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Linjie Xu

Publications and source records attributed to Linjie Xu.

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Parameter-Free Encoders Remain Viable for RDB Foundation Models

Given a relational database (RDB) storing heterogeneous tabular information, how can we predict missing (or future) values in some target column of interest? As the space of potential targets is vast across enterprise settings, it is preferable to avoid learning a new model from scratch each time there is a new prediction task. Frozen foundation models based on RDB-specific encoders provide a viable solution, but ideal design remains an open question. On the one hand, it has recently been argued that certain parameter-free subgraph encoders combined with single-table foundation models can achieve near SOTA performance, with no RDB-specific pre-training required. Meanwhile, other contemporary studies advocate for parameterized encoders pre-trained to exploit observable labels for learning task-specific representations. To address this ambiguity, we analyze RDB encoder properties specifically when labels are present as inputs, proving limitations on the potential efficacy of trainable encoder parameters. As empirical validation, we demonstrate that considerably simpler parameter-free encoders are still capable of strong performance across many relevant benchmarking tasks.

cs.LG

No Need to Train Your RDB Foundation Model

Relational databases (RDBs) contain vast amounts of heterogeneous tabular information that can be exploited for predictive modeling purposes. But since the space of potential targets is vast across enterprise settings, how can we avoid retraining a new model each time we wish to predict a new quantity of interest? Foundation models based on in-context learning (ICL) offer a convenient option, but so far are largely restricted to single-table operability. In generalizing to multiple interrelated tables, it is essential to compress variably-sized RDB neighborhoods into fixed-length ICL samples for consumption by the decoder. However, the details here are critical: unlike existing supervised learning RDB pipelines, we provide theoretical and empirical evidence that ICL-specific compression should be constrained within high-dimensional RDB columns where all entities share units and roles, not across columns where the relevance of heterogeneous data types cannot be determined without extensive label information. Conditioned on this restriction, we then demonstrate that encoder expressiveness is actually not compromised by excluding trainable parameters. Hence we arrive at a principled family of RDB encoders that can be seamlessly paired with already-existing single-table ICL foundation models, whereby no training or fine-tuning is required. From a practical standpoint, we develop scalable SQL primitives to implement the encoder stage, resulting in the easy-to-use open-source RDBLearn foundation model capable of robust performance on unseen datasets out of the box.

cs.AI

RDBLearn: Simple In-Context Prediction Over Relational Databases

Recent advances in tabular in-context learning (ICL) show that a single pretrained model can adapt to new prediction tasks from a small set of labeled examples, avoiding per-task training and heavy tuning. However, many real-world tasks live in relational databases, where predictive signal is spread across multiple linked tables rather than a single flat table. We show that tabular ICL can be extended to relational prediction with a simple recipe: automatically featurize each target row using relational aggregations over its linked records, materialize the resulting augmented table, and run an off-the-shelf tabular foundation model on it. We package this approach in \textit{RDBLearn} (https://github.com/HKUSHXLab/rdblearn), an easy-to-use toolkit with a scikit-learn-style estimator interface that makes it straightforward to swap different tabular ICL backends; a complementary agent-specific interface is provided as well. Across a broad collection of RelBench and 4DBInfer datasets, RDBLearn is the best-performing foundation model approach we evaluate, at times even outperforming strong supervised baselines trained or fine-tuned on each dataset.

cs.DB

C-MORL: Multi-Objective Reinforcement Learning through Efficient Discovery of Pareto Front

Multi-objective reinforcement learning (MORL) excels at handling rapidly changing preferences in tasks that involve multiple criteria, even for unseen preferences. However, previous dominating MORL methods typically generate a fixed policy set or preference-conditioned policy through multiple training iterations exclusively for sampled preference vectors, and cannot ensure the efficient discovery of the Pareto front. Furthermore, integrating preferences into the input of policy or value functions presents scalability challenges, in particular as the dimension of the state and preference space grow, which can complicate the learning process and hinder the algorithm's performance on more complex tasks. To address these issues, we propose a two-stage Pareto front discovery algorithm called Constrained MORL (C-MORL), which serves as a seamless bridge between constrained policy optimization and MORL. Concretely, a set of policies is trained in parallel in the initialization stage, with each optimized towards its individual preference over the multiple objectives. Then, to fill the remaining vacancies in the Pareto front, the constrained optimization steps are employed to maximize one objective while constraining the other objectives to exceed a predefined threshold. Empirically, compared to recent advancements in MORL methods, our algorithm achieves more consistent and superior performances in terms of hypervolume, expected utility, and sparsity on both discrete and continuous control tasks, especially with numerous objectives (up to nine objectives in our experiments).

cs.LG

Unveiling Markov Heads in Pretrained Language Models for Offline Reinforcement Learning

