Conservative mechanism is a desirable property in decision-making problems which balance the tradeoff between the exploration and exploitation. We propose the novel \emph{conservative contextual combinatorial cascading bandit ($C^4$-bandit)}, a cascading online learning game which incorporates the conservative mechanism. At each time step, the learning agent is given some contexts and has to recommend a list of items but not worse than the base strategy and then observes the reward by some stopping rules. We design the $C^4$-UCB algorithm to solve the problem and prove its n-step upper regret bound for two situations: known baseline reward and unknown baseline reward. The regret in both situations can be decomposed into two terms: (a) the upper bound for the general contextual combinatorial cascading bandit; and (b) a constant term for the regret from the conservative mechanism. We also improve the bound of the conservative contextual combinatorial bandit as a by-product. Experiments on synthetic data demonstrate its advantages and validate our theoretical analysis.
Recent development of Under-Display Camera (UDC) systems provides a true bezel-less and notch-free viewing experience on smartphones (and TV, laptops, tablets), while allowing images to be captured from the selfie camera embedded underneath. In a typical UDC system, the microstructure of the semi-transparent organic light-emitting diode (OLED) pixel array attenuates and diffracts the incident light on the camera, resulting in significant image quality degradation. Oftentimes, noise, flare, haze, and blur can be observed in UDC images. In this work, we aim to analyze and tackle the aforementioned degradation problems. We define a physics-based image formation model to better understand the degradation. In addition, we utilize one of the world's first commodity UDC smartphone prototypes to measure the real-world Point Spread Function (PSF) of the UDC system, and provide a model-based data synthesis pipeline to generate realistically degraded images. We specially design a new domain knowledge-enabled Dynamic Skip Connection Network (DISCNet) to restore the UDC images. We demonstrate the effectiveness of our method through extensive experiments on both synthetic and real UDC data. Our physics-based image formation model and proposed DISCNet can provide foundations for further exploration in UDC image restoration, and even for general diffraction artifact removal in a broader sense.
Modern information retrieval systems, including web search, ads placement, and recommender systems, typically rely on learning from user feedback. Click models, which study how users interact with a ranked list of items, provide a useful understanding of user feedback for learning ranking models. Constructing "right" dependencies is the key of any successful click model. However, probabilistic graphical models (PGMs) have to rely on manually assigned dependencies, and oversimplify user behaviors. Existing neural network based methods promote PGMs by enhancing the expressive ability and allowing flexible dependencies, but still suffer from exposure bias and inferior estimation. In this paper, we propose a novel framework, Adversarial Imitation Click Model (AICM), based on imitation learning. Firstly, we explicitly learn the reward function that recovers users' intrinsic utility and underlying intentions. Secondly, we model user interactions with a ranked list as a dynamic system instead of one-step click prediction, alleviating the exposure bias problem. Finally, we minimize the JS divergence through adversarial training and learn a stable distribution of click sequences, which makes AICM generalize well across different distributions of ranked lists. A theoretical analysis has indicated that AICM reduces the exposure bias from $O(T^2)$ to $O(T)$. Our studies on a public web search dataset show that AICM not only outperforms state-of-the-art models in traditional click metrics but also achieves superior performance in addressing the exposure bias and recovering the underlying patterns of click sequences.
Modern one-stage video instance segmentation networks suffer from two limitations. First, convolutional features are neither aligned with anchor boxes nor with ground-truth bounding boxes, reducing the mask sensitivity to spatial location. Second, a video is directly divided into individual frames for frame-level instance segmentation, ignoring the temporal correlation between adjacent frames. To address these issues, we propose a simple yet effective one-stage video instance segmentation framework by spatial calibration and temporal fusion, namely STMask. To ensure spatial feature calibration with ground-truth bounding boxes, we first predict regressed bounding boxes around ground-truth bounding boxes, and extract features from them for frame-level instance segmentation. To further explore temporal correlation among video frames, we aggregate a temporal fusion module to infer instance masks from each frame to its adjacent frames, which helps our framework to handle challenging videos such as motion blur, partial occlusion and unusual object-to-camera poses. Experiments on the YouTube-VIS valid set show that the proposed STMask with ResNet-50/-101 backbone obtains 33.5 % / 36.8 % mask AP, while achieving 28.6 / 23.4 FPS on video instance segmentation. The code is released online https://github.com/MinghanLi/STMask.
