Game-theoretic inverse learning is the problem of inferring the players' objectives from their actions. We formulate an inverse learning problem in a Stackelberg game between a leader and a follower, where each player's action is the trajectory of a dynamical system. We propose an active inverse learning method for the leader to infer which hypothesis among a finite set of candidates describes the follower's objective function. Instead of using passively observed trajectories like existing methods, the proposed method actively maximizes the differences in the follower's trajectories under different hypotheses to accelerate the leader's inference. We demonstrate the proposed method in a receding-horizon repeated trajectory game. Compared with uniformly random inputs, the leader inputs provided by the proposed method accelerate the convergence of the probability of different hypotheses conditioned on the follower's trajectory by orders of magnitude.
Subset models provide a new semantics for justifcation logic. The main idea of subset models is that evidence terms are interpreted as sets of possible worlds. A term then justifies a formula if that formula is true in each world of the interpretation of the term. In this paper, we introduce a belief expansion operator for subset models. We study the main properties of the resulting logic as well as the differences to a previous (symbolic) approach to belief expansion in justification logic.
Causal representation learning has emerged as the center of action in causal machine learning research. In particular, multi-domain datasets present a natural opportunity for showcasing the advantages of causal representation learning over standard unsupervised representation learning. While recent works have taken crucial steps towards learning causal representations, they often lack applicability to multi-domain datasets due to over-simplifying assumptions about the data; e.g. each domain comes from a different single-node perfect intervention. In this work, we relax these assumptions and capitalize on the following observation: there often exists a subset of latents whose certain distributional properties (e.g., support, variance) remain stable across domains; this property holds when, for example, each domain comes from a multi-node imperfect intervention. Leveraging this observation, we show that autoencoders that incorporate such invariances can provably identify the stable set of latents from the rest across different settings.
Neural networks often suffer from a feature preference problem, where they tend to overly rely on specific features to solve a task while disregarding other features, even if those neglected features are essential for the task. Feature preference problems have primarily been investigated in classification task. However, we observe that feature preference occurs in high-dimensional regression task, specifically, source separation. To mitigate feature preference in source separation, we propose FEAture BAlancing by Suppressing Easy feature (FEABASE). This approach enables efficient data utilization by learning hidden information about the neglected feature. We evaluate our method in a multi-channel source separation task, where feature preference between spatial feature and timbre feature appears.
Fictitious Play (FP) is a simple and natural dynamic for repeated play with many applications in game theory and multi-agent reinforcement learning. It was introduced by Brown (1949,1951) and its convergence properties for two-player zero-sum games was established later by Robinson (1951). Potential games Monderer and Shapley (1996b) is another class of games which exhibit the FP property (Monderer and Shapley (1996a)), i.e., FP dynamics converges to a Nash equilibrium if all agents follows it. Nevertheless, except for two-player zero-sum games and for specific instances of payoff matrices (Abernethy et al. (2021)) or for adversarial tie-breaking rules (Daskalakis and Pan (2014)), the convergence rate of FP is unknown. In this work, we focus on the rate of convergence of FP when applied to potential games and more specifically identical payoff games. We prove that FP can take exponential time (in the number of strategies) to reach a Nash equilibrium, even if the game is restricted to two agents and for arbitrary tie-breaking rules. To prove this, we recursively construct a two-player coordination game with a unique Nash equilibrium. Moreover, every approximate Nash equilibrium in the constructed game must be close to the pure Nash equilibrium in $\ell_1$-distance.
Catastrophic forgetting, the phenomenon of forgetting previously learned tasks when learning a new one, is a major hurdle in developing continual learning algorithms. A popular method to alleviate forgetting is to use a memory buffer, which stores a subset of previously learned task examples for use during training on new tasks. The de facto method of filling memory is by randomly selecting previous examples. However, this process could introduce outliers or noisy samples that could hurt the generalization of the model. This paper introduces Memory Outlier Elimination (MOE), a method for identifying and eliminating outliers in the memory buffer by choosing samples from label-homogeneous subpopulations. We show that a space with a high homogeneity is related to a feature space that is more representative of the class distribution. In practice, MOE removes a sample if it is surrounded by samples from different labels. We demonstrate the effectiveness of MOE on CIFAR-10, CIFAR-100, and CORe50, outperforming previous well-known memory population methods.
