Goto

Collaborating Authors

 Genre



Understanding Deep Gradient Leakage via Inversion Influence Functions

Neural Information Processing Systems

Deep Gradient Leakage (DGL) is a highly effective attack that recovers private training images from gradient vectors. This attack casts significant privacy challenges on distributed learning from clients with sensitive data, where clients are required to share gradients. Defending against such attacks requires but lacks an understanding of when and how privacy leakage happens, mostly because of the black-box nature of deep networks. In this paper, we propose a novel Inversion Influence Function (I2F) that establishes a closed-form connection between the recovered images and the private gradients by implicitly solving the DGL problem. Compared to directly solving DGL, I2F is scalable for analyzing deep networks, requiring only oracle access to gradients and Jacobian-vector products. We empirically demonstrate that I2F effectively approximated the DGL generally on different model architectures, datasets, modalities, attack implementations, and perturbation-based defenses. With this novel tool, we provide insights into effective gradient perturbation directions, the unfairness of privacy protection, and privacy-preferred model initialization.


Online Multi-Armed Bandits with Adaptive Inference

Neural Information Processing Systems

During online decision making in multi-armed bandits, one needs to conduct inference on the true mean reward of each arm based on data collected so far at each step. However, since the arms are adaptively selected-thereby yielding non-i.i.d.


Revisiting Graph Contrastive Learning from the Perspective of Graph Spectrum

Neural Information Processing Systems

Graph Contrastive Learning (GCL), learning the node representations by augmenting graphs, has attracted considerable attentions. Despite the proliferation of various graph augmentation strategies, some fundamental questions still remain unclear: what information is essentially encoded into the learned representations by GCL? Are there some general graph augmentation rules behind different augmentations? If so, what are they and what insights can they bring? In this paper, we answer these questions by establishing the connection between GCL and graph spectrum. By an experimental investigation in spectral domain, we firstly find the General grAph augMEntation (GAME) rule for GCL, i.e., the difference of the high-frequency parts between two augmented graphs should be larger than that of low-frequency parts. This rule reveals the fundamental principle to revisit the current graph augmentations and design new effective graph augmentations. Then we theoretically prove that GCL is able to learn the invariance information by contrastive invariance theorem, together with our GAME rule, for the first time, we uncover that the learned representations by GCL essentially encode the low-frequency information, which explains why GCL works. Guided by this rule, we propose a spectral graph contrastive learning module (SpCo1), which is a general and GCL-friendly plug-in. We combine it with different existing GCL models, and extensive experiments well demonstrate that it can further improve the performances of a wide variety of different GCL methods.


DivBO: Diversity-aware CASH for Ensemble Learning

Neural Information Processing Systems

The Combined Algorithm Selection and Hyperparameters optimization (CASH) problem is one of the fundamental problems in Automated Machine Learning (AutoML). Motivated by the success of ensemble learning, recent AutoML systems build post-hoc ensembles to output the final predictions instead of using the best single learner. However, while most CASH methods focus on searching for a single learner with the best performance, they neglect the diversity among base learners (i.e., they may suggest similar configurations to previously evaluated ones), which is also a crucial consideration when building an ensemble. To tackle this issue and further enhance the ensemble performance, we propose DivBO, a diversity-aware framework to inject explicit search of diversity into the CASH problems. In the framework, we propose to use a diversity surrogate to predict the pair-wise diversity of two unseen configurations. Furthermore, we introduce a temporary pool and a weighted acquisition function to guide the search of both performance and diversity based on Bayesian optimization. Empirical results on 15 public datasets show that DivBO achieves the best average ranks (1.82 and 1.73) on both validation and test errors among 10 compared methods, including post-hoc designs in recent AutoML systems and state-of-the-art baselines for ensemble learning on CASH problems.


ScenarioNet: Open-Source Platform for Large-Scale Traffic Scenario Simulation and Modeling

Neural Information Processing Systems

Large-scale driving datasets such as Waymo Open Dataset and nuScenes substantially accelerate autonomous driving research, especially for perception tasks such as 3D detection and trajectory forecasting. Since the driving logs in these datasets contain HD maps and detailed object annotations that accurately reflect the realworld complexity of traffic behaviors, we can harvest a massive number of complex traffic scenarios and recreate their digital twins in simulation. Compared to the handcrafted scenarios often used in existing simulators, data-driven scenarios collected from the real world can facilitate many research opportunities in machine learning and autonomous driving.



Enhancing Robot Program Synthesis Through Environmental Context

Neural Information Processing Systems

Program synthesis aims to automatically generate an executable program that conforms to the given specification. Recent advancements have demonstrated that deep neural methodologies and large-scale pretrained language models are highly proficient in capturing program semantics. For robot programming, prior works have facilitated program synthesis by incorporating global environments. However, the assumption of acquiring a comprehensive understanding of the entire environment is often excessively challenging to achieve. In this work, we present a framework that learns to synthesize a program by rectifying potentially erroneous code segments, with the aid of partially observed environments. To tackle the issue of inadequate attention to partial observations, we propose to first learn an environment embedding space that can implicitly evaluate the impacts of each program token based on the precondition. Furthermore, by employing a graph structure, the model can aggregate both environmental and syntactic information flow and furnish smooth program rectification guidance. Extensive experimental evaluations and ablation studies on the partially observed VizDoom domain authenticate that our method offers superior generalization capability across various tasks and greater robustness when encountering noises.


Results

Neural Information Processing Systems

In this section we prove the theoretical results around the dual curriculum game and use these results to show approximation bounds for our methods, given that they have reached a Nash equilibrium (NE). The first theorem is the main result that allows us to analyze dual curriculum games. The high-level result says that the NE of a dual curriculum game are approximate NE of the base game from the perspective of any of the individual players, or from the perspective of the joint strategy. Let Bbe the maximum difference between U1t and U2t, and let (π,θ1,θ2) be a NE for G. Then (π,pθ1 + (1 p)θ2) is an approximate NE for the base game with either teacher or for a teacher optimizing their joint objective. More precisely, it is a 2Bp(1 p)-approximate NE when Ut = pU1t + (1 p)U2t, a 2B(1 p)-approximate NE when Ut = U1t, and a 2Bp-approximate NE when Ut = U2t. At a high level, this is true because, for low values of p, the best-response strategies for the individual players can be thought of as approximate-best response strategies for the joint-player, and vis-versa. Since the Nash Equilibrium consists of each of the players playing their own best response, they must be playing an approximate best response for the joint-player. We provide a formal proof below: Proof. Let B be the maximum difference between U1t and U2t, and let (π,θ1,θ2) be a Nash Equilibrium for G. Then consider pθ1 + (1 p)θ2 as a strategy in the base game for the joint player pU1t + (1 p)U2t.