In view of its power in extracting feature representation, contrastive self-supervised learning has been successfully integrated into the practice of (deep) reinforcement learning (RL), leading to efficient policy learning in various applications. Despite its tremendous empirical successes, the understanding of contrastive learning for RL remains elusive. To narrow such a gap, we study how RL can be empowered by contrastive learning in a class of Markov decision processes (MDPs) and Markov games (MGs) with low-rank transitions. For both models, we propose to extract the correct feature representations of the low-rank model by minimizing a contrastive loss. Moreover, under the online setting, we propose novel upper confidence bound (UCB)-type algorithms that incorporate such a contrastive loss with online RL algorithms for MDPs or MGs. We further theoretically prove that our algorithm recovers the true representations and simultaneously achieves sample efficiency in learning the optimal policy and Nash equilibrium in MDPs and MGs. We also provide empirical studies to demonstrate the efficacy of the UCB-based contrastive learning method for RL. To the best of our knowledge, we provide the first provably efficient online RL algorithm that incorporates contrastive learning for representation learning. Our codes are available at https://github.com/Baichenjia/Contrastive-UCB.
While single-agent policy optimization in a fixed environment has attracted a lot of research attention recently in the reinforcement learning community, much less is known theoretically when there are multiple agents playing in a potentially competitive environment. We take steps forward by proposing and analyzing new fictitious play policy optimization algorithms for zero-sum Markov games with structured but unknown transitions. We consider two classes of transition structures: factored independent transition and single-controller transition. For both scenarios, we prove tight $\widetilde{\mathcal{O}}(\sqrt{K})$ regret bounds after $K$ episodes in a two-agent competitive game scenario. The regret of each agent is measured against a potentially adversarial opponent who can choose a single best policy in hindsight after observing the full policy sequence. Our algorithms feature a combination of Upper Confidence Bound (UCB)-type optimism and fictitious play under the scope of simultaneous policy optimization in a non-stationary environment. When both players adopt the proposed algorithms, their overall optimality gap is $\widetilde{\mathcal{O}}(\sqrt{K})$.
Stochastic gradient descent (SGD) is the cornerstone of modern machine learning (ML) systems. Despite its computational efficiency, SGD requires random data access that is inherently inefficient when implemented in systems that rely on block-addressable secondary storage such as HDD and SSD, e.g., TensorFlow/PyTorch and in-DB ML systems over large files. To address this impedance mismatch, various data shuffling strategies have been proposed to balance the convergence rate of SGD (which favors randomness) and its I/O performance (which favors sequential access). In this paper, we first conduct a systematic empirical study on existing data shuffling strategies, which reveals that all existing strategies have room for improvement -- they all suffer in terms of I/O performance or convergence rate. With this in mind, we propose a simple but novel hierarchical data shuffling strategy, CorgiPile. Compared with existing strategies, CorgiPile avoids a full data shuffle while maintaining comparable convergence rate of SGD as if a full shuffle were performed. We provide a non-trivial theoretical analysis of CorgiPile on its convergence behavior. We further integrate CorgiPile into PyTorch by designing new parallel/distributed shuffle operators inside a new CorgiPileDataSet API. We also integrate CorgiPile into PostgreSQL by introducing three new physical operators with optimizations. Our experimental results show that CorgiPile can achieve comparable convergence rate with the full shuffle based SGD for both deep learning and generalized linear models. For deep learning models on ImageNet dataset, CorgiPile is 1.5X faster than PyTorch with full data shuffle. For in-DB ML with linear models, CorgiPile is 1.6X-12.8X faster than two state-of-the-art in-DB ML systems, Apache MADlib and Bismarck, on both HDD and SSD.
Dynamic mechanism design studies how mechanism designers should allocate resources among agents in a time-varying environment. We consider the problem where the agents interact with the mechanism designer according to an unknown Markov Decision Process (MDP), where agent rewards and the mechanism designer's state evolve according to an episodic MDP with unknown reward functions and transition kernels. We focus on the online setting with linear function approximation and attempt to recover the dynamic Vickrey-Clarke-Grove (VCG) mechanism over multiple rounds of interaction. A key contribution of our work is incorporating reward-free online Reinforcement Learning (RL) to aid exploration over a rich policy space to estimate prices in the dynamic VCG mechanism. We show that the regret of our proposed method is upper bounded by $\tilde{\mathcal{O}}(T^{2/3})$ and further devise a lower bound to show that our algorithm is efficient, incurring the same $\tilde{\mathcal{O}}(T^{2 / 3})$ regret as the lower bound, where $T$ is the total number of rounds. Our work establishes the regret guarantee for online RL in solving dynamic mechanism design problems without prior knowledge of the underlying model.