Recently, incorporating knowledge from pretrained language models (PLMs) into decision transformers (DTs) has generated significant attention in offline reinforcement learning (RL). These PLMs perform well in RL tasks, raising an intriguing question: what kind of knowledge from PLMs has been transferred to RL to achieve such good results? This work first dives into this problem by analyzing each head quantitatively and points out Markov head, a crucial component that exists in the attention heads of PLMs. It leads to extreme attention on the last-input token and performs well only in short-term environments. Furthermore, we prove that this extreme attention cannot be changed by re-training embedding layer or fine-tuning. Inspired by our analysis, we propose a general method GPT2-DTMA, which equips a pretrained DT with Mixture of Attention (MoA), to accommodate diverse attention requirements during fine-tuning. Extensive experiments corroborate our theorems and demonstrate the effectiveness of GPT2-DTMA: it achieves comparable performance in short-term environments while significantly narrowing the performance gap in long-term environments.

cs.LG

Strategy Game-Playing with Size-Constrained State Abstraction

Playing strategy games is a challenging problem for artificial intelligence (AI). One of the major challenges is the large search space due to a diverse set of game components. In recent works, state abstraction has been applied to search-based game AI and has brought significant performance improvements. State abstraction techniques rely on reducing the search space, e.g., by aggregating similar states. However, the application of these abstractions is hindered because the quality of an abstraction is difficult to evaluate. Previous works hence abandon the abstraction in the middle of the search to not bias the search to a local optimum. This mechanism introduces a hyper-parameter to decide the time to abandon the current state abstraction. In this work, we propose a size-constrained state abstraction (SCSA), an approach that limits the maximum number of nodes being grouped together. We found that with SCSA, the abstraction is not required to be abandoned. Our empirical results on $3$ strategy games show that the SCSA agent outperforms the previous methods and yields robust performance over different games. Codes are open-sourced at https://github.com/GAIGResearch/Stratega.

cs.AI

Protecting Your LLMs with Information Bottleneck

The advent of large language models (LLMs) has revolutionized the field of natural language processing, yet they might be attacked to produce harmful content. Despite efforts to ethically align LLMs, these are often fragile and can be circumvented by jailbreaking attacks through optimized or manual adversarial prompts. To address this, we introduce the Information Bottleneck Protector (IBProtector), a defense mechanism grounded in the information bottleneck principle, and we modify the objective to avoid trivial solutions. The IBProtector selectively compresses and perturbs prompts, facilitated by a lightweight and trainable extractor, preserving only essential information for the target LLMs to respond with the expected answer. Moreover, we further consider a situation where the gradient is not visible to be compatible with any LLM. Our empirical evaluations show that IBProtector outperforms current defense methods in mitigating jailbreak attempts, without overly affecting response quality or inference speed. Its effectiveness and adaptability across various attack methods and target LLMs underscore the potential of IBProtector as a novel, transferable defense that bolsters the security of LLMs without requiring modifications to the underlying models.

cs.CL

Higher Replay Ratio Empowers Sample-Efficient Multi-Agent Reinforcement Learning

One of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency. Compared to single agent RL, the sample efficiency for Multi-Agent Reinforcement Learning (MARL) is more challenging because of its inherent partial observability, non-stationary training, and enormous strategy space. Although much effort has been devoted to developing new methods and enhancing sample efficiency, we look at the widely used episodic training mechanism. In each training step, tens of frames are collected, but only one gradient step is made. We argue that this episodic training could be a source of poor sample efficiency. To better exploit the data already collected, we propose to increase the frequency of the gradient updates per environment interaction (a.k.a. Replay Ratio or Update-To-Data ratio). To show its generality, we evaluate $3$ MARL methods on $6$ SMAC tasks. The empirical results validate that a higher replay ratio significantly improves the sample efficiency for MARL algorithms. The codes to reimplement the results presented in this paper are open-sourced at https://anonymous.4open.science/r/rr_for_MARL-0D83/.

cs.LG

Mildly Constrained Evaluation Policy for Offline Reinforcement Learning

Offline reinforcement learning (RL) methodologies enforce constraints on the policy to adhere closely to the behavior policy, thereby stabilizing value learning and mitigating the selection of out-of-distribution (OOD) actions during test time. Conventional approaches apply identical constraints for both value learning and test time inference. However, our findings indicate that the constraints suitable for value estimation may in fact be excessively restrictive for action selection during test time. To address this issue, we propose a \textit{Mildly Constrained Evaluation Policy (MCEP)} for test time inference with a more constrained \textit{target policy} for value estimation. Since the \textit{target policy} has been adopted in various prior approaches, MCEP can be seamlessly integrated with them as a plug-in. We instantiate MCEP based on TD3BC (Fujimoto & Gu, 2021), AWAC (Nair et al., 2020) and DQL (Wang et al., 2023) algorithms. The empirical results on D4RL MuJoCo locomotion, high-dimensional humanoid and a set of 16 robotic manipulation tasks show that the MCEP brought significant performance improvement on classic offline RL methods and can further improve SOTA methods. The codes are open-sourced at \url{https://github.com/egg-west/MCEP.git}.

