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EgoEnv: Human-centric environment representations from egocentric video

Neural Information Processing Systems

First-person video highlights a camera-wearer's activities in the context of their persistent environment. However, current video understanding approaches reason over visual features from short video clips that are detached from the underlying physical space and capture only what is immediately visible. To facilitate humancentric environment understanding, we present an approach that links egocentric video and the environment by learning representations that are predictive of the camera-wearer's (potentially unseen) local surroundings. We train such models using videos from agents in simulated 3D environments where the environment is fully observable, and test them on human-captured real-world videos from unseen environments. On two human-centric video tasks, we show that models equipped with our environment-aware features consistently outperform their counterparts with traditional clip features. Moreover, despite being trained exclusively on simulated videos, our approach successfully handles real-world videos from HouseTours and Ego4D, and achieves state-of-the-art results on the Ego4DNLQ challenge.




Understanding How Consistency Works in Federated Learning via Stage-wise Relaxed Initialization

Neural Information Processing Systems

Federated learning (FL) is a distributed paradigm that coordinates massive local clients to collaboratively train a global model via stage-wise local training processes on the heterogeneous dataset. Previous works have implicitly studied that FL suffers from the client-drift problem, which is caused by the inconsistent optimum across local clients. However, till now it still lacks solid theoretical analysis to explain the impact of this local inconsistency. To alleviate the negative impact of the client drift and explore its substance in FL, in this paper, we first design an efficient FL algorithm FedInit, which allows employing the personalized relaxed initialization state at the beginning of each local training stage.


Characterising Global Platforms: Centralised, Decentralised, Federated, and Grassroots

arXiv.org Artificial Intelligence

Global digital platforms are software systems designed to serve entire populations, with some already serving billions of people. We propose atomic transactions-based multiagent transition systems and protocols as a formal framework to study them; introduce essential agents -- minimal sets of agents the removal of which makes communication impossible; and show that the cardinality of essential agents partitions all global platforms into four classes: 1. Centralised -- one (the server) 2. Decentralised -- finite $>1$ (bootstrap nodes) 3. Federated -- infinite but not universal (all servers) 4. Grassroots -- universal (all agents) Our illustrative formal example is a global social network, for which we provide centralised, decentralised, federated, and grassroots specifications via multiagent atomic transactions, and prove they all satisfy the same basic correctness properties. We discuss informally additional global platforms -- currencies, ``sharing economy'' apps, AI, and more. While this may be the first characterisation of centralised, decentralised, and federated global platforms, grassroots platforms have been formally defined previously, but using different notions. Here, we prove that their original definition implies that all agents are essential, placing grassroots platforms in a distinct class within the broader formal context that includes all global platforms. This work provides the first mathematical framework for classifying any global platform -- existing or imagined -- by providing a multiagent atomic-transactions specification of it and determining the cardinality of the minimal set of essential agents in the ensuing multiagent protocol. It thus provides a unifying mathematical approach for the study of global digital platforms, perhaps the most important class of computer systems today.


A Proofs

Neural Information Processing Systems

We will prove it by contradiction. To prove Lemma 2 we will use the following lemma. This is a special case of the simulation lemma (Kearns and Singh, 2002). We will prove it by contradiction. There is a sizeable body of literature that concentrates on the non-stationarity issues arising from having multiple agents learning simultaneously in the same environment (Laurent et al., 2011; In contrast, Foerster et al. (2018a) add an extra term to The works by Lowe et al. (2017) and Foerster The works by de Witt et al. (2020) and Y u et al. (2021) show that Y u et al. attribute the positive empirical results to the clipping parameter Global simulator, observation functions, and joint policy for n 0, ...,N/T do s The bar plots show the total runtime of training for 4M timesteps with the three simulators.


Understanding How Consistency Works in Federated Learning via Stage-wise Relaxed Initialization

Neural Information Processing Systems

Federated learning (FL) is a distributed paradigm that coordinates massive local clients to collaboratively train a global model via stage-wise local training processes on the heterogeneous dataset. Previous works have implicitly studied that FL suffers from the "client-drift" problem, which is caused by the inconsistent optimum across local clients. However, till now it still lacks solid theoretical analysis to explain the impact of this local inconsistency. To alleviate the negative impact of the "client drift" and explore its substance in FL, in this paper, we first design an efficient FL algorithm FedInit, which allows employing the personalized relaxed initialization state at the beginning of each local training stage. This relaxed initialization helps to revise the local divergence and enhance the local consistency level. Moreover, to further understand how inconsistency disrupts performance in FL, we introduce the excess risk analysis and study the divergence term to investigate the test error of the proposed FedInit method.


Asynchronous Agents with Perfect Recall: Model Reductions, Knowledge-Based Construction, and Model Checking for Coalitional Strategies

arXiv.org Artificial Intelligence

Model checking of strategic abilities for agents with memory is a notoriously hard problem, and very few attempts have been made to tackle it. In this paper, we present two important steps towards this goal. First, we take the partial-order reduction scheme that was recently proved to preserve individual and coalitional abilities of memoryless agents, and show that it also works for agents with memory. Secondly, we take the Knowledge-Based Subset Construction, that was recently studied for synchronous concurrent games, and adapt it to preserve abilities of memoryful agents in asynchronous MAS. On the way, we also propose a new execution semantics for strategies in asynchronous MAS, that combines elements of Concurrent Game Structures and Interleaved Interpreted Systems in a natural and intuitive way.


Deep Reinforcement Learning for Decentralized Multi-Robot Control: A DQN Approach to Robustness and Information Integration

arXiv.org Artificial Intelligence

The superiority of Multi-Robot Systems (MRS) in various complex environments is unquestionable. However, in complex situations such as search and rescue, environmental monitoring, and automated production, robots are often required to work collaboratively without a central control unit. This necessitates an efficient and robust decentralized control mechanism to process local information and guide the robots' behavior. In this work, we propose a new decentralized controller design method that utilizes the Deep Q-Network (DQN) algorithm from deep reinforcement learning, aimed at improving the integration of local information and robustness of multi-robot systems. The designed controller allows each robot to make decisions independently based on its local observations while enhancing the overall system's collaborative efficiency and adaptability to dynamic environments through a shared learning mechanism. Through testing in simulated environments, we have demonstrated the effectiveness of this controller in improving task execution efficiency, strengthening system fault tolerance, and enhancing adaptability to the environment. Furthermore, we explored the impact of DQN parameter tuning on system performance, providing insights for further optimization of the controller design. Our research not only showcases the potential application of the DQN algorithm in the decentralized control of multi-robot systems but also offers a new perspective on how to enhance the overall performance and robustness of the system through the integration of local information.


Communication Modalities

arXiv.org Artificial Intelligence

Epistemic analysis of distributed systems is one of the biggest successes among applications of logic in computer science. The reason for that is that agents' actions are necessarily guided by their knowledge. Thus, epistemic modal logic, with its knowledge and belief modalities (and group versions thereof), has played a vital role in establishing both impossibility results and necessary conditions for solvable distributed tasks. In distributed systems, knowledge is largely attained via communication. It has been standard in both distributed systems and dynamic epistemic logic to treat incoming messages as trustworthy, thus, creating difficulties in the epistemic analysis of byzantine distributed systems where faulty agents may lie. In this paper, we argue that handling such communication scenarios calls for additional modalities representing the informational content of messages that should not be taken at face value. We present two such modalities: hope for the case of fully byzantine agents and creed for non-uniform communication protocols in general.