for simple choice models, we show that they are compatible with the notion of submodular order. Consequently, we obtain new and in some cases the first constant factor guarantee for constrained assortment optimization in fundamental choice models. As a second application of submodular order functions, we show an intriguing connection to the maximization of monotone submodular functions in the streaming model. We recover some best known guarantees for this problem as a corollary of our results.
Fairness in Streaming Submodular Maximization over a Matroid Constraint
Streaming submodular maximization is a natural model for the task of selecting a representative subset from a large-scale dataset. If datapoints have sensitive attributes such as gender or race, it becomes important to enforce fairness to avoid bias and discrimination. This has spurred significant interest in developing fair machine learning algorithms. Recently, such algorithms have been developed for monotone submodular maximization under a cardinality constraint. In this paper, we study the natural generalization of this problem to a matroid constraint. We give streaming algorithms as well as impossibility results that provide trade-offs between efficiency, quality and fairness. We validate our findings empirically on a range of well-known real-world applications: exemplar-based clustering, movie recommendation, and maximum coverage in social networks.
Modified LAB Algorithm with Clustering-based Search Space Reduction Method for solving Engineering Design Problems
A modified LAB algorithm is introduced in this paper. It builds upon the original LAB algorithm (Reddy et al. 2023), which is a socio-inspired algorithm that models competitive and learning behaviours within a group, establishing hierarchical roles. The proposed algorithm incorporates the roulette wheel approach and a reduction factor introducing inter-group competition and iteratively narrowing down the sample space. The algorithm is validated by solving the benchmark test problems from CEC 2005 and CEC 2017. The solutions are validated using standard statistical tests such as two-sided and pairwise signed rank Wilcoxon test and Friedman rank test. The algorithm exhibited improved and superior robustness as well as search space exploration capabilities. Furthermore, a Clustering-Based Search Space Reduction (C-SSR) method is proposed, making the algorithm capable to solve constrained problems. The C-SSR method enables the algorithm to identify clusters of feasible regions, satisfying the constraints and contributing to achieve the optimal solution. This method demonstrates its effectiveness as a potential alternative to traditional constraint handling techniques. The results obtained using the Modified LAB algorithm are then compared with those achieved by other recent metaheuristic algorithms.
Fast Combinatorial Algorithms for Min Max Correlation Clustering
We introduce fast algorithms for correlation clustering with respect to the Min Max objective that provide constant factor approximations on complete graphs. Our algorithms are the first purely combinatorial approximation algorithms for this problem. We construct a novel semi-metric on the set of vertices, which we call the correlation metric, that indicates to our clustering algorithms whether pairs of nodes should be in the same cluster. The paper demonstrates empirically that, compared to prior work, our algorithms sacrifice little in the objective quality to obtain significantly better run-time. Moreover, our algorithms scale to larger networks that are effectively intractable for known algorithms.
ClusterSeq: Enhancing Sequential Recommender Systems with Clustering based Meta-Learning
In practical scenarios, the effectiveness of sequential recommendation systems is hindered by the user cold-start problem, which arises due to limited interactions for accurately determining user preferences. Previous studies have attempted to address this issue by combining meta-learning with user and item-side information. However, these approaches face inherent challenges in modeling user preference dynamics, particularly for "minor users" who exhibit distinct preferences compared to more common or "major users." To overcome these limitations, we present a novel approach called ClusterSeq, a Meta-Learning Clustering-Based Sequential Recommender System. ClusterSeq leverages dynamic information in the user sequence to enhance item prediction accuracy, even in the absence of side information. This model preserves the preferences of minor users without being overshadowed by major users, and it capitalizes on the collective knowledge of users within the same cluster. Extensive experiments conducted on various benchmark datasets validate the effectiveness of ClusterSeq. Empirical results consistently demonstrate that ClusterSeq outperforms several state-of-the-art meta-learning recommenders. Notably, compared to existing meta-learning methods, our proposed approach achieves a substantial improvement of 16-39% in Mean Reciprocal Rank (MRR).
Cascading Reinforcement Learning
Cascading bandits have gained popularity in recent years due to their applicability to recommendation systems and online advertising. In the cascading bandit model, at each timestep, an agent recommends an ordered subset of items (called an item list) from a pool of items, each associated with an unknown attraction probability. Then, the user examines the list, and clicks the first attractive item (if any), and after that, the agent receives a reward. The goal of the agent is to maximize the expected cumulative reward. However, the prior literature on cascading bandits ignores the influences of user states (e.g., historical behaviors) on recommendations and the change of states as the session proceeds. Motivated by this fact, we propose a generalized cascading RL framework, which considers the impact of user states and state transition into decisions. In cascading RL, we need to select items not only with large attraction probabilities but also leading to good successor states. This imposes a huge computational challenge due to the combinatorial action space. To tackle this challenge, we delve into the properties of value functions, and design an oracle BestPerm to efficiently find the optimal item list. Equipped with BestPerm, we develop two algorithms CascadingVI and CascadingBPI, which are both computationally-efficient and sample-efficient, and provide near-optimal regret and sample complexity guarantees. Furthermore, we present experiments to show the improved computational and sample efficiencies of our algorithms compared to straightforward adaptations of existing RL algorithms in practice.
Efficient computation of rankings from pairwise comparisons
We study the ranking of individuals, teams, or objects, based on pairwise comparisons between them, using the Bradley-Terry model. Estimates of rankings within this model are commonly made using a simple iterative algorithm first introduced by Zermelo almost a century ago. Here we describe an alternative and similarly simple iteration that provably returns identical results but does so much faster -- over a hundred times faster in some cases. We demonstrate this algorithm with applications to a range of example data sets and derive a number of results regarding its convergence.
A Simple Early Exiting Framework for Accelerated Sampling in Diffusion Models
Diffusion models have shown remarkable performance in generation problems over various domains including images, videos, text, and audio. A practical bottleneck of diffusion models is their sampling speed, due to the repeated evaluation of score estimation networks during the inference. In this work, we propose a novel framework capable of adaptively allocating compute required for the score estimation, thereby reducing the overall sampling time of diffusion models. We observe that the amount of computation required for the score estimation may vary along the time step for which the score is estimated. Based on this observation, we propose an early-exiting scheme, where we skip the subset of parameters in the score estimation network during the inference, based on a time-dependent exit schedule. Using the diffusion models for image synthesis, we show that our method could significantly improve the sampling throughput of the diffusion models without compromising image quality. Furthermore, we also demonstrate that our method seamlessly integrates with various types of solvers for faster sampling, capitalizing on their compatibility to enhance overall efficiency. The source code and our experiments are available at https://github.com/taehong-moon/ee-diffusion
Just One Byte (per gradient): A Note on Low-Bandwidth Decentralized Language Model Finetuning Using Shared Randomness
Language model training in distributed settings is limited by the communication cost of gradient exchanges. In this short note, we extend recent work from Malladi et al. (2023), using shared randomness to perform distributed fine-tuning with low bandwidth. The method is a natural decentralized extension of memory-efficient Simultaneous Perturbation Stochastic Approximation (SPSA). Each iteration, each machine seeds a Random Number Generator (RNG) to perform local reproducible perturbations on model weights and calculate and exchange scalar projected gradients, which are then used to update each model. By using a (machine, sample) identifier as the random seed, each model can regenerate one another's perturbations. As machines only exchange single-byte projected gradients, this is highly communication efficient. There are also potential privacy benefits, as projected gradients may be calculated on different training data, and models never access the other's data. Our approach not only drastically reduces communication bandwidth requirements but also accommodates dynamic addition or removal of machines during the training process and retains the memory-efficient and inference-only advantages of recent work. We perform proof-of-concept experiments to demonstrate the potential usefulness of this method, building off of rich literature on distributed optimization and memory-efficient training.
Efficient Maximum Fair Clique Search over Large Networks
Mining cohesive subgraphs in attributed graphs is an essential problem in the domain of graph data analysis. The integration of fairness considerations significantly fuels interest in models and algorithms for mining fairness-aware cohesive subgraphs. Notably, the relative fair clique emerges as a robust model, ensuring not only comprehensive attribute coverage but also greater flexibility in distributing attribute vertices. Motivated by the strength of this model, we for the first time pioneer an investigation into the identification of the maximum relative fair clique in large-scale graphs. We introduce a novel concept of colorful support, which serves as the foundation for two innovative graph reduction techniques. These techniques effectively narrow the graph's size by iteratively removing edges that do not belong to relative fair cliques. Furthermore, a series of upper bounds of the maximum relative fair clique size is proposed by incorporating consideration of vertex attributes and colors. The pruning techniques derived from these upper bounds can significantly trim unnecessary search space during the branch-and-bound procedure. Adding to this, we present a heuristic algorithm with a linear time complexity, employing both a degree-based greedy strategy and a colored degree-based greedy strategy to identify a larger relative fair clique. This heuristic algorithm can serve a dual purpose by aiding in branch pruning, thereby enhancing overall search efficiency. Extensive experiments conducted on six real-life datasets demonstrate the efficiency, scalability, and effectiveness of our algorithms.
Collaborative Multi-Agent Heterogeneous Multi-Armed Bandits
The study of collaborative multi-agent bandits has attracted significant attention recently. In light of this, we initiate the study of a new collaborative setting, consisting of N agents such that each agent is learning one of M stochastic multi-armed bandits to minimize their group cumulative regret. We develop decentralized algorithms which facilitate collaboration between the agents under two scenarios. We characterize the performance of these algorithms by deriving the per agent cumulative regret and group regret upper bounds. We also prove lower bounds for the group regret in this setting, which demonstrates the near-optimal behavior of the proposed algorithms.
Dynamic Constrained Submodular Optimization with Polylogarithmic Update Time
Maximizing a monotone submodular function under cardinality constraint k is a core problem in machine learning and database with many basic applications, including video and data summarization, recommendation systems, feature extraction, exemplar clustering, and coverage problems. We study this classic problem in the fully dynamic model where a stream of insertions and deletions of elements of an underlying ground set is given and the goal is to maintain an approximate solution using a fast update time. A recent paper at NeurIPS'20 by Lattanzi, Mitrovic, Norouzi{-}Fard, Tarnawski, Zadimoghaddam claims to obtain a dynamic algorithm for this problem with a 1{2} -epsilon approximation ratio and a query complexity bounded by poly(log(n),log(k),epsilon^{-1}). However, as we explain in this paper, the analysis has some important gaps. Having a dynamic algorithm for the problem with polylogarithmic update time is even more important in light of a recent result by Chen and Peng at STOC'22 who show a matching lower bound for the problem -- any randomized algorithm with a 1{2}+epsilon approximation ratio must have an amortized query complexity that is polynomial in n. In this paper, we develop a simpler algorithm for the problem that maintains a (1{2}-epsilon)-approximate solution for submodular maximization under cardinality constraint k using a polylogarithmic amortized update time.
