We consider {\em bidding games}, a class of two-player zero-sum {\em graph games}. The game proceeds as follows. Both players have bounded budgets. A token is placed on a vertex of a graph, in each turn the players simultaneously submit bids, and the higher bidder moves the token, where we break bidding ties in favor of Player 1. Player 1 wins the game iff the token visits a designated target vertex. We consider, for the first time, {\em poorman discrete-bidding} in which the granularity of the bids is restricted and the higher bid is paid to the bank. Previous work either did not impose granularity restrictions or considered {\em Richman} bidding (bids are paid to the opponent). While the latter mechanisms are technically more accessible, the former is more appealing from a practical standpoint. Our study focuses on {\em threshold budgets}, which is the necessary and sufficient initial budget required for Player 1 to ensure winning against a given Player 2 budget. We first show existence of thresholds. In DAGs, we show that threshold budgets can be approximated with error bounds by thresholds under continuous-bidding and that they exhibit a periodic behavior. We identify closed-form solutions in special cases. We implement and experiment with an algorithm to find threshold budgets.
Simulation studies play a key role in the validation of causal inference methods. The simulation results are reliable only if the study is designed according to the promised operational conditions of the method-in-test. Still, many causal inference literature tend to design over-restricted or misspecified studies. In this paper, we elaborate on the problem of improper simulation design for causal methods and compile a list of desiderata for an effective simulation framework. We then introduce partially-randomized causal simulation (PARCS), a simulation framework that meets those desiderata. PARCS synthesizes data based on graphical causal models and a wide range of adjustable parameters. There is a legible mapping from usual causal assumptions to the parameters, thus, users can identify and specify the subset of related parameters and randomize the remaining ones to generate a range of complying data-generating processes for their causal method. The result is a more comprehensive and inclusive empirical investigation for causal claims. Using PARCS, we reproduce and extend the simulation studies of two well-known causal discovery and missing data analysis papers to emphasize the necessity of a proper simulation design. Our results show that those papers would have improved and extended the findings, had they used PARCS for simulation. The framework is implemented as a Python package, too. By discussing the comprehensiveness and transparency of PARCS, we encourage causal inference researchers to utilize it as a standard tool for future works.
Introduced nearly a century ago, Whittaker-Henderson smoothing remains one of the most commonly used methods by actuaries for constructing one-dimensional and two-dimensional experience tables for mortality and other Life Insurance risks. This paper proposes to reframe this smoothing technique within a modern statistical framework and addresses six questions of practical interest regarding its use. Firstly, we adopt a Bayesian view of this smoothing method to build credible intervals. Next, we shed light on the choice of observation vectors and weights to which the smoothing should be applied by linking it to a maximum likelihood estimator introduced in the context of duration models. We then enhance the precision of the smoothing by relaxing an implicit asymptotic approximation on which it relies. Afterward, we select the smoothing parameters based on maximizing a marginal likelihood. We later improve numerical performance in the presence of a large number of observation points and, consequently, parameters. Finally, we extrapolate the results of the smoothing while preserving consistency between estimated and predicted values through the use of constraints.
Conventional end-to-end Automatic Speech Recognition (ASR) models primarily focus on exact transcription tasks, lacking flexibility for nuanced user interactions. With the advent of Large Language Models (LLMs) in speech processing, more organic, text-prompt-based interactions have become possible. However, the mechanisms behind these models' speech understanding and "reasoning" capabilities remain underexplored. To study this question from the data perspective, we introduce instruction-following speech recognition, training a Listen-Attend-Spell model to understand and execute a diverse set of free-form text instructions. This enables a multitude of speech recognition tasks -- ranging from transcript manipulation to summarization -- without relying on predefined command sets. Remarkably, our model, trained from scratch on Librispeech, interprets and executes simple instructions without requiring LLMs or pre-trained speech modules. It also offers selective transcription options based on instructions like "transcribe first half and then turn off listening," providing an additional layer of privacy and safety compared to existing LLMs. Our findings highlight the significant potential of instruction-following training to advance speech foundation models.
