Clustering is a fundamental problem in unsupervised machine learning, and fair variants of it have recently received significant attention due to its societal implications. In this work we introduce a novel definition of individual fairness for clustering problems. Specifically, in our model, each point $j$ has a set of other points $\mathcal{S}_j$ that it perceives as similar to itself, and it feels that it is fairly treated if the quality of service it receives in the solution is $\alpha$-close (in a multiplicative sense, for a given $\alpha \geq 1$) to that of the points in $\mathcal{S}_j$. We begin our study by answering questions regarding the structure of the problem, namely for what values of $\alpha$ the problem is well-defined, and what the behavior of the \emph{Price of Fairness (PoF)} for it is. For the well-defined region of $\alpha$, we provide efficient and easily-implementable approximation algorithms for the $k$-center objective, which in certain cases enjoy bounded-PoF guarantees. We finally complement our analysis by an extensive suite of experiments that validates the effectiveness of our theoretical results.
We introduce a new constrained optimization method for policy gradient reinforcement learning, which uses two trust regions to regulate each policy update. In addition to using the proximity of one single old policy as the first trust region as done by prior works, we propose to form a second trust region through the construction of another virtual policy that represents a wide range of past policies. We then enforce the new policy to stay closer to the virtual policy, which is beneficial in case the old policy performs badly. More importantly, we propose a mechanism to automatically build the virtual policy from a memory buffer of past policies, providing a new capability for dynamically selecting appropriate trust regions during the optimization process. Our proposed method, dubbed as Memory-Constrained Policy Optimization (MCPO), is examined on a diverse suite of environments including robotic locomotion control, navigation with sparse rewards and Atari games, consistently demonstrating competitive performance against recent on-policy constrained policy gradient methods.
Fair representation learning transforms user data into a representation that ensures fairness and utility regardless of the downstream application. However, learning individually fair representations, i.e., guaranteeing that similar individuals are treated similarly, remains challenging in high-dimensional settings such as computer vision. In this work, we introduce LASSI, the first representation learning method for certifying individual fairness of high-dimensional data. Our key insight is to leverage recent advances in generative modeling to capture the set of similar individuals in the generative latent space. This enables us to learn individually fair representations that map similar individuals close together by using adversarial training to minimize the distance between their representations. Finally, we employ randomized smoothing to provably map similar individuals close together, in turn ensuring that local robustness verification of the downstream application results in end-to-end fairness certification. Our experimental evaluation on challenging real-world image data demonstrates that our method increases certified individual fairness by up to 90% without significantly affecting task utility.
Given a set $P$ of $n$ points in the plane, the $k$-center problem is to find $k$ congruent disks of minimum possible radius such that their union covers all the points in $P$. The $2$-center problem is a special case of the $k$-center problem that has been extensively studied in the recent past \cite{CAHN,HT,SH}. In this paper, we consider a generalized version of the $2$-center problem called \textit{proximity connected} $2$-center (PCTC) problem. In this problem, we are also given a parameter $\delta\geq 0$ and we have the additional constraint that the distance between the centers of the disks should be at most $\delta$. Note that when $\delta=0$, the PCTC problem is reduced to the $1$-center(minimum enclosing disk) problem and when $\delta$ tends to infinity, it is reduced to the $2$-center problem. The PCTC problem first appeared in the context of wireless networks in 1992 \cite{ACN0}, but obtaining a nontrivial deterministic algorithm for the problem remained open. In this paper, we resolve this open problem by providing a deterministic $O(n^2\log n)$ time algorithm for the problem.
As machine learning algorithms become increasingly integrated in crucial decision-making scenarios, such as healthcare, recruitment, and risk assessment, there have been increasing concerns about the privacy and fairness of such systems. Federated learning has been viewed as a promising solution for collaboratively training of machine learning models among multiple parties while maintaining the privacy of their local data. However, federated learning also poses new challenges in mitigating the potential bias against certain populations (e.g., demographic groups), as this typically requires centralized access to the sensitive information (e.g., race, gender) of each data point. Motivated by the importance and challenges of group fairness in federated learning, in this work, we propose FairFed, a novel algorithm to enhance group fairness via a fairness-aware aggregation method, which aims to provide fair model performance across different sensitive groups (e.g., racial, gender groups) while maintaining high utility. This formulation can further provide more flexibility in the customized local debiasing strategies for each client. We build our FairFed algorithm around the secure aggregation protocol of federated learning. When running federated training on widely investigated fairness datasets, we demonstrate that our proposed method outperforms the state-of-the-art fair federated learning frameworks under a high heterogeneous sensitive attribute distribution. We also investigate the performance of FairFed on naturally distributed real-life data collected from different geographical locations or departments within an organization.
