We study a robust multi-agent multi-armed bandit problem where multiple clients or participants are distributed on a fully decentralized blockchain, with the possibility of some being malicious. The rewards of arms are homogeneous among the clients, following time-invariant stochastic distributions that are revealed to the participants only when the system is secure enough. The system's objective is to efficiently ensure the cumulative rewards gained by the honest participants. To this end and to the best of our knowledge, we are the first to incorporate advanced techniques from blockchains, as well as novel mechanisms, into the system to design optimal strategies for honest participants. This allows various malicious behaviors and the maintenance of participant privacy. More specifically, we randomly select a pool of validators who have access to all participants, design a brand-new consensus mechanism based on digital signatures for these validators, invent a UCB-based strategy that requires less information from participants through secure multi-party computation, and design the chain-participant interaction and an incentive mechanism to encourage participants' participation. Notably, we are the first to prove the theoretical guarantee of the proposed algorithms by regret analyses in the context of optimality in blockchains. Unlike existing work that integrates blockchains with learning problems such as federated learning which mainly focuses on numerical optimality, we demonstrate that the regret of honest participants is upper bounded by $log{T}$. This is consistent with the multi-agent multi-armed bandit problem without malicious participants and the robust multi-agent multi-armed bandit problem with purely Byzantine attacks.
This paper introduces a new, unsupervised method for automatic video summarization using ideas from generative adversarial networks but eliminating the discriminator, having a simple loss function, and separating training of different parts of the model. An iterative training strategy is also applied by alternately training the reconstructor and the frame selector for multiple iterations. Furthermore, a trainable mask vector is added to the model in summary generation during training and evaluation. The method also includes an unsupervised model selection algorithm. Results from experiments on two public datasets (SumMe and TVSum) and four datasets we created (Soccer, LoL, MLB, and ShortMLB) demonstrate the effectiveness of each component on the model performance, particularly the iterative training strategy. Evaluations and comparisons with the state-of-the-art methods highlight the advantages of the proposed method in performance, stability, and training efficiency.
Although the convergence of policy gradient algorithms to first-order stationary points is well-established, the objective functions of reinforcement learning problems are typically highly nonconvex. Therefore, recent work has focused on two extensions: ``global" convergence guarantees under regularity assumptions on the function structure, and second-order guarantees for escaping saddle points and convergence to true local minima. Our work expands on the latter approach, avoiding the restrictive assumptions of the former that may not apply to general objective functions. Existing results on vanilla policy gradient only consider an unbiased gradient estimator, but practical implementations under the infinite-horizon discounted setting, including both Monte-Carlo methods and actor-critic methods, involve gradient descent updates with a biased gradient estimator. We present preliminary results on the convergence of biased policy gradient algorithms to second-order stationary points, leveraging proof techniques from nonconvex optimization. In our next steps we aim to provide the first finite-time second-order convergence analysis for actor-critic algorithms.
Reasoning about a model's accuracy on a test sample from its confidence is a central problem in machine learning, being connected to important applications such as uncertainty representation, model selection, and exploration. While these connections have been well-studied in the i.i.d. settings, distribution shifts pose significant challenges to the traditional methods. Therefore, model calibration and model selection remain challenging in the unsupervised domain adaptation problem--a scenario where the goal is to perform well in a distribution shifted domain without labels. In this work, we tackle difficulties coming from distribution shifts by developing a novel importance weighted group accuracy estimator. Specifically, we formulate an optimization problem for finding an importance weight that leads to an accurate group accuracy estimation in the distribution shifted domain with theoretical analyses. Extensive experiments show the effectiveness of group accuracy estimation on model calibration and model selection. Our results emphasize the significance of group accuracy estimation for addressing challenges in unsupervised domain adaptation, as an orthogonal improvement direction with improving transferability of accuracy.
This paper presents a novel semi-supervised deep learning algorithm for retrieving similar 2D and 3D videos based on visual content. The proposed approach combines the power of deep convolutional and recurrent neural networks with dynamic time warping as a similarity measure. The proposed algorithm is designed to handle large video datasets and retrieve the most related videos to a given inquiry video clip based on its graphical frames and contents. We split both the candidate and the inquiry videos into a sequence of clips and convert each clip to a representation vector using an autoencoder-backed deep neural network. We then calculate a similarity measure between the sequences of embedding vectors using a bi-directional dynamic time-warping method. This approach is tested on multiple public datasets, including CC\_WEB\_VIDEO, Youtube-8m, S3DIS, and Synthia, and showed good results compared to state-of-the-art. The algorithm effectively solves video retrieval tasks and outperforms the benchmarked state-of-the-art deep learning model.
