We consider the setting of synthetic control methods (SCMs), a canonical approach used to estimate the treatment effect on the treated in a panel data setting. We shed light on a frequently overlooked but ubiquitous assumption made in SCMs of "overlap": a treated unit can be written as some combination -- typically, convex or linear combination -- of the units that remain under control. We show that if units select their own interventions, and there is sufficiently large heterogeneity between units that prefer different interventions, overlap will not hold. We address this issue by proposing a framework which incentivizes units with different preferences to take interventions they would not normally consider. Specifically, leveraging tools from information design and online learning, we propose a SCM that incentivizes exploration in panel data settings by providing incentive-compatible intervention recommendations to units. We establish this estimator obtains valid counterfactual estimates without the need for an a priori overlap assumption. We extend our results to the setting of synthetic interventions, where the goal is to produce counterfactual outcomes under all interventions, not just control. Finally, we provide two hypothesis tests for determining whether unit overlap holds for a given panel dataset.
Addressing the challenges related to data sparsity, cold-start problems, and diversity in recommendation systems is both crucial and demanding. Many current solutions leverage knowledge graphs to tackle these issues by combining both item-based and user-item collaborative signals. A common trend in these approaches focuses on improving ranking performance at the cost of escalating model complexity, reducing diversity, and complicating the task. It is essential to provide recommendations that are both personalized and diverse, rather than solely relying on achieving high rank-based performance, such as Click-through Rate, Recall, etc. In this paper, we propose a hybrid multi-task learning approach, training on user-item and item-item interactions. We apply item-based contrastive learning on descriptive text, sampling positive and negative pairs based on item metadata. Our approach allows the model to better understand the relationships between entities within the knowledge graph by utilizing semantic information from text. It leads to more accurate, relevant, and diverse user recommendations and a benefit that extends even to cold-start users who have few interactions with items. We perform extensive experiments on two widely used datasets to validate the effectiveness of our approach. Our findings demonstrate that jointly training user-item interactions and item-based signals using synopsis text is highly effective. Furthermore, our results provide evidence that item-based contrastive learning enhances the quality of entity embeddings, as indicated by metrics such as uniformity and alignment.
The widespread use of various chemical gases in industrial processes necessitates effective measures to prevent their leakage during transportation and storage, given their high toxicity. Thermal infrared-based computer vision detection techniques provide a straightforward approach to identify gas leakage areas. However, the development of high-quality algorithms has been challenging due to the low texture in thermal images and the lack of open-source datasets. In this paper, we present the RGB-Thermal Cross Attention Network (RT-CAN), which employs an RGB-assisted two-stream network architecture to integrate texture information from RGB images and gas area information from thermal images. Additionally, to facilitate the research of invisible gas detection, we introduce Gas-DB, an extensive open-source gas detection database including about 1.3K well-annotated RGB-thermal images with eight variant collection scenes. Experimental results demonstrate that our method successfully leverages the advantages of both modalities, achieving state-of-the-art (SOTA) performance among RGB-thermal methods, surpassing single-stream SOTA models in terms of accuracy, Intersection of Union (IoU), and F2 metrics by 4.86%, 5.65%, and 4.88%, respectively. The code and data will be made available soon.
In the evolving field of machine learning, ensuring fairness has become a critical concern, prompting the development of algorithms designed to mitigate discriminatory outcomes in decision-making processes. However, achieving fairness in the presence of group-specific concept drift remains an unexplored frontier, and our research represents pioneering efforts in this regard. Group-specific concept drift refers to situations where one group experiences concept drift over time while another does not, leading to a decrease in fairness even if accuracy remains fairly stable. Within the framework of federated learning, where clients collaboratively train models, its distributed nature further amplifies these challenges since each client can experience group-specific concept drift independently while still sharing the same underlying concept, creating a complex and dynamic environment for maintaining fairness. One of the significant contributions of our research is the formalization and introduction of the problem of group-specific concept drift and its distributed counterpart, shedding light on its critical importance in the realm of fairness. In addition, leveraging insights from prior research, we adapt an existing distributed concept drift adaptation algorithm to tackle group-specific distributed concept drift which utilizes a multi-model approach, a local group-specific drift detection mechanism, and continuous clustering of models over time. The findings from our experiments highlight the importance of addressing group-specific concept drift and its distributed counterpart to advance fairness in machine learning.
Doubly robust estimators with cross-fitting have gained popularity in causal inference due to their favorable structure-agnostic error guarantees. However, when additional structure, such as H\"{o}lder smoothness, is available then more accurate "double cross-fit doubly robust" (DCDR) estimators can be constructed by splitting the training data and undersmoothing nuisance function estimators on independent samples. We study a DCDR estimator of the Expected Conditional Covariance, a functional of interest in causal inference and conditional independence testing, and derive a series of increasingly powerful results with progressively stronger assumptions. We first provide a structure-agnostic error analysis for the DCDR estimator with no assumptions on the nuisance functions or their estimators. Then, assuming the nuisance functions are H\"{o}lder smooth, but without assuming knowledge of the true smoothness level or the covariate density, we establish that DCDR estimators with several linear smoothers are semiparametric efficient under minimal conditions and achieve fast convergence rates in the non-$\sqrt{n}$ regime. When the covariate density and smoothnesses are known, we propose a minimax rate-optimal DCDR estimator based on undersmoothed kernel regression. Moreover, we show an undersmoothed DCDR estimator satisfies a slower-than-$\sqrt{n}$ central limit theorem, and that inference is possible even in the non-$\sqrt{n}$ regime. Finally, we support our theoretical results with simulations, providing intuition for double cross-fitting and undersmoothing, demonstrating where our estimator achieves semiparametric efficiency while the usual "single cross-fit" estimator fails, and illustrating asymptotic normality for the undersmoothed DCDR estimator.
