Education
Neural Differential Equations for Learning to Program Neural Nets Through Continuous Learning Rules
Neural ordinary differential equations (ODEs) have attracted much attention as continuous-time counterparts of deep residual neural networks (NNs), and numerous extensions for recurrent NNs have been proposed. Since the 1980s, ODEs have also been used to derive theoretical results for NN learning rules, e.g., the famous connection between Oja's rule and principal component analysis. Such rules are typically expressed as additive iterative update processes which have straightforward ODE counterparts. Here we introduce a novel combination of learning rules and Neural ODEs to build continuous-time sequence processing nets that learn to manipulate short-term memory in rapidly changing synaptic connections of other nets. This yields continuous-time counterparts of Fast Weight Programmers and linear Transformers. Our novel models outperform the best existing Neural Controlled Differential Equation based models on various time series classification tasks, while also addressing their fundamental scalability limitations.
Time Matters in Regularizing Deep Networks: Weight Decay and Data Augmentation Affect Early Learning Dynamics, Matter Little Near Convergence
Regularization is typically understood as improving generalization by altering the landscape of local extrema to which the model eventually converges. Deep neural networks (DNNs), however, challenge this view: We show that removing regularization after an initial transient period has little effect on generalization, even if the final loss landscape is the same as if there had been no regularization. In some cases, generalization even improves after interrupting regularization. Conversely, if regularization is applied only after the initial transient, it has no effect on the final solution, whose generalization gap is as bad as if regularization never happened. This suggests that what matters for training deep networks is not just whether or how, but when to regularize. The phenomena we observe are manifest in different datasets (CIFAR-10, CIFAR-100, SVHN, ImageNet), different architectures (ResNet-18, All-CNN), different regularization methods (weight decay, data augmentation, mixup), different learning rate schedules (exponential, piece-wise constant). They collectively suggest that there is a critical period'' for regularizing deep networks that is decisive of the final performance. More analysis should, therefore, focus on the transient rather than asymptotic behavior of learning.
GENO -- GENeric Optimization for Classical Machine Learning
Although optimization is the longstanding, algorithmic backbone of machine learning new models still require the time-consuming implementation of new solvers. As a result, there are thousands of implementations of optimization algorithms for machine learning problems. A natural question is, if it is always necessary to implement a new solver, or is there one algorithm that is sufficient for most models. Common belief suggests that such a one-algorithm-fits-all approach cannot work, because this algorithm cannot exploit model specific structure. At least, a generic algorithm cannot be efficient and robust on a wide variety of problems.
Chain of Thought Imitation with Procedure Cloning
Imitation learning aims to extract high-performance policies from logged demonstrations of expert behavior. It is common to frame imitation learning as a supervised learning problem in which one fits a function approximator to the input-output mapping exhibited by the logged demonstrations (input observations to output actions). While the framing of imitation learning as a supervised input-output learning problem allows for applicability in a wide variety of settings, it is also an overly simplistic view of the problem in situations where the expert demonstrations provide much richer insight into expert behavior. For example, applications such as path navigation, robot manipulation, and strategy games acquire expert demonstrations via planning, search, or some other multi-step algorithm, revealing not just the output action to be imitated but also the procedure for how to determine this action. While these intermediate computations may use tools not available to the agent during inference (e.g., environment simulators), they are nevertheless informative as a way to explain an expert's mapping of state to actions. To properly leverage expert procedure information without relying on the privileged tools the expert may have used to perform the procedure, we propose procedure cloning, which applies supervised sequence prediction to imitate the complete series of expert computations. This way, procedure cloning learns not only what to do (i.e., the output action), but how and why to do it (i.e., the procedure). Through empirical analysis on navigation, simulated robotic manipulation, and game-playing environments, we show that imitating the intermediate computations of an expert's behavior enables procedure cloning to learn policies exhibiting significant generalization to unseen environment configurations, including those configurations for which running the expert's procedure directly is infeasible.
