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 Learning Graphical Models


Comprehensive Analysis of Over-smoothing in Graph Neural Networks from Markov Chains Perspective

arXiv.org Artificial Intelligence

The over-smoothing problem is an obstacle of developing deep graph neural network (GNN). Although many approaches to improve the over-smoothing problem have been proposed, there is still a lack of comprehensive understanding and conclusion of this problem. In this work, we analyze the over-smoothing problem from the Markov chain perspective. We focus on message passing of GNN and first establish a connection between GNNs and Markov chains on the graph. GNNs are divided into two classes of operator-consistent and operator-inconsistent based on whether the corresponding Markov chains are time-homogeneous. Next we attribute the over-smoothing problem to the convergence of an arbitrary initial distribution to a stationary distribution. Based on this, we prove that although the previously proposed methods can alleviate over-smoothing, but these methods cannot avoid the over-smoothing problem. In addition, we give the conclusion of the over-smoothing problem in two types of GNNs in the Markovian sense. On the one hand, operator-consistent GNN cannot avoid over-smoothing at an exponential rate. On the other hand, operator-inconsistent GNN is not always over-smoothing. Further, we investigate the existence of the limiting distribution of the time-inhomogeneous Markov chain, from which we derive a sufficient condition for operator-inconsistent GNN to avoid over-smoothing. Finally, we design experiments to verify our findings. Results show that our proposed sufficient condition can effectively improve over-smoothing problem in operator-inconsistent GNN and enhance the performance of the model.


NNSVS: A Neural Network-Based Singing Voice Synthesis Toolkit

arXiv.org Artificial Intelligence

This paper describes the design of NNSVS, an open-source software for neural network-based singing voice synthesis research. NNSVS is inspired by Sinsy, an open-source pioneer in singing voice synthesis research, and provides many additional features such as multi-stream models, autoregressive fundamental frequency models, and neural vocoders. Furthermore, NNSVS provides extensive documentation and numerous scripts to build complete singing voice synthesis systems. Experimental results demonstrate that our best system significantly outperforms our reproduction of Sinsy and other baseline systems. The toolkit is available at https://github.com/nnsvs/nnsvs.


STUNT: Few-shot Tabular Learning with Self-generated Tasks from Unlabeled Tables

arXiv.org Artificial Intelligence

Learning with few labeled tabular samples is often an essential requirement for industrial machine learning applications as varieties of tabular data suffer from high annotation costs or have difficulties in collecting new samples for novel tasks. Despite the utter importance, such a problem is quite under-explored in the field of tabular learning, and existing few-shot learning schemes from other domains are not straightforward to apply, mainly due to the heterogeneous characteristics of tabular data. In this paper, we propose a simple yet effective framework for few-shot semi-supervised tabular learning, coined Self-generated Tasks from UNlabeled Tables (STUNT). Our key idea is to self-generate diverse few-shot tasks by treating randomly chosen columns as a target label. We then employ a meta-learning scheme to learn generalizable knowledge with the constructed tasks. Moreover, we introduce an unsupervised validation scheme for hyperparameter search (and early stopping) by generating a pseudo-validation set using STUNT from unlabeled data. Our experimental results demonstrate that our simple framework brings significant performance gain under various tabular few-shot learning benchmarks, compared to prior semi-and self-supervised baselines. Learning with few labeled samples is often an essential ingredient of machine learning applications for practical deployment. However, while various few-shot learning schemes have been actively developed over several domains, including images (Chen et al., 2019) and languages (Min et al., 2022), such research has been under-explored in the tabular domain despite its practical importance in industries (Guo et al., 2017; Zhang et al., 2020; Ulmer et al., 2020). In particular, few-shot tabular learning is a crucial application as varieties of tabular datasets (i) suffer from high labeling costs, e.g., the credit risk in financial datasets (Clements et al., 2020), and (ii) even show difficulties in collecting new samples for novel tasks, e.g., a patient with a rare or new disease (Peplow, 2016) such as an early infected patient of COVID-19 (Zhou et al., 2020). To tackle such limited label issues, a common consensus across various domains is to utilize unlabeled datasets for learning a generalizable and transferable representation, e.g., images (Chen et al., 2020a) and languages (Radford et al., 2019). Especially, prior works have shown that representations learned with self-supervised learning are notably effective when fine-tuned or jointly learned with few labeled samples (Tian et al., 2020; Perez et al., 2021; Lee et al., 2021b; Lee & Shin, 2022).


Parameter Sharing with Network Pruning for Scalable Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Handling the problem of scalability is one of the essential issues for multi-agent reinforcement learning (MARL) algorithms to be applied to real-world problems typically involving massively many agents. For this, parameter sharing across multiple agents has widely been used since it reduces the training time by decreasing the number of parameters and increasing the sample efficiency. However, using the same parameters across agents limits the representational capacity of the joint policy and consequently, the performance can be degraded in multi-agent tasks that require different behaviors for different agents. In this paper, we propose a simple method that adopts structured pruning for a deep neural network to increase the representational capacity of the joint policy without introducing additional parameters. We evaluate the proposed method on several benchmark tasks, and numerical results show that the proposed method significantly outperforms other parameter-sharing methods.


