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We consider trading indivisible and easily transferable \emph{durable goods}, which are goods that an agent can receive, use, and trade again for a different good. This is often the case with books that can be read and later exchanged for unread ones. Other examples of such easily transferable durable goods include puzzles, video games and baby clothes. We introduce a model for the exchange of easily transferable durable goods. In our model, each agent owns a set of items and demands a different set of items. An agent is interested in receiving as many items as possible from his demand set. We consider mechanisms that exchange items in cycles in which each participating agent receives an item that he demands and gives an item that he owns. We aim to develop mechanisms that have the following properties: they are \emph{efficient}, in the sense that they maximize the total number of items that agents receive from their demand set, they are \emph{strategyproof} (i.e., it is in the agents' best interest to report their preferences truthfully) and they run in \emph{polynomial time}. One challenge in developing mechanisms for our setting is that the supply and demand sets of the agents are updated after a trade cycle is executed. This makes constructing strategyproof mechanisms in our model significantly different from previous works, both technically and conceptually and requires developing new tools and techniques. We prove that simultaneously satisfying all desired properties is impossible and thus focus on studying the tradeoffs between these properties. To this end, we provide both approximation algorithms and impossibility results.

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Active inference is a unifying theory for perception and action resting upon the idea that the brain maintains an internal model of the world by minimizing free energy. From a behavioral perspective, active inference agents can be seen as self-evidencing beings that act to fulfill their optimistic predictions, namely preferred outcomes or goals. In contrast, reinforcement learning requires human-designed rewards to accomplish any desired outcome. Although active inference could provide a more natural self-supervised objective for control, its applicability has been limited because of the shortcomings in scaling the approach to complex environments. In this work, we propose a contrastive objective for active inference that strongly reduces the computational burden in learning the agent's generative model and planning future actions. Our method performs notably better than likelihood-based active inference in image-based tasks, while also being computationally cheaper and easier to train. We compare to reinforcement learning agents that have access to human-designed reward functions, showing that our approach closely matches their performance. Finally, we also show that contrastive methods perform significantly better in the case of distractors in the environment and that our method is able to generalize goals to variations in the background.

In real world settings, numerous constraints are present which are hard to specify mathematically. However, for the real world deployment of reinforcement learning (RL), it is critical that RL agents are aware of these constraints, so that they can act safely. In this work, we consider the problem of learning constraints from demonstrations of a constraint-abiding agent's behavior. We experimentally validate our approach and show that our framework can successfully learn the most likely constraints that the agent respects. We further show that these learned constraints are \textit{transferable} to new agents that may have different morphologies and/or reward functions. Previous works in this regard have either mainly been restricted to tabular (discrete) settings, specific types of constraints or assume the environment's transition dynamics. In contrast, our framework is able to learn arbitrary \textit{Markovian} constraints in high-dimensions in a completely model-free setting. The code can be found it: \url{//github.com/shehryar-malik/icrl}.

Optimal transport distances have found many applications in machine learning for their capacity to compare non-parametric probability distributions. Yet their algorithmic complexity generally prevents their direct use on large scale datasets. Among the possible strategies to alleviate this issue, practitioners can rely on computing estimates of these distances over subsets of data, {\em i.e.} minibatches. While computationally appealing, we highlight in this paper some limits of this strategy, arguing it can lead to undesirable smoothing effects. As an alternative, we suggest that the same minibatch strategy coupled with unbalanced optimal transport can yield more robust behavior. We discuss the associated theoretical properties, such as unbiased estimators, existence of gradients and concentration bounds. Our experimental study shows that in challenging problems associated to domain adaptation, the use of unbalanced optimal transport leads to significantly better results, competing with or surpassing recent baselines.

Image-to-image translation (I2I) aims to transfer images from a source domain to a target domain while preserving the content representations. I2I has drawn increasing attention and made tremendous progress in recent years because of its wide range of applications in many computer vision and image processing problems, such as image synthesis, segmentation, style transfer, restoration, and pose estimation. In this paper, we provide an overview of the I2I works developed in recent years. We will analyze the key techniques of the existing I2I works and clarify the main progress the community has made. Additionally, we will elaborate on the effect of I2I on the research and industry community and point out remaining challenges in related fields.

As we seek to deploy machine learning models beyond virtual and controlled domains, it is critical to analyze not only the accuracy or the fact that it works most of the time, but if such a model is truly robust and reliable. This paper studies strategies to implement adversary robustly trained algorithms towards guaranteeing safety in machine learning algorithms. We provide a taxonomy to classify adversarial attacks and defenses, formulate the Robust Optimization problem in a min-max setting and divide it into 3 subcategories, namely: Adversarial (re)Training, Regularization Approach, and Certified Defenses. We survey the most recent and important results in adversarial example generation, defense mechanisms with adversarial (re)Training as their main defense against perturbations. We also survey mothods that add regularization terms that change the behavior of the gradient, making it harder for attackers to achieve their objective. Alternatively, we've surveyed methods which formally derive certificates of robustness by exactly solving the optimization problem or by approximations using upper or lower bounds. In addition, we discuss the challenges faced by most of the recent algorithms presenting future research perspectives.