The classical coding theorem in Kolmogorov complexity states that if an $n$-bit string $x$ is sampled with probability $\delta$ by an algorithm with prefix-free domain then K$(x) \leq \log(1/\delta) + O(1)$. In a recent work, Lu and Oliveira [LO21] established an unconditional time-bounded version of this result, by showing that if $x$ can be efficiently sampled with probability $\delta$ then rKt$(x) = O(\log(1/\delta)) + O(\log n)$, where rKt denotes the randomized analogue of Levin's Kt complexity. Unfortunately, this result is often insufficient when transferring applications of the classical coding theorem to the time-bounded setting, as it achieves a $O(\log(1/\delta))$ bound instead of the information-theoretic optimal $\log(1/\delta)$. We show a coding theorem for rKt with a factor of $2$. As in previous work, our coding theorem is efficient in the sense that it provides a polynomial-time probabilistic algorithm that, when given $x$, the code of the sampler, and $\delta$, it outputs, with probability $\ge 0.99$, a probabilistic representation of $x$ that certifies this rKt complexity bound. Assuming the security of cryptographic pseudorandom generators, we show that no efficient coding theorem can achieve a bound of the form rKt$(x) \leq (2 - o(1)) \cdot \log(1/\delta) +$ poly$(\log n)$. Under a weaker assumption, we exhibit a gap between efficient coding theorems and existential coding theorems with near-optimal parameters. We consider pK$^t$ complexity [GKLO22], a variant of rKt where the randomness is public and the time bound is fixed. We observe the existence of an optimal coding theorem for pK$^t$, and employ this result to establish an unconditional version of a theorem of Antunes and Fortnow [AF09] which characterizes the worst-case running times of languages that are in average polynomial-time over all P-samplable distributions.
In the storied Colonel Blotto game, two colonels allocate $a$ and $b$ troops, respectively, to $k$ distinct battlefields. A colonel wins a battle if they assign more troops to that particular battle, and each colonel seeks to maximize their total number of victories. Despite the problem's formulation in 1921, the first polynomial-time algorithm to compute Nash equilibrium (NE) strategies for this game was discovered only quite recently. In 2016, \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} formulated a breakthrough algorithm to compute NE strategies for the Colonel Blotto game\footnote{To the best of our knowledge, the algorithm from \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} has computational complexity $O(k^{14}\max\{a,b\}^{13})$}, receiving substantial media coverage (e.g. \citep{Insider}, \citep{NSF}, \citep{ScienceDaily}). In this work, we present the first known $\epsilon$-approximation algorithm to compute NE strategies in the two-player Colonel Blotto game in runtime $\widetilde{O}(\epsilon^{-4} k^8 \max\{a,b\}^2)$ for arbitrary settings of these parameters. Moreover, this algorithm computes approximate coarse correlated equilibrium strategies in the multiplayer (continuous and discrete) Colonel Blotto game (when there are $\ell > 2$ colonels) with runtime $\widetilde{O}(\ell \epsilon^{-4} k^8 n^2 + \ell^2 \epsilon^{-2} k^3 n (n+k))$, where $n$ is the maximum troop count. Before this work, no polynomial-time algorithm was known to compute exact or approximate equilibrium (in any sense) strategies for multiplayer Colonel Blotto with arbitrary parameters. Our algorithm computes these approximate equilibria by a novel (to the author's knowledge) sampling technique with which we implicitly perform multiplicative weights update over the exponentially many strategies available to each player.
