Education
A Regret-Variance Trade-Off in Online Learning
We consider prediction with expert advice for strongly convex and bounded losses, and investigate trade-offs between regret and variance'' (i.e., squared difference of learner's predictions and best expert predictions).With K experts, the Exponentially Weighted Average (EWA) algorithm is known to achieve O(\log K) regret.We prove that a variant of EWA either achieves a \textsl{negative} regret (i.e., the algorithm outperforms the best expert), or guarantees a O(\log K) bound on \textsl{both} variance and regret.Building on this result, we show several examples of how variance of predictions can be exploited in learning.In the online to batch analysis, we show that a large empirical variance allows to stop the online to batch conversion early and outperform the risk of the best predictor in the class. We also recover the optimal rate of model selection aggregation when we do not consider early stopping.In online prediction with corrupted losses, we show that the effect of corruption on the regret can be compensated by a large variance.In online selective sampling, we design an algorithm that samples less when the variance is large, while guaranteeing the optimal regret bound in expectation.In online learning with abstention, we use a similar term as the variance to derive the first high-probability O(\log K) regret bound in this setting.Finally, we extend our results to the setting of online linear regression.
OFCOURSE: A Multi-Agent Reinforcement Learning Environment for Order Fulfillment
The dramatic growth of global e-commerce has led to a surge in demand for efficient and cost-effective order fulfillment which can increase customers' service levels and sellers' competitiveness. However, managing order fulfillment is challenging due to a series of interdependent online sequential decision-making problems. To clear this hurdle, rather than solving the problems separately as attempted in some recent researches, this paper proposes a method based on multi-agent reinforcement learning to integratively solve the series of interconnected problems, encompassing order handling, packing and pickup, storage, order consolidation, and last-mile delivery. In particular, we model the integrated problem as a Markov game, wherein a team of agents learns a joint policy via interacting with a simulated environment. Since no simulated environment supporting the complete order fulfillment problem exists, we devise Order Fulfillment COoperative mUlti-agent Reinforcement learning Scalable Environment (OFCOURSE) in the OpenAI Gym style, which allows reproduction and re-utilization to build customized applications.
NVFi: Neural Velocity Fields for 3D Physics Learning from Dynamic Videos
In this paper, we aim to model 3D scene dynamics from multi-view videos. Unlike the majority of existing works which usually focus on the common task of novel view synthesis within the training time period, we propose to simultaneously learn the geometry, appearance, and physical velocity of 3D scenes only from video frames, such that multiple desirable applications can be supported, including future frame extrapolation, unsupervised 3D semantic scene decomposition, and dynamic motion transfer. Our method consists of three major components, 1) the keyframe dynamic radiance field, 2) the interframe velocity field, and 3) a joint keyframe and interframe optimization module which is the core of our framework to effectively train both networks. To validate our method, we further introduce two dynamic 3D datasets: 1) Dynamic Object dataset, and 2) Dynamic Indoor Scene dataset. We conduct extensive experiments on multiple datasets, demonstrating the superior performance of our method over all baselines, particularly in the critical tasks of future frame extrapolation and unsupervised 3D semantic scene decomposition.
A Near-Optimal Best-of-Both-Worlds Algorithm for Online Learning with Feedback Graphs
We consider online learning with feedback graphs, a sequential decision-making framework where the learner's feedback is determined by a directed graph over the action set. We present a computationally-efficient algorithm for learning in this framework that simultaneously achieves near-optimal regret bounds in both stochastic and adversarial environments. The bound against oblivious adversaries is \tilde{O} (\sqrt{\alpha T}), where T is the time horizon and \alpha is the independence number of the feedback graph. The bound against stochastic environments is O\big((\ln T) 2 \max_{S\in \mathcal I(G)} \sum_{i \in S} \Delta_i {-1}\big) where \mathcal I(G) is the family of all independent sets in a suitably defined undirected version of the graph and \Delta_i are the suboptimality gaps.The algorithm combines ideas from the EXP3 algorithm for stochastic and adversarial bandits and the EXP3.G algorithm for feedback graphs with a novel exploration scheme. The scheme, which exploits the structure of the graph to reduce exploration, is key to obtain best-of-both-worlds guarantees with feedback graphs.
Learning on the Edge: Online Learning with Stochastic Feedback Graphs
The framework of feedback graphs is a generalization of sequential decision-making with bandit or full information feedback. In this work, we study an extension where the directed feedback graph is stochastic, following a distribution similar to the classical Erdős-Rényi model. Specifically, in each round every edge in the graph is either realized or not with a distinct probability for each edge. Our result, which holds without any preliminary knowledge about \mathcal{G}, requires the learner to observe only the realized out-neighborhood of the chosen action. When the learner is allowed to observe the realization of the entire graph (but only the losses in the out-neighborhood of the chosen action), we derive a more efficient algorithm featuring a dependence on weighted versions of the independence and weak domination numbers that exhibits improved bounds for some special cases.
