We study the communication complexity of distributed multi-armed bandits (MAB) and distributed linear bandits for regret minimization. We propose communication protocols that achieve near-optimal regret bounds and result in optimal speed-up under mild conditions. We measure the communication cost of protocols by the total number of communicated numbers. For multi-armed bandits, we give two protocols that require little communication cost, one is independent of the time horizon $ T $ and the other is independent of the number of arms $ K $. In particular, for a distributed $K$-armed bandit with $M$ agents, our protocols achieve near-optimal regret $O(\sqrt{MKT\log T})$ with $O\left(M\log T\right)$ and $O\left(MK\log M\right)$ communication cost respectively. We also propose two protocols for $d$-dimensional distributed linear bandits that achieve near-optimal regret with $O(M^{1.5}d^3)$ and $O\left((Md+d\log\log d)\log T\right)$ communication cost respectively. The communication cost can be independent of $T$, or almost linear in $d$.
We present a method for compositing virtual objects into a photograph such that the object colors appear to have been processed by the photo's camera imaging pipeline. Compositing in such a camera-aware manner is essential for high realism, and it requires the color transformation in the photo's pipeline to be inferred, which is challenging due to the inherent one-to-many mapping that exists from a scene to a photo. To address this problem for the case of a single photo taken from an unknown camera, we propose a dual-learning approach in which the reverse color transformation (from the photo to the scene) is jointly estimated. Learning of the reverse transformation is used to facilitate learning of the forward mapping, by enforcing cycle consistency of the two processes. We additionally employ a feature sharing schema to extract evidence from the target photo in the reverse mapping to guide the forward color transformation. Our dual-learning approach achieves object compositing results that surpass those of alternative techniques.
A fundamental question in reinforcement learning is whether model-free algorithms are sample efficient. Recently, Jin et al. \cite{jin2018q} proposed a Q-learning algorithm with UCB exploration policy, and proved it has nearly optimal regret bound for finite-horizon episodic MDP. In this paper, we adapt Q-learning with UCB-exploration bonus to infinite-horizon MDP with discounted rewards \emph{without} accessing a generative model. We show that the \textit{sample complexity of exploration} of our algorithm is bounded by $\tilde{O}({\frac{SA}{\epsilon^2(1-\gamma)^7}})$. This improves the previously best known result of $\tilde{O}({\frac{SA}{\epsilon^4(1-\gamma)^8}})$ in this setting achieved by delayed Q-learning \cite{strehl2006pac}, and matches the lower bound in terms of $\epsilon$ as well as $S$ and $A$ except for logarithmic factors.
Gradient descent finds a global minimum in training deep neural networks despite the objective function being non-convex. The current paper proves gradient descent achieves zero training loss in polynomial time for a deep over-parameterized neural network with residual connections (ResNet). Our analysis relies on the particular structure of the Gram matrix induced by the neural network architecture. This structure allows us to show the Gram matrix is stable throughout the training process and this stability implies the global optimality of the gradient descent algorithm. We further extend our analysis to deep residual convolutional neural networks and obtain a similar convergence result.
It is widely believed that learning good representations is one of the main reasons for the success of deep neural networks. Although highly intuitive, there is a lack of theory and systematic approach quantitatively characterizing what representations do deep neural networks learn. In this work, we move a tiny step towards a theory and better understanding of the representations. Specifically, we study a simpler problem: How similar are the representations learned by two networks with identical architecture but trained from different initializations. We develop a rigorous theory based on the neuron activation subspace match model. The theory gives a complete characterization of the structure of neuron activation subspace matches, where the core concepts are maximum match and simple match which describe the overall and the finest similarity between sets of neurons in two networks respectively. We also propose efficient algorithms to find the maximum match and simple matches. Finally, we conduct extensive experiments using our algorithms. Experimental results suggest that, surprisingly, representations learned by the same convolutional layers of networks trained from different initializations are not as similar as prevalently expected, at least in terms of subspace match.
By injecting adversarial examples into training data, the adversarial training method is promising for improving the robustness of deep learning models. However, most existing adversarial training approaches are based on a specific type of adversarial attack. It may not provide sufficiently representative samples from the adversarial domain, leading to a weak generalization ability on adversarial examples from other attacks. To scale to large datasets, perturbations on inputs to generate adversarial examples are usually crafted using fast single-step attacks. This work is mainly focused on the adversarial training with the single-step yet efficient FGSM adversary. In this scenario, it is difficult to train a model with great generalization due to the lack of representative adversarial samples, aka the samples are unable to accurately reflect the adversarial domain. To alleviate this problem, we propose a novel Adversarial Training with Domain Adaptation (ATDA) method. Our intuition is regarding adversarial training on FGSM adversary as a domain adaption task with limited number of target domain samples. The main idea is to learn a representation that is semantically meaningful and domain invariant on the clean domain as well as the adversarial domain. Empirical evaluations on Fashion-MNIST, SVHN, CIFAR-10 and CIFAR-100 demonstrate that ATDA can greatly improve the generalization of adversarial training and outperforms state-of-the-art methods on standard benchmark datasets.
