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Learning Long-Term Crop Management Strategies with CyclesGym

Neural Information Processing Systems

To improve the sustainability and resilience of modern food systems, designing improved crop management strategies is crucial. The increasing abundance of data on agricultural systems suggests that future strategies could benefit from adapting to environmental conditions, but how to design these adaptive policies poses a new frontier. A natural technique for learning policies in these kinds of sequential decision-making problems is reinforcement learning (RL). To obtain the large number of samples required to learn effective RL policies, existing work has used mechanistic crop growth models (CGMs) as simulators. These solutions focus on single-year, single-crop simulations for learning strategies for a single agricultural management practice. However, to learn sustainable long-term policies we must be able to train in multi-year environments, with multiple crops, and consider a wider array of management techniques.


Visual Instruction Inversion: Image Editing via Image Prompting

Neural Information Processing Systems

Text-conditioned image editing has emerged as a powerful tool for editing images.However, in many situations, language can be ambiguous and ineffective in describing specific image edits.When faced with such challenges, visual prompts can be a more informative and intuitive way to convey ideas.We present a method for image editing via visual prompting.Given pairs of example that represent the before and after images of an edit, our goal is to learn a text-based editing direction that can be used to perform the same edit on new images.We leverage the rich, pretrained editing capabilities of text-to-image diffusion models by inverting visual prompts into editing instructions.Our results show that with just one example pair, we can achieve competitive results compared to state-of-the-art text-conditioned image editing frameworks.


Learning low-dimensional generalizable natural features from retina using a U-net

Neural Information Processing Systems

Much of sensory neuroscience focuses on sensory features that are chosen by the experimenter because they are thought to be behaviorally relevant to the organism. However, it is not generally known what these features are in complex, natural scenes. This work focuses on using the retinal encoding of natural movies to determine the presumably behaviorally-relevant features that the brain represents. It is prohibitive to parameterize a natural movie and its respective retinal encoding fully. We use time within a natural movie as a proxy for the whole suite of features evolving across the scene.


Exploiting the Surrogate Gap in Online Multiclass Classification

Neural Information Processing Systems

In the full information setting we provide expected mistake bounds for \textproc{Gaptron} with respect to the logistic loss, hinge loss, and the smooth hinge loss with $O(K)$ regret, where the expectation is with respect to the learner's randomness and $K$ is the number of classes. In the bandit classification setting we show that \textproc{Gaptron} is the first linear time algorithm with $O(K\sqrt{T})$ expected regret. Additionally, the expected mistake bound of \textproc{Gaptron} does not depend on the dimension of the feature vector, contrary to previous algorithms with $O(K\sqrt{T})$ regret in the bandit classification setting. We present a new proof technique that exploits the gap between the zero-one loss and surrogate losses rather than exploiting properties such as exp-concavity or mixability, which are traditionally used to prove logarithmic or constant regret bounds.


Local Differential Privacy for Regret Minimization in Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning algorithms are widely used in domains where it is desirable to provide a personalized service. In these domains it is common that user data contains sensitive information that needs to be protected from third parties. Motivated by this, we study privacy in the context of finite-horizon Markov Decision Processes (MDPs) by requiring information to be obfuscated on the user side. We formulate this notion of privacy for RL by leveraging the local differential privacy (LDP) framework. We establish a lower bound for regret minimization in finite-horizon MDPs with LDP guarantees which shows that guaranteeing privacy has a multiplicative effect on the regret. This result shows that while LDP is an appealing notion of privacy, it makes the learning problem significantly more complex. Finally, we present an optimistic algorithm that simultaneously satisfies $\varepsilon$-LDP requirements, and achieves $\sqrt{K}/\varepsilon$ regret in any finite-horizon MDP after $K$ episodes, matching the lower bound dependency on the number of episodes $K$.


What Do Deep Saliency Models Learn about Visual Attention?

