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Collaborating Authors

 Po-Sen Huang



M-Walk: Learning to Walk over Graphs using Monte Carlo Tree Search

Neural Information Processing Systems

Learning to walk over a graph towards a target node for a given query and a source node is an important problem in applications such as knowledge base completion (KBC). It can be formulated as a reinforcement learning (RL) problem with a known state transition model. To overcome the challenge of sparse rewards, we develop a graph-walking agent called M-Walk, which consists of a deep recurrent neural network (RNN) and Monte Carlo Tree Search (MCTS). The RNN encodes the state (i.e., history of the walked path) and maps it separately to a policy and Q-values. In order to effectively train the agent from sparse rewards, we combine MCTS with the neural policy to generate trajectories yielding more positive rewards.


Are Labels Required for Improving Adversarial Robustness?

Neural Information Processing Systems

Recent work has uncovered the interesting (and somewhat surprising) finding that training models to be invariant to adversarial perturbations requires substantially larger datasets than those required for standard classification. This result is a key hurdle in the deployment of robust machine learning models in many real world applications where labeled data is expensive. Our main insight is that unlabeled data can be a competitive alternative to labeled data for training adversarially robust models. Theoretically, we show that in a simple statistical setting, the sample complexity for learning an adversarially robust model from unlabeled data matches the fully supervised case up to constant factors. On standard datasets like CIFAR-10, a simple Unsupervised Adversarial Training (UAT) approach using unlabeled data improves robust accuracy by 21.7% over using 4K supervised examples alone, and captures over 95% of the improvement from the same number of labeled examples. Finally, we report an improvement of 4% over the previous state-of-theart on CIFAR-10 against the strongest known attack by using additional unlabeled data from the uncurated 80 Million Tiny Images dataset. This demonstrates that our finding extends as well to the more realistic case where unlabeled data is also uncurated, therefore opening a new avenue for improving adversarial training.


Learning Transferable Graph Exploration

Neural Information Processing Systems

This paper considers the problem of efficient exploration of unseen environments, a key challenge in AI. We propose a'learning to explore' framework where we learn a policy from a distribution of environments. At test time, presented with an unseen environment from the same distribution, the policy aims to generalize the exploration strategy to visit the maximum number of unique states in a limited number of steps. We particularly focus on environments with graph-structured state-spaces that are encountered in many important real-world applications like software testing and map building. We formulate this task as a reinforcement learning problem where the'exploration' agent is rewarded for transitioning to previously unseen environment states and employ a graph-structured memory to encode the agent's past trajectory. Experimental results demonstrate that our approach is extremely effective for exploration of spatial maps; and when applied on the challenging problems of coverage-guided software-testing of domain-specific programs and real-world mobile applications, it outperforms methods that have been hand-engineered by human experts.


Are Labels Required for Improving Adversarial Robustness?

Neural Information Processing Systems

Recent work has uncovered the interesting (and somewhat surprising) finding that training models to be invariant to adversarial perturbations requires substantially larger datasets than those required for standard classification. This result is a key hurdle in the deployment of robust machine learning models in many real world applications where labeled data is expensive. Our main insight is that unlabeled data can be a competitive alternative to labeled data for training adversarially robust models. Theoretically, we show that in a simple statistical setting, the sample complexity for learning an adversarially robust model from unlabeled data matches the fully supervised case up to constant factors. On standard datasets like CIFAR-10, a simple Unsupervised Adversarial Training (UAT) approach using unlabeled data improves robust accuracy by 21.7% over using 4K supervised examples alone, and captures over 95% of the improvement from the same number of labeled examples. Finally, we report an improvement of 4% over the previous state-of-theart on CIFAR-10 against the strongest known attack by using additional unlabeled data from the uncurated 80 Million Tiny Images dataset. This demonstrates that our finding extends as well to the more realistic case where unlabeled data is also uncurated, therefore opening a new avenue for improving adversarial training.


Learning Transferable Graph Exploration

Neural Information Processing Systems

This paper considers the problem of efficient exploration of unseen environments, a key challenge in AI. We propose a'learning to explore' framework where we learn a policy from a distribution of environments. At test time, presented with an unseen environment from the same distribution, the policy aims to generalize the exploration strategy to visit the maximum number of unique states in a limited number of steps. We particularly focus on environments with graph-structured state-spaces that are encountered in many important real-world applications like software testing and map building. We formulate this task as a reinforcement learning problem where the'exploration' agent is rewarded for transitioning to previously unseen environment states and employ a graph-structured memory to encode the agent's past trajectory. Experimental results demonstrate that our approach is extremely effective for exploration of spatial maps; and when applied on the challenging problems of coverage-guided software-testing of domain-specific programs and real-world mobile applications, it outperforms methods that have been hand-engineered by human experts.