Formalizing Preferences Over Runtime Distributions
When trying to solve a computational problem, we are often faced with a choice between algorithms that are guaranteed to return the right answer but differ in their runtime distributions (e.g., SAT solvers, sorting algorithms). This paper aims to lay theoretical foundations for such choices by formalizing preferences over runtime distributions. It might seem that we should simply prefer the algorithm that minimizes expected runtime. However, such preferences would be driven by exactly how slow our algorithm is on bad inputs, whereas in practice we are typically willing to cut off occasional, sufficiently long runs before they finish. We propose a principled alternative, taking a utility-theoretic approach to characterize the scoring functions that describe preferences over algorithms. These functions depend on the way our value for solving our problem decreases with time and on the distribution from which captimes are drawn. We describe examples of realistic utility functions and show how to leverage a maximum-entropy approach for modeling underspecified captime distributions. Finally, we show how to efficiently estimate an algorithm's expected utility from runtime samples.
The Music Streaming Sessions Dataset
At the core of many important machine learning problems faced by online streaming services is a need to model how users interact with the content they are served. Unfortunately, there are no public datasets currently available that enable researchers to explore this topic. In order to spur that research, we release the Music Streaming Sessions Dataset (MSSD), which consists of 160 million listening sessions and associated user actions. Furthermore, we provide audio features and metadata for the approximately 3.7 million unique tracks referred to in the logs. This is the largest collection of such track metadata currently available to the public. This dataset enables research on important problems including how to model user listening and interaction behaviour in streaming, as well as Music Information Retrieval (MIR), and session-based sequential recommendations. Additionally, a subset of sessions were collected using a uniformly random recommendation setting, enabling their use for counterfactual evaluation of such sequential recommendations. Finally, we provide an analysis of user behavior and suggest further research problems which can be addressed using the dataset.
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.
PowerWalk: Scalable Personalized PageRank via Random Walks with Vertex-Centric Decomposition
Most methods for Personalized PageRank (PPR) precompute and store all accurate PPR vectors, and at query time, return the ones of interest directly. However, the storage and computation of all accurate PPR vectors can be prohibitive for large graphs, especially in caching them in memory for real-time online querying. In this paper, we propose a distributed framework that strikes a better balance between offline indexing and online querying. The offline indexing attains a fingerprint of the PPR vector of each vertex by performing billions of "short" random walks in parallel across a cluster of machines. We prove that our indexing method has an exponential convergence, achieving the same precision with previous methods using a much smaller number of random walks. At query time, the new PPR vector is composed by a linear combination of related fingerprints, in a highly efficient vertex-centric decomposition manner. Interestingly, the resulting PPR vector is much more accurate than its offline counterpart because it actually uses more random walks in its estimation. More importantly, we show that such decomposition for a batch of queries can be very efficiently processed using a shared decomposition. Our implementation, PowerWalk, takes advantage of advanced distributed graph engines and it outperforms the state-of-the-art algorithms by orders of magnitude. Particularly, it responses to tens of thousands of queries on graphs with billions of edges in just a few seconds.
MIGA: Mixture-of-Experts with Group Aggregation for Stock Market Prediction
Stock market prediction has remained an extremely challenging problem for many decades owing to its inherent high volatility and low information noisy ratio. Existing solutions based on machine learning or deep learning demonstrate superior performance by employing a single model trained on the entire stock dataset to generate predictions across all types of stocks. However, due to the significant variations in stock styles and market trends, a single end-to-end model struggles to fully capture the differences in these stylized stock features, leading to relatively inaccurate predictions for all types of stocks. In this paper, we present MIGA, a novel Mixture of Expert with Group Aggregation framework designed to generate specialized predictions for stocks with different styles by dynamically switching between distinct style experts. To promote collaboration among different experts in MIGA, we propose a novel inner group attention architecture, enabling experts within the same group to share information and thereby enhancing the overall performance of all experts. As a result, MIGA significantly outperforms other end-to-end models on three Chinese Stock Index benchmarks including CSI300, CSI500, and CSI1000. Notably, MIGA-Conv reaches 24 % excess annual return on CSI300 benchmark, surpassing the previous state-of-the-art model by 8% absolute. Furthermore, we conduct a comprehensive analysis of mixture of experts for stock market prediction, providing valuable insights for future research.
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.
Tight High Probability Bounds for Linear Stochastic Approximation with Fixed Stepsize
This paper provides a non-asymptotic analysis of linear stochastic approximation (LSA) algorithms with fixed stepsize. This family of methods arises in many machine learning tasks and is used to obtain approximate solutions of a linear system Atheta = b for which A and b can only be accessed through random estimates {({bf A}_n, {bf b}_n): n in N^*}. Our analysis is based on new results regarding moments and high probability bounds for products of matrices which are shown to be tight. We derive high probability bounds on the performance of LSA under weaker conditions on the sequence {({bf A}_n, {bf b}_n): n in N^*} than previous works. However, in contrast, we establish polynomial concentration bounds with order depending on the stepsize. We show that our conclusions cannot be improved without additional assumptions on the sequence of random matrices {{bf A}_n: n in N^*}, and in particular that no Gaussian or exponential high probability bounds can hold. Finally, we pay a particular attention to establishing bounds with sharp order with respect to the number of iterations and the stepsize and whose leading terms contain the covariance matrices appearing in the central limit theorems.
Consistent Aggregation of Objectives with Diverse Time Preferences Requires Non-Markovian Rewards
As the capabilities of artificial agents improve, they are being increasingly deployed to service multiple diverse objectives and stakeholders. However, the composition of these objectives is often performed ad hoc, with no clear justification. This paper takes a normative approach to multi-objective agency: from a set of intuitively appealing axioms, it is shown that Markovian aggregation of Markovian reward functions is not possible when the time preference (discount factor) for each objective may vary. It follows that optimal multi-objective agents must admit rewards that are non-Markovian with respect to the individual objectives. To this end, a practical non-Markovian aggregation scheme is proposed, which overcomes the impossibility with only one additional parameter for each objective. This work offers new insights into sequential, multi-objective agency and intertemporal choice, and has practical implications for the design of AI systems deployed to serve multiple generations of principals with varying time preference.
Sharp Noisy Binary Search with Monotonic Probabilities
We revisit the noisy binary search model of Karp and Kleinberg, in which we have n coins with unknown probabilities p_i that we can flip. The coins are sorted by increasing p_i, and we would like to find where the probability crosses (to within varepsilon) of a target value tau. This generalized the fixed-noise model of Burnashev and Zigangirov , in which p_i = 1{2} pm varepsilon, to a setting where coins near the target may be indistinguishable from it. Karp and Kleinberg showed that Theta(1{varepsilon^2} log n) samples are necessary and sufficient for this task. We produce a practical algorithm by solving two theoretical challenges: high-probability behavior and sharp constants. We give an algorithm that succeeds with probability 1-delta from \[ 1{C_{\tau, \varepsilon}} \cdot \left(\lg n + O(\log^{2/3} n \log^{1/3} 1{\delta} + \log 1{\delta})\right) \] samples, where C_{tau, varepsilon} is the optimal such constant achievable. For delta > n^{-o(1)} this is within 1 + o(1) of optimal, and for delta ll 1 it is the first bound within constant factors of optimal.
Selective Mixup Fine-Tuning for Optimizing Non-Decomposable Objectives
The rise in internet usage has led to the generation of massive amounts of data, resulting in the adoption of various supervised and semi-supervised machine learning algorithms, which can effectively utilize the colossal amount of data to train models. However, before deploying these models in the real world, these must be strictly evaluated on performance measures like worst-case recall and satisfy constraints such as fairness. We find that current state-of-the-art empirical techniques offer sub-optimal performance on these practical, non-decomposable performance objectives. On the other hand, the theoretical techniques necessitate training a new model from scratch for each performance objective. To bridge the gap, we propose SelMix, a selective mixup-based inexpensive fine-tuning technique for pre-trained models, to optimize for the desired objective. The core idea of our framework is to determine a sampling distribution to perform a mixup of features between samples from particular classes such that it optimizes the given objective. We comprehensively evaluate our technique against the existing empirical and theoretically principled methods on standard benchmark datasets for imbalanced classification. We find that proposed SelMix fine-tuning significantly improves the performance for various practical non-decomposable objectives across benchmarks.
Improved Learning-Augmented Algorithms for the Multi-Option Ski Rental Problem via Best-Possible Competitive Analysis
In this paper, we present improved learning-augmented algorithms for the multi-option ski rental problem. Learning-augmented algorithms take ML predictions as an added part of the input and incorporates these predictions in solving the given problem. Due to their unique strength that combines the power of ML predictions with rigorous performance guarantees, they have been extensively studied in the context of online optimization problems. Even though ski rental problems are one of the canonical problems in the field of online optimization, only deterministic algorithms were previously known for multi-option ski rental, with or without learning augmentation. We present the first randomized learning-augmented algorithm for this problem, surpassing previous performance guarantees given by deterministic algorithms. Our learning-augmented algorithm is based on a new, provably best-possible randomized competitive algorithm for the problem. Our results are further complemented by lower bounds for deterministic and randomized algorithms, and computational experiments evaluating our algorithms' performance improvements.
Sampling random graph homomorphisms and applications to network data analysis
A graph homomorphism is a map between two graphs that preserves adjacency relations. We consider the problem of sampling a random graph homomorphism from a graph into a large network. We propose two complementary MCMC algorithms for sampling random graph homomorphisms and establish bounds on their mixing times and the concentration of their time averages. Based on our sampling algorithms, we propose a novel framework for network data analysis that circumvents some of the drawbacks in methods based on independent and neighborhood sampling. Various time averages of the MCMC trajectory give us various computable observables, including well-known ones such as homomorphism density and average clustering coefficient and their generalizations. Furthermore, we show that these network observables are stable with respect to a suitably renormalized cut distance between networks. We provide various examples and simulations demonstrating our framework through synthetic networks. We also demonstrate the performance of our framework on the tasks of network clustering and subgraph classification on the Facebook100 dataset and on Word Adjacency Networks of a set of classic novels.
