In the multi-armed bandit framework, there are two formulations that are commonly employed to handle time-varying reward distributions: adversarial bandit and nonstationary bandit. Although their oracles, algorithms, and regret analysis differ significantly, we provide a unified formulation in this paper that smoothly bridges the two as special cases. The formulation uses an oracle that takes the best-fixed arm within time windows. Depending on the window size, it turns into the oracle in hindsight in the adversarial bandit and dynamic oracle in the nonstationary bandit. We provide algorithms that attain the optimal regret with the matching lower bound.
Adversarial regularization has been shown to improve the generalization performance of deep learning models in various natural language processing tasks. Existing works usually formulate the method as a zero-sum game, which is solved by alternating gradient descent/ascent algorithms. Such a formulation treats the adversarial and the defending players equally, which is undesirable because only the defending player contributes to the generalization performance. To address this issue, we propose Stackelberg Adversarial Regularization (SALT), which formulates adversarial regularization as a Stackelberg game. This formulation induces a competition between a leader and a follower, where the follower generates perturbations, and the leader trains the model subject to the perturbations. Different from conventional approaches, in SALT, the leader is in an advantageous position. When the leader moves, it recognizes the strategy of the follower and takes the anticipated follower's outcomes into consideration. Such a leader's advantage enables us to improve the model fitting to the unperturbed data. The leader's strategic information is captured by the Stackelberg gradient, which is obtained using an unrolling algorithm. Our experimental results on a set of machine translation and natural language understanding tasks show that SALT outperforms existing adversarial regularization baselines across all tasks. Our code is available at //github.com/SimiaoZuo/Stackelberg-Adv.
Minimum cut/maximum flow (min-cut/max-flow) algorithms solve a variety of problems in computer vision and thus significant effort has been put into developing fast min-cut/max-flow algorithms. As a result, it is difficult to choose an ideal algorithm for a given problem. Furthermore, parallel algorithms have not been thoroughly compared. In this paper, we evaluate the state-of-the-art serial and parallel min-cut/max-flow algorithms on the largest set of computer vision problems yet. We focus on generic algorithms, i.e., for unstructured graphs, but also compare with the specialized GridCut implementation. When applicable, GridCut performs best. Otherwise, the two pseudoflow algorithms, Hochbaum pseudoflow and excesses incremental breadth first search, achieves the overall best performance. The most memory efficient implementation tested is the Boykov-Kolmogorov algorithm. Amongst generic parallel algorithms, we find the bottom-up merging approach by Liu and Sun to be best, but no method is dominant. Of the generic parallel methods, only the parallel preflow push-relabel algorithm is able to efficiently scale with many processors across problem sizes, and no generic parallel method consistently outperforms serial algorithms. Finally, we provide and evaluate strategies for algorithm selection to obtain good expected performance. We make our dataset and implementations publicly available for further research.
Graph Convolutional Networks (GCNs) are one of the most popular architectures that are used to solve classification problems accompanied by graphical information. We present a rigorous theoretical understanding of the effects of graph convolutions in multi-layer networks. We study these effects through the node classification problem of a non-linearly separable Gaussian mixture model coupled with a stochastic block model. First, we show that a single graph convolution expands the regime of the distance between the means where multi-layer networks can classify the data by a factor of at least $1/\sqrt[4]{\mathbb{E}{\rm deg}}$, where $\mathbb{E}{\rm deg}$ denotes the expected degree of a node. Second, we show that with a slightly stronger graph density, two graph convolutions improve this factor to at least $1/\sqrt[4]{n}$, where $n$ is the number of nodes in the graph. Finally, we provide both theoretical and empirical insights into the performance of graph convolutions placed in different combinations among the layers of a network, concluding that the performance is mutually similar for all combinations of the placement. We present extensive experiments on both synthetic and real-world data that illustrate our results.
Learning Markov decision processes (MDPs) in the presence of the adversary is a challenging problem in reinforcement learning (RL). In this paper, we study RL in episodic MDPs with adversarial reward and full information feedback, where the unknown transition probability function is a linear function of a given feature mapping, and the reward function can change arbitrarily episode by episode. We propose an optimistic policy optimization algorithm POWERS and show that it can achieve $\tilde{O}(dH\sqrt{T})$ regret, where $H$ is the length of the episode, $T$ is the number of interactions with the MDP, and $d$ is the dimension of the feature mapping. Furthermore, we also prove a matching lower bound of $\tilde{\Omega}(dH\sqrt{T})$ up to logarithmic factors. Our key technical contributions are two-fold: (1) a new value function estimator based on importance weighting; and (2) a tighter confidence set for the transition kernel. They together lead to the nearly minimax optimal regret.
We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves in the finite-horizon setting, where the transition kernel of the underlying Markov games can be parameterized by a linear function over the current state, both players' actions and the next state. In particular, we assume that we can control both players and aim to find the Nash Equilibrium by minimizing the duality gap. We propose an algorithm Nash-UCRL based on the principle "Optimism-in-Face-of-Uncertainty". Our algorithm only needs to find a Coarse Correlated Equilibrium (CCE), which is computationally efficient. Specifically, we show that Nash-UCRL can provably achieve an $\tilde{O}(dH\sqrt{T})$ regret, where $d$ is the linear function dimension, $H$ is the length of the game and $T$ is the total number of steps in the game. To assess the optimality of our algorithm, we also prove an $\tilde{\Omega}( dH\sqrt{T})$ lower bound on the regret. Our upper bound matches the lower bound up to logarithmic factors, which suggests the optimality of our algorithm.
