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 Food & Agriculture


Almost Minimax Optimal Best Arm Identification in Piecewise Stationary Linear Bandits

Neural Information Processing Systems

We propose a novel piecewise stationary linear bandit (PSLB) model, where the environment randomly samples a context from an unknown probability distribution at each changepoint, and the quality of an arm is measured by its return averaged over all contexts. The contexts and their distribution, as well as the changepoints are unknown to the agent.


DMPlug: A Plug-in Method for Solving Inverse Problems with Diffusion Models Taihui Li

Neural Information Processing Systems

Pretrained diffusion models (DMs) have recently been popularly used in solving inverse problems (IPs). The existing methods mostly interleave iterative steps in the reverse diffusion process and iterative steps to bring the iterates closer to satisfying the measurement constraint. However, such interleaving methods struggle to produce final results that look like natural objects of interest (i.e., manifold feasibility) and fit the measurement (i.e., measurement feasibility), especially for nonlinear IPs. Moreover, their capabilities to deal with noisy IPs with unknown types and levels of measurement noise are unknown. In this paper, we advocate viewing the reverse process in DMs as a function and propose a novel plug-in method for solving IPs using pretrained DMs, dubbed DMPlug. DMPlug addresses the issues of manifold feasibility and measurement feasibility in a principled manner, and also shows great potential for being robust to unknown types and levels of noise. Through extensive experiments across various IP tasks, including two linear and three nonlinear IPs, we demonstrate that DMPlug consistently outperforms state-of-the-art methods, often by large margins especially for nonlinear IPs. The code is available at https://github.com/sun-umn/DMPlug.



BioTrove: A Large Curated Image Dataset Enabling AI for Biodiversity

Neural Information Processing Systems

We introduce BioTrove, the largest publicly accessible dataset designed to advance AI applications in biodiversity. Curated from the iNaturalist platform and vetted to include only research-grade data, BioTrove contains 161.9 million images, offering unprecedented scale and diversity from three primary kingdoms: Animalia ("animals"), Fungi ("fungi"), and Plantae ("plants"), spanning approximately 366.6K species. Each image is annotated with scientific names, taxonomic hierarchies, and common names, providing rich metadata to support accurate AI model development across diverse species and ecosystems. We demonstrate the value of BioTrove by releasing a suite of CLIP models trained using a subset of 40 million captioned images, known as BioTrove-Train. This subset focuses on seven categories within the dataset that are underrepresented in standard image recognition models, selected for their critical role in biodiversity and agriculture: Aves ("birds"), Arachnida ("spiders/ticks/mites"), Insecta ("insects"), Plantae ("plants"), Fungi ("fungi"), Mollusca ("snails"), and Reptilia ("snakes/lizards"). To support rigorous assessment, we introduce several new benchmarks and report model accuracy for zero-shot learning across life stages, rare species, confounding species, and multiple taxonomic levels. We anticipate that BioTrove will spur the development of AI models capable of supporting digital tools for pest control, crop monitoring, biodiversity assessment, and environmental conservation. These advancements are crucial for ensuring food security, preserving ecosystems, and mitigating the impacts of climate change. BioTrove is publicly available, easily accessible, and ready for immediate use.


A Datasheet for Datasets

Neural Information Processing Systems

A.1 Motivation For what purpose was the dataset created? We create GTA (a benchmark for General Tool Agents) to evaluate the general tool-use ability of LLMs in real-world scenarios. The benchmark has human-written queries with simple real-world objectives but implicit tool-use, an evaluation platform equipped with executable tools across diverse categories, and authentic image files as context input. Who created the dataset (e.g., which team, research group) and on behalf of which entity (e.g., company, institution, organization)? Who funded the creation of the dataset? This work is supported by the National Key R&D Program of China (No. 2022ZD0161600), and the National Natural Science Foundation of China under Grants 62422311 and 62176152. A.2 Composition What do the instances that comprise the dataset represent (e.g., documents, photos, people, countries)? Each instance in GTA is in the JSON format. It contains natural language queries, image file inputs, tool descriptions, a reference tool chain, and a final answer. How many instances are there in total (of each type, if appropriate)? There are 229 instances in GTA, with 252 image files. Does the dataset contain all possible instances or is it a sample (not necessarily random) of instances from a larger set? We will provide all instances in our GitHub repository for GTA. What data does each instance consist of? Each instance contains a natural language query, image file inputs, tool descriptions, a reference tool chain, and a final answer. Is there a label or target associated with each instance?