InternEvo: Efficient Long-sequence Large Language Model Training via Hybrid Parallelism and Redundant Sharding
Large language models (LLMs) with long sequences begin to power more and more fundamentally new applications we use every day. Existing methods for long-sequence LLM training are neither efficient nor compatible with commonly-used training algorithms such as FlashAttention. We design Buff to address these issues. Buff decouples all of the sharding dimensions into a new hierarchical space, and systematically analyzes the memory and communication cost of LLM training. Then, it generates an effective hybrid parallelism strategy. We design a new selective overlap mechanism to mitigate the communication overhead introduced by the hybrid parallelism. We also implement memory management techniques to reduce GPU memory fragmentation. Evaluation results show that Buff generates parallelization strategies that match or outperform existing methods in model FLOPs utilization.
Vanishing Variance Problem in Fully Decentralized Neural-Network Systems
Federated learning and gossip learning are emerging methodologies designed to mitigate data privacy concerns by retaining training data on client devices and exclusively sharing locally-trained machine learning (ML) models with others. The primary distinction between the two lies in their approach to model aggregation: federated learning employs a centralized parameter server, whereas gossip learning adopts a fully decentralized mechanism, enabling direct model exchanges among nodes. This decentralized nature often positions gossip learning as less efficient compared to federated learning. Both methodologies involve a critical step: computing a representation of received ML models and integrating this representation into the existing model. Conventionally, this representation is derived by averaging the received models, exemplified by the FedAVG algorithm. Our findings suggest that this averaging approach inherently introduces a potential delay in model convergence. We identify the underlying cause and refer to it as the "vanishing variance" problem, where averaging across uncorrelated ML models undermines the optimal variance established by the Xavier weight initialization. Unlike federated learning where the central server ensures model correlation, and unlike traditional gossip learning which circumvents this problem through model partitioning and sampling, our research introduces a variance-corrected model averaging algorithm. This novel algorithm preserves the optimal variance needed during model averaging, irrespective of network topology or non-IID data distributions. Our extensive simulation results demonstrate that our approach enables gossip learning to achieve convergence efficiency comparable to that of federated learning.
Generalized Reductions: Making any Hierarchical Clustering Fair and Balanced with Low Cost
Clustering is a fundamental building block of modern statistical analysis pipelines. Fair clustering has seen much attention from the machine learning community in recent years. We are some of the first to study fairness in the context of hierarchical clustering, after the results of Ahmadian et al. from NeurIPS in 2020. We evaluate our results using Dasgupta's cost function, perhaps one of the most prevalent theoretical metrics for hierarchical clustering evaluation. Our work vastly improves the previous O(n^{5/6}polylog(n)) fair approximation for cost to a near polylogarithmic O(n^delta polylog(n)) fair approximation for any constant deltain(0,1). This result establishes a cost-fairness tradeoff and extends to broader fairness constraints than the previous work. We also show how to alter existing hierarchical clusterings to guarantee fairness and cluster balance across any level in the hierarchy.
Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping
Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a surprising and counter-intuitive result: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.
Rethinking the "Heatmap + Monte Carlo Tree Search" Paradigm for Solving Large Scale TSP
The Travelling Salesman Problem (TSP) remains a fundamental challenge in combinatorial optimization, inspiring diverse algorithmic strategies. This paper revisits the "heatmap + Monte Carlo Tree Search (MCTS)" paradigm that has recently gained traction for learning-based TSP solutions. Within this framework, heatmaps encode the likelihood of edges forming part of the optimal tour, and MCTS refines this probabilistic guidance to discover optimal solutions. Contemporary approaches have predominantly emphasized the refinement of heatmap generation through sophisticated learning models, inadvertently sidelining the critical role of MCTS. Our extensive empirical analysis reveals two pivotal insights: 1) The configuration of MCTS strategies profoundly influences the solution quality, demanding meticulous tuning to leverage their full potential; 2) Our findings demonstrate that a rudimentary and parameter-free heatmap, derived from the intrinsic k-nearest nature of TSP, can rival or even surpass the performance of complicated heatmaps, with strong generalizability across various scales. Empirical evaluations across various TSP scales underscore the efficacy of our approach, achieving competitive results. These observations challenge the prevailing focus on heatmap sophistication, advocating a reevaluation of the paradigm to harness both components synergistically. Our code is available at: https://github.com/LOGO-CUHKSZ/rethink_mcts_tsp.
Byzantine-Robust Learning on Heterogeneous Data via Gradient Splitting
Federated learning has exhibited vulnerabilities to Byzantine attacks, where the Byzantine attackers can send arbitrary gradients to a central server to destroy the convergence and performance of the global model. A wealth of robust AGgregation Rules (AGRs) have been proposed to defend against Byzantine attacks. However, Byzantine clients can still circumvent robust AGRs when data is non-Identically and Independently Distributed (non-IID). In this paper, we first reveal the root causes of performance degradation of current robust AGRs in non-IID settings: the curse of dimensionality and gradient heterogeneity. In order to address this issue, we propose GAS, a \shorten approach that can successfully adapt existing robust AGRs to non-IID settings. We also provide a detailed convergence analysis when the existing robust AGRs are combined with GAS. Experiments on various real-world datasets verify the efficacy of our proposed GAS. The implementation code is provided in https://github.com/YuchenLiu-a/byzantine-gas.
Probabilistic Generating Circuits
Generating functions, which are widely used in combinatorics and probability theory, encode function values into the coefficients of a polynomial. In this paper, we explore their use as a tractable probabilistic model, and propose probabilistic generating circuits (PGCs) for their efficient representation. PGCs are strictly more expressive efficient than many existing tractable probabilistic models, including determinantal point processes (DPPs), probabilistic circuits (PCs) such as sum-product networks, and tractable graphical models. We contend that PGCs are not just a theoretical framework that unifies vastly different existing models, but also show great potential in modeling realistic data. We exhibit a simple class of PGCs that are not trivially subsumed by simple combinations of PCs and DPPs, and obtain competitive performance on a suite of density estimation benchmarks. We also highlight PGCs' connection to the theory of strongly Rayleigh distributions.
MoDeST: Bridging the Gap between Federated and Decentralized Learning with Decentralized Sampling
Federated and decentralized machine learning leverage end-user devices for privacy-preserving training of models at lower operating costs than within a data center. In a round of Federated Learning (FL), a random sample of participants trains locally, then a central server aggregates the local models to produce a single model for the next round. In a round of Decentralized Learning (DL), all participants train locally and then aggregate with their immediate neighbors, resulting in many local models with residual variance between them. On the one hand, FL's sampling and lower model variance provides lower communication costs and faster convergence. On the other hand, DL removes the need for a central server and distributes the communication costs more evenly amongst nodes, albeit at a larger total communication cost and slower convergence. In this paper, we present MoDeST: Mostly-Consistent Decentralized Sampling Training. MoDeST implements decentralized sampling in which a random subset of nodes is responsible for training and aggregation every round: this provides the benefits of both FL and DL without their traditional drawbacks. Our evaluation of MoDeST on four common learning tasks: (i) confirms convergence as fast as FL, (ii) shows a 3x-14x reduction in communication costs compared to DL, and (iii) demonstrates that MoDeST quickly adapts to nodes joining, leaving, or failing, even when 80% of all nodes become unresponsive.
Beating the average: how to generate profit by exploiting the inefficiencies of soccer betting
In economy, markets are denoted as efficient when it is impossible to systematically generate profits which outperform the average. In the past years, the concept has been tested in other domains such as the growing sports betting market. Surprisingly, despite its large size and its level of maturity, sports betting shows traits of inefficiency. The anomalies indicate the existence of strategies which shift betting from a game of chance towards a game of skill. This article shows an example for an inefficiency detected in the German soccer betting TOTO 13er Wette, which is operated by state-run lottery agencies. Gamblers have to guess the outcome (win, draw, loss) of 13 soccer matches listed on a lottery tip. Applying stochastic methods, a recipe is presented to determine hit rates for single match outcomes. More important, the recipe provides the number of lottery tips required to achieve a specific number of strikes (number of correct match forecasts per lottery tip) for any given level of safety. An approximation is derived to cope with large numbers in hypergeometric distributions, valid under certain constraints. Overall, the strategy does lead to returns exceeding the aggregated lottery fees, resulting in moderate, but consistent profits. It is briefly discussed if lessions learned from soccer betting can be transferred back to financial markets, because gamblers and retail investors face similar challenges and opportunities.
Combinatorial Neural Bandits
We consider a contextual combinatorial bandit problem where in each round a learning agent selects a subset of arms and receives feedback on the selected arms according to their scores. The score of an arm is an unknown function of the arm's feature. Approximating this unknown score function with deep neural networks, we propose algorithms: Combinatorial Neural UCB (CN-UCB) and Combinatorial Neural Thompson Sampling (CN-TS). We prove that CN-UCB achieves mathcal{O}(d T) or mathcal{O}(tilde{d T K}) regret, where d is the effective dimension of a neural tangent kernel matrix, K is the size of a subset of arms, and T is the time horizon. For CN-TS, we adapt an optimistic sampling technique to ensure the optimism of the sampled combinatorial action, achieving a worst-case (frequentist) regret of mathcal{O}(d TK). To the best of our knowledge, these are the first combinatorial neural bandit algorithms with regret performance guarantees. In particular, CN-TS is the first Thompson sampling algorithm with the worst-case regret guarantees for the general contextual combinatorial bandit problem. The numerical experiments demonstrate the superior performances of our proposed algorithms.
Combinatorial Bandits for Maximum Value Reward Function under Max Value-Index Feedback
We consider a combinatorial multi-armed bandit problem for maximum value reward function under maximum value and index feedback. This is a new feedback structure that lies in between commonly studied semi-bandit and full-bandit feedback structures. We propose an algorithm and provide a regret bound for problem instances with stochastic arm outcomes according to arbitrary distributions with finite supports. The regret analysis rests on considering an extended set of arms, associated with values and probabilities of arm outcomes, and applying a smoothness condition. Our algorithm achieves a O((k/Delta)log(T)) distribution-dependent and a O(T) distribution-independent regret where k is the number of arms selected in each round, Delta is a distribution-dependent reward gap and T is the horizon time. Perhaps surprisingly, the regret bound is comparable to previously-known bound under more informative semi-bandit feedback. We demonstrate the effectiveness of our algorithm through experimental results.
Plant 'n' Seek: Can You Find the Winning Ticket?
