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Geometric Preference Elicitation for Minimax Regret Optimization in Uncertainty Matroids

arXiv.org Artificial Intelligence

This paper presents an efficient preference elicitation framework for uncertain matroid optimization, where precise weight information is unavailable, but insights into possible weight values are accessible. The core innovation of our approach lies in its ability to systematically elicit user preferences, aligning the optimization process more closely with decision-makers' objectives. By incrementally querying preferences between pairs of elements, we iteratively refine the parametric uncertainty regions, leveraging the structural properties of matroids. Our method aims to achieve the exact optimum by reducing regret with a few elicitation rounds. Additionally, our approach avoids the computation of Minimax Regret and the use of Linear programming solvers at every iteration, unlike previous methods. Experimental results on four standard matroids demonstrate that our method reaches optimality more quickly and with fewer preference queries than existing techniques.


Improved Rates of Differentially Private Nonconvex-Strongly-Concave Minimax Optimization

arXiv.org Artificial Intelligence

In this paper, we study the problem of (finite sum) minimax optimization in the Differential Privacy (DP) model. Unlike most of the previous studies on the (strongly) convex-concave settings or loss functions satisfying the Polyak-Lojasiewicz condition, here we mainly focus on the nonconvex-strongly-concave one, which encapsulates many models in deep learning such as deep AUC maximization. Specifically, we first analyze a DP version of Stochastic Gradient Descent Ascent (SGDA) and show that it is possible to get a DP estimator whose $l_2$-norm of the gradient for the empirical risk function is upper bounded by $\tilde{O}(\frac{d^{1/4}}{({n\epsilon})^{1/2}})$, where $d$ is the model dimension and $n$ is the sample size. We then propose a new method with less gradient noise variance and improve the upper bound to $\tilde{O}(\frac{d^{1/3}}{(n\epsilon)^{2/3}})$, which matches the best-known result for DP Empirical Risk Minimization with non-convex loss. We also discussed several lower bounds of private minimax optimization. Finally, experiments on AUC maximization, generative adversarial networks, and temporal difference learning with real-world data support our theoretical analysis.


On the Minimax Regret of Sequential Probability Assignment via Square-Root Entropy

arXiv.org Machine Learning

We study the problem of sequential probability assignment under logarithmic loss, both with and without side information. Our objective is to analyze the minimax regret -- a notion extensively studied in the literature -- in terms of geometric quantities, such as covering numbers and scale-sensitive dimensions. We show that the minimax regret for the case of no side information (equivalently, the Shtarkov sum) can be upper bounded in terms of sequential square-root entropy, a notion closely related to Hellinger distance. For the problem of sequential probability assignment with side information, we develop both upper and lower bounds based on the aforementioned entropy. The lower bound matches the upper bound, up to log factors, for classes in the Donsker regime (according to our definition of entropy).


TreeSynth: Synthesizing Diverse Data from Scratch via Tree-Guided Subspace Partitioning

arXiv.org Artificial Intelligence

Model customization requires high-quality and diverse datasets, but acquiring such data remains challenging and costly. Although large language models (LLMs) can synthesize training data, current approaches are constrained by limited seed data, model bias and insufficient control over the generation process, resulting in limited diversity and biased distribution with the increase of data scales. To tackle this challenge, we present TreeSynth, a tree-guided subspace-based data synthesis framework that recursively partitions the entire data space into hierar-chical subspaces, enabling comprehensive and diverse scaling of data synthesis. Briefly, given a task-specific description, we construct a data space partitioning tree by iteratively executing criteria determination and subspace coverage steps. This hierarchically divides the whole space (i.e., root node) into mutually exclusive and complementary atomic subspaces (i.e., leaf nodes). By collecting synthesized data according to the attributes of each leaf node, we obtain a diverse dataset that fully covers the data space. Empirically, our extensive experiments demonstrate that TreeSynth surpasses both human-designed datasets and the state-of-the-art data synthesis baselines, achieving maximum improvements of 45.2% in data diversity and 17.6% in downstream task performance across various models and tasks. Hopefully, TreeSynth provides a scalable solution to synthesize diverse and comprehensive datasets from scratch without human intervention.


