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Decision Mamba: A Multi-Grained State Space Model with Self-Evolution Regularization for Offline RL

Neural Information Processing Systems

While the conditional sequence modeling with the transformer architecture has demonstrated its effectiveness in dealing with offline reinforcement learning (RL) tasks, it is struggle to handle out-of-distribution states and actions.Existing work attempts to address this issue by data augmentation with the learned policy or adding extra constraints with the value-based RL algorithm. However, these studies still fail to overcome the following challenges: (1) insufficiently utilizing the historical temporal information among inter-steps, (2) overlooking the local intra-step relationships among return-to-gos (RTGs), states, and actions, (3) overfitting suboptimal trajectories with noisy labels. To address these challenges, we propose $\textbf{D}$ecision $\textbf{M}$amba ($\textbf{DM}$), a novel multi-grained state space model (SSM) with a self-evolving policy learning strategy.DM explicitly models the historical hidden state to extract the temporal information by using the mamba architecture. To capture the relationship among RTG-state-action triplets, a fine-grained SSM module is designed and integrated into the original coarse-grained SSM in mamba, resulting in a novel mamba architecture tailored for offline RL. Finally, to mitigate the overfitting issue on noisy trajectories, a self-evolving policy is proposed by using progressive regularization. The policy evolves by using its own past knowledge to refine the suboptimal actions, thus enhancing its robustness on noisy demonstrations. Extensive experiments on various tasks show that DM outperforms other baselines substantially.


Sample Complexity Reduction via Policy Difference Estimation in Tabular Reinforcement Learning

Neural Information Processing Systems

In this paper, we study the non-asymptotic sample complexity for the pure exploration problem in contextual bandits and tabular reinforcement learning (RL): identifying an $\epsilon$-optimal policy from a set of policies $\Pi$ with high probability. Existing work in bandits has shown that it is possible to identify the best policy by estimating only the *difference* between the behaviors of individual policies-which can have substantially lower variance than estimating the behavior of each policy directly--yet the best-known complexities in RL fail to take advantage of this, and instead estimate the behavior of each policy directly. Does it suffice to estimate only the differences in the behaviors of policies in RL? We answer this question positively for contextual bandits, but in the negative for tabular RL, showing a separation between contextual bandits and RL. However, inspired by this, we show that it *almost* suffices to estimate only the differences in RL: if we can estimate the behavior of a *single* reference policy, it suffices to only estimate how any other policy deviates from this reference policy. We develop an algorithm which instantiates this principle and obtains, to the best of our knowledge, the tightest known bound on the sample complexity of tabular RL.


QVAE-Mole: The Quantum VAE with Spherical Latent Variable Learning for 3-D Molecule Generation

Neural Information Processing Systems

Molecule generation ideally in its 3-D form has enjoyed wide applications in material, chemistry, life science, etc. We propose the first quantum parametric circuit for 3-D molecule generation for its potential quantum advantage especially considering the arrival of Noisy Intermediate-Scale Quantum (NISQ) era. We choose the Variational AutoEncoder (VAE) scheme for its simplicity and one-shot generation ability, which we believe is more quantum-friendly compared with the auto-regressive generative models or diffusion models as used in classic approaches. Specifically, we present a quantum encoding scheme designed for 3-D molecules with qubits complexity $\mathcal{O}(C\log n)$ ($n$ is the number of atoms) and adopt a von Mises-Fisher (vMF) distributed latent space to meet the inherent coherence of the quantum system.


Breaking Determinism: Fuzzy Modeling of Sequential Recommendation Using Discrete State Space Diffusion Model

Neural Information Processing Systems

Sequential recommendation (SR) aims to predict items that users may be interested in based on their historical behavior sequences. We revisit SR from a novel information-theoretic perspective and find that conventional sequential modeling methods fail to adequately capture the randomness and unpredictability of user behavior. Inspired by fuzzy information processing theory, this paper introduces the DDSR model, which uses fuzzy sets of interaction sequences to overcome the limitations and better capture the evolution of users' real interests. Formally based on diffusion transition processes in discrete state spaces, which is unlike common diffusion models such as DDPM that operate in continuous domains. It is better suited for discrete data, using structured transitions instead of arbitrary noise introduction to avoid information loss. Additionally, to address the inefficiency of matrix transformations due to the vast discrete space, we use semantic labels derived from quantization or RQ-VAE to replace item IDs, enhancing efficiency and improving cold start issues. Testing on three public benchmark datasets shows that DDSR outperforms existing state-of-the-art methods in various settings, demonstrating its potential and effectiveness in handling SR tasks.


Out-Of-Distribution Detection with Diversification (Provably)

Neural Information Processing Systems

Out-of-distribution (OOD) detection is crucial for ensuring reliable deployment of machine learning models. Recent advancements focus on utilizing easily accessible auxiliary outliers (e.g., data from the web or other datasets) in training. However, we experimentally reveal that these methods still struggle to generalize their detection capabilities to unknown OOD data, due to the limited diversity of the auxiliary outliers collected. Therefore, we thoroughly examine this problem from the generalization perspective and demonstrate that a more diverse set of auxiliary outliers is essential for enhancing the detection capabilities. However, in practice, it is difficult and costly to collect sufficiently diverse auxiliary outlier data. Therefore, we propose a simple yet practical approach with a theoretical guarantee, termed Diversity-induced Mixup for OOD detection (diverseMix), which enhances the diversity of auxiliary outlier set for training in an efficient way. Extensive experiments show that diverseMix achieves superior performance on commonly used and recent challenging large-scale benchmarks, which further confirm the importance of the diversity of auxiliary outliers.


