characteristic value
Ranking-and-Selection with Multiple Correct Answers and Non-Answerable Estimates
Many ranking-and-selection (R&S) problems arise in settings where information is noisy, structured, and expensive. In multi-fidelity experimentation, one can query cheap but biased proxies or expensive high-fidelity measurements; in dueling bandits, feedback arrives only through pairwise comparisons rather than direct rewards. These models are increasingly natural in engineering design, simulation optimization, preference learning for LLMs, and human-in-the-loop evaluation, where absolute scores are often unavailable or prohibitively costly and decisions must be made with a prescribed level of confidence. What makes these settings especially challenging is that the usual single-winner template is no longer sufficient. First, the answer map may be set-valued: in good-alternative or subset-selection problems, several answers can be simultaneously correct. Second, even when the true instance is answerable, a noisy estimate may temporarily fall outside the answerable set.
Approximating Shapley Explanations in Reinforcement Learning
Reinforcement learning has achieved remarkable success in complex decisionmaking environments, yet its lack of transparency limits its deployment in practice, especially in safety-critical settings. Shapley values from cooperative game theory provide a principled framework for explaining reinforcement learning; however, the computational cost of Shapley explanations is an obstacle for their use. We introduce FastSVERL, a scalable method for explaining reinforcement learning by approximating Shapley values. FastSVERL is designed to handle the unique challenges of reinforcement learning, including temporal dependencies across multi-step trajectories, learning from off-policy data, and adapting to evolving agent behaviours in real time. FastSVERL introduces a practical, scalable approach for principled and rigourous interpretability in reinforcement learning.
Approximating Shapley Explanations in Reinforcement Learning
Beechey, Daniel, ลimลek, รzgรผr
Reinforcement learning has achieved remarkable success in complex decision-making environments, yet its lack of transparency limits its deployment in practice, especially in safety-critical settings. Shapley values from cooperative game theory provide a principled framework for explaining reinforcement learning; however, the computational cost of Shapley explanations is an obstacle to their use. We introduce FastSVERL, a scalable method for explaining reinforcement learning by approximating Shapley values. FastSVERL is designed to handle the unique challenges of reinforcement learning, including temporal dependencies across multi-step trajectories, learning from off-policy data, and adapting to evolving agent behaviours in real time. FastSVERL introduces a practical, scalable approach for principled and rigorous interpretability in reinforcement learning.
The common ground of DAE approaches. An overview of diverse DAE frameworks emphasizing their commonalities
Schwarz, Diana Estรฉvez, Lamour, Renรฉ, Mรคrz, Roswitha
We analyze different approaches to differential-algebraic equations with attention to the implemented rank conditions of various matrix functions. These conditions are apparently very different and certain rank drops in some matrix functions actually indicate a critical solution behavior. We look for common ground by considering various index and regularity notions from literature generalizing the Kronecker index of regular matrix pencils. In detail, starting from the most transparent reduction framework, we work out a comprehensive regularity concept with canonical characteristic values applicable across all frameworks and prove the equivalence of thirteen distinct definitions of regularity. This makes it possible to use the findings of all these concepts together. Additionally, we show why not only the index but also these canonical characteristic values are crucial to describe the properties of the DAE.
Bridging the Gap between Discrete Agent Strategies in Game Theory and Continuous Motion Planning in Dynamic Environments
Zheng, Hongrui, Zhuang, Zhijun, Wu, Stephanie, Yang, Shuo, Mangharam, Rahul
Generating competitive strategies and performing continuous motion planning simultaneously in an adversarial setting is a challenging problem. In addition, understanding the intent of other agents is crucial to deploying autonomous systems in adversarial multi-agent environments. Existing approaches either discretize agent action by grouping similar control inputs, sacrificing performance in motion planning, or plan in uninterpretable latent spaces, producing hard-to-understand agent behaviors. This paper proposes an agent strategy representation via Policy Characteristic Space that maps the agent policies to a pre-specified low-dimensional space. Policy Characteristic Space enables the discretization of agent policy switchings while preserving continuity in control. Also, it provides intepretability of agent policies and clear intentions of policy switchings. Then, regret-based game-theoretic approaches can be applied in the Policy Characteristic Space to obtain high performance in adversarial environments. Our proposed method is assessed by conducting experiments in an autonomous racing scenario using scaled vehicles. Statistical evidence shows that our method significantly improves the win rate of ego agent and the method also generalizes well to unseen environments.