Neural Information Processing Systems

In recent years, deep saliency models have made significant progress in predicting human visual attention. However, the mechanisms behind their success remain largely unexplained due to the opaque nature of deep neural networks. In this paper, we present a novel analytic framework that sheds light on the implicit features learned by saliency models and provides principled interpretation and quantification of their contributions to saliency prediction. Our approach decomposes these implicit features into interpretable bases that are explicitly aligned with semantic attributes and reformulates saliency prediction as a weighted combination of probability maps connecting the bases and saliency. By applying our framework, we conduct extensive analyses from various perspectives, including the positive and negative weights of semantics, the impact of training data and architectural designs, the progressive influences of fine-tuning, and common error patterns of state-of-the-art deep saliency models. Additionally, we demonstrate the effectiveness of our framework by exploring visual attention characteristics in various application scenarios, such as the atypical attention of people with autism spectrum disorder, attention to emotion-eliciting stimuli, and attention evolution over time.



Exploiting Data Sparsity in Secure Cross-Platform Social Recommendation

Neural Information Processing Systems

Social recommendation has shown promising improvements over traditional systems since it leverages social correlation data as an additional input. Most existing work assumes that all data are available to the recommendation platform. However, in practice, user-item interaction data (e.g.,rating) and user-user social data are usually generated by different platforms, and both of which contain sensitive information. Therefore, How to perform secure and efficient social recommendation across different platforms, where the data are highly-sparse in nature remains an important challenge. In this work, we bring secure computation techniques into social recommendation, and propose S3Rec, a sparsity-aware secure cross-platform social recommendation framework. As a result, our model can not only improve the recommendation performance of the rating platform by incorporating the sparse social data on the social platform, but also protect data privacy of both platforms. Moreover, to further improve model training efficiency, we propose two secure sparse matrix multiplication protocols based on homomorphic encryption and private information retrieval. Our experiments on two benchmark datasets demonstrate the effectiveness of S3Rec.


Are AlphaZero-like Agents Robust to Adversarial Perturbations?

Neural Information Processing Systems

The success of AlphaZero (AZ) has demonstrated that neural-network-based Go AIs can surpass human performance by a large margin. Given that the state space of Go is extremely large and a human player can play the game from any legal state, we ask whether adversarial states exist for Go AIs that may lead them to play surprisingly wrong actions.In this paper, we first extend the concept of adversarial examples to the game of Go: we generate perturbed states that are ``semantically'' equivalent to the original state by adding meaningless moves to the game, and an adversarial state is a perturbed state leading to an undoubtedly inferior action that is obvious even for Go beginners. However, searching the adversarial state is challenging due to the large, discrete, and non-differentiable search space. To tackle this challenge, we develop the first adversarial attack on Go AIs that can efficiently search for adversarial states by strategically reducing the search space. This method can also be extended to other board games such as NoGo. Experimentally, we show that the actions taken by both Policy-Value neural network (PV-NN) and Monte Carlo tree search (MCTS) can be misled by adding one or two meaningless stones; for example, on 58\% of the AlphaGo Zero self-play games, our method can make the widely used KataGo agent with 50 simulations of MCTS plays a losing action by adding two meaningless stones. We additionally evaluated the adversarial examples found by our algorithm with amateur human Go players, and 90\% of examples indeed lead the Go agent to play an obviously inferior action.


Curriculum Design for Teaching via Demonstrations: Theory and Applications

Neural Information Processing Systems

We consider the problem of teaching via demonstrations in sequential decision-making settings. In particular, we study how to design a personalized curriculum over demonstrations to speed up the learner's convergence. We provide a unified curriculum strategy for two popular learner models: Maximum Causal Entropy Inverse Reinforcement Learning (MaxEnt-IRL) and Cross-Entropy Behavioral Cloning (CrossEnt-BC). Our unified strategy induces a ranking over demonstrations based on a notion of difficulty scores computed w.r.t. the teacher's optimal policy and the learner's current policy. Compared to the state of the art, our strategy doesn't require access to the learner's internal dynamics and still enjoys similar convergence guarantees under mild technical conditions. Furthermore, we adapt our curriculum strategy to the setting where no teacher agent is present using task-specific difficulty scores. Experiments on a synthetic car driving environment and navigation-based environments demonstrate the effectiveness of our curriculum strategy.