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 Learning Management


Proximal Regret and Proximal Correlated Equilibria: A New Tractable Solution Concept for Online Learning and Games

arXiv.org Artificial Intelligence

Learning and computation of equilibria are central problems in game theory, theory of computation, and artificial intelligence. In this work, we introduce proximal regret, a new notion of regret based on proximal operators that lies strictly between external and swap regret. When every player employs a no-proximal-regret algorithm in a general convex game, the empirical distribution of play converges to proximal correlated equilibria (PCE), a refinement of coarse correlated equilibria. Our framework unifies several emerging notions in online learning and game theory-such as gradient equilibrium and semicoarse correlated equilibrium-and introduces new ones. Our main result shows that the classic Online Gradient Descent (GD) algorithm achieves an optimal $O(\sqrt{T})$ bound on proximal regret, revealing that GD, without modification, minimizes a stronger regret notion than external regret. This provides a new explanation for the empirically superior performance of gradient descent in online learning and games. We further extend our analysis to Mirror Descent in the Bregman setting and to Optimistic Gradient Descent, which yields faster convergence in smooth convex games.


Gradient-Variation Online Adaptivity for Accelerated Optimization with Hölder Smoothness

arXiv.org Artificial Intelligence

Smoothness is known to be crucial for acceleration in offline optimization, and for gradient-variation regret minimization in online learning. Interestingly, these two problems are actually closely connected -- accelerated optimization can be understood through the lens of gradient-variation online learning. In this paper, we investigate online learning with Hölder smooth functions, a general class encompassing both smooth and non-smooth (Lipschitz) functions, and explore its implications for offline optimization. For (strongly) convex online functions, we design the corresponding gradient-variation online learning algorithm whose regret smoothly interpolates between the optimal guarantees in smooth and non-smooth regimes. Notably, our algorithms do not require prior knowledge of the Hölder smoothness parameter, exhibiting strong adaptivity over existing methods. Through online-to-batch conversion, this gradient-variation online adaptivity yields an optimal universal method for stochastic convex optimization under Hölder smoothness. However, achieving universality in offline strongly convex optimization is more challenging. We address this by integrating online adaptivity with a detection-based guess-and-check procedure, which, for the first time, yields a universal offline method that achieves accelerated convergence in the smooth regime while maintaining near-optimal convergence in the non-smooth one.


Lift What You Can: Green Online Learning with Heterogeneous Ensembles

arXiv.org Artificial Intelligence

Ensemble methods for stream mining necessitate managing multiple models and updating them as data distributions evolve. Considering the calls for more sustainability, established methods are however not sufficiently considerate of ensemble members' computational expenses and instead overly focus on predictive capabilities. To address these challenges and enable green online learning, we propose heterogeneous online ensembles (HEROS). For every training step, HEROS chooses a subset of models from a pool of models initialized with diverse hyperparameter choices under resource constraints to train. We introduce a Markov decision process to theoretically capture the trade-offs between predictive performance and sustainability constraints. Based on this framework, we present different policies for choosing which models to train on incoming data. Most notably, we propose the novel $ζ$-policy, which focuses on training near-optimal models at reduced costs. Using a stochastic model, we theoretically prove that our $ζ$-policy achieves near optimal performance while using fewer resources compared to the best performing policy. In our experiments across 11 benchmark datasets, we find empiric evidence that our $ζ$-policy is a strong contribution to the state-of-the-art, demonstrating highly accurate performance, in some cases even outperforming competitors, and simultaneously being much more resource-friendly.


Scaling Computer-Use Grounding via User Interface Decomposition and Synthesis

arXiv.org Artificial Intelligence

Graphical user interface (GUI) grounding, the ability to map natural language instructions to specific actions on graphical user interfaces, remains a critical bottleneck in computer use agent development. Current benchmarks oversimplify grounding tasks as short referring expressions, failing to capture the complexity of real-world interactions that require software commonsense, layout understanding, and fine-grained manipulation capabilities. To address these limitations, we introduce OSWorld-G, a comprehensive benchmark comprising 564 finely annotated samples across diverse task types including text matching, element recognition, layout understanding, and precise manipulation. Additionally, we synthesize and release the largest computer use grounding dataset Jedi, which contains 4 million examples through multi-perspective decoupling of tasks. Our multi-scale models trained on Jedi demonstrate its effectiveness by outperforming existing approaches on ScreenSpot-v2, ScreenSpot-Pro, and our OSWorld-G. Furthermore, we demonstrate that improved grounding with Jedi directly enhances agentic capabilities of general foundation models on complex computer tasks, improving from 5% to 27% on OSWorld. Through detailed ablation studies, we identify key factors contributing to grounding performance and verify that combining specialized data for different interface elements enables compositional generalization to novel interfaces. All benchmark, data, checkpoints, and code are open-sourced and available at https://osworld-grounding.github.io.


Automatic Assessment of Students' Classroom Engagement with Bias Mitigated Multi-task Model

arXiv.org Artificial Intelligence

With the rise of online and virtual learning, monitoring and enhancing student engagement have become an important aspect of effective education. Traditional methods of assessing a student's involvement might not be applicable directly to virtual environments. In this study, we focused on this problem and addressed the need to develop an automated system to detect student engagement levels during online learning. We proposed a novel training method which can discourage a model from leveraging sensitive features like gender for its predictions. The proposed method offers benefits not only in the enforcement of ethical standards, but also to enhance interpretability of the model predictions. We applied an attribute-orthogonal regularization technique to a split-model classifier, which uses multiple transfer learning strategies to achieve effective results in reducing disparity in the distribution of prediction for sensitivity groups from a Pearson correlation coefficient of 0.897 for the unmitigated model, to 0.999 for the mitigated model. The source code for this project is available on https://github.com/ashiskb/elearning-engagement-study .


