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Haoyu Zhao

Publications and source records attributed to Haoyu Zhao.

85 records · Page 5Linked to original sources

Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection

Neural implicit surface learning has shown significant progress in multi-view 3D reconstruction, where an object is represented by multilayer perceptrons that provide continuous implicit surface representation and view-dependent radiance. However, current methods often fail to accurately reconstruct reflective surfaces, leading to severe ambiguity. To overcome this issue, we propose Ref-NeuS, which aims to reduce ambiguity by attenuating the effect of reflective surfaces. Specifically, we utilize an anomaly detector to estimate an explicit reflection score with the guidance of multi-view context to localize reflective surfaces. Afterward, we design a reflection-aware photometric loss that adaptively reduces ambiguity by modeling rendered color as a Gaussian distribution, with the reflection score representing the variance. We show that together with a reflection direction-dependent radiance, our model achieves high-quality surface reconstruction on reflective surfaces and outperforms the state-of-the-arts by a large margin. Besides, our model is also comparable on general surfaces.

cs.CV↗

Task-Specific Skill Localization in Fine-tuned Language Models

Pre-trained language models can be fine-tuned to solve diverse NLP tasks, including in few-shot settings. Thus fine-tuning allows the model to quickly pick up task-specific ``skills,'' but there has been limited study of where these newly-learnt skills reside inside the massive model. This paper introduces the term skill localization for this problem and proposes a solution. Given the downstream task and a model fine-tuned on that task, a simple optimization is used to identify a very small subset of parameters ($\sim0.01$% of model parameters) responsible for ($>95$%) of the model's performance, in the sense that grafting the fine-tuned values for just this tiny subset onto the pre-trained model gives performance almost as well as the fine-tuned model. While reminiscent of recent works on parameter-efficient fine-tuning, the novel aspects here are that: (i) No further re-training is needed on the subset (unlike, say, with lottery tickets). (ii) Notable improvements are seen over vanilla fine-tuning with respect to calibration of predictions in-distribution ($40$-$90$% error reduction) as well as the quality of predictions out-of-distribution (OOD). In models trained on multiple tasks, a stronger notion of skill localization is observed, where the sparse regions corresponding to different tasks are almost disjoint, and their overlap (when it happens) is a proxy for task similarity. Experiments suggest that localization via grafting can assist certain forms of continual learning.

cs.CL↗

Coresets for Vertical Federated Learning: Regularized Linear Regression and $K$-Means Clustering

Vertical federated learning (VFL), where data features are stored in multiple parties distributively, is an important area in machine learning. However, the communication complexity for VFL is typically very high. In this paper, we propose a unified framework by constructing coresets in a distributed fashion for communication-efficient VFL. We study two important learning tasks in the VFL setting: regularized linear regression and $k$-means clustering, and apply our coreset framework to both problems. We theoretically show that using coresets can drastically alleviate the communication complexity, while nearly maintain the solution quality. Numerical experiments are conducted to corroborate our theoretical findings.

cs.LG↗

BEER: Fast $O(1/T)$ Rate for Decentralized Nonconvex Optimization with Communication Compression

Communication efficiency has been widely recognized as the bottleneck for large-scale decentralized machine learning applications in multi-agent or federated environments. To tackle the communication bottleneck, there have been many efforts to design communication-compressed algorithms for decentralized nonconvex optimization, where the clients are only allowed to communicate a small amount of quantized information (aka bits) with their neighbors over a predefined graph topology. Despite significant efforts, the state-of-the-art algorithm in the nonconvex setting still suffers from a slower rate of convergence $O((G/T)^{2/3})$ compared with their uncompressed counterpart, where $G$ measures the data heterogeneity across different clients, and $T$ is the number of communication rounds. This paper proposes BEER, which adopts communication compression with gradient tracking, and shows it converges at a faster rate of $O(1/T)$. This significantly improves over the state-of-the-art rate, by matching the rate without compression even under arbitrary data heterogeneity. Numerical experiments are also provided to corroborate our theory and confirm the practical superiority of BEER in the data heterogeneous regime.

cs.LG↗

SoteriaFL: A Unified Framework for Private Federated Learning with Communication Compression

To enable large-scale machine learning in bandwidth-hungry environments such as wireless networks, significant progress has been made recently in designing communication-efficient federated learning algorithms with the aid of communication compression. On the other end, privacy-preserving, especially at the client level, is another important desideratum that has not been addressed simultaneously in the presence of advanced communication compression techniques yet. In this paper, we propose a unified framework that enhances the communication efficiency of private federated learning with communication compression. Exploiting both general compression operators and local differential privacy, we first examine a simple algorithm that applies compression directly to differentially-private stochastic gradient descent, and identify its limitations. We then propose a unified framework SoteriaFL for private federated learning, which accommodates a general family of local gradient estimators including popular stochastic variance-reduced gradient methods and the state-of-the-art shifted compression scheme. We provide a comprehensive characterization of its performance trade-offs in terms of privacy, utility, and communication complexity, where SoteraFL is shown to achieve better communication complexity without sacrificing privacy nor utility than other private federated learning algorithms without communication compression.

