We begin the study of list-decodable linear regression using batches. In this setting only an $\alpha \in (0,1]$ fraction of the batches are genuine. Each genuine batch contains $\ge n$ i.i.d. samples from a common unknown distribution and the remaining batches may contain arbitrary or even adversarial samples. We derive a polynomial time algorithm that for any $n\ge \tilde \Omega(1/\alpha)$ returns a list of size $\mathcal O(1/\alpha^2)$ such that one of the items in the list is close to the true regression parameter. The algorithm requires only $\tilde{\mathcal{O}}(d/\alpha^2)$ genuine batches and works under fairly general assumptions on the distribution. The results demonstrate the utility of batch structure, which allows for the first polynomial time algorithm for list-decodable regression, which may be impossible for the non-batch setting, as suggested by a recent SQ lower bound \cite{diakonikolas2021statistical} for the non-batch setting.
Emotions are an inherent part of human interactions, and consequently, it is imperative to develop AI systems that understand and recognize human emotions. During a conversation involving various people, a person's emotions are influenced by the other speaker's utterances and their own emotional state over the utterances. In this paper, we propose COntextualized Graph Neural Network based Multimodal Emotion recognitioN (COGMEN) system that leverages local information (i.e., inter/intra dependency between speakers) and global information (context). The proposed model uses Graph Neural Network (GNN) based architecture to model the complex dependencies (local and global information) in a conversation. Our model gives state-of-the-art (SOTA) results on IEMOCAP and MOSEI datasets, and detailed ablation experiments show the importance of modeling information at both levels.
Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or $q$-values. This is non-trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature.
Instant Search is a paradigm where a search system retrieves answers on the fly while typing. The na\"ive implementation of an Instant Search system would hit the search back-end for results each time a user types a key, imposing a very high load on the underlying search system. In this paper, we propose to address the load issue by identifying tokens that are semantically more salient towards retrieving relevant documents and utilize this knowledge to trigger an instant search selectively. We train a reinforcement agent that interacts directly with the search engine and learns to predict the word's importance. Our proposed method treats the underlying search system as a black box and is more universally applicable to a diverse set of architectures. Furthermore, a novel evaluation framework is presented to study the trade-off between the number of triggered searches and the system's performance. We utilize the framework to evaluate and compare the proposed reinforcement method with other intuitive baselines. Experimental results demonstrate the efficacy of the proposed method towards achieving a superior trade-off.
Approximating distributions from their samples is a canonical statistical-learning problem. One of its most powerful and successful modalities approximates every distribution to an $\ell_1$ distance essentially at most a constant times larger than its closest $t$-piece degree-$d$ polynomial, where $t\ge1$ and $d\ge0$. Letting $c_{t,d}$ denote the smallest such factor, clearly $c_{1,0}=1$, and it can be shown that $c_{t,d}\ge 2$ for all other $t$ and $d$. Yet current computationally efficient algorithms show only $c_{t,1}\le 2.25$ and the bound rises quickly to $c_{t,d}\le 3$ for $d\ge 9$. We derive a near-linear-time and essentially sample-optimal estimator that establishes $c_{t,d}=2$ for all $(t,d)\ne(1,0)$. Additionally, for many practical distributions, the lowest approximation distance is achieved by polynomials with vastly varying number of pieces. We provide a method that estimates this number near-optimally, hence helps approach the best possible approximation. Experiments combining the two techniques confirm improved performance over existing methodologies.
Real data are rarely pure. Hence the past half-century has seen great interest in robust estimation algorithms that perform well even when part of the data is corrupt. However, their vast majority approach optimal accuracy only when given a tight upper bound on the fraction of corrupt data. Such bounds are not available in practice, resulting in weak guarantees and often poor performance. This brief note abstracts the complex and pervasive robustness problem into a simple geometric puzzle. It then applies the puzzle's solution to derive a universal meta technique that converts any robust estimation algorithm requiring a tight corruption-level upper bound to achieve its optimal accuracy into one achieving essentially the same accuracy without using any upper bounds.