Giving Feedback on Interactive Student Programs with Meta-Exploration
Developing interactive software, such as websites or games, is a particularly engaging way to learn computer science. However, teaching and giving feedback on such software is time-consuming -- standard approaches require instructors to manually grade student-implemented interactive programs. As a result, online platforms that serve millions, like Code.org, are unable to provide any feedback on assignments for implementing interactive programs, which critically hinders students' ability to learn. One approach toward automatic grading is to learn an agent that interacts with a student's program and explores states indicative of errors via reinforcement learning. However, existing work on this approach only provides binary feedback of whether a program is correct or not, while students require finer-grained feedback on the specific errors in their programs to understand their mistakes. In this work, we show that exploring to discover errors can be cast as a meta-exploration problem. This enables us to construct a principled objective for discovering errors and an algorithm for optimizing this objective, which provides fine-grained feedback. We evaluate our approach on a set of over 700K real anonymized student programs from a Code.org
Addressing Resource Scarcity across Sign Languages with Multilingual Pretraining and Unified-Vocabulary Datasets
There are over 300 sign languages in the world, many of which have very limited or no labelled sign-to-text datasets. To address low-resource data scenarios, self-supervised pretraining and multilingual finetuning have been shown to be effective in natural language and speech processing. In this work, we apply these ideas to sign language recognition.We make three contributions.- First, we release SignCorpus, a large pretraining dataset on sign languages comprising about 4.6K hours of signing data across 10 sign languages. SignCorpus is curated from sign language videos on the internet, filtered for data quality, and converted into sequences of pose keypoints thereby removing all personal identifiable information (PII).-
Scaling Multimodal Pre-Training via Cross-Modality Gradient Harmonization
Self-supervised pre-training recently demonstrates success on large-scale multimodal data, and state-of-the-art contrastive learning methods often enforce the feature consistency from cross-modality inputs, such as video/audio or video/text pairs. Despite its convenience to formulate and leverage in practice, such cross-modality alignment (CMA) is only a weak and noisy supervision, since two modalities can be semantically misaligned even they are temporally aligned. For example, even in the (often adopted) instructional videos, a speaker can sometimes refer to something that is not visually present in the current frame; and the semantic misalignment would only be more unpredictable for the raw videos collected from unconstrained internet sources. We conjecture that might cause conflicts and biases among modalities, and may hence prohibit CMA from scaling up to training with larger and more heterogeneous data. This paper first verifies our conjecture by observing that, even in the latest VATT pre-training using only narrated videos, there exist strong gradient conflicts between different CMA losses within the same sample triplet (video, audio, text), indicating them as the noisy source of supervision. We then propose to harmonize such gradients during pre-training, via two techniques: (i) cross-modality gradient realignment: modifying different CMA loss gradients for one sample triplet, so that their gradient directions are in more agreement; and (ii) gradient-based curriculum learning: leveraging the gradient conflict information on an indicator of sample noisiness, to develop a curriculum learning strategy to prioritize training with less noisy sample triplets. Applying those gradient harmonization techniques to pre-training VATT on the HowTo100M dataset, we consistently improve its performance on different downstream tasks. Moreover, we are able to scale VATT pre-training to more complicated non-narrative Youtube8M dataset to further improve the state-of-the-arts.
On the Complexity of Adversarial Decision Making
A central problem in online learning and decision making---from bandits to reinforcement learning---is to understand what modeling assumptions lead to sample-efficient learning guarantees. We consider a general adversarial decision making framework that encompasses (structured) bandit problems with adversarial rewards and reinforcement learning problems with adversarial dynamics. Our main result is to show---via new upper and lower bounds---that the Decision-Estimation Coefficient, a complexity measure introduced by Foster et al. in the stochastic counterpart to our setting, is necessary and sufficient to obtain low regret for adversarial decision making. However, compared to the stochastic setting, one must apply the Decision-Estimation Coefficient to the convex hull of the class of models (or, hypotheses) under consideration. This establishes that the price of accommodating adversarial rewards or dynamics is governed by the behavior of the model class under convexification, and recovers a number of existing results --both positive and negative. En route to obtaining these guarantees, we provide new structural results that connect the Decision-Estimation Coefficient to variants of other well-known complexity measures, including the Information Ratio of Russo and Van Roy and the Exploration-by-Optimization objective of Lattimore and György.
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.
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. We also extend our algorithm and results to a setting where the feedback graphs are allowed to change over time.