cs.LG↗

FedPAGE: A Fast Local Stochastic Gradient Method for Communication-Efficient Federated Learning

Federated Averaging (FedAvg, also known as Local-SGD) (McMahan et al., 2017) is a classical federated learning algorithm in which clients run multiple local SGD steps before communicating their update to an orchestrating server. We propose a new federated learning algorithm, FedPAGE, able to further reduce the communication complexity by utilizing the recent optimal PAGE method (Li et al., 2021) instead of plain SGD in FedAvg. We show that FedPAGE uses much fewer communication rounds than previous local methods for both federated convex and nonconvex optimization. Concretely, 1) in the convex setting, the number of communication rounds of FedPAGE is $O(\frac{N^{3/4}}{Sε})$, improving the best-known result $O(\frac{N}{Sε})$ of SCAFFOLD (Karimireddy et al.,2020) by a factor of $N^{1/4}$, where $N$ is the total number of clients (usually is very large in federated learning), $S$ is the sampled subset of clients in each communication round, and $ε$ is the target error; 2) in the nonconvex setting, the number of communication rounds of FedPAGE is $O(\frac{\sqrt{N}+S}{Sε^2})$, improving the best-known result $O(\frac{N^{2/3}}{S^{2/3}ε^2})$ of SCAFFOLD (Karimireddy et al.,2020) by a factor of $N^{1/6}S^{1/3}$, if the sampled clients $S\leq \sqrt{N}$. Note that in both settings, the communication cost for each round is the same for both FedPAGE and SCAFFOLD. As a result, FedPAGE achieves new state-of-the-art results in terms of communication complexity for both federated convex and nonconvex optimization.

cs.LG↗

Combinatorial Semi-Bandit in the Non-Stationary Environment

In this paper, we investigate the non-stationary combinatorial semi-bandit problem, both in the switching case and in the dynamic case. In the general case where (a) the reward function is non-linear, (b) arms may be probabilistically triggered, and (c) only approximate offline oracle exists \cite{wang2017improving}, our algorithm achieves $\tilde{\mathcal{O}}(\sqrt{\mathcal{S} T})$ distribution-dependent regret in the switching case, and $\tilde{\mathcal{O}}(\mathcal{V}^{1/3}T^{2/3})$ in the dynamic case, where $\mathcal S$ is the number of switchings and $\mathcal V$ is the sum of the total ``distribution changes''. The regret bounds in both scenarios are nearly optimal, but our algorithm needs to know the parameter $\mathcal S$ or $\mathcal V$ in advance. We further show that by employing another technique, our algorithm no longer needs to know the parameters $\mathcal S$ or $\mathcal V$ but the regret bounds could become suboptimal. In a special case where the reward function is linear and we have an exact oracle, we design a parameter-free algorithm that achieves nearly optimal regret both in the switching case and in the dynamic case without knowing the parameters in advance.

cs.LG↗

Combinatorial Pure Exploration of Dueling Bandit

In this paper, we study combinatorial pure exploration for dueling bandits (CPE-DB): we have multiple candidates for multiple positions as modeled by a bipartite graph, and in each round we sample a duel of two candidates on one position and observe who wins in the duel, with the goal of finding the best candidate-position matching with high probability after multiple rounds of samples. CPE-DB is an adaptation of the original combinatorial pure exploration for multi-armed bandit (CPE-MAB) problem to the dueling bandit setting. We consider both the Borda winner and the Condorcet winner cases. For Borda winner, we establish a reduction of the problem to the original CPE-MAB setting and design PAC and exact algorithms that achieve both the sample complexity similar to that in the CPE-MAB setting (which is nearly optimal for a subclass of problems) and polynomial running time per round. For Condorcet winner, we first design a fully polynomial time approximation scheme (FPTAS) for the offline problem of finding the Condorcet winner with known winning probabilities, and then use the FPTAS as an oracle to design a novel pure exploration algorithm ${\sf CAR}$-${\sf Cond}$ with sample complexity analysis. ${\sf CAR}$-${\sf Cond}$ is the first algorithm with polynomial running time per round for identifying the Condorcet winner in CPE-DB.

cs.LG↗

Gradient Method for Continuous Influence Maximization with Budget-Saving Considerations

Continuous influence maximization (CIM) generalizes the original influence maximization by incorporating general marketing strategies: a marketing strategy mix is a vector $\boldsymbol x = (x_1,\dots,x_d)$ such that for each node $v$ in a social network, $v$ could be activated as a seed of diffusion with probability $h_v(\boldsymbol x)$, where $h_v$ is a strategy activation function satisfying DR-submodularity. CIM is the task of selecting a strategy mix $\boldsymbol x$ with constraint $\sum_i x_i \le k$ where $k$ is a budget constraint, such that the total number of activated nodes after the diffusion process, called influence spread and denoted as $g(\boldsymbol x)$, is maximized. In this paper, we extend CIM to consider budget saving, that is, each strategy mix $\boldsymbol x$ has a cost $c(\boldsymbol x)$ where $c$ is a convex cost function, we want to maximize the balanced sum $g(\boldsymbol x) + λ(k - c(\boldsymbol x))$ where $λ$ is a balance parameter, subject to the constraint of $c(\boldsymbol x) \le k$. We denote this problem as CIM-BS. The objective function of CIM-BS is neither monotone, nor DR-submodular or concave, and thus neither the greedy algorithm nor the standard result on gradient method could be directly applied. Our key innovation is the combination of the gradient method with reverse influence sampling to design algorithms that solve CIM-BS: For the general case, we give an algorithm that achieves $\left(\frac{1}{2}-\varepsilon\right)$-approximation, and for the case of independent strategy activations, we present an algorithm that achieves $\left(1-\frac{1}{e}-\varepsilon\right)$ approximation.

