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Long Tran-Thanh

Publications and source records attributed to Long Tran-Thanh.

At least 37 records · Page 2Linked to original sources

Invariant Lipschitz Bandits: A Side Observation Approach

Symmetry arises in many optimization and decision-making problems, and has attracted considerable attention from the optimization community: By utilizing the existence of such symmetries, the process of searching for optimal solutions can be improved significantly. Despite its success in (offline) optimization, the utilization of symmetries has not been well examined within the online optimization settings, especially in the bandit literature. As such, in this paper we study the invariant Lipschitz bandit setting, a subclass of the Lipschitz bandits where the reward function and the set of arms are preserved under a group of transformations. We introduce an algorithm named \texttt{UniformMesh-N}, which naturally integrates side observations using group orbits into the \texttt{UniformMesh} algorithm (\cite{Kleinberg2005_UniformMesh}), which uniformly discretizes the set of arms. Using the side-observation approach, we prove an improved regret upper bound, which depends on the cardinality of the group, given that the group is finite. We also prove a matching regret's lower bound for the invariant Lipschitz bandit class (up to logarithmic factors). We hope that our work will ignite further investigation of symmetry in bandit theory and sequential decision-making theory in general.

cs.LG↗

Examining the Effects of Degree Distribution and Homophily in Graph Learning Models

Despite a surge in interest in GNN development, homogeneity in benchmarking datasets still presents a fundamental issue to GNN research. GraphWorld is a recent solution which uses the Stochastic Block Model (SBM) to generate diverse populations of synthetic graphs for benchmarking any GNN task. Despite its success, the SBM imposed fundamental limitations on the kinds of graph structure GraphWorld could create. In this work we examine how two additional synthetic graph generators can improve GraphWorld's evaluation; LFR, a well-established model in the graph clustering literature and CABAM, a recent adaptation of the Barabasi-Albert model tailored for GNN benchmarking. By integrating these generators, we significantly expand the coverage of graph space within the GraphWorld framework while preserving key graph properties observed in real-world networks. To demonstrate their effectiveness, we generate 300,000 graphs to benchmark 11 GNN models on a node classification task. We find GNN performance variations in response to homophily, degree distribution and feature signal. Based on these findings, we classify models by their sensitivity to the new generators under these properties. Additionally, we release the extensions made to GraphWorld on the GitHub repository, offering further evaluation of GNN performance on new graphs.

cs.SI↗

Predicting COVID-19 pandemic by spatio-temporal graph neural networks: A New Zealand's study

Modeling and simulations of pandemic dynamics play an essential role in understanding and addressing the spreading of highly infectious diseases such as COVID-19. In this work, we propose a novel deep learning architecture named Attention-based Multiresolution Graph Neural Networks (ATMGNN) that learns to combine the spatial graph information, i.e. geographical data, with the temporal information, i.e. timeseries data of number of COVID-19 cases, to predict the future dynamics of the pandemic. The key innovation is that our method can capture the multiscale structures of the spatial graph via a learning to cluster algorithm in a data-driven manner. This allows our architecture to learn to pick up either local or global signals of a pandemic, and model both the long-range spatial and temporal dependencies. Importantly, we collected and assembled a new dataset for New Zealand. We established a comprehensive benchmark of statistical methods, temporal architectures, graph neural networks along with our spatio-temporal model. We also incorporated socioeconomic cross-sectional data to further enhance our prediction. Our proposed model have shown highly robust predictions and outperformed all other baselines in various metrics for our new dataset of New Zealand along with existing datasets of England, France, Italy and Spain. For a future work, we plan to extend our work for real-time prediction and global scale. Our data and source code are publicly available at https://github.com/HySonLab/pandemic_tgnn

cs.LG↗

HierarchyNet: Learning to Summarize Source Code with Heterogeneous Representations

