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retnemge S ecnatsn I / citpona P D2 tfi L evitsartno C

Neural Information Processing Systems

Instance segmentation in 3D is a challenging task due to the lack of large-scale annotated datasets. In this paper, we show that this task can be addressed effectively by leveraging instead 2D pre-trained models for instance segmentation. We propose a novel approach to lift 2D segments to 3D and fuse them by means of a neural field representation, which encourages multi-view consistency across frames. The core of our approach is a slow-fast clustering objective function, which is scalable and well-suited for scenes with a large number of objects. Unlike previous approaches, our method does not require an upper bound on the number of objects or object tracking across frames. To demonstrate the scalability of the slow-fast clustering, we create a new semi-realistic dataset called the Messy Rooms dataset, which features scenes with up to 500 objects per scene. Our approach outperforms the state-of-the-art on challenging scenes from the ScanNet, Hypersim, and Replica datasets, as well as on our newly created Messy Rooms dataset, demonstrating the effectiveness and scalability of our slow-fast clustering method.





Off-Policy Evaluation for Human Feedback

Neural Information Processing Systems

Off-policy evaluation (OPE) is important for closing the gap between offline training and evaluation of reinforcement learning (RL), by estimating performance and/or rank of target (evaluation) policies using offline trajectories only. It can improve the safety and efficiency of data collection and policy testing procedures in situations where online deployments are expensive, such as healthcare. However, existing OPE methods fall short in estimating human feedback (HF) signals, as HF may be conditioned over multiple underlying factors and is only sparsely available; as opposed to the agent-defined environmental rewards (used in policy optimization), which are usually determined over parametric functions or distributions. Consequently, the nature of HF signals makes extrapolating accurate OPE estimations to be challenging. To resolve this, we introduce an OPE for HF (OPEHF) framework that revives existing OPE methods in order to accurately evaluate the HF signals. Specifically, we develop an immediate human reward (IHR) reconstruction approach, regularized by environmental knowledge distilled in a latent space that captures the underlying dynamics of state transitions as well as issuing HF signals. Our approach has been tested over two real-world experiments, adaptive in-vivo neurostimulation and intelligent tutoring, as well as in a simulation environment (visual Q&A). Results show that our approach significantly improves the performance toward estimating HF signals accurately, compared to directly applying (variants of) existing OPE methods.


NeurIPS2021_ImperfectCommmunicationBandits

Neural Information Processing Systems

We consider the case where each message fails with probability 1 p and each agent i uses the messages it receives from its neighbors with probability pi.This is equivalent to each agent ireceiving messages from its neighbors with probability pip.Let 1{(i,j) 2 Et}be the indicator random variable that takes value 1 if agent i receives reward value and arm id from agent j at time t and 0 otherwise. We start by proving some useful lemmas. Lemma 1. (Restatement of results from [3]) Let k = Thus we have P Ai(t+1) = k,Nik(t) > k P bยตi1(t) ยต1 Ci1(t) +P bยตik(t) ยตk +Cik(t) This concludes the proof of Lemma 1. Lemma 2. Let (G) is the clique covering number of graph G. Let k = Let C be a non overlapping clique covering of G. Then we have that k |C| < Nik( ik,C) k. From regret results it follows that regret for this case is greater than the regret for the case where ik,C < k,C for some (or all) i. 13 We analyse the expected number of times agents pull suboptimal arm k as follows, X P bยตi1(t) ยต1 Ci1(t) +P bยตik(t) ยตk +Cik(t), (29) where (a) follows from the fact that clique covering is non overlapping. This concludes the proof of Lemma 2. Lemma 3. Let di(G) be the degree of agent i in graph G.


NeurIPS2021_ImperfectCommmunicationBandits

Neural Information Processing Systems

The cooperative bandit problem is increasingly becoming relevant due to its applications in large-scale decision-making. However, most research for this problem focuses exclusively on the setting with perfect communication, whereas in most real-world distributed settings, communication is often over stochastic networks, with arbitrary corruptions and delays. In this paper, we study cooperative bandit learning under three typical real-world communication scenarios, namely, (a) message-passing over stochastic time-varying networks, (b) instantaneous rewardsharing over a network with random delays, and (c) message-passing with adversarially corrupted rewards, including byzantine communication. For each of these environments, we propose decentralized algorithms that achieve competitive performance, along with near-optimal guarantees on the incurred group regret as well. Furthermore, in the setting with perfect communication, we present an improved delayed-update algorithm that outperforms the existing state-of-the-art on various network topologies.


Appendix: On the Expressivity of Markov Reward

Neural Information Processing Systems

We first address questions that might arise in response to the main text. That is, if Alice chooses a SOAP, PO, or TO for Bob to learn to solve, when can Alice determine Bob has solved the task? A: Bob can be said to be doing better on a given task if his behavior improves, as is typical in evaluating behavior under reward. The difference with SOAPs, POs, and TOs is that we measure improvement relative to the task rather than reward. For instance, given a SOAP, we might say that Bob has solved the task once he has found one of the good policies, and we might measure Bob's progress on a task in terms of the distance of his greedy policy to one of the good policies (as done in our learning experiments). The same reasoning applies to POs and TOs: Bob is doing better on a task in so far as his greedy policy (or trajectories) is (are) higher up the ordering. That is, the studied reward functions must be a function of s, (s,a), or (s,a,s0). A: Indeed, as discussed in our introduction, our goal is to examine the expressivity of Markov rewards in the context of finite MDPs.