Not so griddy: Internal representations of RNNs path integrating more than one agent

Neural Information Processing Systems

Success in collaborative and competitive environments, where agents must work with or against each other, requires individuals to encode the position and trajectory of themselves and others. Decades of neurophysiological experiments have shed light on how brain regions [e.g., medial entorhinal cortex (MEC), hippocampus] encode the self's position and trajectory. However, it has only recently been discovered that MEC and hippocampus are modulated by the positions and trajectories of others. To understand how encoding spatial information of multiple agents shapes neural representations, we train a recurrent neural network (RNN) model that captures properties of MEC to path integrate trajectories of two agents simultaneously navigating the same environment. We find significant differences between these RNNs and those trained to path integrate only a single agent. At the individual unit level, RNNs trained to path integrate more than one agent develop weaker grid responses, stronger border responses, and tuning for the relative position of the two agents. At the population level, they develop more distributed and robust representations, with changes in network dynamics and manifold topology. Our results provide testable predictions and open new directions with which to study the neural computations supporting spatial navigation.


Looks Too Good To Be True: An Information-Theoretic Analysis of Hallucinations in Generative Restoration Models

Neural Information Processing Systems

The pursuit of high perceptual quality in image restoration has driven the development of revolutionary generative models, capable of producing results often visually indistinguishable from real data.However, as their perceptual quality continues to improve, these models also exhibit a growing tendency to generate hallucinations - realistic-looking details that do not exist in the ground truth images.Hallucinations in these models create uncertainty about their reliability, raising major concerns about their practical application.This paper investigates this phenomenon through the lens of information theory, revealing a fundamental tradeoff between uncertainty and perception. We rigorously analyze the relationship between these two factors, proving that the global minimal uncertainty in generative models grows in tandem with perception. In particular, we define the inherent uncertainty of the restoration problem and show that attaining perfect perceptual quality entails at least twice this uncertainty. Additionally, we establish a relation between distortion, uncertainty and perception, through which we prove the aforementioned uncertainly-perception tradeoff induces the well-known perception-distortion tradeoff.We demonstrate our theoretical findings through experiments with super-resolution and inpainting algorithms.This work uncovers fundamental limitations of generative models in achieving both high perceptual quality and reliable predictions for image restoration. Thus, we aim to raise awareness among practitioners about this inherent tradeoff, empowering them to make informed decisions and potentially prioritize safety over perceptual performance.


ParallelEdits: Efficient Multi-Aspect Text-Driven Image Editing with Attention Grouping

Neural Information Processing Systems

Text-driven image synthesis has made significant advancements with the development of diffusion models, transforming how visual content is generated from text prompts. Despite these advances, text-driven image editing, a key area in computer graphics, faces unique challenges. A major challenge is making simultaneous edits across multiple objects or attributes.


Unpacking Reward Shaping: Understanding the Benefits of Reward Engineering on Sample Complexity

Neural Information Processing Systems

The success of reinforcement learning in a variety of challenging sequential decision-making problems has been much discussed, but often ignored in this discussion is the consideration of how the choice of reward function affects the behavior of these algorithms. Most practical RL algorithms require copious amounts of reward engineering in order to successfully solve challenging tasks. The idea of this type of ``reward-shaping'' has been often discussed in the literature and is used in practical instantiations, but there is relatively little formal characterization of how the choice of reward shaping can yield benefits in sample complexity for RL problems. In this work, we build on the framework of novelty-based exploration to provide a simple scheme for incorporating shaped rewards into RL along with an analysis tool to show that particular choices of reward shaping provably improve sample efficiency. We characterize the class of problems where these gains are expected to be significant and show how this can be connected to practical algorithms in the literature. We show that these results hold in practice in experimental evaluations as well, providing an insight into the mechanisms through which reward shaping can significantly improve the complexity of reinforcement learning while retaining asymptotic performance.


Learning the Expected Core of Strictly Convex Stochastic Cooperative Games

Neural Information Processing Systems

Reward allocation, also known as the credit assignment problem, has been an important topic in economics, engineering, and machine learning. An important concept in reward allocation is the core, which is the set of stable allocations where no agent has the motivation to deviate from the grand coalition. In previous works, computing the core requires either knowledge of the reward function in deterministic games or the reward distribution in stochastic games. However, this is unrealistic, as the reward function or distribution is often only partially known and may be subject to uncertainty. In this paper, we consider the core learning problem in stochastic cooperative games, where the reward distribution is unknown. Our goal is to learn the expected core, that is, the set of allocations that are stable in expectation, given an oracle that returns a stochastic reward for an enquired coalition each round. Within the class of strictly convex games, we present an algorithm named \texttt{Common-Points-Picking} that returns a point in the expected core given a polynomial number of samples, with high probability. To analyse the algorithm, we develop a new extension of the separation hyperplane theorem for multiple convex sets.t.