Multi-armed Bandit motivates methods with provable upper bounds on regret and also the counterpart lower bounds have been extensively studied in this context. Recently, Multi-agent Multi-armed Bandit has gained significant traction in various domains, where individual clients face bandit problems in a distributed manner and the objective is the overall system performance, typically measured by regret. While efficient algorithms with regret upper bounds have emerged, limited attention has been given to the corresponding regret lower bounds, except for a recent lower bound for adversarial settings, which, however, has a gap with let known upper bounds. To this end, we herein provide the first comprehensive study on regret lower bounds across different settings and establish their tightness. Specifically, when the graphs exhibit good connectivity properties and the rewards are stochastically distributed, we demonstrate a lower bound of order $O(\log T)$ for instance-dependent bounds and $\sqrt{T}$ for mean-gap independent bounds which are tight. Assuming adversarial rewards, we establish a lower bound $O(T^{\frac{2}{3}})$ for connected graphs, thereby bridging the gap between the lower and upper bound in the prior work. We also show a linear regret lower bound when the graph is disconnected. While previous works have explored these settings with upper bounds, we provide a thorough study on tight lower bounds.
This paper proposes a novel multi-agent reinforcement learning (MARL) method to learn multiple coordinated agents under directed acyclic graph (DAG) constraints. Unlike existing MARL approaches, our method explicitly exploits the DAG structure between agents to achieve more effective learning performance. Theoretically, we propose a novel surrogate value function based on a MARL model with synthetic rewards (MARLM-SR) and prove that it serves as a lower bound of the optimal value function. Computationally, we propose a practical training algorithm that exploits new notion of leader agent and reward generator and distributor agent to guide the decomposed follower agents to better explore the parameter space in environments with DAG constraints. Empirically, we exploit four DAG environments including a real-world scheduling for one of Intel's high volume packaging and test factory to benchmark our methods and show it outperforms the other non-DAG approaches.
Multimodal multitask learning has attracted an increasing interest in recent years. Singlemodal models have been advancing rapidly and have achieved astonishing results on various tasks across multiple domains. Multimodal learning offers opportunities for further improvements by integrating data from multiple modalities. Many methods are proposed to learn on a specific type of multimodal data, such as vision and language data. A few of them are designed to handle several modalities and tasks at a time. In this work, we extend and improve Omninet, an architecture that is capable of handling multiple modalities and tasks at a time, by introducing cross-cache attention, integrating patch embeddings for vision inputs, and supporting structured data. The proposed Structured-data-enhanced Omninet (S-Omninet) is a universal model that is capable of learning from structured data of various dimensions effectively with unstructured data through cross-cache attention, which enables interactions among spatial, temporal, and structured features. We also enhance spatial representations in a spatial cache with patch embeddings. We evaluate the proposed model on several multimodal datasets and demonstrate a significant improvement over the baseline, Omninet.
We study a decentralized multi-agent multi-armed bandit problem in which multiple clients are connected by time dependent random graphs provided by an environment. The reward distributions of each arm vary across clients and rewards are generated independently over time by an environment based on distributions that include both sub-exponential and sub-gaussian distributions. Each client pulls an arm and communicates with neighbors based on the graph provided by the environment. The goal is to minimize the overall regret of the entire system through collaborations. To this end, we introduce a novel algorithmic framework, which first provides robust simulation methods for generating random graphs using rapidly mixing Markov chains or the random graph model, and then combines an averaging-based consensus approach with a newly proposed weighting technique and the upper confidence bound to deliver a UCB-type solution. Our algorithms account for the randomness in the graphs, removing the conventional doubly stochasticity assumption, and only require the knowledge of the number of clients at initialization. We derive optimal instance-dependent regret upper bounds of order $\log{T}$ in both sub-gaussian and sub-exponential environments, and a nearly optimal mean-gap independent regret upper bound of order $\sqrt{T}\log T$ up to a $\log T$ factor. Importantly, our regret bounds hold with high probability and capture graph randomness, whereas prior works consider expected regret under assumptions and require more stringent reward distributions.
Often pieces of information are received sequentially over time. When did one collect enough such pieces to classify? Trading wait time for decision certainty leads to early classification problems that have recently gained attention as a means of adapting classification to more dynamic environments. However, so far results have been limited to unimodal sequences. In this pilot study, we expand into early classifying multimodal sequences by combining existing methods. We show our new method yields experimental AUC advantages of up to 8.7%.