GTA: A Benchmark for General Tool Agents Jize Wang 1,2 Zerun Ma2 Yining Li2

Neural Information Processing Systems

Significant focus has been placed on integrating large language models (LLMs) with various tools in developing general-purpose agents. This poses a challenge to LLMs' tool-use capabilities. However, there are evident gaps between existing tool-use evaluations and real-world scenarios. Current evaluations often use AIgenerated queries, single-step tasks, dummy tools, and text-only interactions, failing to effectively reveal the agents' real-world problem-solving abilities. To address this, we propose GTA, a benchmark for General Tool Agents, featuring three main aspects: (i) Real user queries: human-written queries with simple real-world objectives but implicit tool-use, requiring the LLM to reason the suitable tools and plan the solution steps.


When to Sense and Control A Time adaptive Approach for Continuous Time

Neural Information Processing Systems

Reinforcement learning (RL) excels in optimizing policies for discrete-time Markov decision processes (MDP). However, various systems are inherently continuous in time, making discrete-time MDPs an inexact modeling choice. In many applications, such as greenhouse control or medical treatments, each interaction (measurement or switching of action) involves manual intervention and thus is inherently costly. Therefore, we generally prefer a time-adaptive approach with fewer interactions with the system.


Supplementary Material: M M COWS: A Multimodal Dataset for Dairy Cattle Monitoring

Neural Information Processing Systems

This document provides additional details that complement the main paper. We discuss the steps used to synchronize and calibrate the visual data in Section A. Section B elaborates on the details of UWB localization, heading direction estimation, and obtaining the reference for lying behavior. We keep the order of figures, tables, and equations in numerical, and refer to them independently from the main paper unless explicitly stated otherwise. The paper checklist is attached as the final part of the main paper. We discuss additional details of processing the visual data and calibrating four camera views.


A Multimodal Dataset for Dairy Cattle Monitoring

Neural Information Processing Systems

Precision livestock farming (PLF) has been transformed by machine learning (ML), enabling more precise and timely interventions that enhance overall farm productivity, animal welfare, and environmental sustainability. However, despite the availability of various sensing technologies, few datasets leverage multiple modalities, which are crucial for developing more accurate and efficient monitoring devices and ML models.


A game-theoretic analysis of networked system control for common-pool resource management using multi-agent reinforcement learning Scott Cameron

Neural Information Processing Systems

Multi-agent reinforcement learning has recently shown great promise as an approach to networked system control. Arguably, one of the most difficult and important tasks for which large scale networked system control is applicable is common-pool resource management. Crucial common-pool resources include arable land, fresh water, wetlands, wildlife, fish stock, forests and the atmosphere, of which proper management is related to some of society's greatest challenges such as food security, inequality and climate change. Here we take inspiration from a recent research program investigating the game-theoretic incentives of humans in social dilemma situations such as the well-known tragedy of the commons. However, instead of focusing on biologically evolved human-like agents, our concern is rather to better understand the learning and operating behaviour of engineered networked systems comprising general-purpose reinforcement learning agents, subject only to nonbiological constraints such as memory, computation and communication bandwidth. Harnessing tools from empirical game-theoretic analysis, we analyse the differences in resulting solution concepts that stem from employing different information structures in the design of networked multi-agent systems. These information structures pertain to the type of information shared between agents as well as the employed communication protocol and network topology. Our analysis contributes new insights into the consequences associated with certain design choices and provides an additional dimension of comparison between systems beyond efficiency, robustness, scalability and mean control performance.