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Locally Private Learning without Interaction Requires Separation

Neural Information Processing Systems

We consider learning under the constraint of local differential privacy (LDP). For many learning problems known efficient algorithms in this model require many rounds of communication between the server and the clients holding the data points. Yet multi-round protocols are prohibitively slow in practice due to network latency and, as a result, currently deployed large-scale systems are limited to a single round. Despite significant research interest, very little is known about which learning problems can be solved by such non-interactive systems. The only lower bound we are aware of is for PAC learning an artificial class of functions with respect to a uniform distribution (Kasiviswanathan et al., 2008).


Mixed-Initiative Multiagent Apprenticeship Learning for Human Training of Robot Teams

Neural Information Processing Systems

Extending recent advances in Learning from Demonstration (LfD) frameworks to multi-robot settings poses critical challenges such as environment non-stationarity due to partial observability which is detrimental to the applicability of existing methods. Although prior work has shown that enabling communication among agents of a robot team can alleviate such issues, creating inter-agent communication under existing Multi-Agent LfD (MA-LfD) frameworks requires the human expert to provide demonstrations for both environment actions and communication actions, which necessitates an efficient communication strategy on a known message spaces. To address this problem, we propose Mixed-Initiative Multi-Agent Apprenticeship Learning (MixTURE). MixTURE enables robot teams to learn from a human expert-generated data a preferred policy to accomplish a collaborative task, while simultaneously learning emergent inter-agent communication to enhance team coordination. The key ingredient to MixTURE's success is automatically learning a communication policy, enhanced by a mutual-information maximizing reverse model that rationalizes the underlying expert demonstrations without the need for human generated data or an auxiliary reward function. MixTURE outperforms a variety of relevant baselines on diverse data generated by human experts in complex heterogeneous domains. MixTURE is the first MA-LfD framework to enable learning multi-robot collaborative policies directly from real human data, resulting in ~44% less human workload, and ~46% higher usability score.


Divergence-Augmented Policy Optimization

Neural Information Processing Systems

In deep reinforcement learning, policy optimization methods need to deal with issues such as function approximation and the reuse of off-policy data. Standard policy gradient methods do not handle off-policy data well, leading to premature convergence and instability. This paper introduces a method to stabilize policy optimization when off-policy data are reused. The idea is to include a Bregman divergence between the behavior policy that generates the data and the current policy to ensure small and safe policy updates with off-policy data. The Bregman divergence is calculated between the state distributions of two policies, instead of only on the action probabilities, leading to a divergence augmentation formulation. Empirical experiments on Atari games show that in the data-scarce scenario where the reuse of off-policy data becomes necessary, our method can achieve better performance than other state-of-the-art deep reinforcement learning algorithms.


Game Design for Eliciting Distinguishable Behavior

Neural Information Processing Systems

The ability to inferring latent psychological traits from human behavior is key to developing personalized human-interacting machine learning systems. Approaches to infer such traits range from surveys to manually-constructed experiments and games. However, these traditional games are limited because they are typically designed based on heuristics. In this paper, we formulate the task of designing behavior diagnostic games that elicit distinguishable behavior as a mutual information maximization problem, which can be solved by optimizing a variational lower bound. Our framework is instantiated by using prospect theory to model varying player traits, and Markov Decision Processes to parameterize the games. We validate our approach empirically, showing that our designed games can successfully distinguish among players with different traits, outperforming manually-designed ones by a large margin.


Making AI Forget You: Data Deletion in Machine Learning

Neural Information Processing Systems

Intense recent discussions have focused on how to provide individuals with control over when their data can and cannot be used --- the EU's Right To Be Forgotten regulation is an example of this effort. In this paper we initiate a framework studying what to do when it is no longer permissible to deploy models derivative from specific user data. In particular, we formulate the problem of efficiently deleting individual data points from trained machine learning models. For many standard ML models, the only way to completely remove an individual's data is to retrain the whole model from scratch on the remaining data, which is often not computationally practical. We investigate algorithmic principles that enable efficient data deletion in ML. For the specific setting of $k$-means clustering, we propose two provably deletion efficient algorithms which achieve an average of over $100\times$ improvement in deletion efficiency across 6 datasets, while producing clusters of comparable statistical quality to a canonical $k$-means++ baseline.