The lottery ticket hypothesis has sparked the rapid development of pruning algorithms that aim to reduce the computational costs associated with deep learning during training and model deployment. Currently, such algorithms are primarily evaluated on imaging data, for which we lack ground truth information and thus the understanding of how sparse lottery tickets could be. To fill this gap, we develop a framework that allows us to plant and hide winning tickets with desirable properties in randomly initialized neural networks. To analyze the ability of state-of-the-art pruning to identify tickets of extreme sparsity, we design and hide such tickets solving four challenging tasks. In extensive experiments, we observe similar trends as in imaging studies, indicating that our framework can provide transferable insights into realistic problems. Additionally, we can now see beyond such relative trends and highlight limitations of current pruning methods. Based on our results, we conclude that the current limitations in ticket sparsity are likely of algorithmic rather than fundamental nature. We anticipate that comparisons to planted tickets will facilitate future developments of efficient pruning algorithms.
Cluster Explanation via Polyhedral Descriptions
Clustering is an unsupervised learning problem that aims to partition unlabelled data points into groups with similar features. Traditional clustering algorithms provide limited insight into the groups they find as their main focus is accuracy and not the interpretability of the group assignments. This has spurred a recent line of work on explainable machine learning for clustering. In this paper we focus on the cluster description problem where, given a dataset and its partition into clusters, the task is to explain the clusters. We introduce a new approach to explain clusters by constructing polyhedra around each cluster while minimizing either the complexity of the resulting polyhedra or the number of features used in the description. We formulate the cluster description problem as an integer program and present a column generation approach to search over an exponential number of candidate half-spaces that can be used to build the polyhedra. To deal with large datasets, we introduce a novel grouping scheme that first forms smaller groups of data points and then builds the polyhedra around the grouped data, a strategy which out-performs simply sub-sampling data. Compared to state of the art cluster description algorithms, our approach is able to achieve competitive interpretability with improved description accuracy.
Efficient and robust approximate nearest neighbor search using Hierarchical Navigable Small World graphs
We present a new approach for the approximate K-nearest neighbor search based on navigable small world graphs with controllable hierarchy (Hierarchical NSW, HNSW). The proposed solution is fully graph-based, without any need for additional search structures, which are typically used at the coarse search stage of the most proximity graph techniques. Hierarchical NSW incrementally builds a multi-layer structure consisting from hierarchical set of proximity graphs (layers) for nested subsets of the stored elements. The maximum layer in which an element is present is selected randomly with an exponentially decaying probability distribution. This allows producing graphs similar to the previously studied Navigable Small World (NSW) structures while additionally having the links separated by their characteristic distance scales. Starting search from the upper layer together with utilizing the scale separation boosts the performance compared to NSW and allows a logarithmic complexity scaling. Additional employment of a heuristic for selecting proximity graph neighbors significantly increases performance at high recall and in case of highly clustered data. Performance evaluation has demonstrated that the proposed general metric space search index is able to strongly outperform previous opensource state-of-the-art vector-only approaches. Similarity of the algorithm to the skip list structure allows straightforward balanced distributed implementation.
SWARM Parallelism: Training Large Models Can Be Surprisingly Communication-Efficient
Many deep learning applications benefit from using large models with billions of parameters. Training these models is notoriously expensive due to the need for specialized HPC clusters. In this work, we consider alternative setups for training large models: using cheap "preemptible" instances or pooling existing resources from multiple regions. We analyze the performance of existing model-parallel algorithms in these conditions and find configurations where training larger models becomes less communication-intensive. Based on these findings, we propose SWARM parallelism, a model-parallel training algorithm designed for poorly connected, heterogeneous and unreliable devices. SWARM creates temporary randomized pipelines between nodes that are rebalanced in case of failure. We empirically validate our findings and compare SWARM parallelism with existing large-scale training approaches. Finally, we combine our insights with compression strategies to train a large Transformer language model with 1B shared parameters (approximately 13B before sharing) on preemptible T4 GPUs with less than 200Mb/s network.
The Lottery Ticket Hypothesis: Finding Sparse, Trainable Neural Networks
Neural network pruning techniques can reduce the parameter counts of trained networks by over 90%, decreasing storage requirements and improving computational performance of inference without compromising accuracy. However, contemporary experience is that the sparse architectures produced by pruning are difficult to train from the start, which would similarly improve training performance. We find that a standard pruning technique naturally uncovers subnetworks whose initializations made them capable of training effectively. Based on these results, we articulate the "lottery ticket hypothesis:" dense, randomly-initialized, feed-forward networks contain subnetworks ("winning tickets") that - when trained in isolation - reach test accuracy comparable to the original network in a similar number of iterations. The winning tickets we find have won the initialization lottery: their connections have initial weights that make training particularly effective. We present an algorithm to identify winning tickets and a series of experiments that support the lottery ticket hypothesis and the importance of these fortuitous initializations. We consistently find winning tickets that are less than 10-20% of the size of several fully-connected and convolutional feed-forward architectures for MNIST and CIFAR10. Above this size, the winning tickets that we find learn faster than the original network and reach higher test accuracy.
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.
Recurrent Aggregators in Neural Algorithmic Reasoning
Neural algorithmic reasoning (NAR) is an emerging field that seeks to design neural networks that mimic classical algorithmic computations. Today, graph neural networks (GNNs) are widely used in neural algorithmic reasoners due to their message passing framework and permutation equivariance. In this extended abstract, we challenge this design choice, and replace the equivariant aggregation function with a recurrent neural network. While seemingly counter-intuitive, this approach has appropriate grounding when nodes have a natural ordering -- and this is the case frequently in established reasoning benchmarks like CLRS-30. Indeed, our recurrent NAR (RNAR) model performs very strongly on such tasks, while handling many others gracefully. A notable achievement of RNAR is its decisive state-of-the-art result on the Heapsort and Quickselect tasks, both deemed as a significant challenge for contemporary neural algorithmic reasoners -- especially the latter, where RNAR achieves a mean micro-F1 score of 87%.
On Model Stability as a Function of Random Seed
In this paper, we focus on quantifying model stability as a function of random seed by investigating the effects of the induced randomness on model performance and the robustness of the model in general. We specifically perform a controlled study on the effect of random seeds on the behaviour of attention, gradient-based and surrogate model based (LIME) interpretations. Our analysis suggests that random seeds can adversely affect the consistency of models resulting in counterfactual interpretations. We propose a technique called Aggressive Stochastic Weight Averaging (ASWA)and an extension called Norm-filtered Aggressive Stochastic Weight Averaging (NASWA) which improves the stability of models over random seeds. With our ASWA and NASWA based optimization, we are able to improve the robustness of the original model, on average reducing the standard deviation of the model's performance by 72%.
Kaggle forecasting competitions: An overlooked learning opportunity
Competitions play an invaluable role in the field of forecasting, as exemplified through the recent M4 competition. The competition received attention from both academics and practitioners and sparked discussions around the representativeness of the data for business forecasting. Several competitions featuring real-life business forecasting tasks on the Kaggle platform has, however, been largely ignored by the academic community. We believe the learnings from these competitions have much to offer to the forecasting community and provide a review of the results from six Kaggle competitions. We find that most of the Kaggle datasets are characterized by higher intermittence and entropy than the M-competitions and that global ensemble models tend to outperform local single models. Furthermore, we find the strong performance of gradient boosted decision trees, increasing success of neural networks for forecasting, and a variety of techniques for adapting machine learning models to the forecasting task.
Sampling Through the Lens of Sequential Decision Making
Sampling is ubiquitous in machine learning methodologies. Due to the growth of large datasets and model complexity, we want to learn and adapt the sampling process while training a representation. Towards achieving this grand goal, a variety of sampling techniques have been proposed. However, most of them either use a fixed sampling scheme or adjust the sampling scheme based on simple heuristics. They cannot choose the best sample for model training in different stages. Inspired by "Think, Fast and Slow" (System 1 and System 2) in cognitive science, we propose a reward-guided sampling strategy called Adaptive Sample with Reward (ASR) to tackle this challenge. To the best of our knowledge, this is the first work utilizing reinforcement learning (RL) to address the sampling problem in representation learning. Our approach optimally adjusts the sampling process to achieve optimal performance. We explore geographical relationships among samples by distance-based sampling to maximize overall cumulative reward. We apply ASR to the long-standing sampling problems in similarity-based loss functions. Empirical results in information retrieval and clustering demonstrate ASR's superb performance across different datasets. We also discuss an engrossing phenomenon which we name as "ASR gravity well" in experiments.
Paging with Succinct Predictions
Paging is a prototypical problem in the area of online algorithms. It has also played a central role in the development of learning-augmented algorithms -- a recent line of research that aims to ameliorate the shortcomings of classical worst-case analysis by giving algorithms access to predictions. Such predictions can typically be generated using a machine learning approach, but they are inherently imperfect. Previous work on learning-augmented paging has investigated predictions on (i) when the current page will be requested again (reoccurrence predictions), (ii) the current state of the cache in an optimal algorithm (state predictions), (iii) all requests until the current page gets requested again, and (iv) the relative order in which pages are requested. We study learning-augmented paging from the new perspective of requiring the least possible amount of predicted information. More specifically, the predictions obtained alongside each page request are limited to one bit only. We consider two natural such setups: (i) discard predictions, in which the predicted bit denotes whether or not it is ``safe'' to evict this page, and (ii) phase predictions, where the bit denotes whether the current page will be requested in the next phase (for an appropriate partitioning of the input into phases). We develop algorithms for each of the two setups that satisfy all three desirable properties of learning-augmented algorithms -- that is, they are consistent, robust and smooth -- despite being limited to a one-bit prediction per request. We also present lower bounds establishing that our algorithms are essentially best possible.
SGMM: Stochastic Approximation to Generalized Method of Moments
We introduce a new class of algorithms, Stochastic Generalized Method of Moments (SGMM), for estimation and inference on (overidentified) moment restriction models. Our SGMM is a novel stochastic approximation alternative to the popular Hansen (1982) (offline) GMM, and offers fast and scalable implementation with the ability to handle streaming datasets in real time. We establish the almost sure convergence, and the (functional) central limit theorem for the inefficient online 2SLS and the efficient SGMM. Moreover, we propose online versions of the Durbin-Wu-Hausman and Sargan-Hansen tests that can be seamlessly integrated within the SGMM framework. Extensive Monte Carlo simulations show that as the sample size increases, the SGMM matches the standard (offline) GMM in terms of estimation accuracy and gains over computational efficiency, indicating its practical value for both large-scale and online datasets. We demonstrate the efficacy of our approach by a proof of concept using two well known empirical examples with large sample sizes.