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
Despite the recent progress in deep learning, most approaches still go for a silo-like solution, focusing on learning each task in isolation: training a separate neural network for each individual task. Many real-world problems, however, call for a multi-modal approach and, therefore, for multi-tasking models. Multi-task learning (MTL) aims to leverage useful information across tasks to improve the generalization capability of a model. This thesis is concerned with multi-task learning in the context of computer vision. First, we review existing approaches for MTL. Next, we propose several methods that tackle important aspects of multi-task learning. The proposed methods are evaluated on various benchmarks. The results show several advances in the state-of-the-art of multi-task learning. Finally, we discuss several possibilities for future work.
Learning disentanglement aims at finding a low dimensional representation which consists of multiple explanatory and generative factors of the observational data. The framework of variational autoencoder (VAE) is commonly used to disentangle independent factors from observations. However, in real scenarios, factors with semantics are not necessarily independent. Instead, there might be an underlying causal structure which renders these factors dependent. We thus propose a new VAE based framework named CausalVAE, which includes a Causal Layer to transform independent exogenous factors into causal endogenous ones that correspond to causally related concepts in data. We further analyze the model identifiabitily, showing that the proposed model learned from observations recovers the true one up to a certain degree. Experiments are conducted on various datasets, including synthetic and real word benchmark CelebA. Results show that the causal representations learned by CausalVAE are semantically interpretable, and their causal relationship as a Directed Acyclic Graph (DAG) is identified with good accuracy. Furthermore, we demonstrate that the proposed CausalVAE model is able to generate counterfactual data through "do-operation" to the causal factors.
Exploration-exploitation is a powerful and practical tool in multi-agent learning (MAL), however, its effects are far from understood. To make progress in this direction, we study a smooth analogue of Q-learning. We start by showing that our learning model has strong theoretical justification as an optimal model for studying exploration-exploitation. Specifically, we prove that smooth Q-learning has bounded regret in arbitrary games for a cost model that explicitly captures the balance between game and exploration costs and that it always converges to the set of quantal-response equilibria (QRE), the standard solution concept for games under bounded rationality, in weighted potential games with heterogeneous learning agents. In our main task, we then turn to measure the effect of exploration in collective system performance. We characterize the geometry of the QRE surface in low-dimensional MAL systems and link our findings with catastrophe (bifurcation) theory. In particular, as the exploration hyperparameter evolves over-time, the system undergoes phase transitions where the number and stability of equilibria can change radically given an infinitesimal change to the exploration parameter. Based on this, we provide a formal theoretical treatment of how tuning the exploration parameter can provably lead to equilibrium selection with both positive as well as negative (and potentially unbounded) effects to system performance.
The design of deep graph models still remains to be investigated and the crucial part is how to explore and exploit the knowledge from different hops of neighbors in an efficient way. In this paper, we propose a novel RNN-like deep graph neural network architecture by incorporating AdaBoost into the computation of network; and the proposed graph convolutional network called AdaGCN~(AdaBoosting Graph Convolutional Network) has the ability to efficiently extract knowledge from high-order neighbors and integrate knowledge from different hops of neighbors into the network in an AdaBoost way. We also present the architectural difference between AdaGCN and existing graph convolutional methods to show the benefits of our proposal. Finally, extensive experiments demonstrate the state-of-the-art prediction performance and the computational advantage of our approach AdaGCN.
Convolutional Neural Networks (CNNs) have gained significant traction in the field of machine learning, particularly due to their high accuracy in visual recognition. Recent works have pushed the performance of GPU implementations of CNNs to significantly improve their classification and training times. With these improvements, many frameworks have become available for implementing CNNs on both CPUs and GPUs, with no support for FPGA implementations. In this work we present a modified version of the popular CNN framework Caffe, with FPGA support. This allows for classification using CNN models and specialized FPGA implementations with the flexibility of reprogramming the device when necessary, seamless memory transactions between host and device, simple-to-use test benches, and the ability to create pipelined layer implementations. To validate the framework, we use the Xilinx SDAccel environment to implement an FPGA-based Winograd convolution engine and show that the FPGA layer can be used alongside other layers running on a host processor to run several popular CNNs (AlexNet, GoogleNet, VGG A, Overfeat). The results show that our framework achieves 50 GFLOPS across 3x3 convolutions in the benchmarks. This is achieved within a practical framework, which will aid in future development of FPGA-based CNNs.