We lay out a model of games with imperfect information that features explicit communication actions, by which the entire observation history of a player is revealed to another player. Such full-information protocols are common in asynchronous distributed systems; here, we consider a synchronous setting with a single active player who may communicate with multiple passive observers in an indeterminate environment. We present a procedure for solving the basic strategy-synthesis problem under regular winning conditions. We present our solution in an abstract framework of games with imperfect information and we split the proof in two conceptual parts: (i) a generic reduction schema from imperfect-information to perfect-information games, and (ii) a specific construction for full-information protocols that satisfies the requirement of the reduction schema. Furthermore we show that the number of passive observers induces a strict hierarchy, both in terms of expressiveness and complexity: with n observers, a full-information protocol can express indistinguishability relations (defining imperfect information for the player in the protocol) that are not expressible with n-1 observers, and the strategy-synthesis problem is (n+1)-EXPTIME-complete.
The rise of new video modalities like virtual reality or autonomous driving has increased the demand for efficient multi-view video compression methods, both in terms of rate-distortion (R-D) performance and in terms of delay and runtime. While most recent stereo video compression approaches have shown promising performance, they compress left and right views sequentially, leading to poor parallelization and runtime performance. This work presents Low-Latency neural codec for Stereo video Streaming (LLSS), a novel parallel stereo video coding method designed for fast and efficient low-latency stereo video streaming. Instead of using a sequential cross-view motion compensation like existing methods, LLSS introduces a bidirectional feature shifting module to directly exploit mutual information among views and encode them effectively with a joint cross-view prior model for entropy coding. Thanks to this design, LLSS processes left and right views in parallel, minimizing latency; all while substantially improving R-D performance compared to both existing neural and conventional codecs.
The vector autoregression (VAR) has been widely used in system identification, econometrics, natural science, and many other areas. However, when the state dimension becomes large the parameter dimension explodes. So rank reduced modelling is attractive and is well developed. But a fundamental requirement in almost all applications is stability of the fitted model. And this has not been addressed in the rank reduced case. Here, we develop, for the first time, a closed-form formula for an estimator of a rank reduced transition matrix which is guaranteed to be stable. We show that our estimator is consistent and asymptotically statistically efficient and illustrate it in comparative simulations.
In the rapidly evolving landscape of artificial intelligence, multimodal learning systems (MMLS) have gained traction for their ability to process and integrate information from diverse modality inputs. Their expanding use in vital sectors such as healthcare has made safety assurance a critical concern. However, the absence of systematic research into their safety is a significant barrier to progress in this field. To bridge the gap, we present the first taxonomy that systematically categorizes and assesses MMLS safety. This taxonomy is structured around four fundamental pillars that are critical to ensuring the safety of MMLS: robustness, alignment, monitoring, and controllability. Leveraging this taxonomy, we review existing methodologies, benchmarks, and the current state of research, while also pinpointing the principal limitations and gaps in knowledge. Finally, we discuss unique challenges in MMLS safety. In illuminating these challenges, we aim to pave the way for future research, proposing potential directions that could lead to significant advancements in the safety protocols of MMLS.
The development of autonomous agents which can interact with other agents to accomplish a given task is a core area of research in artificial intelligence and machine learning. Towards this goal, the Autonomous Agents Research Group develops novel machine learning algorithms for autonomous systems control, with a specific focus on deep reinforcement learning and multi-agent reinforcement learning. Research problems include scalable learning of coordinated agent policies and inter-agent communication; reasoning about the behaviours, goals, and composition of other agents from limited observations; and sample-efficient learning based on intrinsic motivation, curriculum learning, causal inference, and representation learning. This article provides a broad overview of the ongoing research portfolio of the group and discusses open problems for future directions.
With the rise of powerful pre-trained vision-language models like CLIP, it becomes essential to investigate ways to adapt these models to downstream datasets. A recently proposed method named Context Optimization (CoOp) introduces the concept of prompt learning -- a recent trend in NLP -- to the vision domain for adapting pre-trained vision-language models. Specifically, CoOp turns context words in a prompt into a set of learnable vectors and, with only a few labeled images for learning, can achieve huge improvements over intensively-tuned manual prompts. In our study we identify a critical problem of CoOp: the learned context is not generalizable to wider unseen classes within the same dataset, suggesting that CoOp overfits base classes observed during training. To address the problem, we propose Conditional Context Optimization (CoCoOp), which extends CoOp by further learning a lightweight neural network to generate for each image an input-conditional token (vector). Compared to CoOp's static prompts, our dynamic prompts adapt to each instance and are thus less sensitive to class shift. Extensive experiments show that CoCoOp generalizes much better than CoOp to unseen classes, even showing promising transferability beyond a single dataset; and yields stronger domain generalization performance as well. Code is available at //github.com/KaiyangZhou/CoOp.
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.
We introduce "talking-heads attention" - a variation on multi-head attention which includes linearprojections across the attention-heads dimension, immediately before and after the softmax operation.While inserting only a small number of additional parameters and a moderate amount of additionalcomputation, talking-heads attention leads to better perplexities on masked language modeling tasks, aswell as better quality when transfer-learning to language comprehension and question answering tasks.
The demand for artificial intelligence has grown significantly over the last decade and this growth has been fueled by advances in machine learning techniques and the ability to leverage hardware acceleration. However, in order to increase the quality of predictions and render machine learning solutions feasible for more complex applications, a substantial amount of training data is required. Although small machine learning models can be trained with modest amounts of data, the input for training larger models such as neural networks grows exponentially with the number of parameters. Since the demand for processing training data has outpaced the increase in computation power of computing machinery, there is a need for distributing the machine learning workload across multiple machines, and turning the centralized into a distributed system. These distributed systems present new challenges, first and foremost the efficient parallelization of the training process and the creation of a coherent model. This article provides an extensive overview of the current state-of-the-art in the field by outlining the challenges and opportunities of distributed machine learning over conventional (centralized) machine learning, discussing the techniques used for distributed machine learning, and providing an overview of the systems that are available.
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.