Zero-shot learning (ZSL) aims to transfer knowledge from seen classes to unseen ones so that the latter can be recognised without any training samples. This is made possible by learning a projection function between a feature space and a semantic space (e.g. attribute space). Considering the seen and unseen classes as two domains, a big domain gap often exists which challenges ZSL. Inspired by the fact that an unseen class is not exactly `unseen' if it belongs to the same superclass as a seen class, we propose a novel inductive ZSL model that leverages superclasses as the bridge between seen and unseen classes to narrow the domain gap. Specifically, we first build a class hierarchy of multiple superclass layers and a single class layer, where the superclasses are automatically generated by data-driven clustering over the semantic representations of all seen and unseen class names. We then exploit the superclasses from the class hierarchy to tackle the domain gap challenge in two aspects: deep feature learning and projection function learning. First, to narrow the domain gap in the feature space, we integrate a recurrent neural network (RNN) defined with the superclasses into a convolutional neural network (CNN), in order to enforce the superclass hierarchy. Second, to further learn a transferrable projection function for ZSL, a novel projection function learning method is proposed by exploiting the superclasses to align the two domains. Importantly, our transferrable feature and projection learning methods can be easily extended to a closely related task -- few-shot learning (FSL). Extensive experiments show that the proposed model significantly outperforms the state-of-the-art alternatives in both ZSL and FSL tasks.
Continuous word representation (aka word embedding) is a basic building block in many neural network-based models used in natural language processing tasks. Although it is widely accepted that words with similar semantics should be close to each other in the embedding space, we find that word embeddings learned in several tasks are biased towards word frequency: the embeddings of high-frequency and low-frequency words lie in different subregions of the embedding space, and the embedding of a rare word and a popular word can be far from each other even if they are semantically similar. This makes learned word embeddings ineffective, especially for rare words, and consequently limits the performance of these neural network models. In this paper, we develop a neat, simple yet effective way to learn \emph{FRequency-AGnostic word Embedding} (FRAGE) using adversarial training. We conducted comprehensive studies on ten datasets across four natural language processing tasks, including word similarity, language modeling, machine translation and text classification. Results show that with FRAGE, we achieve higher performance than the baselines in all tasks.
Fine-grained classification is challenging due to the difficulty of finding discriminative features. Finding those subtle traits that fully characterize the object is not straightforward. To handle this circumstance, we propose a novel self-supervision mechanism to effectively localize informative regions without the need of bounding-box/part annotations. Our model, termed NTS-Net for Navigator-Teacher-Scrutinizer Network, consists of a Navigator agent, a Teacher agent and a Scrutinizer agent. In consideration of intrinsic consistency between informativeness of the regions and their probability being ground-truth class, we design a novel training paradigm, which enables Navigator to detect most informative regions under the guidance from Teacher. After that, the Scrutinizer scrutinizes the proposed regions from Navigator and makes predictions. Our model can be viewed as a multi-agent cooperation, wherein agents benefit from each other, and make progress together. NTS-Net can be trained end-to-end, while provides accurate fine-grained classification predictions as well as highly informative regions during inference. We achieve state-of-the-art performance in extensive benchmark datasets.
Long Short-Term Memory (LSTM) is one of the most widely used recurrent structures in sequence modeling. It aims to use gates to control information flow (e.g., whether to skip some information or not) in the recurrent computations, although its practical implementation based on soft gates only partially achieves this goal. In this paper, we propose a new way for LSTM training, which pushes the output values of the gates towards 0 or 1. By doing so, we can better control the information flow: the gates are mostly open or closed, instead of in a middle state, which makes the results more interpretable. Empirical studies show that (1) Although it seems that we restrict the model capacity, there is no performance drop: we achieve better or comparable performances due to its better generalization ability; (2) The outputs of gates are not sensitive to their inputs: we can easily compress the LSTM unit in multiple ways, e.g., low-rank approximation and low-precision approximation. The compressed models are even better than the baseline models without compression.