A4L: An Architecture for AI-Augmented Learning

arXiv.org Artificial Intelligence

AI promises personalized learning and scalable education. As AI agents increasingly permeate education in support of teaching and learning, there is a critical and urgent need for data architectures for collecting and analyzing data on learning, and feeding the results back to teachers, learners, and the AI agents for personalization of learning at scale. At the National AI Institute for Adult Learning and Online Education, we are developing an Architecture for AI-Augmented Learning (A4L) for supporting adult learning through online education. We present the motivations, goals, requirements of the A4L architecture. We describe preliminary applications of A4L and discuss how it advances the goals of making learning more personalized and scalable.


Computable universal online learning

arXiv.org Artificial Intelligence

Understanding when learning is possible is a fundamental task in the theory of machine learning. However, many characterizations known from the literature deal with abstract learning as a mathematical object and ignore the crucial question: when can learning be implemented as a computer program? We address this question for universal online learning, a generalist theoretical model of online binary classification, recently characterized by Bousquet et al. (STOC'21). In this model, there is no hypothesis fixed in advance; instead, Adversary -- playing the role of Nature -- can change their mind as long as local consistency with the given class of hypotheses is maintained. We require Learner to achieve a finite number of mistakes while using a strategy that can be implemented as a computer program. We show that universal online learning does not imply computable universal online learning, even if the class of hypotheses is relatively easy from a computability-theoretic perspective. We then study the agnostic variant of computable universal online learning and provide an exact characterization of classes that are learnable in this sense. We also consider a variant of proper universal online learning and show exactly when it is possible. Together, our results give a more realistic perspective on the existing theory of online binary classification and the related problem of inductive inference.


Decentralized Parameter-Free Online Learning

arXiv.org Artificial Intelligence

We propose the first parameter-free decentralized online learning algorithms with network regret guarantees, which achieve sublinear regret without requiring hyperparameter tuning. This family of algorithms connects multi-agent coin-betting and decentralized online learning via gossip steps. To enable our decentralized analysis, we introduce a novel "betting function" formulation for coin-betting that simplifies the multi-agent regret analysis. Our analysis shows sublinear network regret bounds and is validated through experiments on synthetic and real datasets. This family of algorithms is applicable to distributed sensing, decentralized optimization, and collaborative ML applications.


Near-Optimal Regret-Queue Length Tradeoff in Online Learning for Two-Sided Markets

arXiv.org Artificial Intelligence

We study a two-sided market, wherein, price-sensitive heterogeneous customers and servers arrive and join their respective queues. A compatible customer-server pair can then be matched by the platform, at which point, they leave the system. Our objective is to design pricing and matching algorithms that maximize the platform's profit, while maintaining reasonable queue lengths. As the demand and supply curves governing the price-dependent arrival rates may not be known in practice, we design a novel online-learning-based pricing policy and establish its near-optimality. In particular, we prove a tradeoff among three performance metrics: $\tilde{O}(T^{1-γ})$ regret, $\tilde{O}(T^{γ/2})$ average queue length, and $\tilde{O}(T^γ)$ maximum queue length for $γ\in (0, 1/6]$, significantly improving over existing results [1]. Moreover, barring the permissible range of $γ$, we show that this trade-off between regret and average queue length is optimal up to logarithmic factors under a class of policies, matching the optimal one as in [2] which assumes the demand and supply curves to be known. Our proposed policy has two noteworthy features: a dynamic component that optimizes the tradeoff between low regret and small queue lengths; and a probabilistic component that resolves the tension between obtaining useful samples for fast learning and maintaining small queue lengths.


Scale-Invariant Regret Matching and Online Learning with Optimal Convergence: Bridging Theory and Practice in Zero-Sum Games

arXiv.org Artificial Intelligence

A considerable chasm has been looming for decades between theory and practice in zero-sum game solving through first-order methods. Although a convergence rate of $T^{-1}$ has long been established since Nemirovski's mirror-prox algorithm and Nesterov's excessive gap technique in the early 2000s, the most effective paradigm in practice is *counterfactual regret minimization*, which is based on *regret matching* and its modern variants. In particular, the state of the art across most benchmarks is *predictive* regret matching$^+$ (PRM$^+$), in conjunction with non-uniform averaging. Yet, such algorithms can exhibit slower $Ω(T^{-1/2})$ convergence even in self-play. In this paper, we close the gap between theory and practice. We propose a new scale-invariant and parameter-free variant of PRM$^+$, which we call IREG-PRM$^+$. We show that it achieves $T^{-1/2}$ best-iterate and $T^{-1}$ (i.e., optimal) average-iterate convergence guarantees, while also being on par with PRM$^+$ on benchmark games. From a technical standpoint, we draw an analogy between IREG-PRM$^+$ and optimistic gradient descent with *adaptive* learning rate. The basic flaw of PRM$^+$ is that the ($\ell_2$-)norm of the regret vector -- which can be thought of as the inverse of the learning rate -- can decrease. By contrast, we design IREG-PRM$^+$ so as to maintain the invariance that the norm of the regret vector is nondecreasing. This enables us to derive an RVU-type bound for IREG-PRM$^+$, the first such property that does not rely on introducing additional hyperparameters to enforce smoothness. Furthermore, we find that IREG-PRM$^+$ performs on par with an adaptive version of optimistic gradient descent that we introduce whose learning rate depends on the misprediction error, demystifying the effectiveness of the regret matching family *vis-a-vis* more standard optimization techniques.