We study the problem of in-context learning (ICL) with large language models (LLMs) on private datasets. This scenario poses privacy risks, as LLMs may leak or regurgitate the private examples demonstrated in the prompt. We propose a novel algorithm that generates synthetic few-shot demonstrations from the private dataset with formal differential privacy (DP) guarantees, and show empirically that it can achieve effective ICL. We conduct extensive experiments on standard benchmarks and compare our algorithm with non-private ICL and zero-shot solutions. Our results demonstrate that our algorithm can achieve competitive performance with strong privacy levels. These results open up new possibilities for ICL with privacy protection for a broad range of applications.
Reinforcement learning with human feedback (RLHF) is an emerging paradigm to align models with human preferences. Typically, RLHF aggregates preferences from multiple individuals who have diverse viewpoints that may conflict with each other. Our work \textit{initiates} the theoretical study of multi-party RLHF that explicitly models the diverse preferences of multiple individuals. We show how traditional RLHF approaches can fail since learning a single reward function cannot capture and balance the preferences of multiple individuals. To overcome such limitations, we incorporate meta-learning to learn multiple preferences and adopt different social welfare functions to aggregate the preferences across multiple parties. We focus on the offline learning setting and establish sample complexity bounds, along with efficiency and fairness guarantees, for optimizing diverse social welfare functions such as Nash, Utilitarian, and Leximin welfare functions. Our results show a separation between the sample complexities of multi-party RLHF and traditional single-party RLHF. Furthermore, we consider a reward-free setting, where each individual's preference is no longer consistent with a reward model, and give pessimistic variants of the von Neumann Winner based on offline preference data. Taken together, our work showcases the advantage of multi-party RLHF but also highlights its more demanding statistical complexity.
We study the complexity of Non-Gaussian Component Analysis (NGCA) in the Statistical Query (SQ) model. Prior work developed a general methodology to prove SQ lower bounds for this task that have been applicable to a wide range of contexts. In particular, it was known that for any univariate distribution $A$ satisfying certain conditions, distinguishing between a standard multivariate Gaussian and a distribution that behaves like $A$ in a random hidden direction and like a standard Gaussian in the orthogonal complement, is SQ-hard. The required conditions were that (1) $A$ matches many low-order moments with the standard univariate Gaussian, and (2) the chi-squared norm of $A$ with respect to the standard Gaussian is finite. While the moment-matching condition is necessary for hardness, the chi-squared condition was only required for technical reasons. In this work, we establish that the latter condition is indeed not necessary. In particular, we prove near-optimal SQ lower bounds for NGCA under the moment-matching condition only. Our result naturally generalizes to the setting of a hidden subspace. Leveraging our general SQ lower bound, we obtain near-optimal SQ lower bounds for a range of concrete estimation tasks where existing techniques provide sub-optimal or even vacuous guarantees.
We present Human to Humanoid (H2O), a reinforcement learning (RL) based framework that enables real-time whole-body teleoperation of a full-sized humanoid robot with only an RGB camera. To create a large-scale retargeted motion dataset of human movements for humanoid robots, we propose a scalable "sim-to-data" process to filter and pick feasible motions using a privileged motion imitator. Afterwards, we train a robust real-time humanoid motion imitator in simulation using these refined motions and transfer it to the real humanoid robot in a zero-shot manner. We successfully achieve teleoperation of dynamic whole-body motions in real-world scenarios, including walking, back jumping, kicking, turning, waving, pushing, boxing, etc. To the best of our knowledge, this is the first demonstration to achieve learning-based real-time whole-body humanoid teleoperation.
Diffusion models, which convert noise into new data instances by learning to reverse a Markov diffusion process, have become a cornerstone in contemporary generative modeling. While their practical power has now been widely recognized, the theoretical underpinnings remain far from mature. In this work, we develop a suite of non-asymptotic theory towards understanding the data generation process of diffusion models in discrete time, assuming access to $\ell_2$-accurate estimates of the (Stein) score functions. For a popular deterministic sampler (based on the probability flow ODE), we establish a convergence rate proportional to $1/T$ (with $T$ the total number of steps), improving upon past results; for another mainstream stochastic sampler (i.e., a type of the denoising diffusion probabilistic model), we derive a convergence rate proportional to $1/\sqrt{T}$, matching the state-of-the-art theory. Imposing only minimal assumptions on the target data distribution (e.g., no smoothness assumption is imposed), our results characterize how $\ell_2$ score estimation errors affect the quality of the data generation processes. In contrast to prior works, our theory is developed based on an elementary yet versatile non-asymptotic approach without resorting to toolboxes for SDEs and ODEs. Further, we design two accelerated variants, improving the convergence to $1/T^2$ for the ODE-based sampler and $1/T$ for the DDPM-type sampler, which might be of independent theoretical and empirical interest.
