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Partial Is Better Than All: Revisiting Fine-tuning Strategy for Few-shot Learning

arXiv.org Artificial Intelligence

The goal of few-shot learning is to learn a classifier that can recognize unseen classes from limited support data with labels. A common practice for this task is to train a model on the base set first and then transfer to novel classes through fine-tuning (Here fine-tuning procedure is defined as transferring knowledge from base to novel data, i.e. learning to transfer in few-shot scenario.) or meta-learning. However, as the base classes have no overlap to the novel set, simply transferring whole knowledge from base data is not an optimal solution since some knowledge in the base model may be biased or even harmful to the novel class. In this paper, we propose to transfer partial knowledge by freezing or fine-tuning particular layer(s) in the base model. Specifically, layers will be imposed different learning rates if they are chosen to be fine-tuned, to control the extent of preserved transferability. To determine which layers to be recast and what values of learning rates for them, we introduce an evolutionary search based method that is efficient to simultaneously locate the target layers and determine their individual learning rates. We conduct extensive experiments on CUB and mini-ImageNet to demonstrate the effectiveness of our proposed method. It achieves the state-of-the-art performance on both meta-learning and non-meta based frameworks. Furthermore, we extend our method to the conventional pre-training + fine-tuning paradigm and obtain consistent improvement.


Sparse Reward Exploration via Novelty Search and Emitters

arXiv.org Artificial Intelligence

Reward-based optimization algorithms require both exploration, to find rewards, and exploitation, to maximize performance. The need for efficient exploration is even more significant in sparse reward settings, in which performance feedback is given sparingly, thus rendering it unsuitable for guiding the search process. In this work, we introduce the SparsE Reward Exploration via Novelty and Emitters (SERENE) algorithm, capable of efficiently exploring a search space, as well as optimizing rewards found in potentially disparate areas. Contrary to existing emitters-based approaches, SERENE separates the search space exploration and reward exploitation into two alternating processes. The first process performs exploration through Novelty Search, a divergent search algorithm. The second one exploits discovered reward areas through emitters, i.e. local instances of population-based optimization algorithms. A meta-scheduler allocates a global computational budget by alternating between the two processes, ensuring the discovery and efficient exploitation of disjoint reward areas. SERENE returns both a collection of diverse solutions covering the search space and a collection of high-performing solutions for each distinct reward area. We evaluate SERENE on various sparse reward environments and show it compares favorably to existing baselines.


Experience-Based Heuristic Search: Robust Motion Planning with Deep Q-Learning

arXiv.org Artificial Intelligence

Interaction-aware planning for autonomous driving requires an exploration of a combinatorial solution space when using conventional search- or optimization-based motion planners. With Deep Reinforcement Learning, optimal driving strategies for such problems can be derived also for higher-dimensional problems. However, these methods guarantee optimality of the resulting policy only in a statistical sense, which impedes their usage in safety critical systems, such as autonomous vehicles. Thus, we propose the Experience-Based-Heuristic-Search algorithm, which overcomes the statistical failure rate of a Deep-reinforcement-learning-based planner and still benefits computationally from the pre-learned optimal policy. Specifically, we show how experiences in the form of a Deep Q-Network can be integrated as heuristic into a heuristic search algorithm. We benchmark our algorithm in the field of path planning in semi-structured valet parking scenarios. There, we analyze the accuracy of such estimates and demonstrate the computational advantages and robustness of our method. Our method may encourage further investigation of the applicability of reinforcement-learning-based planning in the field of self-driving vehicles.


Finite Sample Analysis of Minimax Offline Reinforcement Learning: Completeness, Fast Rates and First-Order Efficiency

arXiv.org Machine Learning

Off-policy evaluation (OPE) is the problem of estimating the expected return in an unknown Markov decision process (MDP) of a given decision policy, known as the evaluation policy, using transition data generated by another policy, known as the behavior policy (Bibaut et al., 2019; Precup et al., 2000; Thomas et al., 2015). OPE is especially important in applications where experimentation is particularly costly, such as in medicine. Recently, the first-order efficiency bound for OPE was derived by Kallus and Uehara (2020) for time-varying MDPs and by Kallus and Uehara (2019) for time-homogeneous MDPs (which we focus on and simply call MDPs). That is, the smallest-possible coefficient of the leading 1/ n term C in the estimation error C/ n o(1/ n). In the time-varying tabular setting, the bounds coincides with that of Jiang and Li (2016), and Yin and Wang (2020) showed that the model-based estimator achieves it. However, the achievability of the lower bound in general settings is unclear. Among the approaches to OPE, many of them rely on estimating the q-function (representing long-term value) or the w-function (representing density ratios), under the so-called realizability (a.k.a well-specification) and/or completeness (a.k.a hypothesis class closed under Bellman operators; Antos et al., 2008; Chen and Jiang, 2019) assumptions. For example, the q-function can be estimated via Fitted-Q Iteration (FQI; Ernst et al., 2005), and the w-function is central to recent methods based on the idea of marginalized importance sampling (Gelada and Bellemare, 2019; Liu et al., 2018). In this paper, we study minimax estimators of q-and w-functions and its implications for OPE.


