Xue, Eric
A New Benchmark for Online Learning with Budget-Balancing Constraints
Braverman, Mark, Liu, Jingyi, Mao, Jieming, Schneider, Jon, Xue, Eric
The adversarial Bandit with Knapsack problem is a multi-armed bandits problem with budget constraints and adversarial rewards and costs. In each round, a learner selects an action to take and observes the reward and cost of the selected action. The goal is to maximize the sum of rewards while satisfying the budget constraint. The classical benchmark to compare against is the best fixed distribution over actions that satisfies the budget constraint in expectation. Unlike its stochastic counterpart, where rewards and costs are drawn from some fixed distribution (Badanidiyuru et al., 2018), the adversarial BwK problem does not admit a no-regret algorithm for every problem instance due to the "spend-or-save" dilemma (Immorlica et al., 2022). A key problem left open by existing works is whether there exists a weaker but still meaningful benchmark to compare against such that no-regret learning is still possible. In this work, we present a new benchmark to compare against, motivated both by real-world applications such as autobidding and by its underlying mathematical structure. The benchmark is based on the Earth Mover's Distance (EMD), and we show that sublinear regret is attainable against any strategy whose spending pattern is within EMD $o(T^2)$ of any sub-pacing spending pattern. As a special case, we obtain results against the "pacing over windows" benchmark, where we partition time into disjoint windows of size $w$ and allow the benchmark strategies to choose a different distribution over actions for each window while satisfying a pacing budget constraint. Against this benchmark, our algorithm obtains a regret bound of $\tilde{O}(T/\sqrt{w}+\sqrt{wT})$. We also show a matching lower bound, proving the optimality of our algorithm in this important special case. In addition, we provide further evidence of the necessity of the EMD condition for obtaining a sublinear regret.
IMPROVE: Iterative Model Pipeline Refinement and Optimization Leveraging LLM Agents
Xue, Eric, Huang, Zeyi, Ji, Yuyang, Wang, Haohan
Computer vision is a critical component in a wide range of real-world applications, including plant monitoring in agriculture and handwriting classification in digital systems. However, developing high-performance computer vision models traditionally demands both machine learning (ML) expertise and domain-specific knowledge, making the process costly, labor-intensive, and inaccessible to many. Large language model (LLM) agents have emerged as a promising solution to automate this workflow, but most existing methods share a common limitation: they attempt to optimize entire pipelines in a single step before evaluation, making it difficult to attribute improvements to specific changes. This lack of granularity leads to unstable optimization and slower convergence, limiting their effectiveness. To address this, we introduce Iterative Refinement, a novel strategy for LLM-driven ML pipeline design inspired by how human ML experts iteratively refine models, focusing on one component at a time rather than making sweeping changes all at once. By systematically updating individual components based on real training feedback, Iterative Refinement improves stability, interpretability, and overall model performance. We implement this strategy in IMPROVE, an end-to-end LLM agent framework for automating and optimizing object classification pipelines. Through extensive evaluations across datasets of varying sizes and domains, including standard benchmarks and Kaggle competition datasets, we demonstrate that Iterative Refinement enables IMPROVE to consistently achieve better performance over existing zero-shot LLM-based approaches. These findings establish Iterative Refinement as an effective new strategy for LLM-driven ML automation and position IMPROVE as an accessible solution for building high-quality computer vision models without requiring ML expertise.
CoSQL: A Conversational Text-to-SQL Challenge Towards Cross-Domain Natural Language Interfaces to Databases
Yu, Tao, Zhang, Rui, Er, He Yang, Li, Suyi, Xue, Eric, Pang, Bo, Lin, Xi Victoria, Tan, Yi Chern, Shi, Tianze, Li, Zihan, Jiang, Youxuan, Yasunaga, Michihiro, Shim, Sungrok, Chen, Tao, Fabbri, Alexander, Li, Zifan, Chen, Luyao, Zhang, Yuwen, Dixit, Shreya, Zhang, Vincent, Xiong, Caiming, Socher, Richard, Lasecki, Walter S, Radev, Dragomir
It consists of 30k turns plus 10k annotated SQL queries, obtained from a Wizard-of-Oz (WOZ) collection of 3k dialogues querying 200 complex DBs spanning 138 domains. Each dialogue simulates a real-world DB query scenario with a crowd worker as a user exploring the DB and a SQL expert retrieving answers with SQL, clarifying ambiguous questions, or otherwise informing of unanswerable questions. When user questions are answerable by SQL, the expert describes the SQL and execution results to the user, hence maintaining a natural interaction flow. CoSQL introduces new challenges compared to existing task-oriented dialogue datasets: (1) the dialogue states are grounded in SQL, a domain-independent executable representation, instead of domain-specific slot-value pairs, and (2) because testing is done on unseen databases, success requires generalizing to new domains. CoSQL includes three tasks: SQL-grounded dialogue state tracking, response generation from query results, and user dialogue act prediction. We evaluate a set of strong baselines for each task and show that CoSQL presents significant challenges for future research. The dataset, baselines, and leaderboard will be released at https:// yale-lily.github.io/cosql .