Preference elicitation plays a central role in interactive recommender systems. Most preference elicitation approaches use either item queries that ask users to select preferred items from a slate, or attribute queries that ask them to express their preferences for item characteristics. Unfortunately, users often wish to describe their preferences using soft attributes for which no ground-truth semantics is given. Leveraging concept activation vectors for soft attribute semantics, we develop novel preference elicitation methods that can accommodate soft attributes and bring together both item and attribute-based preference elicitation. Our techniques query users using both items and soft attributes to update the recommender system's belief about their preferences to improve recommendation quality. We demonstrate the effectiveness of our methods vis-a-vis competing approaches on both synthetic and real-world datasets.
Content creators compete for exposure on recommendation platforms, and such strategic behavior leads to a dynamic shift over the content distribution. However, how the creators' competition impacts user welfare and how the relevance-driven recommendation influences the dynamics in the long run are still largely unknown. This work provides theoretical insights into these research questions. We model the creators' competition under the assumptions that: 1) the platform employs an innocuous top-$K$ recommendation policy; 2) user decisions follow the Random Utility model; 3) content creators compete for user engagement and, without knowing their utility function in hindsight, apply arbitrary no-regret learning algorithms to update their strategies. We study the user welfare guarantee through the lens of Price of Anarchy and show that the fraction of user welfare loss due to creator competition is always upper bounded by a small constant depending on $K$ and randomness in user decisions; we also prove the tightness of this bound. Our result discloses an intrinsic merit of the myopic approach to the recommendation, i.e., relevance-driven matching performs reasonably well in the long run, as long as users' decisions involve randomness and the platform provides reasonably many alternatives to its users.
In real-world recommendation problems, especially those with a formidably large item space, users have to gradually learn to estimate the utility of any fresh recommendations from their experience about previously consumed items. This in turn affects their interaction dynamics with the system and can invalidate previous algorithms built on the omniscient user assumption. In this paper, we formalize a model to capture such "learning users" and design an efficient system-side learning solution, coined Noise-Robust Active Ellipsoid Search (RAES), to confront the challenges brought by the non-stationary feedback from such a learning user. Interestingly, we prove that the regret of RAES deteriorates gracefully as the convergence rate of user learning becomes worse, until reaching linear regret when the user's learning fails to converge. Experiments on synthetic datasets demonstrate the strength of RAES for such a contemporaneous system-user learning problem. Our study provides a novel perspective on modeling the feedback loop in recommendation problems.
Dominated actions are natural (and perhaps the simplest possible) multi-agent generalizations of sub-optimal actions as in standard single-agent decision making. Thus similar to standard bandit learning, a basic learning question in multi-agent systems is whether agents can learn to efficiently eliminate all dominated actions in an unknown game if they can only observe noisy bandit feedback about the payoff of their played actions. Surprisingly, despite a seemingly simple task, we show a quite negative result; that is, standard no regret algorithms -- including the entire family of Dual Averaging algorithms -- provably take exponentially many rounds to eliminate all dominated actions. Moreover, algorithms with the stronger no swap regret also suffer similar exponential inefficiency. To overcome these barriers, we develop a new algorithm that adjusts Exp3 with Diminishing Historical rewards (termed Exp3-DH); Exp3-DH gradually forgets history at carefully tailored rates. We prove that when all agents run Exp3-DH (a.k.a., self-play in multi-agent learning), all dominated actions can be iteratively eliminated within polynomially many rounds. Our experimental results further demonstrate the efficiency of Exp3-DH, and that state-of-the-art bandit algorithms, even those developed specifically for learning in games, fail to eliminate all dominated actions efficiently.
Recent advancements of Deep Neural Networks (DNNs) have seen widespread deployment in multiple security-sensitive domains. The need of resource-intensive training and use of valuable domain-specific training data have made these models a top intellectual property (IP) for model owners. One of the major threats to the DNN privacy is model extraction attacks where adversaries attempt to steal sensitive information in DNN models. Recent studies show hardware-based side channel attacks can reveal internal knowledge about DNN models (e.g., model architectures) However, to date, existing attacks cannot extract detailed model parameters (e.g., weights/biases). In this work, for the first time, we propose an advanced model extraction attack framework DeepSteal that effectively steals DNN weights with the aid of memory side-channel attack. Our proposed DeepSteal comprises two key stages. Firstly, we develop a new weight bit information extraction method, called HammerLeak, through adopting the rowhammer based hardware fault technique as the information leakage vector. HammerLeak leverages several novel system-level techniques tailed for DNN applications to enable fast and efficient weight stealing. Secondly, we propose a novel substitute model training algorithm with Mean Clustering weight penalty, which leverages the partial leaked bit information effectively and generates a substitute prototype of the target victim model. We evaluate this substitute model extraction method on three popular image datasets (e.g., CIFAR-10/100/GTSRB) and four DNN architectures (e.g., ResNet-18/34/Wide-ResNet/VGG-11). The extracted substitute model has successfully achieved more than 90 % test accuracy on deep residual networks for the CIFAR-10 dataset. Moreover, our extracted substitute model could also generate effective adversarial input samples to fool the victim model.
