Anycast messaging (i.e., sending a message to an unspecified receiver) has long been neglected by the anonymous communication community. An anonymous anycast prevents senders from learning who the receiver of their message is, allowing for greater privacy in areas such as political activism and whistleblowing. While there have been some protocol ideas proposed, formal treatment of the problem is absent. Formal definitions of what constitutes anonymous anycast and privacy in this context are however a requirement for constructing protocols with provable guarantees. In this work, we define the anycast functionality and use a game-based approach to formalize its privacy and security goals. We further propose Panini, the first anonymous anycast protocol that only requires readily available infrastructure. We show that Panini allows the actual receiver of the anycast message to remain anonymous, even in the presence of an honest but curious sender. In an empirical evaluation, we find that Panini adds only minimal overhead over regular unicast: Sending a message anonymously to one of eight possible receivers results in an end-to-end latency of 0.76s.
With the growing interest in pretrained vision-language models like CLIP, recent research has focused on adapting these models to downstream tasks. Despite achieving promising results, most existing methods require labeled data for all classes, which may not hold in real-world applications due to the long tail and Zipf's law. For example, some classes may lack labeled data entirely, such as emerging concepts. To address this problem, we propose a plug-and-play generative approach called \textbf{S}ynt\textbf{H}es\textbf{I}zed \textbf{P}rompts~(\textbf{SHIP}) to improve existing fine-tuning methods. Specifically, we follow variational autoencoders to introduce a generator that reconstructs the visual features by inputting the synthesized prompts and the corresponding class names to the textual encoder of CLIP. In this manner, we easily obtain the synthesized features for the remaining label-only classes. Thereafter, we fine-tune CLIP with off-the-shelf methods by combining labeled and synthesized features. Extensive experiments on base-to-new generalization, cross-dataset transfer learning, and generalized zero-shot learning demonstrate the superiority of our approach. The code is available at \url{//github.com/mrflogs/SHIP}.
Choice Modeling is at the core of many economics, operations, and marketing problems. In this paper, we propose a fundamental characterization of choice functions that encompasses a wide variety of extant choice models. We demonstrate how nonparametric estimators like neural nets can easily approximate such functionals and overcome the curse of dimensionality that is inherent in the non-parametric estimation of choice functions. We demonstrate through extensive simulations that our proposed functionals can flexibly capture underlying consumer behavior in a completely data-driven fashion and outperform traditional parametric models. As demand settings often exhibit endogenous features, we extend our framework to incorporate estimation under endogenous features. Further, we also describe a formal inference procedure to construct valid confidence intervals on objects of interest like price elasticity. Finally, to assess the practical applicability of our estimator, we utilize a real-world dataset from S. Berry, Levinsohn, and Pakes (1995). Our empirical analysis confirms that the estimator generates realistic and comparable own- and cross-price elasticities that are consistent with the observations reported in the existing literature.
A robot deployed in a home over long stretches of time faces a true lifelong learning problem. As it seeks to provide assistance to its users, the robot should leverage any accumulated experience to improve its own knowledge to become a more proficient assistant. We formalize this setting with a novel lifelong learning problem formulation in the context of learning for task and motion planning (TAMP). Exploiting the modularity of TAMP systems, we develop a generative mixture model that produces candidate continuous parameters for a planner. Whereas most existing lifelong learning approaches determine a priori how data is shared across task models, our approach learns shared and non-shared models and determines which to use online during planning based on auxiliary tasks that serve as a proxy for each model's understanding of a state. Our method exhibits substantial improvements in planning success on simulated 2D domains and on several problems from the BEHAVIOR benchmark.
Earthquakes are one of the most destructive natural disasters harming life and the infrastructure of cities. After an earthquake, functioning communication and computational capacity are crucial for rescue teams and healthcare of victims. Therefore, an earthquake can be investigated for dynamic capacity enhancement in which additional resources are deployed since the surviving portion of the infrastructure may not meet the demand of the users. In this study, we propose a new computation paradigm, air computing, which is the air vehicle assisted next generation edge computing through different air platforms, in order to enhance the capacity of the areas affected by an earthquake. To this end, we put forward a novel paradigm that presents a dynamic, responsive, and high-resolution computation environment by explaining its corresponding components, air layers, and essential advantages. Moreover, we focus on the unmanned aerial vehicle (UAV) deployment problem and apply three different methods including the emergency method, the load balancing method, and the location selection index (LSI) method in which we take the delay requirements of applications into account. To test and compare their performance in terms of the task success rate, we developed an earthquake scenario in which three towns are affected with different severity. The experimental results showed that each method can be beneficial considering the circumstances, and goal of the rescue.
