Reinforcement learning (RL) has gained traction for enhancing user long-term experiences in recommender systems by effectively exploring users' interests. However, modern recommender systems exhibit distinct user behavioral patterns among tens of millions of items, which increases the difficulty of exploration. For example, user behaviors with different activity levels require varying intensity of exploration, while previous studies often overlook this aspect and apply a uniform exploration strategy to all users, which ultimately hurts user experiences in the long run. To address these challenges, we propose User-Oriented Exploration Policy (UOEP), a novel approach facilitating fine-grained exploration among user groups. We first construct a distributional critic which allows policy optimization under varying quantile levels of cumulative reward feedbacks from users, representing user groups with varying activity levels. Guided by this critic, we devise a population of distinct actors aimed at effective and fine-grained exploration within its respective user group. To simultaneously enhance diversity and stability during the exploration process, we further introduce a population-level diversity regularization term and a supervision module. Experimental results on public recommendation datasets demonstrate that our approach outperforms all other baselines in terms of long-term performance, validating its user-oriented exploration effectiveness. Meanwhile, further analyses reveal our approach's benefits of improved performance for low-activity users as well as increased fairness among users.
Embedding watermarks into models has been widely used to protect model ownership in federated learning (FL). However, existing methods are inadequate for protecting the ownership of personalized models acquired by clients in personalized FL (PFL). This is due to the aggregation of the global model in PFL, resulting in conflicts over clients' private watermarks. Moreover, malicious clients may tamper with embedded watermarks to facilitate model leakage and evade accountability. This paper presents a robust watermark embedding scheme, named RobWE, to protect the ownership of personalized models in PFL. We first decouple the watermark embedding of personalized models into two parts: head layer embedding and representation layer embedding. The head layer belongs to clients' private part without participating in model aggregation, while the representation layer is the shared part for aggregation. For representation layer embedding, we employ a watermark slice embedding operation, which avoids watermark embedding conflicts. Furthermore, we design a malicious watermark detection scheme enabling the server to verify the correctness of watermarks before aggregating local models. We conduct an exhaustive experimental evaluation of RobWE. The results demonstrate that RobWE significantly outperforms the state-of-the-art watermark embedding schemes in FL in terms of fidelity, reliability, and robustness.
Offline learning has become widely used due to its ability to derive effective policies from offline datasets gathered by expert demonstrators without interacting with the environment directly. Recent research has explored various ways to enhance offline learning efficiency by considering the characteristics (e.g., expertise level or multiple demonstrators) of the dataset. However, a different approach is necessary in the context of zero-sum games, where outcomes vary significantly based on the strategy of the opponent. In this study, we introduce a novel approach that uses unsupervised learning techniques to estimate the exploited level of each trajectory from the offline dataset of zero-sum games made by diverse demonstrators. Subsequently, we incorporate the estimated exploited level into the offline learning to maximize the influence of the dominant strategy. Our method enables interpretable exploited level estimation in multiple zero-sum games and effectively identifies dominant strategy data. Also, our exploited level augmented offline learning significantly enhances the original offline learning algorithms including imitation learning and offline reinforcement learning for zero-sum games.
The recent Mamba model has shown remarkable adaptability for visual representation learning, including in medical imaging tasks. This study introduces MambaMIR, a Mamba-based model for medical image reconstruction, as well as its Generative Adversarial Network-based variant, MambaMIR-GAN. Our proposed MambaMIR inherits several advantages, such as linear complexity, global receptive fields, and dynamic weights, from the original Mamba model. The innovated arbitrary-mask mechanism effectively adapt Mamba to our image reconstruction task, providing randomness for subsequent Monte Carlo-based uncertainty estimation. Experiments conducted on various medical image reconstruction tasks, including fast MRI and SVCT, which cover anatomical regions such as the knee, chest, and abdomen, have demonstrated that MambaMIR and MambaMIR-GAN achieve comparable or superior reconstruction results relative to state-of-the-art methods. Additionally, the estimated uncertainty maps offer further insights into the reliability of the reconstruction quality. The code is publicly available at //github.com/ayanglab/MambaMIR.