In this paper, the circle formation control problem is addressed for a group of cooperative underactuated fish-like robots involving unknown nonlinear dynamics and disturbances. Based on the reinforcement learning and cognitive consistency theory, we propose a decentralized controller without the knowledge of the dynamics of the fish-like robots. The proposed controller can be transferred from simulation to reality. It is only trained in our established simulation environment, and the trained controller can be deployed to real robots without any manual tuning. Simulation results confirm that the proposed model-free robust formation control method is scalable with respect to the group size of the robots and outperforms other representative RL algorithms. Several experiments in the real world verify the effectiveness of our RL-based approach for circle formation control.
We study the problem of combinatorial multi-armed bandits (CMAB) under strategic manipulations of rewards, where each arm can modify the emitted reward signals for its own interest. Our setting elaborates a more realistic model of adaptive arms that imposes relaxed assumptions compared to adversarial corruptions and adversarial attacks. Algorithms designed under strategic arms gain robustness in real applications while avoiding being overcautious and hampering the performance. We bridge the gap between strategic manipulations and adversarial attacks by investigating the optimal colluding strategy among arms under the MAB problem. We then propose a strategic variant of the combinatorial UCB algorithm, which has a regret of at most $O(m\log T + m B_{max})$ under strategic manipulations, where $T$ is the time horizon, $m$ is the number of arms, and $B_{max}$ is the maximum budget. We further provide lower bounds on the strategic budgets for attackers to incur certain regret of the bandit algorithm. Extensive experiments corroborate our theoretical findings on robustness and regret bounds, in a variety of regimes of manipulation budgets.
Pose based hand gesture recognition has been widely studied in the recent years. Compared with full body action recognition, hand gesture involves joints that are more spatially closely distributed with stronger collaboration. This nature requires a different approach from action recognition to capturing the complex spatial features. Many gesture categories, such as "Grab" and "Pinch", have very similar motion or temporal patterns posing a challenge on temporal processing. To address these challenges, this paper proposes a two-stream neural network with one stream being a self-attention based graph convolutional network (SAGCN) extracting the short-term temporal information and hierarchical spatial information, and the other being a residual-connection enhanced bidirectional Independently Recurrent Neural Network (RBi-IndRNN) for extracting long-term temporal information. The self-attention based graph convolutional network has a dynamic self-attention mechanism to adaptively exploit the relationships of all hand joints in addition to the fixed topology and local feature extraction in the GCN. On the other hand, the residual-connection enhanced Bi-IndRNN extends an IndRNN with the capability of bidirectional processing for temporal modelling. The two streams are fused together for recognition. The Dynamic Hand Gesture dataset and First-Person Hand Action dataset are used to validate its effectiveness, and our method achieves state-of-the-art performance.
The problem of adversarial examples has shown that modern Neural Network (NN) models could be rather fragile. Among the more established techniques to solve the problem, one is to require the model to be {\it $\epsilon$-adversarially robust} (AR); that is, to require the model not to change predicted labels when any given input examples are perturbed within a certain range. However, it is observed that such methods would lead to standard performance degradation, i.e., the degradation on natural examples. In this work, we study the degradation through the regularization perspective. We identify quantities from generalization analysis of NNs; with the identified quantities we empirically find that AR is achieved by regularizing/biasing NNs towards less confident solutions by making the changes in the feature space (induced by changes in the instance space) of most layers smoother uniformly in all directions; so to a certain extent, it prevents sudden change in prediction w.r.t. perturbations. However, the end result of such smoothing concentrates samples around decision boundaries, resulting in less confident solutions, and leads to worse standard performance. Our studies suggest that one might consider ways that build AR into NNs in a gentler way to avoid the problematic regularization.