The quest to understand consciousness, once the purview of philosophers and theologians, is now actively pursued by scientists of many stripes. We examine consciousness from the perspective of theoretical computer science (TCS), a branch of mathematics concerned with understanding the underlying principles of computation and complexity, including the implications and surprising consequences of resource limitations. In the spirit of Alan Turing's simple yet powerful definition of a computer, the Turing Machine (TM), and perspective of computational complexity theory, we formalize a modified version of the Global Workspace Theory (GWT) of consciousness originated by cognitive neuroscientist Bernard Baars and further developed by him, Stanislas Dehaene, Jean-Pierre Changeaux and others. We are not looking for a complex model of the brain nor of cognition, but for a simple computational model of (the admittedly complex concept of) consciousness. We do this by defining the Conscious Turing Machine (CTM), also called a conscious AI, and then we define consciousness and related notions in the CTM. While these are only mathematical (TCS) definitions, we suggest why the CTM has the feeling of consciousness. The TCS perspective provides a simple formal framework to employ tools from computational complexity theory and machine learning to help us understand consciousness and related concepts. Previously we explored high level explanations for the feelings of pain and pleasure in the CTM. Here we consider three examples related to vision (blindsight, inattentional blindness, and change blindness), followed by discussions of dreams, free will, and altered states of consciousness.
Universal coding of integers~(UCI) is a class of variable-length code, such that the ratio of the expected codeword length to $\max\{1,H(P)\}$ is within a constant factor, where $H(P)$ is the Shannon entropy of the decreasing probability distribution $P$. However, if we consider the ratio of the expected codeword length to $H(P)$, the ratio tends to infinity by using UCI, when $H(P)$ tends to zero. To solve this issue, this paper introduces a class of codes, termed generalized universal coding of integers~(GUCI), such that the ratio of the expected codeword length to $H(P)$ is within a constant factor $K$. First, the definition of GUCI is proposed and the coding structure of GUCI is introduced. Next, we propose a class of GUCI $\mathcal{C}$ to achieve the expansion factor $K_{\mathcal{C}}=2$ and show that the optimal GUCI is in the range $1\leq K_{\mathcal{C}}^{*}\leq 2$. Then, by comparing UCI and GUCI, we show that when the entropy is very large or $P(0)$ is not large, there are also cases where the average codeword length of GUCI is shorter. Finally, the asymptotically optimal GUCI is presented.
Federated learning with differential privacy, or private federated learning, provides a strategy to train machine learning models while respecting users' privacy. However, differential privacy can disproportionately degrade the performance of the models on under-represented groups, as these parts of the distribution are difficult to learn in the presence of noise. Existing approaches for enforcing fairness in machine learning models have considered the centralized setting, in which the algorithm has access to the users' data. This paper introduces an algorithm to enforce group fairness in private federated learning, where users' data does not leave their devices. First, the paper extends the modified method of differential multipliers to empirical risk minimization with fairness constraints, thus providing an algorithm to enforce fairness in the central setting. Then, this algorithm is extended to the private federated learning setting. The proposed algorithm, \texttt{FPFL}, is tested on a federated version of the Adult dataset and an "unfair" version of the FEMNIST dataset. The experiments on these datasets show how private federated learning accentuates unfairness in the trained models, and how FPFL is able to mitigate such unfairness.
Proactive dialogue system is able to lead the conversation to a goal topic and has advantaged potential in bargain, persuasion and negotiation. Current corpus-based learning manner limits its practical application in real-world scenarios. To this end, we contribute to advance the study of the proactive dialogue policy to a more natural and challenging setting, i.e., interacting dynamically with users. Further, we call attention to the non-cooperative user behavior -- the user talks about off-path topics when he/she is not satisfied with the previous topics introduced by the agent. We argue that the targets of reaching the goal topic quickly and maintaining a high user satisfaction are not always converge, because the topics close to the goal and the topics user preferred may not be the same. Towards this issue, we propose a new solution named I-Pro that can learn Proactive policy in the Interactive setting. Specifically, we learn the trade-off via a learned goal weight, which consists of four factors (dialogue turn, goal completion difficulty, user satisfaction estimation, and cooperative degree). The experimental results demonstrate I-Pro significantly outperforms baselines in terms of effectiveness and interpretability.