To solve complex tasks under resource constraints, reinforcement learning (RL) agents need to be simple, efficient, and scalable, addressing (1) large state spaces and (2) the continuous accumulation of interaction data. We propose HyperAgent, an RL framework featuring the hypermodel and index sampling schemes that enable computation-efficient incremental approximation for the posteriors associated with general value functions without the need for conjugacy, and data-efficient action selection. Implementing HyperAgent is straightforward, requiring only one additional module beyond what is necessary for Double-DQN. HyperAgent stands out as the first method to offer robust performance in large-scale deep RL benchmarks while achieving provably scalable per-step computational complexity and attaining sublinear regret under tabular assumptions. HyperAgent can solve Deep Sea hard exploration problems with episodes that optimally scale with problem size and exhibits significant efficiency gains in both data and computation under the Atari benchmark. The core of our theoretical analysis is the sequential posterior approximation argument, enabled by the first analytical tool for sequential random projection -- a non-trivial martingale extension of the Johnson-Lindenstrauss. This work bridges the theoretical and practical realms of RL, establishing a new benchmark for RL algorithm design.
Constrained policy search (CPS) is a fundamental problem in offline reinforcement learning, which is generally solved by advantage weighted regression (AWR). However, previous methods may still encounter out-of-distribution actions due to the limited expressivity of Gaussian-based policies. On the other hand, directly applying the state-of-the-art models with distribution expression capabilities (i.e., diffusion models) in the AWR framework is intractable since AWR requires exact policy probability densities, which is intractable in diffusion models. In this paper, we propose a novel approach, $\textbf{Diffusion-based Constrained Policy Search}$ (dubbed DiffCPS), which tackles the diffusion-based constrained policy search with the primal-dual method. The theoretical analysis reveals that strong duality holds for diffusion-based CPS problems, and upon introducing parameter approximation, an approximated solution can be obtained after $\mathcal{O}(1/\epsilon)$ number of dual iterations, where $\epsilon$ denotes the representation ability of the parametrized policy. Extensive experimental results based on the D4RL benchmark demonstrate the efficacy of our approach. We empirically show that DiffCPS achieves better or at least competitive performance compared to traditional AWR-based baselines as well as recent diffusion-based offline RL methods. The code is now available at //github.com/felix-thu/DiffCPS.
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.
Deep learning has shown great potential for modeling the physical dynamics of complex particle systems such as fluids (in Lagrangian descriptions). Existing approaches, however, require the supervision of consecutive particle properties, including positions and velocities. In this paper, we consider a partially observable scenario known as fluid dynamics grounding, that is, inferring the state transitions and interactions within the fluid particle systems from sequential visual observations of the fluid surface. We propose a differentiable two-stage network named NeuroFluid. Our approach consists of (i) a particle-driven neural renderer, which involves fluid physical properties into the volume rendering function, and (ii) a particle transition model optimized to reduce the differences between the rendered and the observed images. NeuroFluid provides the first solution to unsupervised learning of particle-based fluid dynamics by training these two models jointly. It is shown to reasonably estimate the underlying physics of fluids with different initial shapes, viscosity, and densities. It is a potential alternative approach to understanding complex fluid mechanics, such as turbulence, that are difficult to model using traditional methods of mathematical physics.
There recently has been a surge of interest in developing a new class of deep learning (DL) architectures that integrate an explicit time dimension as a fundamental building block of learning and representation mechanisms. In turn, many recent results show that topological descriptors of the observed data, encoding information on the shape of the dataset in a topological space at different scales, that is, persistent homology of the data, may contain important complementary information, improving both performance and robustness of DL. As convergence of these two emerging ideas, we propose to enhance DL architectures with the most salient time-conditioned topological information of the data and introduce the concept of zigzag persistence into time-aware graph convolutional networks (GCNs). Zigzag persistence provides a systematic and mathematically rigorous framework to track the most important topological features of the observed data that tend to manifest themselves over time. To integrate the extracted time-conditioned topological descriptors into DL, we develop a new topological summary, zigzag persistence image, and derive its theoretical stability guarantees. We validate the new GCNs with a time-aware zigzag topological layer (Z-GCNETs), in application to traffic forecasting and Ethereum blockchain price prediction. Our results indicate that Z-GCNET outperforms 13 state-of-the-art methods on 4 time series datasets.
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.
Reinforcement learning (RL) is a popular paradigm for addressing sequential decision tasks in which the agent has only limited environmental feedback. Despite many advances over the past three decades, learning in many domains still requires a large amount of interaction with the environment, which can be prohibitively expensive in realistic scenarios. To address this problem, transfer learning has been applied to reinforcement learning such that experience gained in one task can be leveraged when starting to learn the next, harder task. More recently, several lines of research have explored how tasks, or data samples themselves, can be sequenced into a curriculum for the purpose of learning a problem that may otherwise be too difficult to learn from scratch. In this article, we present a framework for curriculum learning (CL) in reinforcement learning, and use it to survey and classify existing CL methods in terms of their assumptions, capabilities, and goals. Finally, we use our framework to find open problems and suggest directions for future RL curriculum learning research.