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Collaborating Authors

 Wang, Zihao


Learning Hierarchical Polynomials with Three-Layer Neural Networks

arXiv.org Machine Learning

We study the problem of learning hierarchical polynomials over the standard Gaussian distribution with three-layer neural networks. We specifically consider target functions of the form $h = g \circ p$ where $p : \mathbb{R}^d \rightarrow \mathbb{R}$ is a degree $k$ polynomial and $g: \mathbb{R} \rightarrow \mathbb{R}$ is a degree $q$ polynomial. This function class generalizes the single-index model, which corresponds to $k=1$, and is a natural class of functions possessing an underlying hierarchical structure. Our main result shows that for a large subclass of degree $k$ polynomials $p$, a three-layer neural network trained via layerwise gradient descent on the square loss learns the target $h$ up to vanishing test error in $\widetilde{\mathcal{O}}(d^k)$ samples and polynomial time. This is a strict improvement over kernel methods, which require $\widetilde \Theta(d^{kq})$ samples, as well as existing guarantees for two-layer networks, which require the target function to be low-rank. Our result also generalizes prior works on three-layer neural networks, which were restricted to the case of $p$ being a quadratic. When $p$ is indeed a quadratic, we achieve the information-theoretically optimal sample complexity $\widetilde{\mathcal{O}}(d^2)$, which is an improvement over prior work~\citep{nichani2023provable} requiring a sample size of $\widetilde\Theta(d^4)$. Our proof proceeds by showing that during the initial stage of training the network performs feature learning to recover the feature $p$ with $\widetilde{\mathcal{O}}(d^k)$ samples. This work demonstrates the ability of three-layer neural networks to learn complex features and as a result, learn a broad class of hierarchical functions.


On the Discussion of Large Language Models: Symmetry of Agents and Interplay with Prompts

arXiv.org Artificial Intelligence

Two ways has been discussed to unlock the reasoning capability of a large language model. The first one is prompt engineering and the second one is to combine the multiple inferences of large language models, or the multi-agent discussion. Theoretically, this paper justifies the multi-agent discussion mechanisms from the symmetry of agents. Empirically, this paper reports the empirical results of the interplay of prompts and discussion mechanisms, revealing the empirical state-of-the-art performance of complex multi-agent mechanisms can be approached by carefully developed prompt engineering. This paper also proposes a scalable discussion mechanism based on conquer and merge, providing a simple multi-agent discussion solution with simple prompts but state-of-the-art performance.


Concept Algebra for (Score-Based) Text-Controlled Generative Models

arXiv.org Machine Learning

This paper concerns the structure of learned representations in text-guided generative models, focusing on score-based models. A key property of such models is that they can compose disparate concepts in a `disentangled' manner. This suggests these models have internal representations that encode concepts in a `disentangled' manner. Here, we focus on the idea that concepts are encoded as subspaces of some representation space. We formalize what this means, show there's a natural choice for the representation, and develop a simple method for identifying the part of the representation corresponding to a given concept. In particular, this allows us to manipulate the concepts expressed by the model through algebraic manipulation of the representation. We demonstrate the idea with examples using Stable Diffusion.


Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents

arXiv.org Artificial Intelligence

We investigate the challenge of task planning for multi-task embodied agents in open-world environments. Two main difficulties are identified: 1) executing plans in an open-world environment (e.g., Minecraft) necessitates accurate and multi-step reasoning due to the long-term nature of tasks, and 2) as vanilla planners do not consider how easy the current agent can achieve a given sub-task when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient or even infeasible. To this end, we propose "$\underline{D}$escribe, $\underline{E}$xplain, $\underline{P}$lan and $\underline{S}$elect" ($\textbf{DEPS}$), an interactive planning approach based on Large Language Models (LLMs). DEPS facilitates better error correction on initial LLM-generated $\textit{plan}$ by integrating $\textit{description}$ of the plan execution process and providing self-$\textit{explanation}$ of feedback when encountering failures during the extended planning phases. Furthermore, it includes a goal $\textit{selector}$, which is a trainable module that ranks parallel candidate sub-goals based on the estimated steps of completion, consequently refining the initial plan. Our experiments mark the milestone of the first zero-shot multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly double the overall performances. Further testing reveals our method's general effectiveness in popularly adopted non-open-ended domains as well (i.e., ALFWorld and tabletop manipulation). The ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the $\texttt{ObtainDiamond}$ grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.


The Janus Interface: How Fine-Tuning in Large Language Models Amplifies the Privacy Risks

arXiv.org Artificial Intelligence

The era post-2018 marked the advent of Large Language Models (LLMs), with innovations such as OpenAI's ChatGPT showcasing prodigious linguistic prowess. As the industry galloped toward augmenting model parameters and capitalizing on vast swaths of human language data, security and privacy challenges also emerged. Foremost among these is the potential inadvertent accrual of Personal Identifiable Information (PII) during web-based data acquisition, posing risks of unintended PII disclosure. While strategies like RLHF during training and Catastrophic Forgetting have been marshaled to control the risk of privacy infringements, recent advancements in LLMs, epitomized by OpenAI's fine-tuning interface for GPT-3.5, have reignited concerns. One may ask: can the fine-tuning of LLMs precipitate the leakage of personal information embedded within training datasets? This paper reports the first endeavor to seek the answer to the question, particularly our discovery of a new LLM exploitation avenue, called the Janus attack. In the attack, one can construct a PII association task, whereby an LLM is fine-tuned using a minuscule PII dataset, to potentially reinstate and reveal concealed PIIs. Our findings indicate that, with a trivial fine-tuning outlay, LLMs such as GPT-3.5 can transition from being impermeable to PII extraction to a state where they divulge a substantial proportion of concealed PII. This research, through its deep dive into the Janus attack vector, underscores the imperative of navigating the intricate interplay between LLM utility and privacy preservation.


