We propose a new model, independent linear Markov game, for multi-agent reinforcement learning with a large state space and a large number of agents. This is a class of Markov games with independent linear function approximation, where each agent has its own function approximation for the state-action value functions that are marginalized by other players' policies. We design new algorithms for learning the Markov coarse correlated equilibria (CCE) and Markov correlated equilibria (CE) with sample complexity bounds that only scale polynomially with each agent's own function class complexity, thus breaking the curse of multiagents. In contrast, existing works for Markov games with function approximation have sample complexity bounds scale with the size of the \emph{joint action space} when specialized to the canonical tabular Markov game setting, which is exponentially large in the number of agents. Our algorithms rely on two key technical innovations: (1) utilizing policy replay to tackle non-stationarity incurred by multiple agents and the use of function approximation; (2) separating learning Markov equilibria and exploration in the Markov games, which allows us to use the full-information no-regret learning oracle instead of the stronger bandit-feedback no-regret learning oracle used in the tabular setting. Furthermore, we propose an iterative-best-response type algorithm that can learn pure Markov Nash equilibria in independent linear Markov potential games. In the tabular case, by adapting the policy replay mechanism for independent linear Markov games, we propose an algorithm with $\widetilde{O}(\epsilon^{-2})$ sample complexity to learn Markov CCE, which improves the state-of-the-art result $\widetilde{O}(\epsilon^{-3})$ in Daskalakis et al. 2022, where $\epsilon$ is the desired accuracy, and also significantly improves other problem parameters.
We introduce a new, open-source computational general relativity framework for the Wolfram Language called Gravitas, which boasts a number of novel and distinctive features as compared to the many pre-existing computational and numerical relativity frameworks currently available within the open-source community. These include, but are not limited to: seamless integration of its powerful symbolic and numerical subsystems, and, by extension, seamless transition between analytic/continuous representations and numerical/discrete representations of arbitrary spacetime geometries; highly modular, general and extensible representations of spacetime geometries, spacetime topologies, gauge conditions, coordinate systems, matter fields, evolution equations and initial data; ability to set up and run complex numerical relativity simulations, and to perform 2D and 3D visualizations, symbolic computations and numerical analysis (including the extraction of gravitational wave signals) on the resulting data, all from within a single notebook environment; and a totally-unstructured adaptive refinement scheme based on hypergraph rewriting, allowing for exceedingly efficient discretization and numerical evolution of Cauchy initial data for a wide range of challenging computational problems involving strong relativistic field dynamics. In this first in a series of two articles covering the framework, we focus on the design and capabilities of Gravitas's symbolic subsystem, including its general and flexible handling of arbitrary geometries parametrized by arbitrary curvilinear coordinate systems (along with an in-built library of standard metrics and coordinate conditions), as well as its various high-level tensor calculus and differential geometry features. We proceed to show how this subsystem can be used to solve the Einstein field equations both analytically and numerically.
The final frontier for simulation is the accurate representation of complex, real-world social systems. While agent-based modeling (ABM) seeks to study the behavior and interactions of agents within a larger system, it is unable to faithfully capture the full complexity of human-driven behavior. Large language models (LLMs), like ChatGPT, have emerged as a potential solution to this bottleneck by enabling researchers to explore human-driven interactions in previously unimaginable ways. Our research investigates simulations of human interactions using LLMs. Through prompt engineering, inspired by Park et al. (2023), we present two simulations of believable proxies of human behavior: a two-agent negotiation and a six-agent murder mystery game.
We consider the problem of interactive decision making, encompassing structured bandits and reinforcement learning with general function approximation. Recently, Foster et al. (2021) introduced the Decision-Estimation Coefficient, a measure of statistical complexity that lower bounds the optimal regret for interactive decision making, as well as a meta-algorithm, Estimation-to-Decisions, which achieves upper bounds in terms of the same quantity. Estimation-to-Decisions is a reduction, which lifts algorithms for (supervised) online estimation into algorithms for decision making. In this paper, we show that by combining Estimation-to-Decisions with a specialized form of optimistic estimation introduced by Zhang (2022), it is possible to obtain guarantees that improve upon those of Foster et al. (2021) by accommodating more lenient notions of estimation error. We use this approach to derive regret bounds for model-free reinforcement learning with value function approximation, and give structural results showing when it can and cannot help more generally.
Knowledge distillation (KD), best known as an effective method for model compression, aims at transferring the knowledge of a bigger network (teacher) to a much smaller network (student). Conventional KD methods usually employ the teacher model trained in a supervised manner, where output labels are treated only as targets. Extending this supervised scheme further, we introduce a new type of teacher model for connectionist temporal classification (CTC)-based sequence models, namely Oracle Teacher, that leverages both the source inputs and the output labels as the teacher model's input. Since the Oracle Teacher learns a more accurate CTC alignment by referring to the target information, it can provide the student with more optimal guidance. One potential risk for the proposed approach is a trivial solution that the model's output directly copies the target input. Based on a many-to-one mapping property of the CTC algorithm, we present a training strategy that can effectively prevent the trivial solution and thus enables utilizing both source and target inputs for model training. Extensive experiments are conducted on two sequence learning tasks: speech recognition and scene text recognition. From the experimental results, we empirically show that the proposed model improves the students across these tasks while achieving a considerable speed-up in the teacher model's training time.