An inverse scattering approach for geometric body generation: a machine learning perspective
Li, Jinhong, Liu, Hongyu, Tsui, Wing-Yan, Wang, Xianchao
In this paper, we are concerned with the 2D and 3D geometric shape generation by prescribing a set of characteristic values of a specific geometric body. One of the major motivations of our study is the 3D human body generation in various applications. We develop a novel method that can generate the desired body with customized characteristic values. The proposed method follows a machine-learning flavour that generates the inferred geometric body with the input characteristic parameters from a training dataset. One of the critical ingredients and novelties of our method is the borrowing of inverse scattering techniques in the theory of wave propagation to the body generation. This is done by establishing a delicate one-to-one correspondence between a geometric body and the far-field pattern of a source scattering problem governed by the Helmholtz system. It in turn enables us to establish a one-to-one correspondence between the geometric body space and the function space defined by the far-field patterns. Hence, the far-field patterns can act as the shape generators. The shape generation with prescribed characteristic parameters is achieved by first manipulating the shape generators and then reconstructing the corresponding geometric body from the obtained shape generator by a stable multiple-frequency Fourier method. Our method is easy to implement and produces more efficient and stable body generations. We provide both theoretical analysis and extensive numerical experiments for the proposed method. The study is the first attempt to introduce inverse scattering approaches in combination with machine learning to the geometric body generation and it opens up many opportunities for further developments.
How game complexity affects the playing behavior of synthetic agents
Kiourt, Chairi, Kalles, Dimitris, Kanellopoulos, Panagiotis
Agent based simulation of social organizations, via the investigation of agents' training and learning tactics and strategies, has been inspired by the ability of humans to learn from social environments which are rich in agents, interactions and partial or hidden information. Such richness is a source of complexity that an effective learner has to be able to navigate. This paper focuses on the investigation of the impact of the environmental complexity on the game playing-and-learning behavior of synthetic agents. We demonstrate our approach using two independent turn-based zero-sum games as the basis of forming social events which are characterized both by competition and cooperation. The paper's key highlight is that as the complexity of a social environment changes, an effective player has to adapt its learning and playing profile to maintain a given performance profile
Components of the Shape Revisited
Tari, Sibel (Middle East Technical University) | Burgeth, Bernhard (Saarland University) | Tari, Ilker (Middle East Technical University)
There are multiple and even interacting dimensions along which shape representation schemes may be compared and contrasted. In this paper, we focus on the following ques- tion. Are the building blocks in a compositional model lo- calized in space (e.g. as in part based representations) or are they holistic simplifications (e.g. as in spectral representa- tions)? Existing shape representation schemes prefer one or the other. We propose a new shape representation paradigm that encompasses both choices.
Geometry of Early Stopping in Linear Networks
A theory of early stopping as applied to linear models is presented. The backpropagation learning algorithm is modeled as gradient descent in continuous time. Given a training set and a validation set, all weight vectors found by early stopping must lie on a certain quadric surface, usually an ellipsoid. Given a training set and a candidate early stopping weight vector, all validation sets have least-squares weights lying on a certain plane. This latter fact can be exploited to estimate the probability of stopping at any given point along the trajectory from the initial weight vector to the leastsquares weights derived from the training set, and to estimate the probability that training goes on indefinitely. The prospects for extending this theory to nonlinear models are discussed.
Geometry of Early Stopping in Linear Networks
A theory of early stopping as applied to linear models is presented. The backpropagation learning algorithm is modeled as gradient descent in continuous time. Given a training set and a validation set, all weight vectors found by early stopping must lie on a certain quadric surface, usually an ellipsoid. Given a training set and a candidate early stopping weight vector, all validation sets have least-squares weights lying on a certain plane. This latter fact can be exploited to estimate the probability of stopping at any given point along the trajectory from the initial weight vector to the leastsquares weights derived from the training set, and to estimate the probability that training goes on indefinitely. The prospects for extending this theory to nonlinear models are discussed.