Credit card fraud detection - Classifier selection strategy
Machine learning has opened up new tools for financial fraud detection. Using a sample of annotated transactions, a machine learning classification algorithm learns to detect frauds. With growing credit card transaction volumes and rising fraud percentages there is growing interest in finding appropriate machine learning classifiers for detection. However, fraud data sets are diverse and exhibit inconsistent characteristics. As a result, a model effective on a given data set is not guaranteed to perform on another. Further, the possibility of temporal drift in data patterns and characteristics over time is high. Additionally, fraud data has massive and varying imbalance. In this work, we evaluate sampling methods as a viable pre-processing mechanism to handle imbalance and propose a data-driven classifier selection strategy for characteristic highly imbalanced fraud detection data sets. The model derived based on our selection strategy surpasses peer models, whilst working in more realistic conditions, establishing the effectiveness of the strategy.
Approximating the Shapley Value without Marginal Contributions
The Shapley value is arguably the most popular approach for assigning a meaningful contribution value to players in a cooperative game, which has recently been used intensively in explainable artificial intelligence. The meaningfulness is due to axiomatic properties that only the Shapley value satisfies, which, however, comes at the expense of an exact computation growing exponentially with the number of agents. Accordingly, a number of works are devoted to the efficient approximation of the Shapley values, most of them revolve around the notion of an agent's marginal contribution. In this paper, we propose with SVARM and Stratified SVARM two parameter-free and domain-independent approximation algorithms based on a representation of the Shapley value detached from the notion of marginal contributions. We prove unmatched theoretical guarantees regarding their approximation quality and provide empirical results including synthetic games as well as common explainability use cases comparing ourselves with state-of-the-art methods.
TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs
The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges.
Infinite Feature Selection: A Graph-based Feature Filtering Approach
We propose a filtering feature selection framework that considers subsets of features as paths in a graph, where a node is a feature and an edge indicates pairwise (customizable) relations among features, dealing with relevance and redundancy principles. By two different interpretations (exploiting properties of power series of matrices and relying on Markov chains fundamentals) we can evaluate the values of paths (i.e., feature subsets) of arbitrary lengths, eventually go to infinite, from which we dub our framework Infinite Feature Selection (Inf-FS). Going to infinite allows to constrain the computational complexity of the selection process, and to rank the features in an elegant way, that is, considering the value of any path (subset) containing a particular feature. We also propose a simple unsupervised strategy to cut the ranking, so providing the subset of features to keep. In the experiments, we analyze diverse settings with heterogeneous features, for a total of 11 benchmarks, comparing against 18 widely-known comparative approaches. The results show that Inf-FS behaves better in almost any situation, that is, when the number of features to keep are fixed a priori, or when the decision of the subset cardinality is part of the process.
Multi-Epoch Matrix Factorization Mechanisms for Private Machine Learning
We introduce new differentially private (DP) mechanisms for gradient-based machine learning (ML) with multiple passes (epochs) over a dataset, substantially improving the achievable privacy-utility-computation tradeoffs. We formalize the problem of DP mechanisms for adaptive streams with multiple participations and introduce a non-trivial extension of online matrix factorization DP mechanisms to our setting. This includes establishing the necessary theory for sensitivity calculations and efficient computation of optimal matrices. For some applications like >!! 10,000 SGD steps, applying these optimal techniques becomes computationally expensive. We thus design an efficient Fourier-transform-based mechanism with only a minor utility loss. Extensive empirical evaluation on both example-level DP for image classification and user-level DP for language modeling demonstrate substantial improvements over all previous methods, including the widely-used DP-SGD . Though our primary application is to ML, our main DP results are applicable to arbitrary linear queries and hence may have much broader applicability.
Taming graph kernels with random features
We introduce in this paper the mechanism of graph random features (GRFs). GRFs can be used to construct unbiased randomized estimators of several important kernels defined on graphs' nodes, in particular the regularized Laplacian kernel. As regular RFs for non-graph kernels, they provide means to scale up kernel methods defined on graphs to larger networks. Importantly, they give substantial computational gains also for smaller graphs, while applied in downstream applications. Consequently, GRFs address the notoriously difficult problem of cubic (in the number of the nodes of the graph) time complexity of graph kernels algorithms. We provide a detailed theoretical analysis of GRFs and an extensive empirical evaluation: from speed tests, through Frobenius relative error analysis to kmeans graph-clustering with graph kernels. We show that the computation of GRFs admits an embarrassingly simple distributed algorithm that can be applied if the graph under consideration needs to be split across several machines. We also introduce a (still unbiased) quasi Monte Carlo variant of GRFs, q-GRFs, relying on the so-called reinforced random walks, that might be used to optimize the variance of GRFs. As a byproduct, we obtain a novel approach to solve certain classes of linear equations with positive and symmetric matrices.
A Survey on Inference Optimization Techniques for Mixture of Experts Models
The emergence of large-scale Mixture of Experts (MoE) models has marked a significant advancement in artificial intelligence, offering enhanced model capacity and computational efficiency through conditional computation. However, the deployment and inference of these models present substantial challenges in terms of computational resources, latency, and energy efficiency. This comprehensive survey systematically analyzes the current landscape of inference optimization techniques for MoE models across the entire system stack. We first establish a taxonomical framework that categorizes optimization approaches into model-level, system-level, and hardware-level optimizations. At the model level, we examine architectural innovations including efficient expert design, attention mechanisms, various compression techniques such as pruning, quantization, and knowledge distillation, as well as algorithm improvement including dynamic routing strategies and expert merging methods. At the system level, we investigate distributed computing approaches, load balancing mechanisms, and efficient scheduling algorithms that enable scalable deployment. Furthermore, we delve into hardware-specific optimizations and co-design strategies that maximize throughput and energy efficiency. This survey not only provides a structured overview of existing solutions but also identifies key challenges and promising research directions in MoE inference optimization. Our comprehensive analysis serves as a valuable resource for researchers and practitioners working on large-scale deployment of MoE models in resource-constrained environments. To facilitate ongoing updates and the sharing of cutting-edge advances in MoE inference optimization research, we have established a repository accessible at https://github.com/MoE-Inf/awesome-moe-inference/.
Tighter Lower Bounds for Shuffling SGD: Random Permutations and Beyond
We study convergence lower bounds of without-replacement stochastic gradient descent (SGD) for solving smooth (strongly-)convex finite-sum minimization problems. Unlike most existing results focusing on final iterate lower bounds in terms of the number of components n and the number of epochs K, we seek bounds for arbitrary weighted average iterates that are tight in all factors including the condition number kappa. For SGD with Random Reshuffling, we present lower bounds that have tighter kappa dependencies than existing bounds. Our results are the first to perfectly close the gap between lower and upper bounds for weighted average iterates in both strongly-convex and convex cases. We also prove weighted average iterate lower bounds for arbitrary permutation-based SGD, which apply to all variants that carefully choose the best permutation. Our bounds improve the existing bounds in factors of n and kappa and thereby match the upper bounds shown for a recently proposed algorithm called GraB.
Joint MoE Scaling Laws: Mixture of Experts Can Be Memory Efficient
Mixture of Experts (MoE) architectures have significantly increased computational efficiency in both research and real-world applications of large-scale machine learning models. However, their scalability and efficiency under memory constraints remain relatively underexplored. In this work, we present joint scaling laws for dense and MoE models, incorporating key factors such as the number of active parameters, dataset size, and the number of experts. Our findings provide a principled framework for selecting the optimal MoE configuration under fixed memory and compute budgets. Surprisingly, we show that MoE models can be more memory-efficient than dense models, contradicting conventional wisdom. To derive and validate the theoretical predictions of our scaling laws, we conduct over 280 experiments with up to 2.7B active parameters and up to 5B total parameters. These results offer actionable insights for designing and deploying MoE models in practical large-scale training scenarios.
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.
MERGE^3: Efficient Evolutionary Merging on Consumer-grade GPUs
Evolutionary model merging enables the creation of high-performing multi-task models but remains computationally prohibitive for consumer hardware. We introduce MERGE^3, an efficient framework that makes evolutionary merging feasible on a single GPU by reducing fitness computation costs 50times while preserving performance. MERGE^3 achieves this by Extracting a reduced dataset for evaluation, Estimating model abilities using Item Response Theory (IRT), and Evolving optimal merges via IRT-based performance estimators. Our method enables state-of-the-art multilingual and cross-lingual merging, transferring knowledge across languages with significantly lower computational overhead. We provide theoretical guarantees and an open-source library, democratizing high-quality model merging.
Learning for Edge-Weighted Online Bipartite Matching with Robustness Guarantees
Many problems, such as online ad display, can be formulated as online bipartite matching. The crucial challenge lies in the nature of sequentially-revealed online item information, based on which we make irreversible matching decisions at each step. While numerous expert online algorithms have been proposed with bounded worst-case competitive ratios, they may not offer satisfactory performance in average cases. On the other hand, reinforcement learning (RL) has been applied to improve the average performance, but it lacks robustness and can perform arbitrarily poorly. In this paper, we propose a novel RL-based approach to edge-weighted online bipartite matching with robustness guarantees (LOMAR), achieving both good average-case and worst-case performance. The key novelty of LOMAR is a new online switching operation which, based on a judicious condition to hedge against future uncertainties, decides whether to follow the expert's decision or the RL decision for each online item. We prove that for any rhoin[0,1], LOMAR is rho-competitive against any given expert online algorithm. To improve the average performance, we train the RL policy by explicitly considering the online switching operation. Finally, we run empirical experiments to demonstrate the advantages of LOMAR compared to existing baselines. Our code is available at: https://github.com/Ren-Research/LOMAR
Some Might Say All You Need Is Sum
The expressivity of Graph Neural Networks (GNNs) is dependent on the aggregation functions they employ. Theoretical works have pointed towards Sum aggregation GNNs subsuming every other GNNs, while certain practical works have observed a clear advantage to using Mean and Max. An examination of the theoretical guarantee identifies two caveats. First, it is size-restricted, that is, the power of every specific GNN is limited to graphs of a specific size. Successfully processing larger graphs may require an other GNN, and so on. Second, it concerns the power to distinguish non-isomorphic graphs, not the power to approximate general functions on graphs, and the former does not necessarily imply the latter. It is desired that a GNN's usability will not be limited to graphs of any specific size. Therefore, we explore the realm of unrestricted-size expressivity. We prove that basic functions, which can be computed exactly by Mean or Max GNNs, are inapproximable by any Sum GNN. We prove that under certain restrictions, every Mean or Max GNN can be approximated by a Sum GNN, but even there, a combination of (Sum, [Mean/Max]) is more expressive than Sum alone. Lastly, we prove further expressivity limitations for GNNs with a broad class of aggregations.