Vision-language representation learning largely benefits from image-text alignment through contrastive losses (e.g., InfoNCE loss). The success of this alignment strategy is attributed to its capability in maximizing the mutual information (MI) between an image and its matched text. However, simply performing cross-modal alignment (CMA) ignores data potential within each modality, which may result in degraded representations. For instance, although CMA-based models are able to map image-text pairs close together in the embedding space, they fail to ensure that similar inputs from the same modality stay close by. This problem can get even worse when the pre-training data is noisy. In this paper, we propose triple contrastive learning (TCL) for vision-language pre-training by leveraging both cross-modal and intra-modal self-supervision. Besides CMA, TCL introduces an intra-modal contrastive objective to provide complementary benefits in representation learning. To take advantage of localized and structural information from image and text input, TCL further maximizes the average MI between local regions of image/text and their global summary. To the best of our knowledge, ours is the first work that takes into account local structure information for multi-modality representation learning. Experimental evaluations show that our approach is competitive and achieve the new state of the art on various common down-stream vision-language tasks such as image-text retrieval and visual question answering.
Federated Learning (FL) is a decentralized machine-learning paradigm, in which a global server iteratively averages the model parameters of local users without accessing their data. User heterogeneity has imposed significant challenges to FL, which can incur drifted global models that are slow to converge. Knowledge Distillation has recently emerged to tackle this issue, by refining the server model using aggregated knowledge from heterogeneous users, other than directly averaging their model parameters. This approach, however, depends on a proxy dataset, making it impractical unless such a prerequisite is satisfied. Moreover, the ensemble knowledge is not fully utilized to guide local model learning, which may in turn affect the quality of the aggregated model. Inspired by the prior art, we propose a data-free knowledge distillation} approach to address heterogeneous FL, where the server learns a lightweight generator to ensemble user information in a data-free manner, which is then broadcasted to users, regulating local training using the learned knowledge as an inductive bias. Empirical studies powered by theoretical implications show that, our approach facilitates FL with better generalization performance using fewer communication rounds, compared with the state-of-the-art.
We present a large-scale study on unsupervised spatiotemporal representation learning from videos. With a unified perspective on four recent image-based frameworks, we study a simple objective that can easily generalize all these methods to space-time. Our objective encourages temporally-persistent features in the same video, and in spite of its simplicity, it works surprisingly well across: (i) different unsupervised frameworks, (ii) pre-training datasets, (iii) downstream datasets, and (iv) backbone architectures. We draw a series of intriguing observations from this study, e.g., we discover that encouraging long-spanned persistency can be effective even if the timespan is 60 seconds. In addition to state-of-the-art results in multiple benchmarks, we report a few promising cases in which unsupervised pre-training can outperform its supervised counterpart. Code is made available at //github.com/facebookresearch/SlowFast
Representation learning on a knowledge graph (KG) is to embed entities and relations of a KG into low-dimensional continuous vector spaces. Early KG embedding methods only pay attention to structured information encoded in triples, which would cause limited performance due to the structure sparseness of KGs. Some recent attempts consider paths information to expand the structure of KGs but lack explainability in the process of obtaining the path representations. In this paper, we propose a novel Rule and Path-based Joint Embedding (RPJE) scheme, which takes full advantage of the explainability and accuracy of logic rules, the generalization of KG embedding as well as the supplementary semantic structure of paths. Specifically, logic rules of different lengths (the number of relations in rule body) in the form of Horn clauses are first mined from the KG and elaborately encoded for representation learning. Then, the rules of length 2 are applied to compose paths accurately while the rules of length 1 are explicitly employed to create semantic associations among relations and constrain relation embeddings. Besides, the confidence level of each rule is also considered in optimization to guarantee the availability of applying the rule to representation learning. Extensive experimental results illustrate that RPJE outperforms other state-of-the-art baselines on KG completion task, which also demonstrate the superiority of utilizing logic rules as well as paths for improving the accuracy and explainability of representation learning.
This paper presents a new multi-objective deep reinforcement learning (MODRL) framework based on deep Q-networks. We propose the use of linear and non-linear methods to develop the MODRL framework that includes both single-policy and multi-policy strategies. The experimental results on two benchmark problems including the two-objective deep sea treasure environment and the three-objective mountain car problem indicate that the proposed framework is able to converge to the optimal Pareto solutions effectively. The proposed framework is generic, which allows implementation of different deep reinforcement learning algorithms in different complex environments. This therefore overcomes many difficulties involved with standard multi-objective reinforcement learning (MORL) methods existing in the current literature. The framework creates a platform as a testbed environment to develop methods for solving various problems associated with the current MORL. Details of the framework implementation can be referred to //www.deakin.edu.au/~thanhthi/drl.htm.
The potential of graph convolutional neural networks for the task of zero-shot learning has been demonstrated recently. These models are highly sample efficient as related concepts in the graph structure share statistical strength allowing generalization to new classes when faced with a lack of data. However, knowledge from distant nodes can get diluted when propagating through intermediate nodes, because current approaches to zero-shot learning use graph propagation schemes that perform Laplacian smoothing at each layer. We show that extensive smoothing does not help the task of regressing classifier weights in zero-shot learning. In order to still incorporate information from distant nodes and utilize the graph structure, we propose an Attentive Dense Graph Propagation Module (ADGPM). ADGPM allows us to exploit the hierarchical graph structure of the knowledge graph through additional connections. These connections are added based on a node's relationship to its ancestors and descendants and an attention scheme is further used to weigh their contribution depending on the distance to the node. Finally, we illustrate that finetuning of the feature representation after training the ADGPM leads to considerable improvements. Our method achieves competitive results, outperforming previous zero-shot learning approaches.