Neural-Guided Equation Discovery

arXiv.org Artificial Intelligence

Deep learning approaches are becoming increasingly attractive for equation discovery. We show the advantages and disadvantages of using neural-guided equation discovery by giving an overview of recent papers and the results of experiments using our modular equation discovery system MGMT ($\textbf{M}$ulti-Task $\textbf{G}$rammar-Guided $\textbf{M}$onte-Carlo $\textbf{T}$ree Search for Equation Discovery). The system uses neural-guided Monte-Carlo Tree Search (MCTS) and supports both supervised and reinforcement learning, with a search space defined by a context-free grammar. We summarize seven desirable properties of equation discovery systems, emphasizing the importance of embedding tabular data sets for such learning approaches. Using the modular structure of MGMT, we compare seven architectures (among them, RNNs, CNNs, and Transformers) for embedding tabular datasets on the auxiliary task of contrastive learning for tabular data sets on an equation discovery task. For almost all combinations of modules, supervised learning outperforms reinforcement learning. Moreover, our experiments indicate an advantage of using grammar rules as action space instead of tokens. Two adaptations of MCTS -- risk-seeking MCTS and AmEx-MCTS -- can improve equation discovery with that kind of search.


Strength Estimation and Human-Like Strength Adjustment in Games

arXiv.org Artificial Intelligence

Strength estimation and adjustment are crucial in designing human-AI interactions, particularly in games where AI surpasses human players. This paper introduces a novel strength system, including a strength estimator (SE) and an SE-based Monte Carlo tree search, denoted as SE-MCTS, which predicts strengths from games and offers different playing strengths with human styles. The strength estimator calculates strength scores and predicts ranks from games without direct human interaction. SE-MCTS utilizes the strength scores in a Monte Carlo tree search to adjust playing strength and style. We first conduct experiments in Go, a challenging board game with a wide range of ranks. Our strength estimator significantly achieves over 80% accuracy in predicting ranks by observing 15 games only, whereas the previous method reached 49% accuracy for 100 games. For strength adjustment, SE-MCTS successfully adjusts to designated ranks while achieving a 51.33% accuracy in aligning to human actions, outperforming a previous stateof-the-art, with only 42.56% accuracy. To demonstrate the generality of our strength system, we further apply SE and SE-MCTS to chess and obtain consistent results. These results show a promising approach to strength estimation and adjustment, enhancing human-AI interactions in games. Artificial intelligence has achieved superhuman performance in various domains in recent years, especially in games (Silver et al., 2018; Schrittwieser et al., 2020; Vinyals et al., 2019; OpenAI et al., 2019). These achievements have raised interests within the community in exploring AI programs for human interactions, particularly in estimating human players' strengths and offering corresponding levels to increase entertainment or improve skills (Demediuk et al., 2017; Fan et al., 2019; Moon & Seo, 2020; Gusmão et al., 2015; Silva et al., 2015; Hunicke & Chapman, 2004).


IRef-VLA: A Benchmark for Interactive Referential Grounding with Imperfect Language in 3D Scenes

arXiv.org Artificial Intelligence

With the recent rise of large language models, vision-language models, and other general foundation models, there is growing potential for multimodal, multi-task robotics that can operate in diverse environments given natural language input. One such application is indoor navigation using natural language instructions. However, despite recent progress, this problem remains challenging due to the 3D spatial reasoning and semantic understanding required. Additionally, the language used may be imperfect or misaligned with the scene, further complicating the task. To address this challenge, we curate a benchmark dataset, IRef-VLA, for Interactive Referential Vision and Language-guided Action in 3D Scenes with imperfect references. IRef-VLA is the largest real-world dataset for the referential grounding task, consisting of over 11.5K scanned 3D rooms from existing datasets, 7.6M heuristically generated semantic relations, and 4.7M referential statements. Our dataset also contains semantic object and room annotations, scene graphs, navigable free space annotations, and is augmented with statements where the language has imperfections or ambiguities. We verify the generalizability of our dataset by evaluating with state-of-the-art models to obtain a performance baseline and also develop a graph-search baseline to demonstrate the performance bound and generation of alternatives using scene-graph knowledge. With this benchmark, we aim to provide a resource for 3D scene understanding that aids the development of robust, interactive navigation systems. The dataset and all source code is publicly released at https://github.com/HaochenZ11/IRef-VLA.