MoE-Infinity: Activation-Aware Expert Offloading for Efficient MoE Serving
This paper presents MoE-Infinity, a cost-efficient mixture-of-expert (MoE) serving system that realizes activation-aware expert offloading. MoE-Infinity features sequence-level expert activation tracing, a new approach adept at identifying sparse activations and capturing the temporal locality of MoE inference. By analyzing these traces, MoE-Infinity performs novel activation-aware expert prefetching and caching, substantially reducing the latency overheads usually associated with offloading experts for improved cost performance. Extensive experiments in a cluster show that MoE-Infinity outperforms numerous existing systems and approaches, reducing latency by 4 - 20X and decreasing deployment costs by over 8X for various MoEs. MoE-Infinity's source code is publicly available at https://github.com/TorchMoE/MoE-Infinity
Self-healing Nodes with Adaptive Data-Sharding
Data sharding, a technique for partitioning and distributing data among multiple servers or nodes, offers enhancements in the scalability, performance, and fault tolerance of extensive distributed systems. Nonetheless, this strategy introduces novel challenges, including load balancing among shards, management of node failures and data loss, and adaptation to evolving data and workload patterns. This paper proposes an innovative approach to tackle these challenges by empowering self-healing nodes with adaptive data sharding. Leveraging concepts such as self-replication, fractal regeneration, sentient data sharding, and symbiotic node clusters, our approach establishes a dynamic and resilient data sharding scheme capable of addressing diverse scenarios and meeting varied requirements. Implementation and evaluation of our approach involve a prototype system simulating a large-scale distributed database across various data sharding scenarios. Comparative analyses against existing data sharding techniques highlight the superior scalability, performance, fault tolerance, and adaptability of our approach. Additionally, the paper delves into potential applications and limitations, providing insights into the future research directions that can further advance this innovative approach.
Sampling Is All You Need on Modeling Long-Term User Behaviors for CTR Prediction
Rich user behavior data has been proven to be of great value for Click-Through Rate (CTR) prediction applications, especially in industrial recommender, search, or advertising systems. However, it's non-trivial for real-world systems to make full use of long-term user behaviors due to the strict requirements of online serving time. Most previous works adopt the retrieval-based strategy, where a small number of user behaviors are retrieved first for subsequent attention. However, the retrieval-based methods are sub-optimal and would cause more or less information losses, and it's difficult to balance the effectiveness and efficiency of the retrieval algorithm. In this paper, we propose SDIM (Sampling-based Deep Interest Modeling), a simple yet effective sampling-based end-to-end approach for modeling long-term user behaviors. We sample from multiple hash functions to generate hash signatures of the candidate item and each item in the user behavior sequence, and obtain the user interest by directly gathering behavior items associated with the candidate item with the same hash signature. We show theoretically and experimentally that the proposed method performs on par with standard attention-based models on modeling long-term user behaviors, while being sizable times faster. We also introduce the deployment of SDIM in our system. Specifically, we decouple the behavior sequence hashing, which is the most time-consuming part, from the CTR model by designing a separate module named BSE (behavior Sequence Encoding). BSE is latency-free for the CTR server, enabling us to model extremely long user behaviors. Both offline and online experiments are conducted to demonstrate the effectiveness of SDIM. SDIM now has been deployed online in the search system of Meituan APP.
On the Representation Collapse of Sparse Mixture of Experts
Sparse mixture of experts provides larger model capacity while requiring a constant computational overhead. It employs the routing mechanism to distribute input tokens to the best-matched experts according to their hidden representations. However, learning such a routing mechanism encourages token clustering around expert centroids, implying a trend toward representation collapse. In this work, we propose to estimate the routing scores between tokens and experts on a low-dimensional hypersphere. We conduct extensive experiments on cross-lingual language model pre-training and fine-tuning on downstream tasks. Experimental results across seven multilingual benchmarks show that our method achieves consistent gains. We also present a comprehensive analysis on the representation and routing behaviors of our models. Our method alleviates the representation collapse issue and achieves more consistent routing than the baseline mixture-of-experts methods.
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.
Efficient Shapley Values Estimation by Amortization for Text Classification
Despite the popularity of Shapley Values in explaining neural text classification models, computing them is prohibitive for large pretrained models due to a large number of model evaluations. In practice, Shapley Values are often estimated with a small number of stochastic model evaluations. However, we show that the estimated Shapley Values are sensitive to random seed choices -- the top-ranked features often have little overlap across different seeds, especially on examples with longer input texts. This can only be mitigated by aggregating thousands of model evaluations, which on the other hand, induces substantial computational overheads. To mitigate the trade-off between stability and efficiency, we develop an amortized model that directly predicts each input feature's Shapley Value without additional model evaluations. It is trained on a set of examples whose Shapley Values are estimated from a large number of model evaluations to ensure stability. Experimental results on two text classification datasets demonstrate that our amortized model estimates Shapley Values accurately with up to 60 times speedup compared to traditional methods. Furthermore, the estimated values are stable as the inference is deterministic. We release our code at https://github.com/yangalan123/Amortized-Interpretability.
FRL: Federated Rank Learning
Federated learning (FL) allows mutually untrusted clients to collaboratively train a common machine learning model without sharing their private/proprietary training data among each other. FL is unfortunately susceptible to poisoning by malicious clients who aim to hamper the accuracy of the commonly trained model through sending malicious model updates during FL's training process. We argue that the key factor to the success of poisoning attacks against existing FL systems is the large space of model updates available to the clients, allowing malicious clients to search for the most poisonous model updates, e.g., by solving an optimization problem. To address this, we propose Federated Rank Learning (FRL). FRL reduces the space of client updates from model parameter updates (a continuous space of float numbers) in standard FL to the space of parameter rankings (a discrete space of integer values). To be able to train the global model using parameter ranks (instead of parameter weights), FRL leverage ideas from recent supermasks training mechanisms. Specifically, FRL clients rank the parameters of a randomly initialized neural network (provided by the server) based on their local training data. The FRL server uses a voting mechanism to aggregate the parameter rankings submitted by clients in each training epoch to generate the global ranking of the next training epoch. Intuitively, our voting-based aggregation mechanism prevents poisoning clients from making significant adversarial modifications to the global model, as each client will have a single vote! We demonstrate the robustness of FRL to poisoning through analytical proofs and experimentation. We also show FRL's high communication efficiency. Our experiments demonstrate the superiority of FRL in real-world FL settings.
pFedGame -- Decentralized Federated Learning using Game Theory in Dynamic Topology
Conventional federated learning frameworks suffer from several challenges including performance bottlenecks at the central aggregation server, data bias, poor model convergence, and exposure to model poisoning attacks, and limited trust in the centralized infrastructure. In the current paper, a novel game theory-based approach called pFedGame is proposed for decentralized federated learning, best suitable for temporally dynamic networks. The proposed algorithm works without any centralized server for aggregation and incorporates the problem of vanishing gradients and poor convergence over temporally dynamic topology among federated learning participants. The solution comprises two sequential steps in every federated learning round, for every participant. First, it selects suitable peers for collaboration in federated learning. Secondly, it executes a two-player constant sum cooperative game to reach convergence by applying an optimal federated learning aggregation strategy. Experiments performed to assess the performance of pFedGame in comparison to existing methods in decentralized federated learning have shown promising results with accuracy higher than 70% for heterogeneous data.
On Pairwise Clustering with Side Information
Pairwise clustering, in general, partitions a set of items via a known similarity function. In our treatment, clustering is modeled as a transductive prediction problem. Thus rather than beginning with a known similarity function, the function instead is hidden and the learner only receives a random sample consisting of a subset of the pairwise similarities. An additional set of pairwise side-information may be given to the learner, which then determines the inductive bias of our algorithms. We measure performance not based on the recovery of the hidden similarity function, but instead on how well we classify each item. We give tight bounds on the number of misclassifications. We provide two algorithms. The first algorithm SACA is a simple agglomerative clustering algorithm which runs in near linear time, and which serves as a baseline for our analyses. Whereas the second algorithm, RGCA, enables the incorporation of side-information which may lead to improved bounds at the cost of a longer running time.
Are Equivariant Equilibrium Approximators Beneficial?
Recently, remarkable progress has been made by approximating Nash equilibrium (NE), correlated equilibrium (CE), and coarse correlated equilibrium (CCE) through function approximation that trains a neural network to predict equilibria from game representations. Furthermore, equivariant architectures are widely adopted in designing such equilibrium approximators in normal-form games. In this paper, we theoretically characterize benefits and limitations of equivariant equilibrium approximators. For the benefits, we show that they enjoy better generalizability than general ones and can achieve better approximations when the payoff distribution is permutation-invariant. For the limitations, we discuss their drawbacks in terms of equilibrium selection and social welfare. Together, our results help to understand the role of equivariance in equilibrium approximators.
Dynamic Residual Classifier for Class Incremental Learning
The rehearsal strategy is widely used to alleviate the catastrophic forgetting problem in class incremental learning (CIL) by preserving limited exemplars from previous tasks. With imbalanced sample numbers between old and new classes, the classifier learning can be biased. Existing CIL methods exploit the long-tailed (LT) recognition techniques, e.g., the adjusted losses and the data re-sampling methods, to handle the data imbalance issue within each increment task. In this work, the dynamic nature of data imbalance in CIL is shown and a novel Dynamic Residual Classifier (DRC) is proposed to handle this challenging scenario. Specifically, DRC is built upon a recent advance residual classifier with the branch layer merging to handle the model-growing problem. Moreover, DRC is compatible with different CIL pipelines and substantially improves them. Combining DRC with the model adaptation and fusion (MAF) pipeline, this method achieves state-of-the-art results on both the conventional CIL and the LT-CIL benchmarks. Extensive experiments are also conducted for a detailed analysis. The code is publicly available.
Anarchic Federated Learning
Present-day federated learning (FL) systems deployed over edge networks consists of a large number of workers with high degrees of heterogeneity in data and/or computing capabilities, which call for flexible worker participation in terms of timing, effort, data heterogeneity, etc. To satisfy the need for flexible worker participation, we consider a new FL paradigm called "Anarchic Federated Learning" (AFL) in this paper. In stark contrast to conventional FL models, each worker in AFL has the freedom to choose i) when to participate in FL, and ii) the number of local steps to perform in each round based on its current situation (e.g., battery level, communication channels, privacy concerns). However, such chaotic worker behaviors in AFL impose many new open questions in algorithm design. In particular, it remains unclear whether one could develop convergent AFL training algorithms, and if yes, under what conditions and how fast the achievable convergence speed is. Toward this end, we propose two Anarchic Federated Averaging (AFA) algorithms with two-sided learning rates for both cross-device and cross-silo settings, which are named AFA-CD and AFA-CS, respectively. Somewhat surprisingly, we show that, under mild anarchic assumptions, both AFL algorithms achieve the best known convergence rate as the state-of-the-art algorithms for conventional FL. Moreover, they retain the highly desirable {\em linear speedup effect} with respect of both the number of workers and local steps in the new AFL paradigm. We validate the proposed algorithms with extensive experiments on real-world datasets.