Rethinking Complex Queries on Knowledge Graphs with Neural Link Predictors

arXiv.org Artificial Intelligence

Reasoning on knowledge graphs is a challenging task because it utilizes observed information to predict the missing one. Particularly, answering complex queries based on first-order logic is one of the crucial tasks to verify learning to reason abilities for generalization and composition. Recently, the prevailing method is query embedding which learns the embedding of a set of entities and treats logic operations as set operations and has shown great empirical success. Though there has been much research following the same formulation, many of its claims lack a formal and systematic inspection. In this paper, we rethink this formulation and justify many of the previous claims by characterizing the scope of queries investigated previously and precisely identifying the gap between its formulation and its goal, as well as providing complexity analysis for the currently investigated queries. Moreover, we develop a new dataset containing ten new types of queries with features that have never been considered and therefore can provide a thorough investigation of complex queries. Finally, we propose a new neural-symbolic method, Fuzzy Inference with Truth value (FIT), where we equip the neural link predictors with fuzzy logic theory to support end-to-end learning using complex queries with provable reasoning capability. Empirical results show that our method outperforms previous methods significantly in the new dataset and also surpasses previous methods in the existing dataset at the same time.


Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction

arXiv.org Artificial Intelligence

We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft.


MCU: A Task-centric Framework for Open-ended Agent Evaluation in Minecraft

arXiv.org Artificial Intelligence

To pursue the goal of creating an open-ended agent in Minecraft, an open-ended game environment with unlimited possibilities, this paper introduces a task-centric framework named MCU for Minecraft agent evaluation. Within the MCU framework, each task is measured with six distinct difficulty scores (time consumption, operational effort, planning complexity, intricacy, creativity, novelty). These scores offer a multi-dimensional assessment of a task from different angles, and thus can reveal an agent's capability on specific facets. The difficulty scores also serve as the feature of each task, which creates a meaningful task space and unveils the relationship between tasks. For efficient evaluation of Minecraft agents employing the MCU framework, we maintain a unified benchmark, namely SkillForge, which comprises representative tasks with diverse categories and difficulty distribution. We also provide convenient filters for users to select tasks to assess specific capabilities of agents. We show that MCU has the high expressivity to cover all tasks used in recent literature on Minecraft agent, and underscores the need for advancements in areas such as creativity, precise control, and out-of-distribution generalization under the goal of open-ended Minecraft agent development. In artificial intelligence (AI), an agent is a computer program or system that is designed to perceive its environment, make decisions and take actions to solve a specific task or set of tasks. On top of that, an open-ended agent is an agent that possesses the capabilities to solve arbitrary tasks that are feasible and can be solved by humans. The open-ended agent has crucial difference with task-specific agent or multi-task agent, which can only handle a limited spectrum of tasks.


SSL-Cleanse: Trojan Detection and Mitigation in Self-Supervised Learning

arXiv.org Artificial Intelligence

Self-supervised learning (SSL) is a prevalent approach for encoding data representations. Using a pre-trained SSL image encoder and subsequently training a downstream classifier, impressive performance can be achieved on various tasks with very little labeled data. The growing adoption of SSL has led to an increase in security research on SSL encoders and associated Trojan attacks. Trojan attacks embedded in SSL encoders can operate covertly, spreading across multiple users and devices. The presence of backdoor behavior in Trojaned encoders can inadvertently be inherited by downstream classifiers, making it even more difficult to detect and mitigate the threat. Although current Trojan detection methods in supervised learning can potentially safeguard SSL downstream classifiers, identifying and addressing triggers in the SSL encoder before its widespread dissemination is a challenging task. This challenge arises because downstream tasks might be unknown, dataset labels may be unavailable, and the original unlbeled training dataset might be inaccessible during Trojan detection in SSL encoders. We introduce SSL-Cleanse as a solution to identify and mitigate backdoor threats in SSL encoders. We evaluated SSL-Cleanse on various datasets using 1200 encoders, achieving an average detection success rate of 82.2% on ImageNet-100. After mitigating backdoors, on average, backdoored encoders achieve 0.3% attack success rate without great accuracy loss, proving the effectiveness of SSL-Cleanse.


MelodyGLM: Multi-task Pre-training for Symbolic Melody Generation

arXiv.org Artificial Intelligence

Pre-trained language models have achieved impressive results in various music understanding and generation tasks. However, existing pre-training methods for symbolic melody generation struggle to capture multi-scale, multi-dimensional structural information in note sequences, due to the domain knowledge discrepancy between text and music. Moreover, the lack of available large-scale symbolic melody datasets limits the pre-training improvement. In this paper, we propose MelodyGLM, a multi-task pre-training framework for generating melodies with long-term structure. We design the melodic n-gram and long span sampling strategies to create local and global blank infilling tasks for modeling the local and global structures in melodies. Specifically, we incorporate pitch n-grams, rhythm n-grams, and their combined n-grams into the melodic n-gram blank infilling tasks for modeling the multi-dimensional structures in melodies. To this end, we have constructed a large-scale symbolic melody dataset, MelodyNet, containing more than 0.4 million melody pieces. MelodyNet is utilized for large-scale pre-training and domain-specific n-gram lexicon construction. Both subjective and objective evaluations demonstrate that MelodyGLM surpasses the standard and previous pre-training methods. In particular, subjective evaluations show that, on the melody continuation task, MelodyGLM gains average improvements of 0.82, 0.87, 0.78, and 0.94 in consistency, rhythmicity, structure, and overall quality, respectively. Notably, MelodyGLM nearly matches the quality of human-composed melodies on the melody inpainting task.