Adaptive Algorithms for Relaxed Pareto Set Identification

Neural Information Processing Systems

In this paper we revisit the fixed-confidence identification of the Pareto optimal set in a multi-objective multi-armed bandit model. As the sample complexity to identify the exact Pareto set can be very large, a relaxation allowing to output some additional near-optimal arms has been studied. In this work we also tackle alternative relaxations that allow instead to identify a relevant \emph{subset} of the Pareto set. Notably, we propose a single sampling strategy, called Adaptive Pareto Exploration, that can be used in conjunction with different stopping rules to take into account different relaxations of the Pareto Set Identification problem. We analyze the sample complexity of these different combinations, quantifying in particular the reduction in sample complexity that occurs when one seeks to identify at most $k$ Pareto optimal arms. We showcase the good practical performance of Adaptive Pareto Exploration on a real-world scenario, in which we adaptively explore several vaccination strategies against Covid-19 in order to find the optimal ones when multiple immunogenicity criteria are taken into account.


Search-Guided, Lightly-Supervised Training of Structured Prediction Energy Networks

Neural Information Processing Systems

In structured output prediction tasks, labeling ground-truth training output is often expensive. However, for many tasks, even when the true output is unknown, we can evaluate predictions using a scalar reward function, which may be easily assembled from human knowledge or non-differentiable pipelines. But searching through the entire output space to find the best output with respect to this reward function is typically intractable. In this paper, we instead use efficient truncated randomized search in this reward function to train structured prediction energy networks (SPENs), which provide efficient test-time inference using gradient-based search on a smooth, learned representation of the score landscape, and have previously yielded state-of-the-art results in structured prediction. In particular, this truncated randomized search in the reward function yields previously unknown local improvements, providing effective supervision to SPENs, avoiding their traditional need for labeled training data.


Expressive probabilistic sampling in recurrent neural networks

Neural Information Processing Systems

In sampling-based Bayesian models of brain function, neural activities are assumed to be samples from probability distributions that the brain uses for probabilistic computation. However, a comprehensive understanding of how mechanistic models of neural dynamics can sample from arbitrary distributions is still lacking. We use tools from functional analysis and stochastic differential equations to explore the minimum architectural requirements for $\textit{recurrent}$ neural circuits to sample from complex distributions. We first consider the traditional sampling model consisting of a network of neurons whose outputs directly represent the samples ($\textit{sampler-only}$ network). We argue that synaptic current and firing-rate dynamics in the traditional model have limited capacity to sample from a complex probability distribution. We show that the firing rate dynamics of a recurrent neural circuit with a separate set of output units can sample from an arbitrary probability distribution. We call such circuits $\textit{reservoir-sampler networks}$ (RSNs). We propose an efficient training procedure based on denoising score matching that finds recurrent and output weights such that the RSN implements Langevin sampling. We empirically demonstrate our model's ability to sample from several complex data distributions using the proposed neural dynamics and discuss its applicability to developing the next generation of sampling-based Bayesian brain models.


Surround Modulation: A Bio-inspired Connectivity Structure for Convolutional Neural Networks

Neural Information Processing Systems

Numerous neurophysiological studies have revealed that a large number of the primary visual cortex neurons operate in a regime called surround modulation. Surround modulation has a substantial effect on various perceptual tasks, and it also plays a crucial role in the efficient neural coding of the visual cortex. Inspired by the notion of surround modulation, we designed new excitatory-inhibitory connections between a unit and its surrounding units in the convolutional neural network (CNN) to achieve a more biologically plausible network. Our experiments show that this simple mechanism can considerably improve both the performance and training speed of traditional CNNs in visual tasks. We further explore additional outcomes of the proposed structure. We first evaluate the model under several visual challenges, such as the presence of clutter or change in lighting conditions and show its superior generalization capability in handling these challenging situations. We then study possible changes in the statistics of neural activities such as sparsity and decorrelation and provide further insight into the underlying efficiencies of surround modulation. Experimental results show that importing surround modulation into the convolutional layers ensues various effects analogous to those derived by surround modulation in the visual cortex.


Online Learning via the Differential Privacy Lens

Neural Information Processing Systems

In this paper, we use differential privacy as a lens to examine online learning in both full and partial information settings. The differential privacy framework is, at heart, less about privacy and more about algorithmic stability, and thus has found application in domains well beyond those where information security is central. Here we develop an algorithmic property called one-step differential stability which facilitates a more refined regret analysis for online learning methods. We show that tools from the differential privacy literature can yield regret bounds for many interesting online learning problems including online convex optimization and online linear optimization. Our stability notion is particularly well-suited for deriving first-order regret bounds for follow-the-perturbed-leader algorithms, something that all previous analyses have struggled to achieve. We also generalize the standard max-divergence to obtain a broader class called Tsallis max-divergences. These define stronger notions of stability that are useful in deriving bounds in partial information settings such as multi-armed bandits and bandits with experts.