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The negative impact of label noise is well studied in classical supervised learning yet remains an open research question in meta-learning. Meta-learners aim to adapt to unseen learning tasks by learning a good initial model in meta-training and consecutively fine-tuning it according to new tasks during meta-testing. In this paper, we present the first extensive analysis of the impact of varying levels of label noise on the performance of state-of-the-art meta-learners, specifically gradient-based $N$-way $K$-shot learners. We show that the accuracy of Reptile, iMAML, and foMAML drops by up to 42% on the Omniglot and CifarFS datasets when meta-training is affected by label noise. To strengthen the resilience against label noise, we propose two sampling techniques, namely manifold (Man) and batch manifold (BatMan), which transform the noisy supervised learners into semi-supervised ones to increase the utility of noisy labels. We first construct manifold samples of $N$-way $2$-contrastive-shot tasks through augmentation, learning the embedding via a contrastive loss in meta-training, and then perform classification through zeroing on the embedding in meta-testing. We show that our approach can effectively mitigate the impact of meta-training label noise. Even with 60% wrong labels \batman and \man can limit the meta-testing accuracy drop to ${2.5}$, ${9.4}$, ${1.1}$ percent points, respectively, with existing meta-learners across the Omniglot, CifarFS, and MiniImagenet datasets.

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Recent research indicates that the performance of machine learning models can be improved by aligning the geometry of the latent space with the underlying data structure. Rather than relying solely on Euclidean space, researchers have proposed using hyperbolic and spherical spaces with constant curvature, or combinations thereof, to better model the latent space and enhance model performance. However, little attention has been given to the problem of automatically identifying the optimal latent geometry for the downstream task. We mathematically define this novel formulation and coin it as neural latent geometry search (NLGS). More specifically, we introduce an initial attempt to search for a latent geometry composed of a product of constant curvature model spaces with a small number of query evaluations, under some simplifying assumptions. To accomplish this, we propose a novel notion of distance between candidate latent geometries based on the Gromov-Hausdorff distance from metric geometry. In order to compute the Gromov-Hausdorff distance, we introduce a mapping function that enables the comparison of different manifolds by embedding them in a common high-dimensional ambient space. We then design a graph search space based on the notion of smoothness between latent geometries and employ the calculated distances as an additional inductive bias. Finally, we use Bayesian optimization to search for the optimal latent geometry in a query-efficient manner. This is a general method which can be applied to search for the optimal latent geometry for a variety of models and downstream tasks. We perform experiments on synthetic and real-world datasets to identify the optimal latent geometry for multiple machine learning problems.

As algorithmic decision-making systems become more prevalent in society, ensuring the fairness of these systems is becoming increasingly important. Whilst there has been substantial research in building fair algorithmic decision-making systems, the majority of these methods require access to the training data, including personal characteristics, and are not transparent regarding which individuals are classified unfairly. In this paper, we propose a novel model-agnostic argumentation-based method to determine why an individual is classified differently in comparison to similar individuals. Our method uses a quantitative argumentation framework to represent attribute-value pairs of an individual and of those similar to them, and uses a well-known semantics to identify the attribute-value pairs in the individual contributing most to their different classification. We evaluate our method on two datasets commonly used in the fairness literature and illustrate its effectiveness in the identification of bias.

NetHack is known as the frontier of reinforcement learning research where learning-based methods still need to catch up to rule-based solutions. One of the promising directions for a breakthrough is using pre-collected datasets similar to recent developments in robotics, recommender systems, and more under the umbrella of offline reinforcement learning (ORL). Recently, a large-scale NetHack dataset was released; while it was a necessary step forward, it has yet to gain wide adoption in the ORL community. In this work, we argue that there are three major obstacles for adoption: resource-wise, implementation-wise, and benchmark-wise. To address them, we develop an open-source library that provides workflow fundamentals familiar to the ORL community: pre-defined D4RL-style tasks, uncluttered baseline implementations, and reliable evaluation tools with accompanying configs and logs synced to the cloud.

As autonomous driving technology matures, end-to-end methodologies have emerged as a leading strategy, promising seamless integration from perception to control via deep learning. However, existing systems grapple with challenges such as unexpected open set environments and the complexity of black-box models. At the same time, the evolution of deep learning introduces larger, multimodal foundational models, offering multi-modal visual and textual understanding. In this paper, we harness these multimodal foundation models to enhance the robustness and adaptability of autonomous driving systems, enabling out-of-distribution, end-to-end, multimodal, and more explainable autonomy. Specifically, we present an approach to apply end-to-end open-set (any environment/scene) autonomous driving that is capable of providing driving decisions from representations queryable by image and text. To do so, we introduce a method to extract nuanced spatial (pixel/patch-aligned) features from transformers to enable the encapsulation of both spatial and semantic features. Our approach (i) demonstrates unparalleled results in diverse tests while achieving significantly greater robustness in out-of-distribution situations, and (ii) allows the incorporation of latent space simulation (via text) for improved training (data augmentation via text) and policy debugging. We encourage the reader to check our explainer video at //www.youtube.com/watch?v=4n-DJf8vXxo&feature=youtu.be and to view the code and demos on our project webpage at //drive-anywhere.github.io/.

