We study an online caching problem in which requests can be served by a local cache to avoid retrieval costs from a remote server. The cache can update its state after a batch of requests and store an arbitrarily small fraction of each file. We study no-regret algorithms based on Online Mirror Descent (OMD) strategies. We show that the optimal OMD strategy depends on the request diversity present in a batch. We also prove that, when the cache must store the entire file, rather than a fraction, OMD strategies can be coupled with a randomized rounding scheme that preserves regret guarantees.
We study the problem of list-decodable sparse mean estimation. Specifically, for a parameter $\alpha \in (0, 1/2)$, we are given $m$ points in $\mathbb{R}^n$, $\lfloor \alpha m \rfloor$ of which are i.i.d. samples from a distribution $D$ with unknown $k$-sparse mean $\mu$. No assumptions are made on the remaining points, which form the majority of the dataset. The goal is to return a small list of candidates containing a vector $\widehat \mu$ such that $\| \widehat \mu - \mu \|_2$ is small. Prior work had studied the problem of list-decodable mean estimation in the dense setting. In this work, we develop a novel, conceptually simpler technique for list-decodable mean estimation. As the main application of our approach, we provide the first sample and computationally efficient algorithm for list-decodable sparse mean estimation. In particular, for distributions with ``certifiably bounded'' $t$-th moments in $k$-sparse directions and sufficiently light tails, our algorithm achieves error of $(1/\alpha)^{O(1/t)}$ with sample complexity $m = (k\log(n))^{O(t)}/\alpha$ and running time $\mathrm{poly}(mn^t)$. For the special case of Gaussian inliers, our algorithm achieves the optimal error guarantee of $\Theta (\sqrt{\log(1/\alpha)})$ with quasi-polynomial sample and computational complexity. We complement our upper bounds with nearly-matching statistical query and low-degree polynomial testing lower bounds.
Deep neural networks (DNN) have made impressive progress in the interpretation of image data, so that it is conceivable and to some degree realistic to use them in safety critical applications like automated driving. From an ethical standpoint, the AI algorithm should take into account the vulnerability of objects or subjects on the street that ranges from "not at all", e.g. the road itself, to "high vulnerability" of pedestrians. One way to take this into account is to define the cost of confusion of one semantic category with another and use cost-based decision rules for the interpretation of probabilities, which are the output of DNNs. However, it is an open problem how to define the cost structure, who should be in charge to do that, and thereby define what AI-algorithms will actually "see". As one possible answer, we follow a participatory approach and set up an online survey to ask the public to define the cost structure. We present the survey design and the data acquired along with an evaluation that also distinguishes between perspective (car passenger vs. external traffic participant) and gender. Using simulation based $F$-tests, we find highly significant differences between the groups. These differences have consequences on the reliable detection of pedestrians in a safety critical distance to the self-driving car. We discuss the ethical problems that are related to this approach and also discuss the problems emerging from human-machine interaction through the survey from a psychological point of view. Finally, we include comments from industry leaders in the field of AI safety on the applicability of survey based elements in the design of AI functionalities in automated driving.
Online action detection is the task of predicting the action as soon as it happens in a streaming video. A major challenge is that the model does not have access to the future and has to solely rely on the history, i.e., the frames observed so far, to make predictions. It is therefore important to accentuate parts of the history that are more informative to the prediction of the current frame. We present GateHUB, Gated History Unit with Background Suppression, that comprises a novel position-guided gated cross-attention mechanism to enhance or suppress parts of the history as per how informative they are for current frame prediction. GateHUB further proposes Future-augmented History (FaH) to make history features more informative by using subsequently observed frames when available. In a single unified framework, GateHUB integrates the transformer's ability of long-range temporal modeling and the recurrent model's capacity to selectively encode relevant information. GateHUB also introduces a background suppression objective to further mitigate false positive background frames that closely resemble the action frames. Extensive validation on three benchmark datasets, THUMOS, TVSeries, and HDD, demonstrates that GateHUB significantly outperforms all existing methods and is also more efficient than the existing best work. Furthermore, a flow-free version of GateHUB is able to achieve higher or close accuracy at 2.8x higher frame rate compared to all existing methods that require both RGB and optical flow information for prediction.
In this paper we study two-player bilinear zero-sum games with constrained strategy spaces. An instance of natural occurrences of such constraints is when mixed strategies are used, which correspond to a probability simplex constraint. We propose and analyze the alternating mirror descent algorithm, in which each player takes turns to take action following the mirror descent algorithm for constrained optimization. We interpret alternating mirror descent as an alternating discretization of a skew-gradient flow in the dual space, and use tools from convex optimization and modified energy function to establish an $O(K^{-2/3})$ bound on its average regret after $K$ iterations. This quantitatively verifies the algorithm's better behavior than the simultaneous version of mirror descent algorithm, which is known to diverge and yields an $O(K^{-1/2})$ average regret bound. In the special case of an unconstrained setting, our results recover the behavior of alternating gradient descent algorithm for zero-sum games which was studied in (Bailey et al., COLT 2020).