Reinforcement Learning-based Heuristics to Guide Domain-Independent Dynamic Programming

arXiv.org Artificial Intelligence

Domain-Independent Dynamic Programming (DIDP) is a state-space search paradigm based on dynamic programming for combinatorial optimization. In its current implementation, DIDP guides the search using user-defined dual bounds. Reinforcement learning (RL) is increasingly being applied to combinatorial optimization problems and shares several key structures with DP, being represented by the Bellman equation and state-based transition systems. We propose using reinforcement learning to obtain a heuristic function to guide the search in DIDP. We develop two RL-based guidance approaches: value-based guidance using Deep Q-Networks and policy-based guidance using Proximal Policy Optimization. Our experiments indicate that RL-based guidance significantly outperforms standard DIDP and problem-specific greedy heuristics with the same number of node expansions. Further, despite longer node evaluation times, RL guidance achieves better run-time performance than standard DIDP on three of four benchmark domains.


ScalingNoise: Scaling Inference-Time Search for Generating Infinite Videos

arXiv.org Artificial Intelligence

Video diffusion models (VDMs) facilitate the generation of high-quality videos, with current research predominantly concentrated on scaling efforts during training through improvements in data quality, computational resources, and model complexity. However, inference-time scaling has received less attention, with most approaches restricting models to a single generation attempt. Recent studies have uncovered the existence of "golden noises" that can enhance video quality during generation. Building on this, we find that guiding the scaling inference-time search of VDMs to identify better noise candidates not only evaluates the quality of the frames generated in the current step but also preserves the high-level object features by referencing the anchor frame from previous multi-chunks, thereby delivering long-term value. Our analysis reveals that diffusion models inherently possess flexible adjustments of computation by varying denoising steps, and even a one-step denoising approach, when guided by a reward signal, yields significant long-term benefits. Based on the observation, we proposeScalingNoise, a plug-and-play inference-time search strategy that identifies golden initial noises for the diffusion sampling process to improve global content consistency and visual diversity. Specifically, we perform one-step denoising to convert initial noises into a clip and subsequently evaluate its long-term value, leveraging a reward model anchored by previously generated content. Moreover, to preserve diversity, we sample candidates from a tilted noise distribution that up-weights promising noises. In this way, ScalingNoise significantly reduces noise-induced errors, ensuring more coherent and spatiotemporally consistent video generation. Extensive experiments on benchmark datasets demonstrate that the proposed ScalingNoise effectively improves long video generation.


Beyond Local Selection: Global Cut Selection for Enhanced Mixed-Integer Programming

arXiv.org Artificial Intelligence

In mixed-integer programming (MIP) solvers, cutting planes are essential for Branch-and-Cut (B&C) algorithms as they reduce the search space and accelerate the solving process. Traditional methods rely on hard-coded heuristics for cut plane selection but fail to leverage problem-specific structural features. Recent machine learning approaches use neural networks for cut selection but focus narrowly on the efficiency of single-node within the B&C algorithm, without considering the broader contextual information. To address this, we propose Global Cut Selection (GCS), which uses a bipartite graph to represent the search tree and combines graph neural networks with reinforcement learning to develop cut selection strategies. Unlike prior methods, GCS applies cutting planes across all nodes, incorporating richer contextual information. Experiments show GCS significantly improves solving efficiency for synthetic and large-scale real-world MIPs compared to traditional and learning-based methods.