Unsupervised domain adaptation (UDA) aims to train a target classifier with labeled samples from the source domain and unlabeled samples from the target domain. Classical UDA learning bounds show that target risk is upper bounded by three terms: source risk, distribution discrepancy, and combined risk. Based on the assumption that the combined risk is a small fixed value, methods based on this bound train a target classifier by only minimizing estimators of the source risk and the distribution discrepancy. However, the combined risk may increase when minimizing both estimators, which makes the target risk uncontrollable. Hence the target classifier cannot achieve ideal performance if we fail to control the combined risk. To control the combined risk, the key challenge takes root in the unavailability of the labeled samples in the target domain. To address this key challenge, we propose a method named E-MixNet. E-MixNet employs enhanced mixup, a generic vicinal distribution, on the labeled source samples and pseudo-labeled target samples to calculate a proxy of the combined risk. Experiments show that the proxy can effectively curb the increase of the combined risk when minimizing the source risk and distribution discrepancy. Furthermore, we show that if the proxy of the combined risk is added into loss functions of four representative UDA methods, their performance is also improved.
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.
In unsupervised domain adaptation (UDA), a classifier for the target domain is trained with massive true-label data from the source domain and unlabeled data from the target domain. However, collecting fully-true-label data in the source domain is high-cost and sometimes impossible. Compared to the true labels, a complementary label specifies a class that a pattern does not belong to, hence collecting complementary labels would be less laborious than collecting true labels. Thus, in this paper, we propose a novel setting that the source domain is composed of complementary-label data, and a theoretical bound for it is first proved. We consider two cases of this setting, one is that the source domain only contains complementary-label data (completely complementary unsupervised domain adaptation, CC-UDA), and the other is that the source domain has plenty of complementary-label data and a small amount of true-label data (partly complementary unsupervised domain adaptation, PC-UDA). To this end, a complementary label adversarial network} (CLARINET) is proposed to solve CC-UDA and PC-UDA problems. CLARINET maintains two deep networks simultaneously, where one focuses on classifying complementary-label source data and the other takes care of source-to-target distributional adaptation. Experiments show that CLARINET significantly outperforms a series of competent baselines on handwritten-digits-recognition and objects-recognition tasks.
In unsupervised domain adaptation (UDA), classifiers for the target domain are trained with massive true-label data from the source domain and unlabeled data from the target domain. However, it may be difficult to collect fully-true-label data in a source domain given a limited budget. To mitigate this problem, we consider a novel problem setting where the classifier for the target domain has to be trained with complementary-label data from the source domain and unlabeled data from the target domain named budget-friendly UDA (BFUDA). The key benefit is that it is much less costly to collect complementary-label source data (required by BFUDA) than collecting the true-label source data (required by ordinary UDA). To this end, the complementary label adversarial network (CLARINET) is proposed to solve the BFUDA problem. CLARINET maintains two deep networks simultaneously, where one focuses on classifying complementary-label source data and the other takes care of the source-to-target distributional adaptation. Experiments show that CLARINET significantly outperforms a series of competent baselines.
Type 2 diabetes (T2DM), one of the most prevalent chronic diseases, affects the glucose metabolism of the human body, which decreases the quantity of life and brings a heavy burden on social medical care. Patients with T2DM are more likely to suffer bone fragility fracture as diabetes affects bone mineral density (BMD). However, the discovery of the determinant factors of BMD in a medical way is expensive and time-consuming. In this paper, we propose a novel algorithm, Prior-Knowledge-driven local Causal structure Learning (PKCL), to discover the underlying causal mechanism between BMD and its factors from the clinical data. Since there exist limited data but redundant prior knowledge for medicine, PKCL adequately utilize the prior knowledge to mine the local causal structure for the target relationship. Combining the medical prior knowledge with the discovered causal relationships, PKCL can achieve more reliable results without long-standing medical statistical experiments. Extensive experiments are conducted on a newly provided clinical data set. The experimental study of PKCL on the data is proved to highly corresponding with existing medical knowledge, which demonstrates the superiority and effectiveness of PKCL. To illustrate the importance of prior knowledge, the result of the algorithm without prior knowledge is also investigated.