We propose a novel method for code summarization utilizing Heterogeneous Code Representations (HCRs) and our specially designed HierarchyNet. HCRs effectively capture essential code features at lexical, syntactic, and semantic levels by abstracting coarse-grained code elements and incorporating fine-grained program elements in a hierarchical structure. Our HierarchyNet method processes each layer of the HCR separately through a unique combination of the Heterogeneous Graph Transformer, a Tree-based CNN, and a Transformer Encoder. This approach preserves dependencies between code elements and captures relations through a novel Hierarchical-Aware Cross Attention layer. Our method surpasses current state-of-the-art techniques, such as PA-Former, CAST, and NeuralCodeSum.

cs.SE↗

Last Round Convergence and No-Instant Regret in Repeated Games with Asymmetric Information

This paper considers repeated games in which one player has more information about the game than the other players. In particular, we investigate repeated two-player zero-sum games where only the column player knows the payoff matrix A of the game. Suppose that while repeatedly playing this game, the row player chooses her strategy at each round by using a no-regret algorithm to minimize her (pseudo) regret. We develop a no-instant-regret algorithm for the column player to exhibit last round convergence to a minimax equilibrium. We show that our algorithm is efficient against a large set of popular no-regret algorithms of the row player, including the multiplicative weight update algorithm, the online mirror descent method/follow-the-regularized-leader, the linear multiplicative weight update algorithm, and the optimistic multiplicative weight update.

cs.GT↗

Exploiting No-Regret Algorithms in System Design

We investigate a repeated two-player zero-sum game setting where the column player is also a designer of the system, and has full control on the design of the payoff matrix. In addition, the row player uses a no-regret algorithm to efficiently learn how to adapt their strategy to the column player's behaviour over time in order to achieve good total payoff. The goal of the column player is to guide her opponent to pick a mixed strategy which is favourable for the system designer. Therefore, she needs to: (i) design an appropriate payoff matrix $A$ whose unique minimax solution contains the desired mixed strategy of the row player; and (ii) strategically interact with the row player during a sequence of plays in order to guide her opponent to converge to that desired behaviour. To design such a payoff matrix, we propose a novel solution that provably has a unique minimax solution with the desired behaviour. We also investigate a relaxation of this problem where uniqueness is not required, but all the minimax solutions have the same mixed strategy for the row player. Finally, we propose a new game playing algorithm for the system designer and prove that it can guide the row player, who may play a \emph{stable} no-regret algorithm, to converge to a minimax solution.

cs.GT↗

Achieving Better Regret against Strategic Adversaries

We study online learning problems in which the learner has extra knowledge about the adversary's behaviour, i.e., in game-theoretic settings where opponents typically follow some no-external regret learning algorithms. Under this assumption, we propose two new online learning algorithms, Accurate Follow the Regularized Leader (AFTRL) and Prod-Best Response (Prod-BR), that intensively exploit this extra knowledge while maintaining the no-regret property in the worst-case scenario of having inaccurate extra information. Specifically, AFTRL achieves $O(1)$ external regret or $O(1)$ \emph{forward regret} against no-external regret adversary in comparison with $O(\sqrt{T})$ \emph{dynamic regret} of Prod-BR. To the best of our knowledge, our algorithm is the first to consider forward regret that achieves $O(1)$ regret against strategic adversaries. When playing zero-sum games with Accurate Multiplicative Weights Update (AMWU), a special case of AFTRL, we achieve \emph{last round convergence} to the Nash Equilibrium. We also provide numerical experiments to further support our theoretical results. In particular, we demonstrate that our methods achieve significantly better regret bounds and rate of last round convergence, compared to the state of the art (e.g., Multiplicative Weights Update (MWU) and its optimistic counterpart, OMWU).