math.OC↗

Online Second Price Auction with Semi-bandit Feedback Under the Non-Stationary Setting

In this paper, we study the non-stationary online second price auction problem. We assume that the seller is selling the same type of items in $T$ rounds by the second price auction, and she can set the reserve price in each round. In each round, the bidders draw their private values from a joint distribution unknown to the seller. Then, the seller announced the reserve price in this round. Next, bidders with private values higher than the announced reserve price in that round will report their values to the seller as their bids. The bidder with the highest bid larger than the reserved price would win the item and she will pay to the seller the price equal to the second-highest bid or the reserve price, whichever is larger. The seller wants to maximize her total revenue during the time horizon $T$ while learning the distribution of private values over time. The problem is more challenging than the standard online learning scenario since the private value distribution is non-stationary, meaning that the distribution of bidders' private values may change over time, and we need to use the \emph{non-stationary regret} to measure the performance of our algorithm. To our knowledge, this paper is the first to study the repeated auction in the non-stationary setting theoretically. Our algorithm achieves the non-stationary regret upper bound $\tilde{\mathcal{O}}(\min\{\sqrt{\mathcal S T}, \bar{\mathcal{V}}^{\frac{1}{3}}T^{\frac{2}{3}}\})$, where $\mathcal S$ is the number of switches in the distribution, and $\bar{\mathcal{V}}$ is the sum of total variation, and $\mathcal S$ and $\bar{\mathcal{V}}$ are not needed to be known by the algorithm. We also prove regret lower bounds $Ω(\sqrt{\mathcal S T})$ in the switching case and $Ω(\bar{\mathcal{V}}^{\frac{1}{3}}T^{\frac{2}{3}})$ in the dynamic case, showing that our algorithm has nearly optimal \emph{non-stationary regret}.

cs.LG↗

Mildly Overparametrized Neural Nets can Memorize Training Data Efficiently

It has been observed \citep{zhang2016understanding} that deep neural networks can memorize: they achieve 100\% accuracy on training data. Recent theoretical results explained such behavior in highly overparametrized regimes, where the number of neurons in each layer is larger than the number of training samples. In this paper, we show that neural networks can be trained to memorize training data perfectly in a mildly overparametrized regime, where the number of parameters is just a constant factor more than the number of training samples, and the number of neurons is much smaller.

cs.LG↗

Stochastic One-Sided Full-Information Bandit

In this paper, we study the stochastic version of the one-sided full information bandit problem, where we have $K$ arms $[K] = \{1, 2, \ldots, K\}$, and playing arm $i$ would gain reward from an unknown distribution for arm $i$ while obtaining reward feedback for all arms $j \ge i$. One-sided full information bandit can model the online repeated second-price auctions, where the auctioneer could select the reserved price in each round and the bidders only reveal their bids when their bids are higher than the reserved price. In this paper, we present an elimination-based algorithm to solve the problem. Our elimination based algorithm achieves distribution independent regret upper bound $O(\sqrt{T\cdot\log (TK)})$, and distribution dependent bound $O((\log T + \log K)f(Δ))$, where $T$ is the time horizon, $Δ$ is a vector of gaps between the mean reward of arms and the mean reward of the best arm, and $f(Δ)$ is a formula depending on the gap vector that we will specify in detail. Our algorithm has the best theoretical regret upper bound so far. We also validate our algorithm empirically against other possible alternatives.

cs.LG↗

An FPTAS for Stochastic Unbounded Min-Knapsack Problem

In this paper, we study the stochastic unbounded min-knapsack problem ($\textbf{Min-SUKP}$). The ordinary unbounded min-knapsack problem states that: There are $n$ types of items, and there is an infinite number of items of each type. The items of the same type have the same cost and weight. We want to choose a set of items such that the total weight is at least $W$ and the total cost is minimized. The \prob~generalizes the ordinary unbounded min-knapsack problem to the stochastic setting, where the weight of each item is a random variable following a known distribution and the items of the same type follow the same weight distribution. In \prob, different types of items may have different cost and weight distributions. In this paper, we provide an FPTAS for $\textbf{Min-SUKP}$, i.e., the approximate value our algorithm computes is at most $(1+ε)$ times the optimum, and our algorithm runs in $poly(1/ε,n,\log W)$ time.

cs.DS↗