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Personalized Collaborative Learning with Affinity-Based Variance Reduction

Zhang, Chenyu, Azizan, Navid

arXiv.org Machine Learning

Multi-agent learning faces a fundamental tension: leveraging distributed collaboration without sacrificing the personalization needed for diverse agents. This tension intensifies when aiming for full personalization while adapting to unknown heterogeneity levels -- gaining collaborative speedup when agents are similar, without performance degradation when they are different. Embracing the challenge, we propose personalized collaborative learning (PCL), a novel framework for heterogeneous agents to collaboratively learn personalized solutions with seamless adaptivity. Through carefully designed bias correction and importance correction mechanisms, our method AffPCL robustly handles both environment and objective heterogeneity. We prove that AffPCL reduces sample complexity over independent learning by a factor of $\max\{n^{-1}, δ\}$, where $n$ is the number of agents and $δ\in[0,1]$ measures their heterogeneity. This affinity-based acceleration automatically interpolates between the linear speedup of federated learning in homogeneous settings and the baseline of independent learning, without requiring prior knowledge of the system. Our analysis further reveals that an agent may obtain linear speedup even by collaborating with arbitrarily dissimilar agents, unveiling new insights into personalization and collaboration in the high heterogeneity regime.


A First Context-Free Grammar Applied to Nawatl Corpora Augmentation

Guzmán-Landa, Juan-José, Torres-Moreno, Juan-Manuel, Figueroa-Saavedra, Miguel, Quintana-Torres, Ligia, Avendaño-Garrido, Martha-Lorena, Ranger, Graham

arXiv.org Artificial Intelligence

In this article we introduce a context-free grammar (CFG) for the Nawatl language. Nawatl (or Nahuatl) is an Amerindian language of the $π$-language type, i.e. a language with few digital resources, in which the corpora available for machine learning are virtually non-existent. The objective here is to generate a significant number of grammatically correct artificial sentences, in order to increase the corpora available for language model training. We want to show that a grammar enables us significantly to expand a corpus in Nawatl which we call $π$-\textsc{yalli}. The corpus, thus enriched, enables us to train algorithms such as FastText and to evaluate them on sentence-level semantic tasks. Preliminary results show that by using the grammar, comparative improvements are achieved over some LLMs. However, it is observed that to achieve more significant improvement, grammars that model the Nawatl language even more effectively are required.



PUATE: Semiparametric Efficient Average Treatment Effect Estimation from Treated (Positive) and Unlabeled Units

Kato, Masahiro, Kozai, Fumiaki, Inokuchi, Ryo

arXiv.org Machine Learning

The estimation of average treatment effects (ATEs), defined as the difference in expected outcomes between treatment and control groups, is a central topic in causal inference. This study develops semiparametric efficient estimators for ATE estimation in a setting where only a treatment group and an unknown group-comprising units for which it is unclear whether they received the treatment or control-are observable. This scenario represents a variant of learning from positive and unlabeled data (PU learning) and can be regarded as a special case of ATE estimation with missing data. For this setting, we derive semiparametric efficiency bounds, which provide lower bounds on the asymptotic variance of regular estimators. We then propose semiparametric efficient ATE estimators whose asymptotic variance aligns with these efficiency bounds. Our findings contribute to causal inference with missing data and weakly supervised learning.


