Auction-based federated learning (AFL) is an important emerging category of FL incentive mechanism design, due to its ability to fairly and efficiently motivate high-quality data owners to join data consumers' (i.e., servers') FL training tasks. To enhance the efficiency in AFL decision support for stakeholders (i.e., data consumers, data owners, and the auctioneer), intelligent agent-based techniques have emerged. However, due to the highly interdisciplinary nature of this field and the lack of a comprehensive survey providing an accessible perspective, it is a challenge for researchers to enter and contribute to this field. This paper bridges this important gap by providing a first-of-its-kind survey on the Intelligent Agents for AFL (IA-AFL) literature. We propose a unique multi-tiered taxonomy that organises existing IA-AFL works according to 1) the stakeholders served, 2) the auction mechanism adopted, and 3) the goals of the agents, to provide readers with a multi-perspective view into this field. In addition, we analyse the limitations of existing approaches, summarise the commonly adopted performance evaluation metrics, and discuss promising future directions leading towards effective and efficient stakeholder-oriented decision support in IA-AFL ecosystems.
Recent advances in robot skill learning have unlocked the potential to construct task-agnostic skill libraries, facilitating the seamless sequencing of multiple simple manipulation primitives (aka. skills) to tackle significantly more complex tasks. Nevertheless, determining the optimal sequence for independently learned skills remains an open problem, particularly when the objective is given solely in terms of the final geometric configuration rather than a symbolic goal. To address this challenge, we propose Logic-Skill Programming (LSP), an optimization-based approach that sequences independently learned skills to solve long-horizon tasks. We formulate a first-order extension of a mathematical program to optimize the overall cumulative reward of all skills within a plan, abstracted by the sum of value functions. To solve such programs, we leverage the use of tensor train factorization to construct the value function space, and rely on alternations between symbolic search and skill value optimization to find the appropriate skill skeleton and optimal subgoal sequence. Experimental results indicate that the obtained value functions provide a superior approximation of cumulative rewards compared to state-of-the-art reinforcement learning methods. Furthermore, we validate LSP in three manipulation domains, encompassing both prehensile and non-prehensile primitives. The results demonstrate its capability to identify the optimal solution over the full logic and geometric path. The real-robot experiments showcase the effectiveness of our approach to cope with contact uncertainty and external disturbances in the real world.
We present a new technique to enhance the robustness of imitation learning methods by generating corrective data to account for compounding errors and disturbances. While existing methods rely on interactive expert labeling, additional offline datasets, or domain-specific invariances, our approach requires minimal additional assumptions beyond access to expert data. The key insight is to leverage local continuity in the environment dynamics to generate corrective labels. Our method first constructs a dynamics model from the expert demonstration, encouraging local Lipschitz continuity in the learned model. In locally continuous regions, this model allows us to generate corrective labels within the neighborhood of the demonstrations but beyond the actual set of states and actions in the dataset. Training on this augmented data enhances the agent's ability to recover from perturbations and deal with compounding errors. We demonstrate the effectiveness of our generated labels through experiments in a variety of robotics domains in simulation that have distinct forms of continuity and discontinuity, including classic control problems, drone flying, navigation with high-dimensional sensor observations, legged locomotion, and tabletop manipulation.
The generalization bound is a crucial theoretical tool for assessing the generalizability of learning methods and there exist vast literatures on generalizability of normal learning, adversarial learning, and data poisoning. Unlike other data poison attacks, the backdoor attack has the special property that the poisoned triggers are contained in both the training set and the test set and the purpose of the attack is two-fold. To our knowledge, the generalization bound for the backdoor attack has not been established. In this paper, we fill this gap by deriving algorithm-independent generalization bounds in the clean-label backdoor attack scenario. Precisely, based on the goals of backdoor attack, we give upper bounds for the clean sample population errors and the poison population errors in terms of the empirical error on the poisoned training dataset. Furthermore, based on the theoretical result, a new clean-label backdoor attack is proposed that computes the poisoning trigger by combining adversarial noise and indiscriminate poison. We show its effectiveness in a variety of settings.
Reinforcement learning (RL) has gained popularity in the realm of recommender systems due to its ability to optimize long-term rewards and guide users in discovering relevant content. However, the successful implementation of RL in recommender systems is challenging because of several factors, including the limited availability of online data for training on-policy methods. This scarcity requires expensive human interaction for online model training. Furthermore, the development of effective evaluation frameworks that accurately reflect the quality of models remains a fundamental challenge in recommender systems. To address these challenges, we propose a comprehensive framework for synthetic environments that simulate human behavior by harnessing the capabilities of large language models (LLMs). We complement our framework with in-depth ablation studies and demonstrate its effectiveness with experiments on movie and book recommendations. By utilizing LLMs as synthetic users, this work introduces a modular and novel framework for training RL-based recommender systems. The software, including the RL environment, is publicly available.