cs.LG↗

Online Markov Decision Processes with Non-oblivious Strategic Adversary

We study a novel setting in Online Markov Decision Processes (OMDPs) where the loss function is chosen by a non-oblivious strategic adversary who follows a no-external regret algorithm. In this setting, we first demonstrate that MDP-Expert, an existing algorithm that works well with oblivious adversaries can still apply and achieve a policy regret bound of $\mathcal{O}(\sqrt{T \log(L)}+τ^2\sqrt{ T \log(|A|)})$ where $L$ is the size of adversary's pure strategy set and $|A|$ denotes the size of agent's action space. Considering real-world games where the support size of a NE is small, we further propose a new algorithm: MDP-Online Oracle Expert (MDP-OOE), that achieves a policy regret bound of $\mathcal{O}(\sqrt{T\log(L)}+τ^2\sqrt{ T k \log(k)})$ where $k$ depends only on the support size of the NE. MDP-OOE leverages the key benefit of Double Oracle in game theory and thus can solve games with prohibitively large action space. Finally, to better understand the learning dynamics of no-regret methods, under the same setting of no-external regret adversary in OMDPs, we introduce an algorithm that achieves last-round convergence result to a NE. To our best knowledge, this is first work leading to the last iteration result in OMDPs.

cs.LG↗

Multi-Player Bandits Robust to Adversarial Collisions

Motivated by cognitive radios, stochastic Multi-Player Multi-Armed Bandits has been extensively studied in recent years. In this setting, each player pulls an arm, and receives a reward corresponding to the arm if there is no collision, namely the arm was selected by one single player. Otherwise, the player receives no reward if collision occurs. In this paper, we consider the presence of malicious players (or attackers) who obstruct the cooperative players (or defenders) from maximizing their rewards, by deliberately colliding with them. We provide the first decentralized and robust algorithm RESYNC for defenders whose performance deteriorates gracefully as $\tilde{O}(C)$ as the number of collisions $C$ from the attackers increases. We show that this algorithm is order-optimal by proving a lower bound which scales as $Ω(C)$. This algorithm is agnostic to the algorithm used by the attackers and agnostic to the number of collisions $C$ faced from attackers.

cs.LG↗

Label driven Knowledge Distillation for Federated Learning with non-IID Data

In real-world applications, Federated Learning (FL) meets two challenges: (1) scalability, especially when applied to massive IoT networks; and (2) how to be robust against an environment with heterogeneous data. Realizing the first problem, we aim to design a novel FL framework named Full-stack FL (F2L). More specifically, F2L utilizes a hierarchical network architecture, making extending the FL network accessible without reconstructing the whole network system. Moreover, leveraging the advantages of hierarchical network design, we propose a new label-driven knowledge distillation (LKD) technique at the global server to address the second problem. As opposed to current knowledge distillation techniques, LKD is capable of training a student model, which consists of good knowledge from all teachers' models. Therefore, our proposed algorithm can effectively extract the knowledge of the regions' data distribution (i.e., the regional aggregated models) to reduce the divergence between clients' models when operating under the FL system with non-independent identically distributed data. Extensive experiment results reveal that: (i) our F2L method can significantly improve the overall FL efficiency in all global distillations, and (ii) F2L rapidly achieves convergence as global distillation stages occur instead of increasing on each communication cycle.

cs.LG↗

Understanding the Limits of Poisoning Attacks in Episodic Reinforcement Learning

To understand the security threats to reinforcement learning (RL) algorithms, this paper studies poisoning attacks to manipulate \emph{any} order-optimal learning algorithm towards a targeted policy in episodic RL and examines the potential damage of two natural types of poisoning attacks, i.e., the manipulation of \emph{reward} and \emph{action}. We discover that the effect of attacks crucially depend on whether the rewards are bounded or unbounded. In bounded reward settings, we show that only reward manipulation or only action manipulation cannot guarantee a successful attack. However, by combining reward and action manipulation, the adversary can manipulate any order-optimal learning algorithm to follow any targeted policy with $\tildeΘ(\sqrt{T})$ total attack cost, which is order-optimal, without any knowledge of the underlying MDP. In contrast, in unbounded reward settings, we show that reward manipulation attacks are sufficient for an adversary to successfully manipulate any order-optimal learning algorithm to follow any targeted policy using $\tilde{O}(\sqrt{T})$ amount of contamination. Our results reveal useful insights about what can or cannot be achieved by poisoning attacks, and are set to spur more works on the design of robust RL algorithms.