Existing language grounding models often use object proposal bottlenecks: a pre-trained detector proposes objects in the scene and the model learns to select the answer from these box proposals, without attending to the original image or 3D point cloud. Object detectors are typically trained on a fixed vocabulary of objects and attributes that is often too restrictive for open-domain language grounding, where an utterance may refer to visual entities at various levels of abstraction, such as a chair, the leg of a chair, or the tip of the front leg of a chair. We propose a model for grounding language in 3D scenes that bypasses box proposal bottlenecks with three main innovations: i) Iterative attention across the language stream, the point cloud feature stream and 3D box proposals. ii) Transformer decoders with non-parametric entity queries that decode 3D boxes for object and part referentials. iii) Joint supervision from 3D object annotations and language grounding annotations, by treating object detection as grounding of referential utterances comprised of a list of candidate category labels. These innovations result in significant quantitative gains (up to +9% absolute improvement on the SR3D benchmark) over previous approaches on popular 3D language grounding benchmarks. We ablate each of our innovations to show its contribution to the performance of the model. When applied on language grounding on 2D images with minor changes, it performs on par with the state-of-the-art while converges in half of the GPU time. The code and checkpoints will be made available at https://github.com/nickgkan/beauty_detr
We study the problem of robustly estimating the parameter $p$ of an Erd\H{o}s-R\'enyi random graph on $n$ nodes, where a $\gamma$ fraction of nodes may be adversarially corrupted. After showing the deficiencies of canonical estimators, we design a computationally-efficient spectral algorithm which estimates $p$ up to accuracy $\tilde O(\sqrt{p(1-p)}/n + \gamma\sqrt{p(1-p)} /\sqrt{n}+ \gamma/n)$ for $\gamma < 1/60$. Furthermore, we give an inefficient algorithm with similar accuracy for all $\gamma <1/2$, the information-theoretic limit. Finally, we prove a nearly-matching statistical lower bound, showing that the error of our algorithms is optimal up to logarithmic factors.
Deep Gaussian Processes (DGPs) are multi-layer, flexible extensions of Gaussian processes but their training remains challenging. Sparse approximations simplify the training but often require optimization over a large number of inducing inputs and their locations across layers. In this paper, we simplify the training by setting the locations to a fixed subset of data and sampling the inducing inputs from a variational distribution. This reduces the trainable parameters and computation cost without significant performance degradations, as demonstrated by our empirical results on regression problems. Our modifications simplify and stabilize DGP training while making it amenable to sampling schemes for setting the inducing inputs.
We revisit the problem of tolerant distribution testing. That is, given samples from an unknown distribution $p$ over $\{1, \dots, n\}$, is it $\varepsilon_1$-close to or $\varepsilon_2$-far from a reference distribution $q$ (in total variation distance)? Despite significant interest over the past decade, this problem is well understood only in the extreme cases. In the noiseless setting (i.e., $\varepsilon_1 = 0$) the sample complexity is $\Theta(\sqrt{n})$, strongly sublinear in the domain size. At the other end of the spectrum, when $\varepsilon_1 = \varepsilon_2/2$, the sample complexity jumps to the barely sublinear $\Theta(n/\log n)$. However, very little is known about the intermediate regime. We fully characterize the price of tolerance in distribution testing as a function of $n$, $\varepsilon_1$, $\varepsilon_2$, up to a single $\log n$ factor. Specifically, we show the sample complexity to be \[\tilde \Theta\left(\frac{\sqrt{n}}{\varepsilon_2^{2}} + \frac{n}{\log n} \cdot \max \left\{\frac{\varepsilon_1}{\varepsilon_2^2},\left(\frac{\varepsilon_1}{\varepsilon_2^2}\right)^{\!\!2}\right\}\right),\] providing a smooth tradeoff between the two previously known cases. We also provide a similar characterization for the problem of tolerant equivalence testing, where both $p$ and $q$ are unknown. Surprisingly, in both cases, the main quantity dictating the sample complexity is the ratio $\varepsilon_1/\varepsilon_2^2$, and not the more intuitive $\varepsilon_1/\varepsilon_2$. Of particular technical interest is our lower bound framework, which involves novel approximation-theoretic tools required to handle the asymmetry between $\varepsilon_1$ and $\varepsilon_2$, a challenge absent from previous works.