Probabilistic diffusion models enjoy increasing popularity in the deep learning community. They generate convincing samples from a learned distribution of input images with a wide field of practical applications. Originally, these approaches were motivated from drift-diffusion processes, but these origins find less attention in recent, practice-oriented publications. We investigate probabilistic diffusion models from the viewpoint of scale-space research and show that they fulfil generalised scale-space properties on evolving probability distributions. Moreover, we discuss similarities and differences between interpretations of the physical core concept of drift-diffusion in the deep learning and model-based world. To this end, we examine relations of probabilistic diffusion to osmosis filters.
This paper considers a two-player game where each player chooses a resource from a finite collection of options. Each resource brings a random reward. Both players have statistical information regarding the rewards of each resource. Additionally, there exists an information asymmetry where each player has knowledge of the reward realizations of different subsets of the resources. If both players choose the same resource, the reward is divided equally between them, whereas if they choose different resources, each player gains the full reward of the resource. We first implement the iterative best response algorithm to find an $\epsilon$-approximate Nash equilibrium for this game. This method of finding a Nash equilibrium may not be desirable when players do not trust each other and place no assumptions on the incentives of the opponent. To handle this case, we solve the problem of maximizing the worst-case expected utility of the first player. The solution leads to counter-intuitive insights in certain special cases. To solve the general version of the problem, we develop an efficient algorithmic solution that combines online convex optimization and the drift-plus penalty technique.
Many real-world dynamical systems can be described as State-Space Models (SSMs). In this formulation, each observation is emitted by a latent state, which follows first-order Markovian dynamics. A Probabilistic Deep SSM (ProDSSM) generalizes this framework to dynamical systems of unknown parametric form, where the transition and emission models are described by neural networks with uncertain weights. In this work, we propose the first deterministic inference algorithm for models of this type. Our framework allows efficient approximations for training and testing. We demonstrate in our experiments that our new method can be employed for a variety of tasks and enjoys a superior balance between predictive performance and computational budget.
Privacy-enhancing technologies (PETs), such as secure multi-party computation (MPC) and homomorphic encryption (HE), are deployed increasingly often to guarantee data confidentiality in computations over private, distributed data. Similarly, we observe a steep increase in the adoption of zero-knowledge proofs (ZKPs) to guarantee (public) verifiability of locally executed computations. We project that applications that are data intensive and require strong privacy guarantees, are also likely to require correctness guarantees. While the combination of methods for (public) verifiability and privacy protection has clear significance, many attempts are far from practical adoption. In this work, we analyze existing solutions that add (public) verifiability to privacy-preserving computations over distributed data, in order to preserve confidentiality and guarantee correctness. To determine the required security and usability properties and whether these are satisfied, we look at various application areas including verifiable outsourcing, distributed ledger technology (DLT), and genomics. We then classify the solutions and describe frequently used approaches as well as efficiency metrics. Last but not least, we identify open challenges and discuss directions for future research that make verifiable, privacy-preserving computations more secure, efficient, and applicable in the real world.
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.
Image-to-image translation aims to learn the mapping between two visual domains. There are two main challenges for many applications: 1) the lack of aligned training pairs and 2) multiple possible outputs from a single input image. In this work, we present an approach based on disentangled representation for producing diverse outputs without paired training images. To achieve diversity, we propose to embed images onto two spaces: a domain-invariant content space capturing shared information across domains and a domain-specific attribute space. Our model takes the encoded content features extracted from a given input and the attribute vectors sampled from the attribute space to produce diverse outputs at test time. To handle unpaired training data, we introduce a novel cross-cycle consistency loss based on disentangled representations. Qualitative results show that our model can generate diverse and realistic images on a wide range of tasks without paired training data. For quantitative comparisons, we measure realism with user study and diversity with a perceptual distance metric. We apply the proposed model to domain adaptation and show competitive performance when compared to the state-of-the-art on the MNIST-M and the LineMod datasets.
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.