In the unsupervised open set domain adaptation (UOSDA), the target domain contains unknown classes that are not observed in the source domain. Researchers in this area aim to train a classifier to accurately: 1) recognize unknown target data (data with unknown classes) and, 2) classify other target data. To achieve this aim, a previous study has proven an upper bound of the target-domain risk, and the open set difference, as an important term in the upper bound, is used to measure the risk on unknown target data. By minimizing the upper bound, a shallow classifier can be trained to achieve the aim. However, if the classifier is very flexible (e.g., deep neural networks (DNNs)), the open set difference will converge to a negative value when minimizing the upper bound, which causes an issue where most target data are recognized as unknown data. To address this issue, we propose a new upper bound of target-domain risk for UOSDA, which includes four terms: source-domain risk, $\epsilon$-open set difference ($\Delta_\epsilon$), a distributional discrepancy between domains, and a constant. Compared to the open set difference, $\Delta_\epsilon$ is more robust against the issue when it is being minimized, and thus we are able to use very flexible classifiers (i.e., DNNs). Then, we propose a new principle-guided deep UOSDA method that trains DNNs via minimizing the new upper bound. Specifically, source-domain risk and $\Delta_\epsilon$ are minimized by gradient descent, and the distributional discrepancy is minimized via a novel open-set conditional adversarial training strategy. Finally, compared to existing shallow and deep UOSDA methods, our method shows the state-of-the-art performance on several benchmark datasets, including digit recognition (MNIST, SVHN, USPS), object recognition (Office-31, Office-Home), and face recognition (PIE).
Recurrent Neural Networks (RNNs) have been widely used in sequence analysis and modeling. However, when processing high-dimensional data, RNNs typically require very large model sizes, thereby bringing a series of deployment challenges. Although the state-of-the-art tensor decomposition approaches can provide good model compression performance, these existing methods are still suffering some inherent limitations, such as restricted representation capability and insufficient model complexity reduction. To overcome these limitations, in this paper we propose to develop compact RNN models using Hierarchical Tucker (HT) decomposition. HT decomposition brings strong hierarchical structure to the decomposed RNN models, which is very useful and important for enhancing the representation capability. Meanwhile, HT decomposition provides higher storage and computational cost reduction than the existing tensor decomposition approaches for RNN compression. Our experimental results show that, compared with the state-of-the-art compressed RNN models, such as TT-LSTM, TR-LSTM and BT-LSTM, our proposed HT-based LSTM (HT-LSTM), consistently achieves simultaneous and significant increases in both compression ratio and test accuracy on different datasets.
Recently, the vulnerability of DNN-based audio systems to adversarial attacks has obtained the increasing attention. However, the existing audio adversarial attacks allow the adversary to possess the entire user's audio input as well as granting sufficient time budget to generate the adversarial perturbations. These idealized assumptions, however, makes the existing audio adversarial attacks mostly impossible to be launched in a timely fashion in practice (e.g., playing unnoticeable adversarial perturbations along with user's streaming input). To overcome these limitations, in this paper we propose fast audio adversarial perturbation generator (FAPG), which uses generative model to generate adversarial perturbations for the audio input in a single forward pass, thereby drastically improving the perturbation generation speed. Built on the top of FAPG, we further propose universal audio adversarial perturbation generator (UAPG), a scheme crafting universal adversarial perturbation that can be imposed on arbitrary benign audio input to cause misclassification. Extensive experiments show that our proposed FAPG can achieve up to 167X speedup over the state-of-the-art audio adversarial attack methods. Also our proposed UAPG can generate universal adversarial perturbation that achieves much better attack performance than the state-of-the-art solutions.