Staircases are some of the most common building structures in urban environments. Stair detection is an important task for various applications, including the environmental perception of exoskeleton robots, humanoid robots, and rescue robots and the navigation of visually impaired people. Most existing stair detection algorithms have difficulty dealing with the diversity of stair structure materials, extreme light and serious occlusion. Inspired by human perception, we propose an end-to-end method based on deep learning. Specifically, we treat the process of stair line detection as a multitask involving coarse-grained semantic segmentation and object detection. The input images are divided into cells, and a simple neural network is used to judge whether each cell contains stair lines. For cells containing stair lines, the locations of the stair lines relative to each cell are regressed. Extensive experiments on our dataset show that our method can achieve high performance in terms of both speed and accuracy. A lightweight version can even achieve 300+ frames per second with the same resolution. Our code and dataset will be soon available at GitHub.
Sparse Conditional Random Field (CRF) is a powerful technique in computer vision and natural language processing for structured prediction. However, solving sparse CRFs in large-scale applications remains challenging. In this paper, we propose a novel safe dynamic screening method that exploits an accurate dual optimum estimation to identify and remove the irrelevant features during the training process. Thus, the problem size can be reduced continuously, leading to great savings in the computational cost without sacrificing any accuracy on the finally learned model. To the best of our knowledge, this is the first screening method which introduces the dual optimum estimation technique -- by carefully exploring and exploiting the strong convexity and the complex structure of the dual problem -- in static screening methods to dynamic screening. In this way, we can absorb the advantages of both the static and dynamic screening methods and avoid their drawbacks. Our estimation would be much more accurate than those developed based on the duality gap, which contributes to a much stronger screening rule. Moreover, our method is also the first screening method in sparse CRFs and even structure prediction models. Experimental results on both synthetic and real-world datasets demonstrate that the speedup gained by our method is significant.
To achieve sample efficiency in reinforcement learning (RL), it necessitates efficiently exploring the underlying environment. Under the offline setting, addressing the exploration challenge lies in collecting an offline dataset with sufficient coverage. Motivated by such a challenge, we study the reward-free RL problem, where an agent aims to thoroughly explore the environment without any pre-specified reward function. Then, given any extrinsic reward, the agent computes the policy via a planning algorithm with offline data collected in the exploration phase. Moreover, we tackle this problem under the context of function approximation, leveraging powerful function approximators. Specifically, we propose to explore via an optimistic variant of the value-iteration algorithm incorporating kernel and neural function approximations, where we adopt the associated exploration bonus as the exploration reward. Moreover, we design exploration and planning algorithms for both single-agent MDPs and zero-sum Markov games and prove that our methods can achieve $\widetilde{\mathcal{O}}(1 /\varepsilon^2)$ sample complexity for generating a $\varepsilon$-suboptimal policy or $\varepsilon$-approximate Nash equilibrium when given an arbitrary extrinsic reward. To the best of our knowledge, we establish the first provably efficient reward-free RL algorithm with kernel and neural function approximators.
Crowd counting on the drone platform is an interesting topic in computer vision, which brings new challenges such as small object inference, background clutter and wide viewpoint. However, there are few algorithms focusing on crowd counting on the drone-captured data due to the lack of comprehensive datasets. To this end, we collect a large-scale dataset and organize the Vision Meets Drone Crowd Counting Challenge (VisDrone-CC2020) in conjunction with the 16th European Conference on Computer Vision (ECCV 2020) to promote the developments in the related fields. The collected dataset is formed by $3,360$ images, including $2,460$ images for training, and $900$ images for testing. Specifically, we manually annotate persons with points in each video frame. There are $14$ algorithms from $15$ institutes submitted to the VisDrone-CC2020 Challenge. We provide a detailed analysis of the evaluation results and conclude the challenge. More information can be found at the website: \url{http://www.aiskyeye.com/}.
This paper proposes an image-to-painting translation method that generates vivid and realistic painting artworks with controllable styles. Different from previous image-to-image translation methods that formulate the translation as pixel-wise prediction, we deal with such an artistic creation process in a vectorized environment and produce a sequence of physically meaningful stroke parameters that can be further used for rendering. Since a typical vector render is not differentiable, we design a novel neural renderer which imitates the behavior of the vector renderer and then frame the stroke prediction as a parameter searching process that maximizes the similarity between the input and the rendering output. We explored the zero-gradient problem on parameter searching and propose to solve this problem from an optimal transportation perspective. We also show that previous neural renderers have a parameter coupling problem and we re-design the rendering network with a rasterization network and a shading network that better handles the disentanglement of shape and color. Experiments show that the paintings generated by our method have a high degree of fidelity in both global appearance and local textures. Our method can be also jointly optimized with neural style transfer that further transfers visual style from other images. Our code and animated results are available at \url{https://jiupinjia.github.io/neuralpainter/}.