Regression experts consistently recommend plotting residuals for model diagnosis, despite the availability of many numerical hypothesis test procedures designed to use residuals to assess problems with a model fit. Here we provide evidence for why this is good advice using data from a visual inference experiment. We show how conventional tests are too sensitive, which means that too often the conclusion would be that the model fit is inadequate. The experiment uses the lineup protocol which puts a residual plot in the context of null plots. This helps generate reliable and consistent reading of residual plots for better model diagnosis. It can also help in an obverse situation where a conventional test would fail to detect a problem with a model due to contaminated data. The lineup protocol also detects a range of departures from good residuals simultaneously.
Increasingly large and complex spatial datasets pose massive inferential challenges due to high computational and storage costs. Our study is motivated by the KAUST Competition on Large Spatial Datasets 2023, which tasked participants with estimating spatial covariance-related parameters and predicting values at testing sites, along with uncertainty estimates. We compared various statistical and deep learning approaches through cross-validation and ultimately selected the Vecchia approximation technique for model fitting. To overcome the constraints in the R package GpGp, which lacked support for fitting zero-mean Gaussian processes and direct uncertainty estimation-two things that are necessary for the competition, we developed additional \texttt{R} functions. Besides, we implemented certain subsampling-based approximations and parametric smoothing for skewed sampling distributions of the estimators. Our team DesiBoys secured victory in two out of four sub-competitions, validating the effectiveness of our proposed strategies. Moreover, we extended our evaluation to a large real spatial satellite-derived dataset on total precipitable water, where we compared the predictive performances of different models using multiple diagnostics.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
The generalization mystery in deep learning is the following: Why do over-parameterized neural networks trained with gradient descent (GD) generalize well on real datasets even though they are capable of fitting random datasets of comparable size? Furthermore, from among all solutions that fit the training data, how does GD find one that generalizes well (when such a well-generalizing solution exists)? We argue that the answer to both questions lies in the interaction of the gradients of different examples during training. Intuitively, if the per-example gradients are well-aligned, that is, if they are coherent, then one may expect GD to be (algorithmically) stable, and hence generalize well. We formalize this argument with an easy to compute and interpretable metric for coherence, and show that the metric takes on very different values on real and random datasets for several common vision networks. The theory also explains a number of other phenomena in deep learning, such as why some examples are reliably learned earlier than others, why early stopping works, and why it is possible to learn from noisy labels. Moreover, since the theory provides a causal explanation of how GD finds a well-generalizing solution when one exists, it motivates a class of simple modifications to GD that attenuate memorization and improve generalization. Generalization in deep learning is an extremely broad phenomenon, and therefore, it requires an equally general explanation. We conclude with a survey of alternative lines of attack on this problem, and argue that the proposed approach is the most viable one on this basis.
In contrast to batch learning where all training data is available at once, continual learning represents a family of methods that accumulate knowledge and learn continuously with data available in sequential order. Similar to the human learning process with the ability of learning, fusing, and accumulating new knowledge coming at different time steps, continual learning is considered to have high practical significance. Hence, continual learning has been studied in various artificial intelligence tasks. In this paper, we present a comprehensive review of the recent progress of continual learning in computer vision. In particular, the works are grouped by their representative techniques, including regularization, knowledge distillation, memory, generative replay, parameter isolation, and a combination of the above techniques. For each category of these techniques, both its characteristics and applications in computer vision are presented. At the end of this overview, several subareas, where continuous knowledge accumulation is potentially helpful while continual learning has not been well studied, are discussed.
State-of-the-art Convolutional Neural Network (CNN) benefits a lot from multi-task learning (MTL), which learns multiple related tasks simultaneously to obtain shared or mutually related representations for different tasks. The most widely-used MTL CNN structure is based on an empirical or heuristic split on a specific layer (e.g., the last convolutional layer) to minimize different task-specific losses. However, this heuristic sharing/splitting strategy may be harmful to the final performance of one or multiple tasks. In this paper, we propose a novel CNN structure for MTL, which enables automatic feature fusing at every layer. Specifically, we first concatenate features from different tasks according to their channel dimension, and then formulate the feature fusing problem as discriminative dimensionality reduction. We show that this discriminative dimensionality reduction can be done by 1x1 Convolution, Batch Normalization, and Weight Decay in one CNN, which we refer to as Neural Discriminative Dimensionality Reduction (NDDR). We perform ablation analysis in details for different configurations in training the network. The experiments carried out on different network structures and different task sets demonstrate the promising performance and desirable generalizability of our proposed method.