cs.LG

Relabeling Minimal Training Subset to Flip a Prediction

When facing an unsatisfactory prediction from a machine learning model, users can be interested in investigating the underlying reasons and exploring the potential for reversing the outcome. We ask: To flip the prediction on a test point $x_t$, how to identify the smallest training subset $\mathcal{S}_t$ that we need to relabel? We propose an efficient algorithm to identify and relabel such a subset via an extended influence function for binary classification models with convex loss. We find that relabeling fewer than 2% of the training points can always flip a prediction. This mechanism can serve multiple purposes: (1) providing an approach to challenge a model prediction by altering training points; (2) evaluating model robustness with the cardinality of the subset (i.e., $|\mathcal{S}_t|$); we show that $|\mathcal{S}_t|$ is highly related to the noise ratio in the training set and $|\mathcal{S}_t|$ is correlated with but complementary to predicted probabilities; and (3) revealing training points lead to group attribution bias. To the best of our knowledge, we are the first to investigate identifying and relabeling the minimal training subset required to flip a given prediction.

cs.LG

The differential spectrum and boomerang spectrum of a class of locally-APN functions

In this paper, we study the boomerang spectrum of the power mapping $F(x)=x^{k(q-1)}$ over ${\mathbb F}_{q^2}$, where $q=p^m$, $p$ is a prime, $m$ is a positive integer and $\gcd(k,q+1)=1$. We first determine the differential spectrum of $F(x)$ and show that $F(x)$ is locally-APN. This extends a result of [IEEE Trans. Inf. Theory 57(12):8127-8137, 2011] from $(p,k)=(2,1)$ to general $(p,k)$. We then determine the boomerang spectrum of $F(x)$ by making use of its differential spectrum, which shows that the boomerang uniformity of $F(x)$ is 4 if $p=2$ and $m$ is odd and otherwise it is 2. Our results not only generalize the results in [Des. Codes Cryptogr. 89:2627-2636, 2021] and [arXiv:2203.00485, 2022] but also extend the example $x^{45}$ over ${\mathbb F}_{2^8}$ in [Des. Codes Cryptogr. 89:2627-2636, 2021] into an infinite class of power mappings with boomerang uniformity 2.

cs.IT

Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game Playing

Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for games depend on domain knowledge, making their application to new games expensive. State abstraction methods that require no domain knowledge are studied extensively in the planning domain. However, no evidence shows they scale well with the complexity of strategy games. In this paper, we propose Elastic MCTS, an algorithm that uses state abstraction to play strategy games. In Elastic MCTS, the nodes of the tree are clustered dynamically, first grouped together progressively by state abstraction, and then separated when an iteration threshold is reached. The elastic changes benefit from efficient searching brought by state abstraction but avoid the negative influence of using state abstraction for the whole search. To evaluate our method, we make use of the general strategy games platform Stratega to generate scenarios of varying complexity. Results show that Elastic MCTS outperforms MCTS baselines with a large margin, while reducing the tree size by a factor of $10$. Code can be found at: https://github.com/egg-west/Stratega

cs.AI

Generating Diverse and Competitive Play-Styles for Strategy Games

Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes) and show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play. Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.

cs.AI

Portfolio Search and Optimization for General Strategy Game-Playing

Portfolio methods represent a simple but efficient type of action abstraction which has shown to improve the performance of search-based agents in a range of strategy games. We first review existing portfolio techniques and propose a new algorithm for optimization and action-selection based on the Rolling Horizon Evolutionary Algorithm. Moreover, a series of variants are developed to solve problems in different aspects. We further analyze the performance of discussed agents in a general strategy game-playing task. For this purpose, we run experiments on three different game-modes of the Stratega framework. For the optimization of the agents' parameters and portfolio sets we study the use of the N-tuple Bandit Evolutionary Algorithm. The resulting portfolio sets suggest a high diversity in play-styles while being able to consistently beat the sample agents. An analysis of the agents' performance shows that the proposed algorithm generalizes well to all game-modes and is able to outperform other portfolio methods.

cs.AI

Deep Multi-Task Augmented Feature Learning via Hierarchical Graph Neural Network

Deep multi-task learning attracts much attention in recent years as it achieves good performance in many applications. Feature learning is important to deep multi-task learning for sharing common information among tasks. In this paper, we propose a Hierarchical Graph Neural Network (HGNN) to learn augmented features for deep multi-task learning. The HGNN consists of two-level graph neural networks. In the low level, an intra-task graph neural network is responsible of learning a powerful representation for each data point in a task by aggregating its neighbors. Based on the learned representation, a task embedding can be generated for each task in a similar way to max pooling. In the second level, an inter-task graph neural network updates task embeddings of all the tasks based on the attention mechanism to model task relations. Then the task embedding of one task is used to augment the feature representation of data points in this task. Moreover, for classification tasks, an inter-class graph neural network is introduced to conduct similar operations on a finer granularity, i.e., the class level, to generate class embeddings for each class in all the tasks use class embeddings to augment the feature representation. The proposed feature augmentation strategy can be used in many deep multi-task learning models. we analyze the HGNN in terms of training and generalization losses. Experiments on real-world datastes show the significant performance improvement when using this strategy.

cs.LG