The least-control principle for local learning at equilibrium
Equilibrium systems are a powerful way to express neural computations. As special cases, they include models of great current interest in both neuroscience and machine learning, such as deep neural networks, equilibrium recurrent neural networks, deep equilibrium models, or meta-learning. Here, we present a new principle for learning such systems with a temporally- and spatially-local rule. Our principle casts learning as a \emph{least-control} problem, where we first introduce an optimal controller to lead the system towards a solution state, and then define learning as reducing the amount of control needed to reach such a state. We show that incorporating learning signals within a dynamics as an optimal control enables transmitting activity-dependent credit assignment information, avoids storing intermediate states in memory, and does not rely on infinitesimal learning signals.
A Unifying Framework for Online Optimization with Long-Term Constraints
We study online learning problems in which a decision maker has to take a sequence of decisions subject to m long-term constraints. The goal of the decision maker is to maximize their total reward, while at the same time achieving small cumulative constraints violations across the T rounds. We present the first best-of-both-world type algorithm for this general class of problems, with no-regret guarantees both in the case in which rewards and constraints are selected according to an unknown stochastic model, and in the case in which they are selected at each round by an adversary. Our algorithm is the first to provide guarantees in the adversarial setting with respect to the optimal fixed strategy that satisfies the long-term constraints. In particular, it guarantees a \rho/(1 \rho) fraction of the optimal utility and sublinear regret, where \rho is a feasibility parameter related to the existence of strictly feasible solutions.
Online Corrupted User Detection and Regret Minimization
In real-world online web systems, multiple users usually arrive sequentially into the system. For applications like click fraud and fake reviews, some users can maliciously perform corrupted (disrupted) behaviors to trick the system. Therefore, it is crucial to design efficient online learning algorithms to robustly learn from potentially corrupted user behaviors and accurately identify the corrupted users in an online manner. Existing works propose bandit algorithms robust to adversarial corruption. However, these algorithms are designed for a single user, and cannot leverage the implicit social relations among multiple users for more efficient learning.
GenAI Content Detection Task 1: English and Multilingual Machine-Generated Text Detection: AI vs. Human
Wang, Yuxia, Shelmanov, Artem, Mansurov, Jonibek, Tsvigun, Akim, Mikhailov, Vladislav, Xing, Rui, Xie, Zhuohan, Geng, Jiahui, Puccetti, Giovanni, Artemova, Ekaterina, su, jinyan, Ta, Minh Ngoc, Abassy, Mervat, Elozeiri, Kareem Ashraf, Etter, Saad El Dine Ahmed El, Goloburda, Maiya, Mahmoud, Tarek, Tomar, Raj Vardhan, Laiyk, Nurkhan, Afzal, Osama Mohammed, Koike, Ryuto, Kaneko, Masahiro, Aji, Alham Fikri, Habash, Nizar, Gurevych, Iryna, Nakov, Preslav
We present the GenAI Content Detection Task~1 -- a shared task on binary machine generated text detection, conducted as a part of the GenAI workshop at COLING 2025. The task consists of two subtasks: Monolingual (English) and Multilingual. The shared task attracted many participants: 36 teams made official submissions to the Monolingual subtask during the test phase and 26 teams -- to the Multilingual. We provide a comprehensive overview of the data, a summary of the results -- including system rankings and performance scores -- detailed descriptions of the participating systems, and an in-depth analysis of submissions. https://github.com/mbzuai-nlp/COLING-2025-Workshop-on-MGT-Detection-Task1
Assessing Semantic Annotation Activities with Formal Concept Analysis
Cigarrán-Recuero, Juan, Gayoso-Cabada, Joaquín, Rodríguez-Artacho, Miguel, Romero-López, María-Dolores, Sarasa-Cabezuelo, Antonio, Sierra, José-Luis
Likewise, the current trend is to produce new resources in a digital format (e.g., in the context of social networks), which entails an in-depth paradigm shift in almost all the humanistic, social, scientific and technological fields. In particular, the field of the humanities is one which is going through a significant transformation as a result of these digitalization efforts and the paradigm shift associated with the digital age. Indeed, we are witnessing the emergence of a whole host of disciplines, those of Digital Humanities (Berry 2012), which are closely dependent on the production and proper organization of digital collections. As a result of the undoubted importance of digital collections in modern society, the search for effective and efficient methods to carry out the production, preservation and enhancement of such digital collections has become a key challenge in modern society (Calhoun, 2013). In particular, the annotation of resources with metadata that enables their proper cataloging, search, retrieval and use in different application scenarios is one of the key elements to ensuring the profitability of these collections of digital objects.