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How Well Do Unsupervised Learning Algorithms Model Human Real-time and Life-long Learning?

Neural Information Processing Systems

Humans learn from visual inputs at multiple timescales, both rapidly and flexibly acquiring visual knowledge over short periods, and robustly accumulating online learning progress over longer periods. Modeling these powerful learning capabilities is an important problem for computational visual cognitive science, and models that could replicate them would be of substantial utility in real-world computer vision settings. In this work, we establish benchmarks for both real-time and life-long continual visual learning. Our real-time learning benchmark measures a model's ability to match the rapid visual behavior changes of real humans over the course of minutes and hours, given a stream of visual inputs. Our life-long learning benchmark evaluates the performance of models in a purely online learning curriculum obtained directly from child visual experience over the course of years of development.


Iterative Deep Graph Learning for Graph Neural Networks: Better and Robust Node Embeddings

Neural Information Processing Systems

In this paper, we propose an end-to-end graph learning framework, namely \textbf{I}terative \textbf{D}eep \textbf{G}raph \textbf{L}earning (\alg), for jointly and iteratively learning graph structure and graph embedding. The key rationale of \alg is to learn a better graph structure based on better node embeddings, and vice versa (i.e., better node embeddings based on a better graph structure). Our iterative method dynamically stops when the learned graph structure approaches close enough to the graph optimized for the downstream prediction task. In addition, we cast the graph learning problem as a similarity metric learning problem and leverage adaptive graph regularization for controlling the quality of the learned graph. Finally, combining the anchor-based approximation technique, we further propose a scalable version of \alg, namely \salg, which significantly reduces the time and space complexity of \alg without compromising the performance. Our extensive experiments on nine benchmarks show that our proposed \alg models can consistently outperform or match the state-of-the-art baselines. Furthermore, \alg can be more robust to adversarial graphs and cope with both transductive and inductive learning.


EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine

Neural Information Processing Systems

There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others, aim to improve the system's overall throughput. In this paper, we aim to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop and a modest workstation, to a high-end machine such as NVIDIA DGX-A100. On a high-end machine, EnvPool achieves one million frames per second for the environment execution on Atari environments and three million frames per second on MuJoCo environments. When running EnvPool on a laptop, the speed is 2.8x that of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has great potential to become the de facto RL environment execution engine. Example runs show that it only takes five minutes to train agents to play Atari Pong and MuJoCo Ant on a laptop. EnvPool is open-sourced at https://github.com/sail-sg/envpool.


Beyond Time-Average Convergence: Near-Optimal Uncoupled Online Learning via Clairvoyant Multiplicative Weights Update

Neural Information Processing Systems

In this paper we provide a novel and simple algorithm, Clairvoyant Multiplicative Weights Updates (CMWU), for convergence to \textit{Coarse Correlated Equilibria} (CCE) in general games. CMWU effectively corresponds to the standard MWU algorithm but where all agents, when updating their mixed strategies, use the payoff profiles based on tomorrow's behavior, i.e. the agents are clairvoyant. CMWU achieves constant regret of $\ln(m)/\eta$ in all normal-form games with m actions and fixed step-sizes $\eta$. Although CMWU encodes in its definition a fixed point computation, which in principle could result in dynamics that are neither computationally efficient nor uncoupled, we show that both of these issues can be largely circumvented. Specifically, as long as the step-size $\eta$ is upper bounded by $\frac{1}{(n-1)V}$, where $n$ is the number of agents and $[0,V]$ is the payoff range, then the CMWU updates can be computed linearly fast via a contraction map. This implementation results in an uncoupled online learning dynamic that admits a $O(\log T)$-sparse sub-sequence where each agent experiences at most $O(nV\log m)$ regret. This implies that the CMWU dynamics converge with rate $O(nV \log m \log T / T)$ to a CCE and improves on the current state-of-the-art convergence rate.


Non-convex online learning via algorithmic equivalence

Neural Information Processing Systems

We study an algorithmic equivalence technique between non-convex gradient descent and convex mirror descent. We start by looking at a harder problem of regret minimization in online non-convex optimization. We show that under certain geometric and smoothness conditions, online gradient descent applied to non-convex functions is an approximation of online mirror descent applied to convex functions under reparameterization. In continuous time, the gradient flow with this reparameterization was shown to be \emph{exactly} equivalent to continuous-time mirror descent by Amid and Warmuth, but theory for the analogous discrete time algorithms is left as an open problem. We prove an $O(T^{\frac{2}{3}})$ regret bound for non-convex online gradient descent in this setting, answering this open problem. Our analysis is based on a new and simple algorithmic equivalence method.