We consider the task of identifying the Copeland winner(s) in a dueling bandits problem with ternary feedback. This is an underexplored but practically relevant variant of the conventional dueling bandits problem, in which, in addition to strict preference between two arms, one may observe feedback in the form of an indifference. We provide a lower bound on the sample complexity for any learning algorithm finding the Copeland winner(s) with a fixed error probability. Moreover, we propose POCOWISTA, an algorithm with a sample complexity that almost matches this lower bound, and which shows excellent empirical performance, even for the conventional dueling bandits problem. For the case where the preference probabilities satisfy a specific type of stochastic transitivity, we provide a refined version with an improved worst case sample complexity.
All existing backdoor attacks to deep learning (DL) models belong to the vertical class backdoor (VCB). That is, any sample from a class will activate the implanted backdoor in the presence of the secret trigger, regardless of source-class-agnostic or source-class-specific backdoor. Current trends of existing defenses are overwhelmingly devised for VCB attacks especially the source-class-agnostic backdoor, which essentially neglects other potential simple but general backdoor types, thus giving false security implications. It is thus urgent to discover unknown backdoor types. This work reveals a new, simple, and general horizontal class backdoor (HCB) attack. We show that the backdoor can be naturally bounded with innocuous natural features that are common and pervasive in the real world. Note that an innocuous feature (e.g., expression) is irrelevant to the main task of the model (e.g., recognizing a person from one to another). The innocuous feature spans across classes horizontally but is exhibited by partial samples per class -- satisfying the horizontal class (HC) property. Only when the trigger is concurrently presented with the HC innocuous feature, can the backdoor be effectively activated. Extensive experiments on attacking performance in terms of high attack success rates with tasks of 1) MNIST, 2) facial recognition, 3) traffic sign recognition, and 4) object detection demonstrate that the HCB is highly efficient and effective. We extensively evaluate the HCB evasiveness against a (chronologically) series of 9 influential countermeasures of Fine-Pruning (RAID 18'), STRIP (ACSAC 19'), Neural Cleanse (Oakland 19'), ABS (CCS 19'), Februus (ACSAC 20'), MNTD (Oakland 21'), SCAn (USENIX SEC 21'), MOTH (Oakland 22'), and Beatrix (NDSS 23'), where none of them can succeed even when a simplest trigger is used.
The concept of causality plays an important role in human cognition . In the past few decades, causal inference has been well developed in many fields, such as computer science, medicine, economics, and education. With the advancement of deep learning techniques, it has been increasingly used in causal inference against counterfactual data. Typically, deep causal models map the characteristics of covariates to a representation space and then design various objective optimization functions to estimate counterfactual data unbiasedly based on the different optimization methods. This paper focuses on the survey of the deep causal models, and its core contributions are as follows: 1) we provide relevant metrics under multiple treatments and continuous-dose treatment; 2) we incorporate a comprehensive overview of deep causal models from both temporal development and method classification perspectives; 3) we assist a detailed and comprehensive classification and analysis of relevant datasets and source code.
Machine learning plays a role in many deployed decision systems, often in ways that are difficult or impossible to understand by human stakeholders. Explaining, in a human-understandable way, the relationship between the input and output of machine learning models is essential to the development of trustworthy machine-learning-based systems. A burgeoning body of research seeks to define the goals and methods of explainability in machine learning. In this paper, we seek to review and categorize research on counterfactual explanations, a specific class of explanation that provides a link between what could have happened had input to a model been changed in a particular way. Modern approaches to counterfactual explainability in machine learning draw connections to the established legal doctrine in many countries, making them appealing to fielded systems in high-impact areas such as finance and healthcare. Thus, we design a rubric with desirable properties of counterfactual explanation algorithms and comprehensively evaluate all currently-proposed algorithms against that rubric. Our rubric provides easy comparison and comprehension of the advantages and disadvantages of different approaches and serves as an introduction to major research themes in this field. We also identify gaps and discuss promising research directions in the space of counterfactual explainability.
We advocate the use of implicit fields for learning generative models of shapes and introduce an implicit field decoder for shape generation, aimed at improving the visual quality of the generated shapes. An implicit field assigns a value to each point in 3D space, so that a shape can be extracted as an iso-surface. Our implicit field decoder is trained to perform this assignment by means of a binary classifier. Specifically, it takes a point coordinate, along with a feature vector encoding a shape, and outputs a value which indicates whether the point is outside the shape or not. By replacing conventional decoders by our decoder for representation learning and generative modeling of shapes, we demonstrate superior results for tasks such as shape autoencoding, generation, interpolation, and single-view 3D reconstruction, particularly in terms of visual quality.