We propose a new problem setting to study the sequential interactions between a recommender system and a user. Instead of assuming the user is omniscient, static, and explicit, as the classical practice does, we sketch a more realistic user behavior model, under which the user: 1) rejects recommendations if they are clearly worse than others; 2) updates her utility estimation based on rewards from her accepted recommendations; 3) withholds realized rewards from the system. We formulate the interactions between the system and such an explorative user in a $K$-armed bandit framework and study the problem of learning the optimal recommendation on the system side. We show that efficient system learning is still possible but is more difficult. In particular, the system can identify the best arm with probability at least $1-\delta$ within $O(1/\delta)$ interactions, and we prove this is tight. Our finding contrasts the result for the problem of best arm identification with fixed confidence, in which the best arm can be identified with probability $1-\delta$ within $O(\log(1/\delta))$ interactions. This gap illustrates the inevitable cost the system has to pay when it learns from an explorative user's revealed preferences on its recommendations rather than from the realized rewards.
Recently developed adversarial weight attack, a.k.a. bit-flip attack (BFA), has shown enormous success in compromising Deep Neural Network (DNN) performance with an extremely small amount of model parameter perturbation. To defend against this threat, we propose RA-BNN that adopts a complete binary (i.e., for both weights and activation) neural network (BNN) to significantly improve DNN model robustness (defined as the number of bit-flips required to degrade the accuracy to as low as a random guess). However, such an aggressive low bit-width model suffers from poor clean (i.e., no attack) inference accuracy. To counter this, we propose a novel and efficient two-stage network growing method, named Early-Growth. It selectively grows the channel size of each BNN layer based on channel-wise binary masks training with Gumbel-Sigmoid function. Apart from recovering the inference accuracy, our RA-BNN after growing also shows significantly higher resistance to BFA. Our evaluation of the CIFAR-10 dataset shows that the proposed RA-BNN can improve the clean model accuracy by ~2-8 %, compared with a baseline BNN, while simultaneously improving the resistance to BFA by more than 125 x. Moreover, on ImageNet, with a sufficiently large (e.g., 5,000) amount of bit-flips, the baseline BNN accuracy drops to 4.3 % from 51.9 %, while our RA-BNN accuracy only drops to 37.1 % from 60.9 % (9 % clean accuracy improvement).
Combinatorial optimization problem (COP) over graphs is a fundamental challenge in optimization. Reinforcement learning (RL) has recently emerged as a new framework to tackle these problems and has demonstrated promising results. However, most RL solutions employ a greedy manner to construct the solution incrementally, thus inevitably pose unnecessary dependency on action sequences and need a lot of problem-specific designs. We propose a general RL framework that not only exhibits state-of-the-art empirical performance but also generalizes to a variety class of COPs. Specifically, we define state as a solution to a problem instance and action as a perturbation to this solution. We utilize graph neural networks (GNN) to extract latent representations for given problem instances for state-action encoding, and then apply deep Q-learning to obtain a policy that gradually refines the solution by flipping or swapping vertex labels. Experiments are conducted on Maximum $k$-Cut and Traveling Salesman Problem and performance improvement is achieved against a set of learning-based and heuristic baselines.
Machine learning (ML) algorithms may be susceptible to being gamed by individuals with knowledge of the algorithm (a.k.a. Goodhart's law). Such concerns have motivated a surge of recent work on strategic classification where each data point is a self-interested agent and may strategically manipulate his features to induce a more desirable classification outcome for himself. Previous works assume agents have homogeneous preferences and all equally prefer the positive label. This paper generalizes strategic classification to settings where different data points may have different preferences over the classification outcomes. Besides a richer model, this generalization allows us to include evasion attacks in adversarial ML also as a special case of our model where positive [resp. negative] data points prefer the negative [resp. positive] label, and thus for the first time allows strategic and adversarial learning to be studied under the same framework. We introduce the strategic VC-dimension (SVC), which captures the PAC-learnability of a hypothesis class in our general strategic setup. SVC generalizes the notion of adversarial VC-dimension (AVC) introduced recently by Cullina et al. arXiv:1806.01471. We then instantiate our framework for arguably the most basic hypothesis class, i.e., linear classifiers. We fully characterize the statistical learnability of linear classifiers by pinning down its SVC and the computational tractability by pinning down the complexity of the empirical risk minimization problem. Our bound of SVC for linear classifiers also strictly generalizes the AVC bound for linear classifiers in arXiv:1806.01471. Finally, we briefly study the power of randomization in our strategic classification setup. We show that randomization may strictly increase the accuracy in general, but will not help in the special case of adversarial classification under evasion attacks.
Deep Neural Network (DNN) attacks have mostly been conducted through adversarial input example generation. Recent work on adversarial attack of DNNweights, especially, Bit-Flip based adversarial weight Attack (BFA) has proved to be very powerful. BFA is an un-targeted attack that can classify all inputs into a random output class by flipping a very small number of weight bits stored in computer memory. This paper presents the first work on targeted adversarial weight attack for quantized DNN models. Specifically, we propose Targeted variants of BFA (T-BFA), which can intentionally mislead selected inputs to a target output class. The objective is achieved by identifying the weight bits that are highly associated with the classification of a targeted output through a novel class-dependant weight bit ranking algorithm. T-BFA performance has been successfully demonstrated on multiple network architectures for the image classification task. For example, by merely flipping 27 (out of 88 million) weight bits, T-BFA can misclassify all the images in Ibex class into Proboscis Monkey class (i.e., 100% attack success rate) on ImageNet dataset, while maintaining 59.35% validation accuracy on ResNet-18.