Neural Active Learning Beyond Bandits
We study both stream-based and pool-based active learning with neural network approximations. A recent line of works proposed bandit-based approaches that transformed active learning into a bandit problem, achieving both theoretical and empirical success. However, the performance and computational costs of these methods may be susceptible to the number of classes, denoted as K, due to this transformation. Therefore, this paper seeks to answer the question: "How can we mitigate the adverse impacts of K while retaining the advantages of principled exploration and provable performance guarantees in active learning?" To tackle this challenge, we propose two algorithms based on the newly designed exploitation and exploration neural networks for stream-based and pool-based active learning. Subsequently, we provide theoretical performance guarantees for both algorithms in a non-parametric setting, demonstrating a slower error-growth rate concerning K for the proposed approaches. We use extensive experiments to evaluate the proposed algorithms, which consistently outperform state-of-the-art baselines.
Preselection Bandits
In this paper, we introduce the Preselection Bandit problem, in which the learner preselects a subset of arms (choice alternatives) for a user, which then chooses the final arm from this subset. The learner is not aware of the user's preferences, but can learn them from observed choices. In our concrete setting, we allow these choices to be stochastic and model the user's actions by means of the Plackett-Luce model. The learner's main task is to preselect subsets that eventually lead to highly preferred choices. To formalize this goal, we introduce a reasonable notion of regret and derive lower bounds on the expected regret. Moreover, we propose algorithms for which the upper bound on expected regret matches the lower bound up to a logarithmic term of the time horizon.
OpenSkill: A faster asymmetric multi-team, multiplayer rating system
Assessing and comparing player skill in online multiplayer gaming environments is essential for fair matchmaking and player engagement. Traditional ranking models like Elo and Glicko-2, designed for two-player games, are insufficient for the complexity of multi-player, asymmetric team-based matches. To address this gap, the OpenSkill library offers a suite of sophisticated, fast, and adaptable models tailored for such dynamics. Drawing from Bayesian inference methods, OpenSkill provides a more accurate representation of individual player contributions and speeds up the computation of ranks. This paper introduces the OpenSkill library, featuring a Python implementation of the Plackett-Luce model among others, highlighting its performance advantages and predictive accuracy against proprietary systems like TrueSkill. OpenSkill is a valuable tool for game developers and researchers, ensuring a responsive and fair gaming experience by efficiently adjusting player rankings based on game outcomes. The library's support for time decay and diligent documentation further aid in its practical application, making it a robust solution for the nuanced world of multiplayer ranking systems. This paper also acknowledges areas for future enhancement, such as partial play and contribution weighting, emphasizing the library's ongoing development to meet the evolving needs of online gaming communities.
Quantum Speedups for Zero-Sum Games via Improved Dynamic Gibbs Sampling
We give a quantum algorithm for computing an epsilon-approximate Nash equilibrium of a zero-sum game in a m times n payoff matrix with bounded entries. Given a standard quantum oracle for accessing the payoff matrix our algorithm runs in time O(m + ncdot epsilon^{-2.5} + epsilon^{-3}) and outputs a classical representation of the epsilon-approximate Nash equilibrium. This improves upon the best prior quantum runtime of O(m + n cdot epsilon^{-3}) obtained by [vAG19] and the classic O((m + n) cdot epsilon^{-2}) runtime due to [GK95] whenever epsilon = Omega((m +n)^{-1}). We obtain this result by designing new quantum data structures for efficiently sampling from a slowly-changing Gibbs distribution.
Flover: A Temporal Fusion Framework for Efficient Autoregressive Model Parallel Inference
Autoregressive models, despite their commendable performance in a myriad of generative tasks, face challenges stemming from their inherently sequential structure. Inference on these models, by design, harnesses a temporal dependency, where the current token's probability distribution is conditioned on preceding tokens. This inherent characteristic severely impedes computational efficiency during inference as a typical inference request can require more than thousands of tokens, where generating each token requires a load of entire model weights, making the inference more memory-bound. The large overhead becomes profound in real deployment where requests arrive randomly, necessitating various generation lengths. Existing solutions, such as dynamic batching and concurrent instances, introduce significant response delays and bandwidth contention, falling short of achieving optimal latency and throughput. To address these shortcomings, we propose Flover -- a temporal fusion framework for efficiently inferring multiple requests in parallel. We deconstruct the general generation pipeline into pre-processing and token generation, and equip the framework with a dedicated work scheduler for fusing the generation process temporally across all requests. By orchestrating the token-level parallelism, Flover exhibits optimal hardware efficiency and significantly spares the system resources. By further employing a fast buffer reordering algorithm that allows memory eviction of finished tasks, it brings over 11x inference speedup on GPT and 16x on LLAMA compared to the cutting-edge solutions provided by NVIDIA FasterTransformer. Crucially, by leveraging the advanced tensor parallel technique, Flover proves efficacious across diverse computational landscapes, from single-GPU setups to distributed scenarios, thereby offering robust performance optimization that adapts to variable use cases.
Algorithms for Caching and MTS with reduced number of predictions
ML-augmented algorithms utilize predictions to achieve performance beyond their worst-case bounds. Producing these predictions might be a costly operation -- this motivated Im et al. '22 to introduce the study of algorithms which use predictions parsimoniously. We design parsimonious algorithms for caching and MTS with action predictions, proposed by Antoniadis et al. '20, focusing on the parameters of consistency (performance with perfect predictions) and smoothness (dependence of their performance on the prediction error). Our algorithm for caching is 1-consistent, robust, and its smoothness deteriorates with the decreasing number of available predictions. We propose an algorithm for general MTS whose consistency and smoothness both scale linearly with the decreasing number of predictions. Without the restriction on the number of available predictions, both algorithms match the earlier guarantees achieved by Antoniadis et al. '20.
Hierarchical cycle-tree packing model for K-core attack problem
The K-core of a graph is the unique maximum subgraph within which each vertex connects to at least K other vertices. The K-core optimal attack problem asks to construct a minimum-sized set of vertices whose removal results in the complete collapse of the K-core. In this paper, we construct a hierarchical cycle-tree packing model which converts a long-range correlated K-core pruning process into static patterns and analyze this model through the replica-symmetric (RS) cavity method of statistical physics. The cycle-tree guided attack (CTGA) message-passing algorithm exhibits superior performance on random regular and Erdos-Renyi graphs. It provides new upper bounds on the minimal cardinality of the K-core attack set. The model of this work may be extended to construct optimal initial conditions for other irreversible dynamical processes.
Infogent: An Agent-Based Framework for Web Information Aggregation
Despite seemingly performant web agents on the task-completion benchmarks, most existing methods evaluate the agents based on a presupposition: the web navigation task consists of linear sequence of actions with an end state that marks task completion. In contrast, our work focuses on web navigation for information aggregation, wherein the agent must explore different websites to gather information for a complex query. We consider web information aggregation from two different perspectives: (i) Direct API-driven Access relies on a text-only view of the Web, leveraging external tools such as Google Search API to navigate the web and a scraper to extract website contents. (ii) Interactive Visual Access uses screenshots of the webpages and requires interaction with the browser to navigate and access information. Motivated by these diverse information access settings, we introduce Infogent, a novel modular framework for web information aggregation involving three distinct components: Navigator, Extractor and Aggregator. Experiments on different information access settings demonstrate Infogent beats an existing SOTA multi-agent search framework by 7% under Direct API-Driven Access on FRAMES, and improves over an existing information-seeking web agent by 4.3% under Interactive Visual Access on AssistantBench.
Sample, Scrutinize and Scale: Effective Inference-Time Search by Scaling Verification
Sampling-based search, a simple paradigm for utilizing test-time compute, involves generating multiple candidate responses and selecting the best one -- typically by verifying each response for correctness. In this paper, we study the scaling trends governing sampling-based search. Among our findings is that simply scaling up a minimalist implementation that uses only random sampling and direct self-verification results in sustained performance improvements that, for example, elevate the Gemini v1.5 Pro model's reasoning capabilities past that of o1-Preview on popular benchmarks. We partially attribute the scalability of sampling-based search to a phenomenon of implicit scaling, where sampling a larger pool of responses in turn improves verification accuracy. We further identify two useful principles for improving self-verification capabilities with test-time compute: (1) comparing across responses provides helpful signals about the locations of errors and hallucinations, and (2) different model output styles are useful for different contexts -- chains of thought are useful for reasoning but harder to verify. We also find that, though accurate verification can be elicited, frontier models demonstrate remarkably weak out-of-box verification capabilities and introduce a benchmark to measure progress on these deficiencies.
Learning to Bid in Repeated First-Price Auctions with Budgets
Budget management strategies in repeated auctions have received growing attention in online advertising markets. However, previous work on budget management in online bidding mainly focused on second-price auctions. The rapid shift from second-price auctions to first-price auctions for online ads in recent years has motivated the challenging question of how to bid in repeated first-price auctions while controlling budgets. In this work, we study the problem of learning in repeated first-price auctions with budgets. We design a dual-based algorithm that can achieve a near-optimal O(T) regret with full information feedback where the maximum competing bid is always revealed after each auction. We further consider the setting with one-sided information feedback where only the winning bid is revealed after each auction. We show that our modified algorithm can still achieve an O(T) regret with mild assumptions on the bidder's value distribution. Finally, we complement the theoretical results with numerical experiments to confirm the effectiveness of our budget management policy.
