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Aux-Drop: Handling Haphazard Inputs in Online Learning Using Auxiliary Dropouts

arXiv.org Artificial Intelligence

Many real-world applications based on online learning produce streaming data that is haphazard in nature, i.e., contains missing features, features becoming obsolete in time, the appearance of new features at later points in time and a lack of clarity on the total number of input features. These challenges make it hard to build a learnable system for such applications, and almost no work exists in deep learning that addresses this issue. In this paper, we present Aux-Drop, an auxiliary dropout regularization strategy for online learning that handles the haphazard input features in an effective manner. Aux-Drop adapts the conventional dropout regularization scheme for the haphazard input feature space ensuring that the final output is minimally impacted by the chaotic appearance of such features. It helps to prevent the co-adaptation of especially the auxiliary and base features, as well as reduces the strong dependence of the output on any of the auxiliary inputs of the model. This helps in better learning for scenarios where certain features disappear in time or when new features are to be modelled. The efficacy of Aux-Drop has been demonstrated through extensive numerical experiments on SOTA benchmarking datasets that include Italy Power Demand, HIGGS, SUSY and multiple UCI datasets.


Adversarial Attacks on Online Learning to Rank with Stochastic Click Models

arXiv.org Artificial Intelligence

Online learning to rank (OLTR) (Grotov and de Rijke, 2016) formulates learning to rank (Liu et al., 2009), the core problem in information retrieval, as a sequential decision-making problem. OLTR is a family of online learning solutions that exploit implicit feedback from users (e.g., clicks) to directly optimize parameterized rankers on the fly. It has drawn increasing attention in recent years (Kveton et al., 2015a; Zoghi et al., 2017; Lattimore et al., 2018; Oosterhuis and de Rijke, 2018; Wang et al., 2019; Jia et al., 2021) due to its advantages over traditional offline learning-based solutions and numerous applications in web search and recommender systems (Liu et al., 2009). To effectively utilize users' click feedback to improve the quality of ranked lists, one line of OLTR studied bandit-based algorithms under different click models. In each iteration, the algorithm presents a ranked list of K items selected from L candidates based on its estimation of the user's interests. The ranker observes the user's click feedback and updates these estimates accordingly. Different users may examine and click on the ranking list differently, and how the user interacts with the item list is called the click model. Many works have been dedicated to establishing OLTR algorithms in the cascade model (Kveton et al., 2015a,b; Zong et al., 2016; Li et al., 2016; Vial et al.,


Online Learning in Multi-unit Auctions

arXiv.org Artificial Intelligence

We consider repeated multi-unit auctions with uniform pricing, which are widely used in practice for allocating goods such as carbon licenses. In each round, $K$ identical units of a good are sold to a group of buyers that have valuations with diminishing marginal returns. The buyers submit bids for the units, and then a price $p$ is set per unit so that all the units are sold. We consider two variants of the auction, where the price is set to the $K$-th highest bid and $(K+1)$-st highest bid, respectively. We analyze the properties of this auction in both the offline and online settings. In the offline setting, we consider the problem that one player $i$ is facing: given access to a data set that contains the bids submitted by competitors in past auctions, find a bid vector that maximizes player $i$'s cumulative utility on the data set. We design a polynomial time algorithm for this problem, by showing it is equivalent to finding a maximum-weight path on a carefully constructed directed acyclic graph. In the online setting, the players run learning algorithms to update their bids as they participate in the auction over time. Based on our offline algorithm, we design efficient online learning algorithms for bidding. The algorithms have sublinear regret, under both full information and bandit feedback structures. We complement our online learning algorithms with regret lower bounds. Finally, we analyze the quality of the equilibria in the worst case through the lens of the core solution concept in the game among the bidders. We show that the $(K+1)$-st price format is susceptible to collusion among the bidders; meanwhile, the $K$-th price format does not have this issue.


Adversarial Attacks on Online Learning to Rank with Click Feedback

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.