In this paper we consider online distributed learning problems. Online distributed learning refers to the process of training learning models on distributed data sources. In our setting a set of agents need to cooperatively train a learning model from streaming data. Differently from federated learning, the proposed approach does not rely on a central server but only on peer-to-peer communications among the agents. This approach is often used in scenarios where data cannot be moved to a centralized location due to privacy, security, or cost reasons. In order to overcome the absence of a central server, we propose a distributed algorithm that relies on a quantized, finite-time coordination protocol to aggregate the locally trained models. Furthermore, our algorithm allows for the use of stochastic gradients during local training. Stochastic gradients are computed using a randomly sampled subset of the local training data, which makes the proposed algorithm more efficient and scalable than traditional gradient descent. In our paper, we analyze the performance of the proposed algorithm in terms of the mean distance from the online solution. Finally, we present numerical results for a logistic regression task.
We study optimality for the safety-constrained Markov decision process which is the underlying framework for safe reinforcement learning. Specifically, we consider a constrained Markov decision process (with finite states and finite actions) where the goal of the decision maker is to reach a target set while avoiding an unsafe set(s) with certain probabilistic guarantees. Therefore the underlying Markov chain for any control policy will be multichain since by definition there exists a target set and an unsafe set. The decision maker also has to be optimal (with respect to a cost function) while navigating to the target set. This gives rise to a multi-objective optimization problem. We highlight the fact that Bellman's principle of optimality may not hold for constrained Markov decision problems with an underlying multichain structure (as shown by the counterexample due to Haviv. We resolve the counterexample by formulating the aforementioned multi-objective optimization problem as a zero-sum game and thereafter construct an asynchronous value iteration scheme for the Lagrangian (similar to Shapley's algorithm). Finally, we consider the reinforcement learning problem for the same and construct a modified $Q$-learning algorithm for learning the Lagrangian from data. We also provide a lower bound on the number of iterations required for learning the Lagrangian and corresponding error bounds.
Recent advances of data-driven machine learning have revolutionized fields like computer vision, reinforcement learning, and many scientific and engineering domains. In many real-world and scientific problems, systems that generate data are governed by physical laws. Recent work shows that it provides potential benefits for machine learning models by incorporating the physical prior and collected data, which makes the intersection of machine learning and physics become a prevailing paradigm. In this survey, we present this learning paradigm called Physics-Informed Machine Learning (PIML) which is to build a model that leverages empirical data and available physical prior knowledge to improve performance on a set of tasks that involve a physical mechanism. We systematically review the recent development of physics-informed machine learning from three perspectives of machine learning tasks, representation of physical prior, and methods for incorporating physical prior. We also propose several important open research problems based on the current trends in the field. We argue that encoding different forms of physical prior into model architectures, optimizers, inference algorithms, and significant domain-specific applications like inverse engineering design and robotic control is far from fully being explored in the field of physics-informed machine learning. We believe that this study will encourage researchers in the machine learning community to actively participate in the interdisciplinary research of physics-informed machine learning.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
Label Propagation (LPA) and Graph Convolutional Neural Networks (GCN) are both message passing algorithms on graphs. Both solve the task of node classification but LPA propagates node label information across the edges of the graph, while GCN propagates and transforms node feature information. However, while conceptually similar, theoretical relation between LPA and GCN has not yet been investigated. Here we study the relationship between LPA and GCN in terms of two aspects: (1) feature/label smoothing where we analyze how the feature/label of one node is spread over its neighbors; And, (2) feature/label influence of how much the initial feature/label of one node influences the final feature/label of another node. Based on our theoretical analysis, we propose an end-to-end model that unifies GCN and LPA for node classification. In our unified model, edge weights are learnable, and the LPA serves as regularization to assist the GCN in learning proper edge weights that lead to improved classification performance. Our model can also be seen as learning attention weights based on node labels, which is more task-oriented than existing feature-based attention models. In a number of experiments on real-world graphs, our model shows superiority over state-of-the-art GCN-based methods in terms of node classification accuracy.
Lots of learning tasks require dealing with graph data which contains rich relation information among elements. Modeling physics system, learning molecular fingerprints, predicting protein interface, and classifying diseases require that a model to learn from graph inputs. In other domains such as learning from non-structural data like texts and images, reasoning on extracted structures, like the dependency tree of sentences and the scene graph of images, is an important research topic which also needs graph reasoning models. Graph neural networks (GNNs) are connectionist models that capture the dependence of graphs via message passing between the nodes of graphs. Unlike standard neural networks, graph neural networks retain a state that can represent information from its neighborhood with an arbitrary depth. Although the primitive graph neural networks have been found difficult to train for a fixed point, recent advances in network architectures, optimization techniques, and parallel computation have enabled successful learning with them. In recent years, systems based on graph convolutional network (GCN) and gated graph neural network (GGNN) have demonstrated ground-breaking performance on many tasks mentioned above. In this survey, we provide a detailed review over existing graph neural network models, systematically categorize the applications, and propose four open problems for future research.