Optimizing Dense Retrieval Model Training with Hard Negatives
Ranking has always been one of the top concerns in information retrieval researches. For decades, the lexical matching signal has dominated the ad-hoc retrieval process, but solely using this signal in retrieval may cause the vocabulary mismatch problem. In recent years, with the development of representation learning techniques, many researchers turn to Dense Retrieval (DR) models for better ranking performance. Although several existing DR models have already obtained promising results, their performance improvement heavily relies on the sampling of training examples. Many effective sampling strategies are not efficient enough for practical usage, and for most of them, there still lacks theoretical analysis in how and why performance improvement happens. To shed light on these research questions, we theoretically investigate different training strategies for DR models and try to explain why hard negative sampling performs better than random sampling. Through the analysis, we also find that there are many potential risks in static hard negative sampling, which is employed by many existing training methods. Therefore, we propose two training strategies named a Stable Training Algorithm for dense Retrieval (STAR) and a query-side training Algorithm for Directly Optimizing Ranking pErformance (ADORE), respectively. STAR improves the stability of DR training process by introducing random negatives. ADORE replaces the widely-adopted static hard negative sampling method with a dynamic one to directly optimize the ranking performance. Experimental results on two publicly available retrieval benchmark datasets show that either strategy gains significant improvements over existing competitive baselines and a combination of them leads to the best performance.
TETRIS: Optimal Draft Token Selection for Batch Speculative Decoding
We propose TETRIS, a novel method that optimizes the total throughput of batch speculative decoding in multi-request settings. Unlike existing methods that optimize for a single request or a group of requests as a whole, TETRIS actively selects the most promising draft tokens (for every request in a batch) to be accepted when verified in parallel, resulting in fewer rejected tokens and hence less wasted computing resources. Such an effective resource utilization to achieve fast inference in large language models (LLMs) is especially important to service providers with limited inference capacity. Compared to baseline speculative decoding, TETRIS yields a consistently higher acceptance rate and more effective utilization of the limited inference capacity. We show theoretically and empirically that TETRIS outperforms baseline speculative decoding and existing methods that dynamically select draft tokens, leading to a more efficient batch inference in LLMs.
Handling Large-scale Cardinality in building recommendation systems
Effective recommendation systems rely on capturing user preferences, often requiring incorporating numerous features such as universally unique identifiers (UUIDs) of entities. However, the exceptionally high cardinality of UUIDs poses a significant challenge in terms of model degradation and increased model size due to sparsity. This paper presents two innovative techniques to address the challenge of high cardinality in recommendation systems. Specifically, we propose a bag-of-words approach, combined with layer sharing, to substantially decrease the model size while improving performance. Our techniques were evaluated through offline and online experiments on Uber use cases, resulting in promising results demonstrating our approach's effectiveness in optimizing recommendation systems and enhancing their overall performance.
Representation Learning with Multi-Step Inverse Kinematics: An Efficient and Optimal Approach to Rich-Observation RL
We study the design of sample-efficient algorithms for reinforcement learning in the presence of rich, high-dimensional observations, formalized via the Block MDP problem. Existing algorithms suffer from either 1) computational intractability, 2) strong statistical assumptions that are not necessarily satisfied in practice, or 3) suboptimal sample complexity. We address these issues by providing the first computationally efficient algorithm that attains rate-optimal sample complexity with respect to the desired accuracy level, with minimal statistical assumptions. Our algorithm, MusIK, combines systematic exploration with representation learning based on multi-step inverse kinematics, a learning objective in which the aim is to predict the learner's own action from the current observation and observations in the (potentially distant) future. MusIK is simple and flexible, and can efficiently take advantage of general-purpose function approximation. Our analysis leverages several new techniques tailored to non-optimistic exploration algorithms, which we anticipate will find broader use.
The Majority Vote Paradigm Shift: When Popular Meets Optimal
Reliably labelling data typically requires annotations from multiple human workers. However, humans are far from being perfect. Hence, it is a common practice to aggregate labels gathered from multiple annotators to make a more confident estimate of the true label. Among many aggregation methods, the simple and well known Majority Vote (MV) selects the class label polling the highest number of votes. However, despite its importance, the optimality of MV's label aggregation has not been extensively studied. We address this gap in our work by characterising the conditions under which MV achieves the theoretically optimal lower bound on label estimation error. Our results capture the tolerable limits on annotation noise under which MV can optimally recover labels for a given class distribution. This certificate of optimality provides a more principled approach to model selection for label aggregation as an alternative to otherwise inefficient practices that sometimes include higher experts, gold labels, etc., that are all marred by the same human uncertainty despite huge time and monetary costs. Experiments on both synthetic and real world data corroborate our theoretical findings.
Advancing Model Pruning via Bi-level Optimization
The deployment constraints in practical applications necessitate the pruning of large-scale deep learning models, i.e., promoting their weight sparsity. As illustrated by the Lottery Ticket Hypothesis (LTH), pruning also has the potential of improving their generalization ability. At the core of LTH, iterative magnitude pruning (IMP) is the predominant pruning method to successfully find 'winning tickets'. Yet, the computation cost of IMP grows prohibitively as the targeted pruning ratio increases. To reduce the computation overhead, various efficient 'one-shot' pruning methods have been developed, but these schemes are usually unable to find winning tickets as good as IMP. This raises the question of how to close the gap between pruning accuracy and pruning efficiency? To tackle it, we pursue the algorithmic advancement of model pruning. Specifically, we formulate the pruning problem from a fresh and novel viewpoint, bi-level optimization (BLO). We show that the BLO interpretation provides a technically-grounded optimization base for an efficient implementation of the pruning-retraining learning paradigm used in IMP. We also show that the proposed bi-level optimization-oriented pruning method (termed BiP) is a special class of BLO problems with a bi-linear problem structure. By leveraging such bi-linearity, we theoretically show that BiP can be solved as easily as first-order optimization, thus inheriting the computation efficiency. Through extensive experiments on both structured and unstructured pruning with 5 model architectures and 4 data sets, we demonstrate that BiP can find better winning tickets than IMP in most cases, and is computationally as efficient as the one-shot pruning schemes, demonstrating 2-7 times speedup over IMP for the same level of model accuracy and sparsity.
Oracle Efficient Algorithms for Groupwise Regret
We study the problem of online prediction, in which at each time step t, an individual x_t arrives, whose label we must predict. Each individual is associated with various groups, defined based on their features such as age, sex, race etc., which may intersect. Our goal is to make predictions that have regret guarantees not just overall but also simultaneously on each sub-sequence comprised of the members of any single group. Previous work such as [Blum & Lykouris] and [Lee et al] provide attractive regret guarantees for these problems; however, these are computationally intractable on large model classes. We show that a simple modification of the sleeping experts technique of [Blum & Lykouris] yields an efficient reduction to the well-understood problem of obtaining diminishing external regret absent group considerations. Our approach gives similar regret guarantees compared to [Blum & Lykouris]; however, we run in time linear in the number of groups, and are oracle-efficient in the hypothesis class. This in particular implies that our algorithm is efficient whenever the number of groups is polynomially bounded and the external-regret problem can be solved efficiently, an improvement on [Blum & Lykouris]'s stronger condition that the model class must be small. Our approach can handle online linear regression and online combinatorial optimization problems like online shortest paths. Beyond providing theoretical regret bounds, we evaluate this algorithm with an extensive set of experiments on synthetic data and on two real data sets -- Medical costs and the Adult income dataset, both instantiated with intersecting groups defined in terms of race, sex, and other demographic characteristics. We find that uniformly across groups, our algorithm gives substantial error improvements compared to running a standard online linear regression algorithm with no groupwise regret guarantees.
Unified Scaling Laws for Routed Language Models
The performance of a language model has been shown to be effectively modeled as a power-law in its parameter count. Here we study the scaling behaviors of Routing Networks: architectures that conditionally use only a subset of their parameters while processing an input. For these models, parameter count and computational requirement form two independent axes along which an increase leads to better performance. In this work we derive and justify scaling laws defined on these two variables which generalize those known for standard language models and describe the performance of a wide range of routing architectures trained via three different techniques. Afterwards we provide two applications of these laws: first deriving an Effective Parameter Count along which all models scale at the same rate, and then using the scaling coefficients to give a quantitative comparison of the three routing techniques considered. Our analysis derives from an extensive evaluation of Routing Networks across five orders of magnitude of size, including models with hundreds of experts and hundreds of billions of parameters.
Self-Supervision is All You Need for Solving Rubik's Cube
Existing combinatorial search methods are often complex and require some level of expertise. This work introduces a simple and efficient deep learning method for solving combinatorial problems with a predefined goal, represented by Rubik's Cube. We demonstrate that, for such problems, training a deep neural network on random scrambles branching from the goal state is sufficient to achieve near-optimal solutions. When tested on Rubik's Cube, 15 Puzzle, and 7times7 Lights Out, our method outperformed the previous state-of-the-art method DeepCubeA, improving the trade-off between solution optimality and computational cost, despite significantly less training data. Furthermore, we investigate the scaling law of our Rubik's Cube solver with respect to model size and training data volume.
Sharp Variance-Dependent Bounds in Reinforcement Learning: Best of Both Worlds in Stochastic and Deterministic Environments
We study variance-dependent regret bounds for Markov decision processes (MDPs). Algorithms with variance-dependent regret guarantees can automatically exploit environments with low variance (e.g., enjoying constant regret on deterministic MDPs). The existing algorithms are either variance-independent or suboptimal. We first propose two new environment norms to characterize the fine-grained variance properties of the environment. For model-based methods, we design a variant of the MVP algorithm (Zhang et al., 2021a). We apply new analysis techniques to demonstrate that this algorithm enjoys variance-dependent bounds with respect to the norms we propose. In particular, this bound is simultaneously minimax optimal for both stochastic and deterministic MDPs, the first result of its kind. We further initiate the study on model-free algorithms with variance-dependent regret bounds by designing a reference-function-based algorithm with a novel capped-doubling reference update schedule. Lastly, we also provide lower bounds to complement our upper bounds.
Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents
Memory Gym presents a suite of 2D partially observable environments, namely Mortar Mayhem, Mystery Path, and Searing Spotlights, designed to benchmark memory capabilities in decision-making agents. These environments, originally with finite tasks, are expanded into innovative, endless formats, mirroring the escalating challenges of cumulative memory games such as ``I packed my bag''. This progression in task design shifts the focus from merely assessing sample efficiency to also probing the levels of memory effectiveness in dynamic, prolonged scenarios. To address the gap in available memory-based Deep Reinforcement Learning baselines, we introduce an implementation that integrates Transformer-XL (TrXL) with Proximal Policy Optimization. This approach utilizes TrXL as a form of episodic memory, employing a sliding window technique. Our comparative study between the Gated Recurrent Unit (GRU) and TrXL reveals varied performances across different settings. TrXL, on the finite environments, demonstrates superior sample efficiency in Mystery Path and outperforms in Mortar Mayhem. However, GRU is more efficient on Searing Spotlights. Most notably, in all endless tasks, GRU makes a remarkable resurgence, consistently outperforming TrXL by significant margins. Website and Source Code: https://github.com/MarcoMeter/endless-memory-gym/