Recent techniques for approximating Nash equilibria in very large games leverage neural networks to learn approximately optimal policies (strategies). One promising line of research uses neural networks to approximate counterfactual regret minimization (CFR) or its modern variants. DREAM, the only current CFR-based neural method that is model free and therefore scalable to very large games, trains a neural network on an estimated regret target that can have extremely high variance due to an importance sampling term inherited from Monte Carlo CFR (MCCFR). In this paper we propose an unbiased model-free method that does not require any importance sampling. Our method, ESCHER, is principled and is guaranteed to converge to an approximate Nash equilibrium with high probability in the tabular case. We show that the variance of the estimated regret of a tabular version of ESCHER with an oracle value function is significantly lower than that of outcome sampling MCCFR and tabular DREAM with an oracle value function. We then show that a deep learning version of ESCHER outperforms the prior state of the art -- DREAM and neural fictitious self play (NFSP) -- and the difference becomes dramatic as game size increases.
We study the problem of high-dimensional sparse mean estimation in the presence of an $\epsilon$-fraction of adversarial outliers. Prior work obtained sample and computationally efficient algorithms for this task for identity-covariance subgaussian distributions. In this work, we develop the first efficient algorithms for robust sparse mean estimation without a priori knowledge of the covariance. For distributions on $\mathbb R^d$ with "certifiably bounded" $t$-th moments and sufficiently light tails, our algorithm achieves error of $O(\epsilon^{1-1/t})$ with sample complexity $m = (k\log(d))^{O(t)}/\epsilon^{2-2/t}$. For the special case of the Gaussian distribution, our algorithm achieves near-optimal error of $\tilde O(\epsilon)$ with sample complexity $m = O(k^4 \mathrm{polylog}(d))/\epsilon^2$. Our algorithms follow the Sum-of-Squares based, proofs to algorithms approach. We complement our upper bounds with Statistical Query and low-degree polynomial testing lower bounds, providing evidence that the sample-time-error tradeoffs achieved by our algorithms are qualitatively the best possible.
Several unsupervised and self-supervised approaches have been developed in recent years to learn visual features from large-scale unlabeled datasets. Their main drawback however is that these methods are hardly able to recognize visual features of the same object if it is simply rotated or the perspective of the camera changes. To overcome this limitation and at the same time exploit a useful source of supervision, we take into account video object tracks. Following the intuition that two patches in a track should have similar visual representations in a learned feature space, we adopt an unsupervised clustering-based approach and constrain such representations to be labeled as the same category since they likely belong to the same object or object part. Experimental results on two downstream tasks on different datasets demonstrate the effectiveness of our Online Deep Clustering with Video Track Consistency (ODCT) approach compared to prior work, which did not leverage temporal information. In addition we show that exploiting an unsupervised class-agnostic, yet noisy, track generator yields to better accuracy compared to relying on costly and precise track annotations.
We revisit the classic regular expression matching problem, that is, given a regular expression $R$ and a string $Q$, decide if $Q$ matches any of the strings specified by $R$. A standard textbook solution [Thompson, CACM 1968] solves this problem in $O(nm)$ time, where $n$ is the length of $Q$ and $m$ is the number of characters in $R$. More recently, several results that improve this bound by polylogarithmic factor have appeared. All of these solutions are essentially based on constructing and simulation a non-deterministic finite automaton. On the other hand, assuming the strong exponential time hypotheses we cannot solve regular expression $O((nm)^{1-\epsilon})$ [Backurs and Indyk, FOCS 2016]. Hence, a natural question is if we can design algorithms that can take advantage of other parameters of the problem to obtain more fine-grained bounds. We present the first algorithm for regular expression matching that can take advantage of sparsity of the automaton simulation. More precisely, we define the \emph{density}, $\Delta$, of the instance to be the total number of states in a simulation of a natural automaton for $R$. The density is always at most $nm+1$ but may be significantly smaller for many typical scenarios, e.g., when a string only matches a small part of the regular expression. Our main result is a new algorithm that solves the problem in $$O\left(\Delta \log \log \frac{nm}{\Delta} + n + m\right)$$ time. This result essentially replaces $nm$ with $\Delta$ in the complexity of regular expression matching. Prior to this work no non-trivial bound in terms of $\Delta$ was known. The key technical contribution is a new linear space representation of the classic position automaton that supports fast state-set transition computation in near-linear time in the size of the input and output state sets.
Offline goal-conditioned reinforcement learning (GCRL) promises general-purpose skill learning in the form of reaching diverse goals from purely offline datasets. We propose $\textbf{Go}$al-conditioned $f$-$\textbf{A}$dvantage $\textbf{R}$egression (GoFAR), a novel regression-based offline GCRL algorithm derived from a state-occupancy matching perspective; the key intuition is that the goal-reaching task can be formulated as a state-occupancy matching problem between a dynamics-abiding imitator agent and an expert agent that directly teleports to the goal. In contrast to prior approaches, GoFAR does not require any hindsight relabeling and enjoys uninterleaved optimization for its value and policy networks. These distinct features confer GoFAR with much better offline performance and stability as well as statistical performance guarantee that is unattainable for prior methods. Furthermore, we demonstrate that GoFAR's training objectives can be re-purposed to learn an agent-independent goal-conditioned planner from purely offline source-domain data, which enables zero-shot transfer to new target domains. Through extensive experiments, we validate GoFAR's effectiveness in various problem settings and tasks, significantly outperforming prior state-of-art. Notably, on a real robotic dexterous manipulation task, while no other method makes meaningful progress, GoFAR acquires complex manipulation behavior that successfully accomplishes diverse goals.
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.