Robust Average-Reward Markov Decision Processes

arXiv.org Artificial Intelligence

In robust Markov decision processes (MDPs), the uncertainty in the transition kernel is addressed by finding a policy that optimizes the worst-case performance over an uncertainty set of MDPs. While much of the literature has focused on discounted MDPs, robust average-reward MDPs remain largely unexplored. In this paper, we focus on robust average-reward MDPs, where the goal is to find a policy that optimizes the worst-case average reward over an uncertainty set. We first take an approach that approximates average-reward MDPs using discounted MDPs. We prove that the robust discounted value function converges to the robust average-reward as the discount factor $\gamma$ goes to $1$, and moreover, when $\gamma$ is large, any optimal policy of the robust discounted MDP is also an optimal policy of the robust average-reward. We further design a robust dynamic programming approach, and theoretically characterize its convergence to the optimum. Then, we investigate robust average-reward MDPs directly without using discounted MDPs as an intermediate step. We derive the robust Bellman equation for robust average-reward MDPs, prove that the optimal policy can be derived from its solution, and further design a robust relative value iteration algorithm that provably finds its solution, or equivalently, the optimal robust policy.


Nearly Minimax Optimal Offline Reinforcement Learning with Linear Function Approximation: Single-Agent MDP and Markov Game

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) aims at learning an optimal strategy using a pre-collected dataset without further interactions with the environment. While various algorithms have been proposed for offline RL in the previous literature, the minimax optimality has only been (nearly) established for tabular Markov decision processes (MDPs). In this paper, we focus on offline RL with linear function approximation and propose a new pessimism-based algorithm for offline linear MDP. At the core of our algorithm is the uncertainty decomposition via a reference function, which is new in the literature of offline RL under linear function approximation. Theoretical analysis demonstrates that our algorithm can match the performance lower bound up to logarithmic factors. We also extend our techniques to the two-player zero-sum Markov games (MGs), and establish a new performance lower bound for MGs, which tightens the existing result, and verifies the nearly minimax optimality of the proposed algorithm. To the best of our knowledge, these are the first computationally efficient and nearly minimax optimal algorithms for offline single-agent MDPs and MGs with linear function approximation.


Does Zero-Shot Reinforcement Learning Exist?

arXiv.org Artificial Intelligence

A zero-shot RL agent is an agent that can solve any RL task in a given environment, instantly with no additional planning or learning, after an initial reward-free learning phase. This marks a shift from the reward-centric RL paradigm towards "controllable" agents that can follow arbitrary instructions in an environment. Current RL agents can solve families of related tasks at best, or require planning anew for each task. Strategies for approximate zero-shot RL ave been suggested using successor features (SFs) [BBQ+ 18] or forward-backward (FB) representations [TO21], but testing has been limited. After clarifying the relationships between these schemes, we introduce improved losses and new SF models, and test the viability of zero-shot RL schemes systematically on tasks from the Unsupervised RL benchmark [LYL+21]. To disentangle universal representation learning from exploration, we work in an offline setting and repeat the tests on several existing replay buffers. SFs appear to suffer from the choice of the elementary state features. SFs with Laplacian eigenfunctions do well, while SFs based on auto-encoders, inverse curiosity, transition models, low-rank transition matrix, contrastive learning, or diversity (APS), perform unconsistently. In contrast, FB representations jointly learn the elementary and successor features from a single, principled criterion. They perform best and consistently across the board, reaching 85% of supervised RL performance with a good replay buffer, in a zero-shot manner.


Ensemble-based gradient inference for particle methods in optimization and sampling

arXiv.org Artificial Intelligence

We propose an approach based on function evaluations and Bayesian inference to extract higher-order differential information of objective functions {from a given ensemble of particles}. Pointwise evaluation $\{V(x^i)\}_i$ of some potential $V$ in an ensemble $\{x^i\}_i$ contains implicit information about first or higher order derivatives, which can be made explicit with little computational effort (ensemble-based gradient inference -- EGI). We suggest to use this information for the improvement of established ensemble-based numerical methods for optimization and sampling such as Consensus-based optimization and Langevin-based samplers. Numerical studies indicate that the augmented algorithms are often superior to their gradient-free variants, in particular the augmented methods help the ensembles to escape their initial domain, to explore multimodal, non-Gaussian settings and to speed up the collapse at the end of optimization dynamics.} The code for the numerical examples in this manuscript can be found in the paper's Github repository (https://github.com/MercuryBench/ensemble-based-gradient.git).


One Policy is Enough: Parallel Exploration with a Single Policy is Near-Optimal for Reward-Free Reinforcement Learning

arXiv.org Artificial Intelligence

Although parallelism has been extensively used in reinforcement learning (RL), the quantitative effects of parallel exploration are not well understood theoretically. We study the benefits of simple parallel exploration for reward-free RL in linear Markov decision processes (MDPs) and two-player zero-sum Markov games (MGs). In contrast to the existing literature, which focuses on approaches that encourage agents to explore a diverse set of policies, we show that using a single policy to guide exploration across all agents is sufficient to obtain an almost-linear speedup in all cases compared to their fully sequential counterpart. Furthermore, we demonstrate that this simple procedure is near-minimax optimal in the reward-free setting for linear MDPs. From a practical perspective, our paper shows that a single policy is sufficient and provably near-optimal for incorporating parallelism during the exploration phase.


Transformers are Sample-Efficient World Models

arXiv.org Artificial Intelligence

Deep reinforcement learning agents are notoriously sample inefficient, which considerably limits their application to real-world problems. Recently, many model-based methods have been designed to address this issue, with learning in the imagination of a world model being one of the most prominent approaches. However, while virtually unlimited interaction with a simulated environment sounds appealing, the world model has to be accurate over extended periods of time. Motivated by the success of Transformers in sequence modeling tasks, we introduce IRIS, a data-efficient agent that learns in a world model composed of a discrete autoencoder and an autoregressive Transformer. With the equivalent of only two hours of gameplay in the Atari 100k benchmark, IRIS achieves a mean human normalized score of 1.046, and outperforms humans on 10 out of 26 games, setting a new state of the art for methods without lookahead search. To foster future research on Transformers and world models for sample-efficient reinforcement learning, we release our code and models at https://github.com/eloialonso/iris.