Education
The Limits of Differential Privacy in Online Learning
Differential privacy (DP) is a formal notion that restricts the privacy leakage of an algorithm when running on sensitive data, in which privacy-utility trade-off is one of the central problems in private data analysis. In this work, we investigate the fundamental limits of differential privacy in online learning algorithms and present evidence that separates three types of constraints: no DP, pure DP, and approximate DP. We first describe a hypothesis class that is online learnable under approximate DP but not online learnable under pure DP under the adaptive adversarial setting. This indicates that approximate DP must be adopted when dealing with adaptive adversaries. We then prove that any private online learner must make an infinite number of mistakes for almost all hypothesis classes.
Reliable learning in challenging environments
The problem of designing learners that provide guarantees that their predictions are provably correct is of increasing importance in machine learning. However, learning theoretic guarantees have only been considered in very specific settings. In this work, we consider the design and analysis of reliable learners in challenging test-time environments as encountered in modern machine learning problems: namely adversarial test-time attacks (in several variations) and natural distribution shifts. In this work, we provide a reliable learner with provably optimal guarantees in such settings. We discuss computationally feasible implementations of the learner and further show that our algorithm achieves strong positive performance guarantees on several natural examples: for example, linear separators under log-concave distributions or smooth boundary classifiers under smooth probability distributions.
Stochastic contextual bandits with graph feedback: from independence number to MAS number
We consider contextual bandits with graph feedback, a class of interactive learning problems with richer structures than vanilla contextual bandits, where taking an action reveals the rewards for all neighboring actions in the feedback graph under all contexts. Unlike the multi-armed bandits setting where a growing literature has painted a near-complete understanding of graph feedback, much remains unexplored in the contextual bandits counterpart. In this paper, we make inroads into this inquiry by establishing a regret lower bound \Omega(\sqrt{\beta_M(G) T}), where M is the number of contexts, G is the feedback graph, and \beta_M(G) is our proposed graph-theoretic quantity that characterizes the fundamental learning limit for this class of problems. Interestingly, \beta_M(G) interpolates between \alpha(G) (the independence number of the graph) and \mathsf{m}(G) (the maximum acyclic subgraph (MAS) number of the graph) as the number of contexts M varies. We also provide algorithms that achieve near-optimal regret for important classes of context sequences and/or feedback graphs, such as transitively closed graphs that find applications in auctions and inventory control.
Task-recency bias strikes back: Adapting covariances in Exemplar-Free Class Incremental Learning
Exemplar-Free Class Incremental Learning (EFCIL) tackles the problem of training a model on a sequence of tasks without access to past data. Existing state-of-the-art methods represent classes as Gaussian distributions in the feature extractor's latent space, enabling Bayes classification or training the classifier by replaying pseudo features. However, we identify two critical issues that compromise their efficacy when the feature extractor is updated on incremental tasks. First, they do not consider that classes' covariance matrices change and must be adapted after each task. Second, they are susceptible to a task-recency bias caused by dimensionality collapse occurring during training. In this work, we propose AdaGauss - a novel method that adapts covariance matrices from task to task and mitigates the task-recency bias owing to the additional anti-collapse loss function.
Multiclass Transductive Online Learning
We consider the problem of multiclass transductive online learning when the number of labels can be unbounded. Previous works by Ben-David et al. [1997] and Hanneke et al. [2024] only consider the case of binary and finite label spaces respectively. The latter work determined that their techniques fail to extend to the case of unbounded label spaces, and they pose the question of characterizing the optimal mistake bound for unbounded label spaces. We answer this question, by showing that a new dimension, termed the Level-constrained Littlestone dimension, characterizes online learnability in this setting. Along the way, we show that the trichotomy of possible minimax rates established by Hanneke et al. [2024] for finite label spaces in the realizable setting continues to hold even when the label space is unbounded.
Online Classification with Predictions
We study online classification when the learner has access to predictions about future examples. We design an online learner whose expected regret is never worse than the worst-case regret, gracefully improves with the quality of the predictions, and can be significantly better than the worst-case regret when the predictions of future examples are accurate. As a corollary, we show that if the learner is always guaranteed to observe data where future examples are easily predictable, then online learning can be as easy as transductive online learning. Our results complement recent work in online algorithms with predictions and smoothed online classification, which go beyond a worse-case analysis by using machine-learned predictions and distributional assumptions respectively.
Recursive Introspection: Teaching Language Model Agents How to Self-Improve
A central piece in enabling intelligent agentic behavior in foundation models is to make them capable of introspecting upon their behavior, reasoning, and correcting their mistakes as more computation or interaction is available. Even the strongest proprietary large language models (LLMs) do not quite exhibit the ability of continually improving their responses sequentially. In this paper, we develop \textbf{RISE:} \textbf{R} ecursive \textbf{I} ntro \textbf{S} p \textbf{E} ction, an approach for fine-tuning LLMs to introduce this capability, despite prior work hypothesizing that this capability may not be possible to attain. Our approach prescribes an iterative fine-tuning procedure, which attempts to teach the model how to alter its response after having executed previously unsuccessful attempts to solve a hard test-time problem, with optionally additional environment feedback. RISE poses fine-tuning for a single-turn prompt as solving a multi-turn Markov decision process (MDP), where the initial state is the prompt.
BanditPAM: Almost Linear Time k-Medoids Clustering via Multi-Armed Bandits
Clustering is a ubiquitous task in data science. Compared to the commonly used k-means clustering, k-medoids clustering requires the cluster centers to be actual data points and supports arbitrary distance metrics, which permits greater interpretability and the clustering of structured objects. Current state-of-the-art k-medoids clustering algorithms, such as Partitioning Around Medoids (PAM), are iterative and are quadratic in the dataset size n for each iteration, being prohibitively expensive for large datasets. We propose BanditPAM, a randomized algorithm inspired by techniques from multi-armed bandits, that reduces the complexity of each PAM iteration from O(n 2) to O(nlogn) and returns the same results with high probability, under assumptions on the data that often hold in practice. As such, BanditPAM matches state-of-the-art clustering loss while reaching solutions much faster.
Is Long Horizon RL More Difficult Than Short Horizon RL?
Learning to plan for long horizons is a central challenge in episodic reinforcement learning problems. A fundamental question is to understand how the difficulty of the problem scales as the horizon increases. Here the natural measure of sample complexity is a normalized one: we are interested in the \emph{number of episodes} it takes to provably discover a policy whose value is \varepsilon near to that of the optimal value, where the value is measured by the \emph{normalized} cumulative reward in each episode. In a COLT 2018 open problem, Jiang and Agarwal conjectured that, for tabular, episodic reinforcement learning problems, there exists a sample complexity lower bound which exhibits a polynomial dependence on the horizon --- a conjecture which is consistent with all known sample complexity upper bounds. This work refutes this conjecture, proving that tabular, episodic reinforcement learning is possible with a sample complexity that scales only \emph{logarithmically} with the planning horizon.
Do's and Don'ts: Learning Desirable Skills with Instruction Videos
Unsupervised skill discovery is a learning paradigm that aims to acquire diverse behaviors without explicit rewards. However, it faces challenges in learning complex behaviors and often leads to learning unsafe or undesirable behaviors. For instance, in various continuous control tasks, current unsupervised skill discovery methods succeed in learning basic locomotions like standing but struggle with learning more complex movements such as walking and running. Moreover, they may acquire unsafe behaviors like tripping and rolling or navigate to undesirable locations such as pitfalls or hazardous areas. In response, we present DoDont (Do's and Dont's), an instruction-based skill discovery algorithm composed of two stages.