Learning Management
Adversarial Attacks on Online Learning to Rank with Click Feedback
Zuo, Jinhang, Zhang, Zhiyao, Wang, Zhiyong, Li, Shuai, Hajiesmaili, Mohammad, Wierman, Adam
Online learning to rank (OLTR) is a sequential decision-making problem where a learning agent selects an ordered list of items and receives feedback through user clicks. Although potential attacks against OLTR algorithms may cause serious losses in real-world applications, little is known about adversarial attacks on OLTR. This paper studies attack strategies against multiple variants of OLTR. Our first result provides an attack strategy against the UCB algorithm on classical stochastic bandits with binary feedback, which solves the key issues caused by bounded and discrete feedback that previous works can not handle. Building on this result, we design attack algorithms against UCB-based OLTR algorithms in position-based and cascade models. Finally, we propose a general attack strategy against any algorithm under the general click model. Each attack algorithm manipulates the learning agent into choosing the target attack item $T-o(T)$ times, incurring a cumulative cost of $o(T)$. Experiments on synthetic and real data further validate the effectiveness of our proposed attack algorithms.
Online Learning under Budget and ROI Constraints and Applications to Bidding in Non-Truthful Auctions
Castiglioni, Matteo, Celli, Andrea, Kroer, Christian
We study online learning problems in which a decision maker has to make a sequence of costly decisions, with the goal of maximizing their expected reward while adhering to budget and return-on-investment (ROI) constraints. Previous work requires the decision maker to know beforehand some specific parameters related to the degree of strict feasibility of the offline problem. Moreover, when inputs are adversarial, it requires the existence of a strictly feasible solution to the offline optimization problem at each round. Both requirements are unrealistic for practical applications such as bidding in online ad auctions. We propose a best-of-both-worlds primal-dual framework which circumvents both assumptions by exploiting the notion of interval regret, providing guarantees under both stochastic and adversarial inputs. Our proof techniques can be applied to both input models with minimal modifications, thereby providing a unified perspective on the two problems. Finally, we show how to instantiate the framework to optimally bid in various mechanisms of practical relevance, such as first- and second-price auctions.
Conditional Online Learning for Keyword Spotting
Modern approaches for keyword spotting rely on training deep neural networks on large static datasets with i.i.d. distributions. However, the resulting models tend to underperform when presented with changing data regimes in real-life applications. This work investigates a simple but effective online continual learning method that updates a keyword spotter on-device via SGD as new data becomes available. Contrary to previous research, this work focuses on learning the same KWS task, which covers most commercial applications. During experiments with dynamic audio streams in different scenarios, that method improves the performance of a pre-trained small-footprint model by 34%. Moreover, experiments demonstrate that, compared to a naive online learning implementation, conditional model updates based on its performance in a small hold-out set drawn from the training distribution mitigate catastrophic forgetting.
Non-stationary Projection-free Online Learning with Dynamic and Adaptive Regret Guarantees
Wang, Yibo, Yang, Wenhao, Jiang, Wei, Lu, Shiyin, Wang, Bing, Tang, Haihong, Wan, Yuanyu, Zhang, Lijun
Projection-free online learning has drawn increasing interest due to its efficiency in solving high-dimensional problems with complicated constraints. However, most existing projection-free online methods focus on minimizing the static regret, which unfortunately fails to capture the challenge of changing environments. In this paper, we investigate non-stationary projection-free online learning, and choose dynamic regret and adaptive regret to measure the performance. Specifically, we first provide a novel dynamic regret analysis for an existing projection-free method named $\text{BOGD}_\text{IP}$, and establish an $\mathcal{O}(T^{3/4}(1+P_T))$ dynamic regret bound, where $P_T$ denotes the path-length of the comparator sequence. Then, we improve the upper bound to $\mathcal{O}(T^{3/4}(1+P_T)^{1/4})$ by running multiple $\text{BOGD}_\text{IP}$ algorithms with different step sizes in parallel, and tracking the best one on the fly. Our results are the first general-case dynamic regret bounds for projection-free online learning, and can recover the existing $\mathcal{O}(T^{3/4})$ static regret by setting $P_T = 0$. Furthermore, we propose a projection-free method to attain an $\tilde{\mathcal{O}}(\tau^{3/4})$ adaptive regret bound for any interval with length $\tau$, which nearly matches the static regret over that interval. The essential idea is to maintain a set of $\text{BOGD}_\text{IP}$ algorithms dynamically, and combine them by a meta algorithm. Moreover, we demonstrate that it is also equipped with an $\mathcal{O}(T^{3/4}(1+P_T)^{1/4})$ dynamic regret bound. Finally, empirical studies verify our theoretical findings.
Leveraging Demonstrations to Improve Online Learning: Quality Matters
Hao, Botao, Jain, Rahul, Lattimore, Tor, Van Roy, Benjamin, Wen, Zheng
We investigate the extent to which offline demonstration data can improve online learning. It is natural to expect some improvement, but the question is how, and by how much? We show that the degree of improvement must depend on the quality of the demonstration data. To generate portable insights, we focus on Thompson sampling (TS) applied to a multi-armed bandit as a prototypical online learning algorithm and model. The demonstration data is generated by an expert with a given competence level, a notion we introduce. We propose an informed TS algorithm that utilizes the demonstration data in a coherent way through Bayes' rule and derive a prior-dependent Bayesian regret bound. This offers insight into how pretraining can greatly improve online performance and how the degree of improvement increases with the expert's competence level. We also develop a practical, approximate informed TS algorithm through Bayesian bootstrapping and show substantial empirical regret reduction through experiments.