Meta-learning extracts the common knowledge acquired from learning different tasks and uses it for unseen tasks. It demonstrates a clear advantage on tasks that have insufficient training data, e.g., few-shot learning. In most meta-learning methods, tasks are implicitly related via the shared model or optimizer. In this paper, we show that a meta-learner that explicitly relates tasks on a graph describing the relations of their output dimensions (e.g., classes) can significantly improve the performance of few-shot learning. This type of graph is usually free or cheap to obtain but has rarely been explored in previous works. We study the prototype based few-shot classification, in which a prototype is generated for each class, such that the nearest neighbor search between the prototypes produces an accurate classification. We introduce "Gated Propagation Network (GPN)", which learns to propagate messages between prototypes of different classes on the graph, so that learning the prototype of each class benefits from the data of other related classes. In GPN, an attention mechanism is used for the aggregation of messages from neighboring classes, and a gate is deployed to choose between the aggregated messages and the message from the class itself. GPN is trained on a sequence of tasks from many-shot to few-shot generated by subgraph sampling. During training, it is able to reuse and update previously achieved prototypes from the memory in a life-long learning cycle. In experiments, we change the training-test discrepancy and test task generation settings for thorough evaluations. GPN outperforms recent meta-learning methods on two benchmark datasets in all studied cases.

Learning algorithms become more powerful, often at the cost of increased complexity. In response, the demand for algorithms to be transparent is growing. In NLP tasks, attention distributions learned by attention-based deep learning models are used to gain insights in the models' behavior. To which extent is this perspective valid for all NLP tasks? We investigate whether distributions calculated by different attention heads in a transformer architecture can be used to improve transparency in the task of abstractive summarization. To this end, we present both a qualitative and quantitative analysis to investigate the behavior of the attention heads. We show that some attention heads indeed specialize towards syntactically and semantically distinct input. We propose an approach to evaluate to which extent the Transformer model relies on specifically learned attention distributions. We also discuss what this implies for using attention distributions as a means of transparency.

Deep reinforcement learning (RL) has achieved many recent successes, yet experiment turn-around time remains a key bottleneck in research and in practice. We investigate how to optimize existing deep RL algorithms for modern computers, specifically for a combination of CPUs and GPUs. We confirm that both policy gradient and Q-value learning algorithms can be adapted to learn using many parallel simulator instances. We further find it possible to train using batch sizes considerably larger than are standard, without negatively affecting sample complexity or final performance. We leverage these facts to build a unified framework for parallelization that dramatically hastens experiments in both classes of algorithm. All neural network computations use GPUs, accelerating both data collection and training. Our results include using an entire DGX-1 to learn successful strategies in Atari games in mere minutes, using both synchronous and asynchronous algorithms.

Machine Learning models become increasingly proficient in complex tasks. However, even for experts in the field, it can be difficult to understand what the model learned. This hampers trust and acceptance, and it obstructs the possibility to correct the model. There is therefore a need for transparency of machine learning models. The development of transparent classification models has received much attention, but there are few developments for achieving transparent Reinforcement Learning (RL) models. In this study we propose a method that enables a RL agent to explain its behavior in terms of the expected consequences of state transitions and outcomes. First, we define a translation of states and actions to a description that is easier to understand for human users. Second, we developed a procedure that enables the agent to obtain the consequences of a single action, as well as its entire policy. The method calculates contrasts between the consequences of a policy derived from a user query, and of the learned policy of the agent. Third, a format for generating explanations was constructed. A pilot survey study was conducted to explore preferences of users for different explanation properties. Results indicate that human users tend to favor explanations about policy rather than about single actions.

The field of Multi-Agent System (MAS) is an active area of research within Artificial Intelligence, with an increasingly important impact in industrial and other real-world applications. Within a MAS, autonomous agents interact to pursue personal interests and/or to achieve common objectives. Distributed Constraint Optimization Problems (DCOPs) have emerged as one of the prominent agent architectures to govern the agents' autonomous behavior, where both algorithms and communication models are driven by the structure of the specific problem. During the last decade, several extensions to the DCOP model have enabled them to support MAS in complex, real-time, and uncertain environments. This survey aims at providing an overview of the DCOP model, giving a classification of its multiple extensions and addressing both resolution methods and applications that find a natural mapping within each class of DCOPs. The proposed classification suggests several future perspectives for DCOP extensions, and identifies challenges in the design of efficient resolution algorithms, possibly through the adaptation of strategies from different areas.

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