Excess Capacity and Backdoor Poisoning

Neural Information Processing Systems

A backdoor data poisoning attack is an adversarial attack wherein the attacker injects several watermarked, mislabeled training examples into a training set. The watermark does not impact the test-time performance of the model on typical data; however, the model reliably errs on watermarked examples.To gain a better foundational understanding of backdoor data poisoning attacks, we present a formal theoretical framework within which one can discuss backdoor data poisoning attacks for classification problems. We then use this to analyze important statistical and computational issues surrounding these attacks.On the statistical front, we identify a parameter we call the memorization capacity that captures the intrinsic vulnerability of a learning problem to a backdoor attack. This allows us to argue about the robustness of several natural learning problems to backdoor attacks. Our results favoring the attacker involve presenting explicit constructions of backdoor attacks, and our robustness results show that some natural problem settings cannot yield successful backdoor attacks.From a computational standpoint, we show that under certain assumptions, adversarial training can detect the presence of backdoors in a training set. We then show that under similar assumptions, two closely related problems we call backdoor filtering and robust generalization are nearly equivalent. This implies that it is both asymptotically necessary and sufficient to design algorithms that can identify watermarked examples in the training set in order to obtain a learning algorithm that both generalizes well to unseen data and is robust to backdoors.


Regularizing Towards Permutation Invariance In Recurrent Models

Neural Information Processing Systems

In many machine learning problems the output should not depend on the order of the inputs. Such ``permutation invariant'' functions have been studied extensively recently. Here we argue that temporal architectures such as RNNs are highly relevant for such problems, despite the inherent dependence of RNNs on order. We show that RNNs can be regularized towards permutation invariance, and that this can result in compact models, as compared to non-recursive architectures. Existing solutions (e.g., DeepSets) mostly suggest restricting the learning problem to hypothesis classes which are permutation invariant by design. Our approach of enforcing permutation invariance via regularization gives rise to learning functions which are semi permutation invariant, e.g.


Asynchronous Decentralized Online Learning

Neural Information Processing Systems

Most existing algorithms in decentralized online learning are conducted in the synchronous setting. However, synchronization makes these algorithms suffer from the straggler problem, i.e., fast learners have to wait for slow learners, which significantly reduces such algorithms' overall efficiency. To overcome this problem, we study decentralized online learning in the asynchronous setting, which allows different learners to work at their own pace. We first formulate the framework of Asynchronous Decentralized Online Convex Optimization, which specifies the whole process of asynchronous decentralized online learning using a sophisticated event indexing system. Then we propose the Asynchronous Decentralized Online Gradient-Push (AD-OGP) algorithm, which performs asymmetric gossiping communication and instantaneous model averaging. We further derive a regret bound of AD-OGP, which is a function of the network topology, the levels of processing delays, and the levels of communication delays. Extensive experiments show that AD-OGP runs significantly faster than its synchronous counterpart and also verify the theoretical results.


Policy Learning Using Weak Supervision

Neural Information Processing Systems

Most existing policy learning solutions require the learning agents to receive high-quality supervision signals, e.g., rewards in reinforcement learning (RL) or high-quality expert demonstrations in behavioral cloning (BC). These quality supervisions are either infeasible or prohibitively expensive to obtain in practice. We aim for a unified framework that leverages the available cheap weak supervisions to perform policy learning efficiently. To handle this problem, we treat the weak supervision'' as imperfect information coming from a peer agent, and evaluate the learning agent's policy based on a correlated agreement'' with the peer agent's policy (instead of simple agreements).


Online Training Through Time for Spiking Neural Networks

Neural Information Processing Systems

Spiking neural networks (SNNs) are promising brain-inspired energy-efficient models. Recent progress in training methods has enabled successful deep SNNs on large-scale tasks with low latency. Particularly, backpropagation through time (BPTT) with surrogate gradients (SG) is popularly used to enable models to achieve high performance in a very small number of time steps. However, it is at the cost of large memory consumption for training, lack of theoretical clarity for optimization, and inconsistency with the online property of biological learning rules and rules on neuromorphic hardware. Other works connect the spike representations of SNNs with equivalent artificial neural network formulation and train SNNs by gradients from equivalent mappings to ensure descent directions. But they fail to achieve low latency and are also not online.