Accessible Interfaces for the Development and Deployment of Robotic Platforms
Accessibility is one of the most important features in the design of robots and their interfaces. This thesis proposes methods that improve the accessibility of robots for three different target audiences: consumers, researchers, and learners. In order for humans and robots to work together effectively, they both must be able to communicate with each other. We tackle the problem of generating route instructions that are readily understandable by novice humans for the navigation of a priori unknown indoor environments. We then move on to the related problem of enabling robots to understand natural language utterances in the context of learning to operate articulated objects (e.g., fridges, drawers) by leveraging kinematic models. Next, we turn our focus to the development of accessible and reproducible robotic platforms for scientific research. We propose a new concept for reproducible robotics research that integrates development and benchmarking, so that reproducibility is obtained "by design" from the beginning of the research and development process. We then propose a framework called SHARC (SHared Autonomy for Remote Collaboration), to improve accessibility for underwater robotic intervention operations. SHARC allows multiple remote scientists to efficiently plan and execute high-level sampling procedures using an underwater manipulator while deferring low-level control to the robot. Lastly, we developed the first hardware-based MOOC in AI and robotics. This course allows learners to study autonomy hands-on by making real robots make their own decisions and accomplish broadly defined tasks. We design a new robotic platform from the ground up to support this new learning experience. A fully browser-based interface, based on leading tools and technologies for code development, testing, validation, and deployment serves to maximize the accessibility of these educational resources.
Can Learning Deteriorate Control? Analyzing Computational Delays in Gaussian Process-Based Event-Triggered Online Learning
Dai, Xiaobing, Lederer, Armin, Yang, Zewen, Hirche, Sandra
When the dynamics of systems are unknown, supervised machine learning techniques are commonly employed to infer models from data. Gaussian process (GP) regression is a particularly popular learning method for this purpose due to the existence of prediction error bounds. Moreover, GP models can be efficiently updated online, such that event-triggered online learning strategies can be pursued to ensure specified tracking accuracies. However, existing trigger conditions must be able to be evaluated at arbitrary times, which cannot be achieved in practice due to non-negligible computation times. Therefore, we first derive a delay-aware tracking error bound, which reveals an accuracy-delay trade-off. Based on this result, we propose a novel event trigger for GP-based online learning with computational delays, which we show to offer advantages over offline trained GP models for sufficiently small computation times. Finally, we demonstrate the effectiveness of the proposed event trigger for online learning in simulations.
Reinforced MOOCs Concept Recommendation in Heterogeneous Information Networks
Gong, Jibing, Wan, Yao, Liu, Ye, Li, Xuewen, Zhao, Yi, Wang, Cheng, Lin, Yuting, Fang, Xiaohan, Feng, Wenzheng, Zhang, Jingyi, Tang, Jie
Massive open online courses (MOOCs), which offer open access and widespread interactive participation through the internet, are quickly becoming the preferred method for online and remote learning. Several MOOC platforms offer the service of course recommendation to users, to improve the learning experience of users. Despite the usefulness of this service, we consider that recommending courses to users directly may neglect their varying degrees of expertise. To mitigate this gap, we examine an interesting problem of concept recommendation in this paper, which can be viewed as recommending knowledge to users in a fine-grained way. We put forward a novel approach, termed HinCRec-RL, for Concept Recommendation in MOOCs, which is based on Heterogeneous Information Networks and Reinforcement Learning. In particular, we propose to shape the problem of concept recommendation within a reinforcement learning framework to characterize the dynamic interaction between users and knowledge concepts in MOOCs. Furthermore, we propose to form the interactions among users, courses, videos, and concepts into a heterogeneous information network (HIN) to learn the semantic user representations better. We then employ an attentional graph neural network to represent the users in the HIN, based on meta-paths. Extensive experiments are conducted on a real-world dataset collected from a Chinese MOOC platform, XuetangX, to validate the efficacy of our proposed HinCRec-RL. Experimental results and analysis demonstrate that our proposed HinCRec-RL performs well when comparing with several state-of-the-art models.
Online Learning in Budget-Constrained Dynamic Colonel Blotto Games
Leon, Vincent, Etesami, S. Rasoul
In this paper, we study the strategic allocation of limited resources using a Colonel Blotto game (CBG) under a dynamic setting and analyze the problem using an online learning approach. In this model, one of the players is a learner who has limited troops to allocate over a finite time horizon, and the other player is an adversary. In each round, the learner plays a one-shot Colonel Blotto game with the adversary and strategically determines the allocation of troops among battlefields based on past observations. The adversary chooses its allocation action randomly from some fixed distribution that is unknown to the learner. The learner's objective is to minimize its regret, which is the difference between the cumulative reward of the best mixed strategy and the realized cumulative reward by following a learning algorithm while not violating the budget constraint. The learning in dynamic CBG is analyzed under the framework of combinatorial bandits and bandits with knapsacks. We first convert the budget-constrained dynamic CBG to a path planning problem on a directed graph. We then devise an efficient algorithm that combines a special combinatorial bandit algorithm for path planning problem and a bandits with knapsack algorithm to cope with the budget constraint. The theoretical analysis shows that the learner's regret is bounded by a term sublinear in time horizon and polynomial in other parameters. Finally, we justify our theoretical results by carrying out simulations for various scenarios.
An improved regret analysis for UCB-N and TS-N
In the setting of stochastic online learning with undirected feedback graphs, Lykouris et al. (2020) previously analyzed the pseudo-regret of the upper confidence bound-based algorithm UCB-N and the Thompson Sampling-based algorithm TS-N. In this note, we show how to improve their pseudo-regret analysis. Our improvement involves refining a key lemma of the previous analysis, allowing a $\log(T)$ factor to be replaced by a factor $\log_2(\alpha) + 3$ for $\alpha$ the independence number of the feedback graph.