Decision-making pipelines are generally characterized by tradeoffs among various risk functions. It is often desirable to manage such tradeoffs in a data-adaptive manner. As we demonstrate, if this is done naively, state-of-the art uncertainty quantification methods can lead to significant violations of putative risk guarantees. To address this issue, we develop methods that permit valid control of risk when threshold and tradeoff parameters are chosen adaptively. Our methodology supports monotone and nearly-monotone risks, but otherwise makes no distributional assumptions. To illustrate the benefits of our approach, we carry out numerical experiments on synthetic data and the large-scale vision dataset MS-COCO.
The evaluation of machine learning models using human-labeled validation data can be expensive and time-consuming. AI-labeled synthetic data can be used to decrease the number of human annotations required for this purpose in a process called autoevaluation. We suggest efficient and statistically principled algorithms for this purpose that improve sample efficiency while remaining unbiased. These algorithms increase the effective human-labeled sample size by up to 50% on experiments with GPT-4.
This work considers a repeated principal-agent bandit game, where the principal can only interact with her environment through the agent. The principal and the agent have misaligned objectives and the choice of action is only left to the agent. However, the principal can influence the agent's decisions by offering incentives which add up to his rewards. The principal aims to iteratively learn an incentive policy to maximize her own total utility. This framework extends usual bandit problems and is motivated by several practical applications, such as healthcare or ecological taxation, where traditionally used mechanism design theories often overlook the learning aspect of the problem. We present nearly optimal (with respect to a horizon $T$) learning algorithms for the principal's regret in both multi-armed and linear contextual settings. Finally, we support our theoretical guarantees through numerical experiments.
Reinforcement Learning from Human Feedback (RLHF) is a pivotal technique that aligns language models closely with human-centric values. The initial phase of RLHF involves learning human values using a reward model from ranking data. It is observed that the performance of the reward model degrades after one epoch of training, and optimizing too much against the learned reward model eventually hinders the true objective. This paper delves into these issues, leveraging the theoretical insights to design improved reward learning algorithm termed 'Iterative Data Smoothing' (IDS). The core idea is that during each training epoch, we not only update the model with the data, but also update the date using the model, replacing hard labels with soft labels. Our empirical findings highlight the superior performance of this approach over the traditional methods.
We study statistical watermarking by formulating it as a hypothesis testing problem, a general framework which subsumes all previous statistical watermarking methods. Key to our formulation is a coupling of the output tokens and the rejection region, realized by pseudo-random generators in practice, that allows non-trivial trade-off between the Type I error and Type II error. We characterize the Uniformly Most Powerful (UMP) watermark in this context. In the most common scenario where the output is a sequence of $n$ tokens, we establish matching upper and lower bounds on the number of i.i.d. tokens required to guarantee small Type I and Type II errors. Our rate scales as $\Theta(h^{-1} \log (1/h))$ with respect to the average entropy per token $h$ and thus greatly improves the $O(h^{-2})$ rate in the previous works. For scenarios where the detector lacks knowledge of the model's distribution, we introduce the concept of model-agnostic watermarking and establish the minimax bounds for the resultant increase in Type II error. Moreover, we formulate the robust watermarking problem where user is allowed to perform a class of perturbation on the generated texts, and characterize the optimal type II error of robust UMP tests via a linear programming problem. To the best of our knowledge, this is the first systematic statistical treatment on the watermarking problem with near-optimal rates in the i.i.d. setting, and might be of interest for future works.
Recent developments in domains such as non-local games, quantum interactive proofs, and quantum generative adversarial networks have renewed interest in quantum game theory and, specifically, quantum zero-sum games. Central to classical game theory is the efficient algorithmic computation of Nash equilibria, which represent optimal strategies for both players. In 2008, Jain and Watrous proposed the first classical algorithm for computing equilibria in quantum zero-sum games using the Matrix Multiplicative Weight Updates (MMWU) method to achieve a convergence rate of $\mathcal{O}(d/\epsilon^2)$ iterations to $\epsilon$-Nash equilibria in the $4^d$-dimensional spectraplex. In this work, we propose a hierarchy of quantum optimization algorithms that generalize MMWU via an extra-gradient mechanism. Notably, within this proposed hierarchy, we introduce the Optimistic Matrix Multiplicative Weights Update (OMMWU) algorithm and establish its average-iterate convergence complexity as $\mathcal{O}(d/\epsilon)$ iterations to $\epsilon$-Nash equilibria. This quadratic speed-up relative to Jain and Watrous' original algorithm sets a new benchmark for computing $\epsilon$-Nash equilibria in quantum zero-sum games.
Online gradient descent (OGD) is well known to be doubly optimal under strong convexity or monotonicity assumptions: (1) in the single-agent setting, it achieves an optimal regret of $\Theta(\log T)$ for strongly convex cost functions; and (2) in the multi-agent setting of strongly monotone games, with each agent employing OGD, we obtain last-iterate convergence of the joint action to a unique Nash equilibrium at an optimal rate of $\Theta(\frac{1}{T})$. While these finite-time guarantees highlight its merits, OGD has the drawback that it requires knowing the strong convexity/monotonicity parameters. In this paper, we design a fully adaptive OGD algorithm, \textsf{AdaOGD}, that does not require a priori knowledge of these parameters. In the single-agent setting, our algorithm achieves $O(\log^2(T))$ regret under strong convexity, which is optimal up to a log factor. Further, if each agent employs \textsf{AdaOGD} in strongly monotone games, the joint action converges in a last-iterate sense to a unique Nash equilibrium at a rate of $O(\frac{\log^3 T}{T})$, again optimal up to log factors. We illustrate our algorithms in a learning version of the classical newsvendor problem, where due to lost sales, only (noisy) gradient feedback can be observed. Our results immediately yield the first feasible and near-optimal algorithm for both the single-retailer and multi-retailer settings. We also extend our results to the more general setting of exp-concave cost functions and games, using the online Newton step (ONS) algorithm.
Kernel-based optimal transport (OT) estimators offer an alternative, functional estimation procedure to address OT problems from samples. Recent works suggest that these estimators are more statistically efficient than plug-in (linear programming-based) OT estimators when comparing probability measures in high-dimensions~\citep{Vacher-2021-Dimension}. Unfortunately, that statistical benefit comes at a very steep computational price: because their computation relies on the short-step interior-point method (SSIPM), which comes with a large iteration count in practice, these estimators quickly become intractable w.r.t. sample size $n$. To scale these estimators to larger $n$, we propose a nonsmooth fixed-point model for the kernel-based OT problem, and show that it can be efficiently solved via a specialized semismooth Newton (SSN) method: We show, exploring the problem's structure, that the per-iteration cost of performing one SSN step can be significantly reduced in practice. We prove that our SSN method achieves a global convergence rate of $O(1/\sqrt{k})$, and a local quadratic convergence rate under standard regularity conditions. We show substantial speedups over SSIPM on both synthetic and real datasets.
We introduce Conformal Decision Theory, a framework for producing safe autonomous decisions despite imperfect machine learning predictions. Examples of such decisions are ubiquitous, from robot planning algorithms that rely on pedestrian predictions, to calibrating autonomous manufacturing to exhibit high throughput and low error, to the choice of trusting a nominal policy versus switching to a safe backup policy at run-time. The decisions produced by our algorithms are safe in the sense that they come with provable statistical guarantees of having low risk without any assumptions on the world model whatsoever; the observations need not be I.I.D. and can even be adversarial. The theory extends results from conformal prediction to calibrate decisions directly, without requiring the construction of prediction sets. Experiments demonstrate the utility of our approach in robot motion planning around humans, automated stock trading, and robot manufacturing.