Evolutionary Multitask Optimization: a Methodological Overview, Challenges and Future Research Directions

arXiv.org Artificial Intelligence

In this work we consider multitasking in the context of solving multiple optimization problems simultaneously by conducting a single search process. The principal goal when dealing with this scenario is to dynamically exploit the existing complementarities among the problems (tasks) being optimized, helping each other through the exchange of valuable knowledge. Additionally, the emerging paradigm of Evolutionary Multitasking tackles multitask optimization scenarios by using as inspiration concepts drawn from Evolutionary Computation. The main purpose of this survey is to collect, organize and critically examine the abundant literature published so far in Evolutionary Multitasking, with an emphasis on the methodological patterns followed when designing new algorithmic proposals in this area (namely, multifactorial optimization and multipopulation-based multitasking). We complement our critical analysis with an identification of challenges that remain open to date, along with promising research directions that can stimulate future efforts in this topic. Our discussions held throughout this manuscript are offered to the audience as a reference of the general trajectory followed by the community working in this field in recent times, as well as a self-contained entry point for newcomers and researchers interested to join this exciting research avenue.


Problematic Machine Behavior: A Systematic Literature Review of Algorithm Audits

arXiv.org Artificial Intelligence

While algorithm audits are growing rapidly in commonality and public importance, relatively little scholarly work has gone toward synthesizing prior work and strategizing future research in the area. This systematic literature review aims to do just that, following PRISMA guidelines in a review of over 500 English articles that yielded 62 algorithm audit studies. The studies are synthesized and organized primarily by behavior (discrimination, distortion, exploitation, and misjudgement), with codes also provided for domain (e.g. search, vision, advertising, etc.), organization (e.g. Google, Facebook, Amazon, etc.), and audit method (e.g. sock puppet, direct scrape, crowdsourcing, etc.). The review shows how previous audit studies have exposed public-facing algorithms exhibiting problematic behavior, such as search algorithms culpable of distortion and advertising algorithms culpable of discrimination. Based on the studies reviewed, it also suggests some behaviors (e.g. discrimination on the basis of intersectional identities), domains (e.g. advertising algorithms), methods (e.g. code auditing), and organizations (e.g. Twitter, TikTok, LinkedIn) that call for future audit attention. The paper concludes by offering the common ingredients of successful audits, and discussing algorithm auditing in the context of broader research working toward algorithmic justice.


Continuous Wasserstein-2 Barycenter Estimation without Minimax Optimization

arXiv.org Machine Learning

Wasserstein barycenters provide a geometric notion of the weighted average of probability measures based on optimal transport. In this paper, we present a scalable algorithm to compute Wasserstein-2 barycenters given sample access to the input measures, which are not restricted to being discrete. While past approaches rely on entropic or quadratic regularization, we employ input convex neural networks and cycle-consistency regularization to avoid introducing bias. As a result, our approach does not resort to minimax optimization. We provide theoretical analysis on error bounds as well as empirical evidence of the effectiveness of the proposed approach in low-dimensional qualitative scenarios and high-dimensional quantitative experiments.


Safe Search for Stackelberg Equilibria in Extensive-Form Games

arXiv.org Artificial Intelligence

Stackelberg equilibrium is a solution concept in two-player games where the leader has commitment rights over the follower. In recent years, it has become a cornerstone of many security applications, including airport patrolling and wildlife poaching prevention. Even though many of these settings are sequential in nature, existing techniques pre-compute the entire solution ahead of time. In this paper, we present a theoretically sound and empirically effective way to apply search, which leverages extra online computation to improve a solution, to the computation of Stackelberg equilibria in general-sum games. Instead of the leader attempting to solve the full game upfront, an approximate "blueprint" solution is first computed offline and is then improved online for the particular subgames encountered in actual play. We prove that our search technique is guaranteed to perform no worse than the pre-computed blueprint strategy, and empirically demonstrate that it enables approximately solving significantly larger games compared to purely offline methods. We also show that our search operation may be cast as a smaller Stackelberg problem, making our method complementary to existing algorithms based on strategy generation.


Online Learning with Simple Predictors and a Combinatorial Characterization of Minimax in 0/1 Games

arXiv.org Machine Learning

Which classes can be learned properly in the online model? -- that is, by an algorithm that at each round uses a predictor from the concept class. While there are simple and natural cases where improper learning is necessary, it is natural to ask how complex must the improper predictors be in such cases. Can one always achieve nearly optimal mistake/regret bounds using "simple" predictors? In this work, we give a complete characterization of when this is possible, thus settling an open problem which has been studied since the pioneering works of Angluin (1987) and Littlestone (1988). More precisely, given any concept class C and any hypothesis class H, we provide nearly tight bounds (up to a log factor) on the optimal mistake bounds for online learning C using predictors from H. Our bound yields an exponential improvement over the previously best known bound by Chase and Freitag (2020). As applications, we give constructive proofs showing that (i) in the realizable setting, a near-optimal mistake bound (up to a constant factor) can be attained by a sparse majority-vote of proper predictors, and (ii) in the agnostic setting, a near-optimal regret bound (up to a log factor) can be attained by a randomized proper algorithm. A technical ingredient of our proof which may be of independent interest is a generalization of the celebrated Minimax Theorem (von Neumann, 1928) for binary zero-sum games. A simple game which fails to satisfy Minimax is "Guess the Larger Number", where each player picks a number and the larger number wins. The payoff matrix is infinite triangular. We show this is the only obstruction: if a game does not contain triangular submatrices of unbounded sizes then the Minimax Theorem holds. This generalizes von Neumann's Minimax Theorem by removing requirements of finiteness (or compactness), and captures precisely the games of interest in online learning.


Report of the Workshop on Program Synthesis for Scientific Computing

arXiv.org Artificial Intelligence

Program synthesis is an active research field in academia, national labs, and industry. Yet, work directly applicable to scientific computing, while having some impressive successes, has been limited. This report reviews the relevant areas of program synthesis work for scientific computing, discusses successes to date, and outlines opportunities for future work. This report is the result of the Workshop on Program Synthesis for Scientific Computing was held virtually on August 4-5 2020 (https://prog-synth-science.github.io/2020/).