InBox: Recommendation with Knowledge Graph using Interest Box Embedding

Xu, Zezhong, Qu, Yincen, Zhang, Wen, Liang, Lei, Chen, Huajun

arXiv.org Artificial Intelligence

Knowledge graphs (KGs) have become vitally important in modern recommender systems, effectively improving performance and interpretability. Fundamentally, recommender systems aim to identify user interests based on historical interactions and recommend suitable items. However, existing works overlook two key challenges: (1) an interest corresponds to a potentially large set of related items, and (2) the lack of explicit, fine-grained exploitation of KG information and interest connectivity. This leads to an inability to reflect distinctions between entities and interests when modeling them in a single way. Additionally, the granularity of concepts in the knowledge graphs used for recommendations tends to be coarse, failing to match the fine-grained nature of user interests. This homogenization limits the precise exploitation of knowledge graph data and interest connectivity. To address these limitations, we introduce a novel embedding-based model called InBox. Specifically, various knowledge graph entities and relations are embedded as points or boxes, while user interests are modeled as boxes encompassing interaction history. Representing interests as boxes enables containing collections of item points related to that interest. We further propose that an interest comprises diverse basic concepts, and box intersection naturally supports concept combination. Across three training steps, InBox significantly outperforms state-of-the-art methods like HAKG and KGIN on recommendation tasks. Further analysis provides meaningful insights into the variable value of different KG data for recommendations. In summary, InBox advances recommender systems through box-based interest and concept modeling for sophisticated knowledge graph exploitation.


Seeing double with a multifunctional reservoir computer

Flynn, Andrew, Tsachouridis, Vassilios A., Amann, Andreas

arXiv.org Artificial Intelligence

Multifunctional biological neural networks exploit multistability in order to perform multiple tasks without changing any network properties. Enabling artificial neural networks (ANNs) to obtain certain multistabilities in order to perform several tasks, where each task is related to a particular attractor in the network's state space, naturally has many benefits from a machine learning perspective. Given the association to multistability, in this paper we explore how the relationship between different attractors influences the ability of a reservoir computer (RC), which is a dynamical system in the form of an ANN, to achieve multifunctionality. We construct the `seeing double' problem to systematically study how a RC reconstructs a coexistence of attractors when there is an overlap between them. As the amount of overlap increases, we discover that for multifunctionality to occur, there is a critical dependence on a suitable choice of the spectral radius for the RC's internal network connections. A bifurcation analysis reveals how multifunctionality emerges and is destroyed as the RC enters a chaotic regime that can lead to chaotic itinerancy.


Exploration and Incentives in Reinforcement Learning

Simchowitz, Max, Slivkins, Aleksandrs

arXiv.org Artificial Intelligence

How do you incentivize self-interested agents to $\textit{explore}$ when they prefer to $\textit{exploit}$? We consider complex exploration problems, where each agent faces the same (but unknown) MDP. In contrast with traditional formulations of reinforcement learning, agents control the choice of policies, whereas an algorithm can only issue recommendations. However, the algorithm controls the flow of information, and can incentivize the agents to explore via information asymmetry. We design an algorithm which explores all reachable states in the MDP. We achieve provable guarantees similar to those for incentivizing exploration in static, stateless exploration problems studied previously. To the best of our knowledge, this is the first work to consider mechanism design in a stateful, reinforcement learning setting.


Cooperate or Compete: A New Perspective on Training of Generative Networks

Babu, Ch. Sobhan, Guravannavar, Ravindra, Hulgeri, Arvind

arXiv.org Artificial Intelligence

GANs have two competing modules: the generator module is trained to generate new examples, and the discriminator module is trained to discriminate real examples from generated examples. The training procedure of GAN is modeled as a finitely repeated simultaneous game. Each module tries to increase its performance at every repetition of the base game (at every batch of training data) in a non-cooperative manner. We observed that each module can perform better and learn faster if training is modeled as an infinitely repeated simultaneous game. At every repetition of the base game (at every batch of training data) the stronger module (whose performance is increased or remains the same compared to the previous batch of training data) cooperates with the weaker module (whose performance is decreased compared to the previous batch of training data) and only the weaker module is allowed to increase its performance.


Did I do that? Blame as a means to identify controlled effects in reinforcement learning

Corcoll, Oriol, Vicente, Raul

arXiv.org Artificial Intelligence

Modeling controllable aspects of the environment enable better prioritization of interventions and has become a popular exploration strategy in reinforcement learning methods. Despite repeatedly achieving State-of-the-Art results, this approach has only been studied as a proxy to a reward-based task and has not yet been evaluated on its own. We show that solutions relying on action prediction fail to model important events. Humans, on the other hand, assign blame to their actions to decide what they controlled. Here we propose Controlled Effect Network (CEN), an unsupervised method based on counterfactual measures of blame. CEN is evaluated in a wide range of environments showing that it can identify controlled effects better than popular models based on action prediction.