Addressing the communication bottleneck inherent in federated learning (FL), over-the-air FL (AirFL) has emerged as a promising solution, which is, however, hampered by deep fading conditions. In this paper, we propose AirFL-Mem, a novel scheme designed to mitigate the impact of deep fading by implementing a \emph{long-term} memory mechanism. Convergence bounds are provided that account for long-term memory, as well as for existing AirFL variants with short-term memory, for general non-convex objectives. The theory demonstrates that AirFL-Mem exhibits the same convergence rate of federated averaging (FedAvg) with ideal communication, while the performance of existing schemes is generally limited by error floors. The theoretical results are also leveraged to propose a novel convex optimization strategy for the truncation threshold used for power control in the presence of Rayleigh fading channels. Experimental results validate the analysis, confirming the advantages of a long-term memory mechanism for the mitigation of deep fading.

With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.

The incredible development of federated learning (FL) has benefited various tasks in the domains of computer vision and natural language processing, and the existing frameworks such as TFF and FATE has made the deployment easy in real-world applications. However, federated graph learning (FGL), even though graph data are prevalent, has not been well supported due to its unique characteristics and requirements. The lack of FGL-related framework increases the efforts for accomplishing reproducible research and deploying in real-world applications. Motivated by such strong demand, in this paper, we first discuss the challenges in creating an easy-to-use FGL package and accordingly present our implemented package FederatedScope-GNN (FS-G), which provides (1) a unified view for modularizing and expressing FGL algorithms; (2) comprehensive DataZoo and ModelZoo for out-of-the-box FGL capability; (3) an efficient model auto-tuning component; and (4) off-the-shelf privacy attack and defense abilities. We validate the effectiveness of FS-G by conducting extensive experiments, which simultaneously gains many valuable insights about FGL for the community. Moreover, we employ FS-G to serve the FGL application in real-world E-commerce scenarios, where the attained improvements indicate great potential business benefits. We publicly release FS-G, as submodules of FederatedScope, at //github.com/alibaba/FederatedScope to promote FGL's research and enable broad applications that would otherwise be infeasible due to the lack of a dedicated package.

Self-supervised learning methods are gaining increasing traction in computer vision due to their recent success in reducing the gap with supervised learning. In natural language processing (NLP) self-supervised learning and transformers are already the methods of choice. The recent literature suggests that the transformers are becoming increasingly popular also in computer vision. So far, the vision transformers have been shown to work well when pretrained either using a large scale supervised data or with some kind of co-supervision, e.g. in terms of teacher network. These supervised pretrained vision transformers achieve very good results in downstream tasks with minimal changes. In this work we investigate the merits of self-supervised learning for pretraining image/vision transformers and then using them for downstream classification tasks. We propose Self-supervised vIsion Transformers (SiT) and discuss several self-supervised training mechanisms to obtain a pretext model. The architectural flexibility of SiT allows us to use it as an autoencoder and work with multiple self-supervised tasks seamlessly. We show that a pretrained SiT can be finetuned for a downstream classification task on small scale datasets, consisting of a few thousand images rather than several millions. The proposed approach is evaluated on standard datasets using common protocols. The results demonstrate the strength of the transformers and their suitability for self-supervised learning. We outperformed existing self-supervised learning methods by large margin. We also observed that SiT is good for few shot learning and also showed that it is learning useful representation by simply training a linear classifier on top of the learned features from SiT. Pretraining, finetuning, and evaluation codes will be available under: //github.com/Sara-Ahmed/SiT.

Exploration-exploitation is a powerful and practical tool in multi-agent learning (MAL), however, its effects are far from understood. To make progress in this direction, we study a smooth analogue of Q-learning. We start by showing that our learning model has strong theoretical justification as an optimal model for studying exploration-exploitation. Specifically, we prove that smooth Q-learning has bounded regret in arbitrary games for a cost model that explicitly captures the balance between game and exploration costs and that it always converges to the set of quantal-response equilibria (QRE), the standard solution concept for games under bounded rationality, in weighted potential games with heterogeneous learning agents. In our main task, we then turn to measure the effect of exploration in collective system performance. We characterize the geometry of the QRE surface in low-dimensional MAL systems and link our findings with catastrophe (bifurcation) theory. In particular, as the exploration hyperparameter evolves over-time, the system undergoes phase transitions where the number and stability of equilibria can change radically given an infinitesimal change to the exploration parameter. Based on this, we provide a formal theoretical treatment of how tuning the exploration parameter can provably lead to equilibrium selection with both positive as well as negative (and potentially unbounded) effects to system performance.

Convolutional Neural Networks (CNNs) have gained significant traction in the field of machine learning, particularly due to their high accuracy in visual recognition. Recent works have pushed the performance of GPU implementations of CNNs to significantly improve their classification and training times. With these improvements, many frameworks have become available for implementing CNNs on both CPUs and GPUs, with no support for FPGA implementations. In this work we present a modified version of the popular CNN framework Caffe, with FPGA support. This allows for classification using CNN models and specialized FPGA implementations with the flexibility of reprogramming the device when necessary, seamless memory transactions between host and device, simple-to-use test benches, and the ability to create pipelined layer implementations. To validate the framework, we use the Xilinx SDAccel environment to implement an FPGA-based Winograd convolution engine and show that the FPGA layer can be used alongside other layers running on a host processor to run several popular CNNs (AlexNet, GoogleNet, VGG A, Overfeat). The results show that our framework achieves 50 GFLOPS across 3x3 convolutions in the benchmarks. This is achieved within a practical framework, which will aid in future development of FPGA-based CNNs.

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