Bilevel optimization has been recently applied to many machine learning tasks. However, their applications have been restricted to the supervised learning setting, where static objective functions with benign structures are considered. But bilevel problems such as incentive design, inverse reinforcement learning (RL), and RL from human feedback (RLHF) are often modeled as dynamic objective functions that go beyond the simple static objective structures, which pose significant challenges of using existing bilevel solutions. To tackle this new class of bilevel problems, we introduce the first principled algorithmic framework for solving bilevel RL problems through the lens of penalty formulation. We provide theoretical studies of the problem landscape and its penalty-based (policy) gradient algorithms. We demonstrate the effectiveness of our algorithms via simulations in the Stackelberg Markov game, RL from human feedback and incentive design.
We introduce GUIDE, a novel continual learning approach that directs diffusion models to rehearse samples at risk of being forgotten. Existing generative strategies combat catastrophic forgetting by randomly sampling rehearsal examples from a generative model. Such an approach contradicts buffer-based approaches where sampling strategy plays an important role. We propose to bridge this gap by incorporating classifier guidance into the diffusion process to produce rehearsal examples specifically targeting information forgotten by a continuously trained model. This approach enables the generation of samples from preceding task distributions, which are more likely to be misclassified in the context of recently encountered classes. Our experimental results show that GUIDE significantly reduces catastrophic forgetting, outperforming conventional random sampling approaches and surpassing recent state-of-the-art methods in continual learning with generative replay.
Relation extraction (RE) is a fundamental task in natural language processing, aiming to identify relations between target entities in text. While many RE methods are designed for a single sentence or document, cross-document RE has emerged to address relations across multiple long documents. Given the nature of long documents in cross-document RE, extracting document embeddings is challenging due to the length constraints of pre-trained language models. Therefore, we propose REward-based Input Construction (REIC), the first learning-based sentence selector for cross-document RE. REIC extracts sentences based on relational evidence, enabling the RE module to effectively infer relations. Since supervision of evidence sentences is generally unavailable, we train REIC using reinforcement learning with RE prediction scores as rewards. Experimental results demonstrate the superiority of our method over heuristic methods for different RE structures and backbones in cross-document RE. Our code is publicly available at //github.com/aailabkaist/REIC.
Legged locomotion has recently achieved remarkable success with the progress of machine learning techniques, especially deep reinforcement learning (RL). Controllers employing neural networks have demonstrated empirical and qualitative robustness against real-world uncertainties, including sensor noise and external perturbations. However, formally investigating the vulnerabilities of these locomotion controllers remains a challenge. This difficulty arises from the requirement to pinpoint vulnerabilities across a long-tailed distribution within a high-dimensional, temporally sequential space. As a first step towards quantitative verification, we propose a computational method that leverages sequential adversarial attacks to identify weaknesses in learned locomotion controllers. Our research demonstrates that, even state-of-the-art robust controllers can fail significantly under well-designed, low-magnitude adversarial sequence. Through experiments in simulation and on the real robot, we validate our approach's effectiveness, and we illustrate how the results it generates can be used to robustify the original policy and offer valuable insights into the safety of these black-box policies. Project page: //fanshi14.github.io/me/rss24.html
Agent-based modeling and simulation has evolved as a powerful tool for modeling complex systems, offering insights into emergent behaviors and interactions among diverse agents. Integrating large language models into agent-based modeling and simulation presents a promising avenue for enhancing simulation capabilities. This paper surveys the landscape of utilizing large language models in agent-based modeling and simulation, examining their challenges and promising future directions. In this survey, since this is an interdisciplinary field, we first introduce the background of agent-based modeling and simulation and large language model-empowered agents. We then discuss the motivation for applying large language models to agent-based simulation and systematically analyze the challenges in environment perception, human alignment, action generation, and evaluation. Most importantly, we provide a comprehensive overview of the recent works of large language model-empowered agent-based modeling and simulation in multiple scenarios, which can be divided into four domains: cyber, physical, social, and hybrid, covering simulation of both real-world and virtual environments. Finally, since this area is new and quickly evolving, we discuss the open problems and promising future directions.
Recently, ensemble has been applied to deep metric learning to yield state-of-the-art results. Deep metric learning aims to learn deep neural networks for feature embeddings, distances of which satisfy given constraint. In deep metric learning, ensemble takes average of distances learned by multiple learners. As one important aspect of ensemble, the learners should be diverse in their feature embeddings. To this end, we propose an attention-based ensemble, which uses multiple attention masks, so that each learner can attend to different parts of the object. We also propose a divergence loss, which encourages diversity among the learners. The proposed method is applied to the standard benchmarks of deep metric learning and experimental results show that it outperforms the state-of-the-art methods by a significant margin on image retrieval tasks.