We study streaming algorithms in the white-box adversarial model, where the stream is chosen adaptively by an adversary who observes the entire internal state of the algorithm at each time step. We show that nontrivial algorithms are still possible. We first give a randomized algorithm for the $L_1$-heavy hitters problem that outperforms the optimal deterministic Misra-Gries algorithm on long streams. If the white-box adversary is computationally bounded, we use cryptographic techniques to reduce the memory of our $L_1$-heavy hitters algorithm even further and to design a number of additional algorithms for graph, string, and linear algebra problems. The existence of such algorithms is surprising, as the streaming algorithm does not even have a secret key in this model, i.e., its state is entirely known to the adversary. One algorithm we design is for estimating the number of distinct elements in a stream with insertions and deletions achieving a multiplicative approximation and sublinear space; such an algorithm is impossible for deterministic algorithms. We also give a general technique that translates any two-player deterministic communication lower bound to a lower bound for {\it randomized} algorithms robust to a white-box adversary. In particular, our results show that for all $p\ge 0$, there exists a constant $C_p>1$ such that any $C_p$-approximation algorithm for $F_p$ moment estimation in insertion-only streams with a white-box adversary requires $\Omega(n)$ space for a universe of size $n$. Similarly, there is a constant $C>1$ such that any $C$-approximation algorithm in an insertion-only stream for matrix rank requires $\Omega(n)$ space with a white-box adversary. Our algorithmic results based on cryptography thus show a separation between computationally bounded and unbounded adversaries. (Abstract shortened to meet arXiv limits.)
We provide a decision theoretic analysis of bandit experiments. The setting corresponds to a dynamic programming problem, but solving this directly is typically infeasible. Working within the framework of diffusion asymptotics, we define suitable notions of asymptotic Bayes and minimax risk for bandit experiments. For normally distributed rewards, the minimal Bayes risk can be characterized as the solution to a nonlinear second-order partial differential equation (PDE). Using a limit of experiments approach, we show that this PDE characterization also holds asymptotically under both parametric and non-parametric distribution of the rewards. The approach further describes the state variables it is asymptotically sufficient to restrict attention to, and therefore suggests a practical strategy for dimension reduction. The upshot is that we can approximate the dynamic programming problem defining the bandit experiment with a PDE which can be efficiently solved using sparse matrix routines. We derive the optimal Bayes and minimax policies from the numerical solutions to these equations. The proposed policies substantially dominate existing methods such as Thompson sampling. The framework also allows for substantial generalizations to the bandit problem such as time discounting and pure exploration motives.
This paper studies how well generative adversarial networks (GANs) learn probability distributions from finite samples. Our main results establish the convergence rates of GANs under a collection of integral probability metrics defined through H\"older classes, including the Wasserstein distance as a special case. We also show that GANs are able to adaptively learn data distributions with low-dimensional structures or have H\"older densities, when the network architectures are chosen properly. In particular, for distributions concentrated around a low-dimensional set, we show that the learning rates of GANs do not depend on the high ambient dimension, but on the lower intrinsic dimension. Our analysis is based on a new oracle inequality decomposing the estimation error into the generator and discriminator approximation error and the statistical error, which may be of independent interest.
This study explores how robots and generative approaches can be used to mount successful false-acceptance adversarial attacks on signature verification systems. Initially, a convolutional neural network topology and data augmentation strategy are explored and tuned, producing an 87.12% accurate model for the verification of 2,640 human signatures. Two robots are then tasked with forging 50 signatures, where 25 are used for the verification attack, and the remaining 25 are used for tuning of the model to defend against them. Adversarial attacks on the system show that there exists an information security risk; the Line-us robotic arm can fool the system 24% of the time and the iDraw 2.0 robot 32% of the time. A conditional GAN finds similar success, with around 30% forged signatures misclassified as genuine. Following fine-tune transfer learning of robotic and generative data, adversarial attacks are reduced below the model threshold by both robots and the GAN. It is observed that tuning the model reduces the risk of attack by robots to 8% and 12%, and that conditional generative adversarial attacks can be reduced to 4% when 25 images are presented and 5% when 1000 images are presented.
Adversarial attack is a technique for deceiving Machine Learning (ML) models, which provides a way to evaluate the adversarial robustness. In practice, attack algorithms are artificially selected and tuned by human experts to break a ML system. However, manual selection of attackers tends to be sub-optimal, leading to a mistakenly assessment of model security. In this paper, a new procedure called Composite Adversarial Attack (CAA) is proposed for automatically searching the best combination of attack algorithms and their hyper-parameters from a candidate pool of \textbf{32 base attackers}. We design a search space where attack policy is represented as an attacking sequence, i.e., the output of the previous attacker is used as the initialization input for successors. Multi-objective NSGA-II genetic algorithm is adopted for finding the strongest attack policy with minimum complexity. The experimental result shows CAA beats 10 top attackers on 11 diverse defenses with less elapsed time (\textbf{6 $\times$ faster than AutoAttack}), and achieves the new state-of-the-art on $l_{\infty}$, $l_{2}$ and unrestricted adversarial attacks.