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A mediator observes no-regret learners playing an extensive-form game repeatedly across $T$ rounds. The mediator attempts to steer players toward some desirable predetermined equilibrium by giving (nonnegative) payments to players. We call this the steering problem. The steering problem captures problems several problems of interest, among them equilibrium selection and information design (persuasion). If the mediator's budget is unbounded, steering is trivial because the mediator can simply pay the players to play desirable actions. We study two bounds on the mediator's payments: a total budget and a per-round budget. If the mediator's total budget does not grow with $T$, we show that steering is impossible. However, we show that it is enough for the total budget to grow sublinearly with $T$, that is, for the average payment to vanish. When players' full strategies are observed at each round, we show that constant per-round budgets permit steering. In the more challenging setting where only trajectories through the game tree are observable, we show that steering is impossible with constant per-round budgets in general extensive-form games, but possible in normal-form games or if the per-round budget may itself depend on $T$. We also show how our results can be generalized to the case when the equilibrium is being computed online while steering is happening. We supplement our theoretical positive results with experiments highlighting the efficacy of steering in large games.

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In recent years, larger and deeper models are springing up and continuously pushing state-of-the-art (SOTA) results across various fields like natural language processing (NLP) and computer vision (CV). However, despite promising results, it needs to be noted that the computations required by SOTA models have been increased at an exponential rate. Massive computations not only have a surprisingly large carbon footprint but also have negative effects on research inclusiveness and deployment on real-world applications. Green deep learning is an increasingly hot research field that appeals to researchers to pay attention to energy usage and carbon emission during model training and inference. The target is to yield novel results with lightweight and efficient technologies. Many technologies can be used to achieve this goal, like model compression and knowledge distillation. This paper focuses on presenting a systematic review of the development of Green deep learning technologies. We classify these approaches into four categories: (1) compact networks, (2) energy-efficient training strategies, (3) energy-efficient inference approaches, and (4) efficient data usage. For each category, we discuss the progress that has been achieved and the unresolved challenges.

Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

Emotion plays an important role in detecting fake news online. When leveraging emotional signals, the existing methods focus on exploiting the emotions of news contents that conveyed by the publishers (i.e., publisher emotion). However, fake news is always fabricated to evoke high-arousal or activating emotions of people to spread like a virus, so the emotions of news comments that aroused by the crowd (i.e., social emotion) can not be ignored. Furthermore, it needs to be explored whether there exists a relationship between publisher emotion and social emotion (i.e., dual emotion), and how the dual emotion appears in fake news. In the paper, we propose Dual Emotion Features to mine dual emotion and the relationship between them for fake news detection. And we design a universal paradigm to plug it into any existing detectors as an enhancement. Experimental results on three real-world datasets indicate the effectiveness of the proposed features.

Graph Neural Networks (GNNs) have recently been used for node and graph classification tasks with great success, but GNNs model dependencies among the attributes of nearby neighboring nodes rather than dependencies among observed node labels. In this work, we consider the task of inductive node classification using GNNs in supervised and semi-supervised settings, with the goal of incorporating label dependencies. Because current GNNs are not universal (i.e., most-expressive) graph representations, we propose a general collective learning approach to increase the representation power of any existing GNN. Our framework combines ideas from collective classification with self-supervised learning, and uses a Monte Carlo approach to sampling embeddings for inductive learning across graphs. We evaluate performance on five real-world network datasets and demonstrate consistent, significant improvement in node classification accuracy, for a variety of state-of-the-art GNNs.

Convolutional neural networks (CNNs) have shown dramatic improvements in single image super-resolution (SISR) by using large-scale external samples. Despite their remarkable performance based on the external dataset, they cannot exploit internal information within a specific image. Another problem is that they are applicable only to the specific condition of data that they are supervised. For instance, the low-resolution (LR) image should be a "bicubic" downsampled noise-free image from a high-resolution (HR) one. To address both issues, zero-shot super-resolution (ZSSR) has been proposed for flexible internal learning. However, they require thousands of gradient updates, i.e., long inference time. In this paper, we present Meta-Transfer Learning for Zero-Shot Super-Resolution (MZSR), which leverages ZSSR. Precisely, it is based on finding a generic initial parameter that is suitable for internal learning. Thus, we can exploit both external and internal information, where one single gradient update can yield quite considerable results. (See Figure 1). With our method, the network can quickly adapt to a given image condition. In this respect, our method can be applied to a large spectrum of image conditions within a fast adaptation process.

Learning with limited data is a key challenge for visual recognition. Few-shot learning methods address this challenge by learning an instance embedding function from seen classes and apply the function to instances from unseen classes with limited labels. This style of transfer learning is task-agnostic: the embedding function is not learned optimally discriminative with respect to the unseen classes, where discerning among them is the target task. In this paper, we propose a novel approach to adapt the embedding model to the target classification task, yielding embeddings that are task-specific and are discriminative. To this end, we employ a type of self-attention mechanism called Transformer to transform the embeddings from task-agnostic to task-specific by focusing on relating instances from the test instances to the training instances in both seen and unseen classes. Our approach also extends to both transductive and generalized few-shot classification, two important settings that have essential use cases. We verify the effectiveness of our model on two standard benchmark few-shot classification datasets --- MiniImageNet and CUB, where our approach demonstrates state-of-the-art empirical performance.

Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.

We propose a novel single shot object detection network named Detection with Enriched Semantics (DES). Our motivation is to enrich the semantics of object detection features within a typical deep detector, by a semantic segmentation branch and a global activation module. The segmentation branch is supervised by weak segmentation ground-truth, i.e., no extra annotation is required. In conjunction with that, we employ a global activation module which learns relationship between channels and object classes in a self-supervised manner. Comprehensive experimental results on both PASCAL VOC and MS COCO detection datasets demonstrate the effectiveness of the proposed method. In particular, with a VGG16 based DES, we achieve an mAP of 81.7 on VOC2007 test and an mAP of 32.8 on COCO test-dev with an inference speed of 31.5 milliseconds per image on a Titan Xp GPU. With a lower resolution version, we achieve an mAP of 79.7 on VOC2007 with an inference speed of 13.0 milliseconds per image.

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