cs.LG↗

Temporal Multiresolution Graph Neural Networks For Epidemic Prediction

In this paper, we introduce Temporal Multiresolution Graph Neural Networks (TMGNN), the first architecture that both learns to construct the multiscale and multiresolution graph structures and incorporates the time-series signals to capture the temporal changes of the dynamic graphs. We have applied our proposed model to the task of predicting future spreading of epidemic and pandemic based on the historical time-series data collected from the actual COVID-19 pandemic and chickenpox epidemic in several European countries, and have obtained competitive results in comparison to other previous state-of-the-art temporal architectures and graph learning algorithms. We have shown that capturing the multiscale and multiresolution structures of graphs is important to extract either local or global information that play a critical role in understanding the dynamic of a global pandemic such as COVID-19 which started from a local city and spread to the whole world. Our work brings a promising research direction in forecasting and mitigating future epidemics and pandemics.

cs.LG↗

Saving Stochastic Bandits from Poisoning Attacks via Limited Data Verification

We study bandit algorithms under data poisoning attacks in a bounded reward setting. We consider a strong attacker model in which the attacker can observe both the selected actions and their corresponding rewards and can contaminate the rewards with additive noise. We show that any bandit algorithm with regret $O(\log T)$ can be forced to suffer a regret $Ω(T)$ with an expected amount of contamination $O(\log T)$. This amount of contamination is also necessary, as we prove that there exists an $O(\log T)$ regret bandit algorithm, specifically the classical UCB, that requires $Ω(\log T)$ amount of contamination to suffer regret $Ω(T)$. To combat such attacks, our second main contribution is to propose verification based mechanisms, which use limited verification to access a limited number of uncontaminated rewards. In particular, for the case of unlimited verifications, we show that with $O(\log T)$ expected number of verifications, a simple modified version of the ETC type bandit algorithm can restore the order optimal $O(\log T)$ regret irrespective of the amount of contamination used by the attacker. We also provide a UCB-like verification scheme, called Secure-UCB, that also enjoys full recovery from any attacks, also with $O(\log T)$ expected number of verifications. To derive a matching lower bound on the number of verifications, we prove that for any order-optimal bandit algorithm, this number of verifications $Ω(\log T)$ is necessary to recover the order-optimal regret. On the other hand, when the number of verifications is bounded above by a budget $B$, we propose a novel algorithm, Secure-BARBAR, which provably achieves $O(\min\{C,T/\sqrt{B} \})$ regret with high probability against weak attackers where $C$ is the total amount of contamination by the attacker, which breaks the known $Ω(C)$ lower bound of the non-verified setting if $C$ is large.

cs.LG↗

Sequential Blocked Matching

We consider a sequential blocked matching (SBM) model where strategic agents repeatedly report ordinal preferences over a set of services to a central planner. The planner's goal is to elicit agents' true preferences and design a policy that matches services to agents in order to maximize the expected social welfare with the added constraint that each matched service can be \emph{blocked} or unavailable for a number of time periods. Naturally, SBM models the repeated allocation of reusable services to a set of agents where each allocated service becomes unavailable for a fixed duration. We first consider the offline SBM setting, where the strategic agents are aware of their true preferences. We measure the performance of any policy by \emph{distortion}, the worst-case multiplicative approximation guaranteed by any policy. For the setting with $s$ services, we establish lower bounds of $Ω(s)$ and $Ω(\sqrt{s})$ on the distortions of any deterministic and randomised mechanisms, respectively. We complement these results by providing approximately truthful, measured by \emph{incentive ratio}, deterministic and randomised policies based on random serial dictatorship which match our lower bounds. Our results show that there is a significant improvement if one considers the class of randomised policies. Finally, we consider the online SBM setting with bandit feedback where each agent is initially unaware of her true preferences, and the planner must facilitate each agent in the learning of their preferences through the matching of services over time. We design an approximately truthful mechanism based on the Explore-then-Commit paradigm, which achieves logarithmic dynamic approximate regret.

cs.GT↗

Playing Coopetitive Polymatrix Games with Small Manipulation Cost

Iterated coopetitive games capture the situation when one must efficiently balance between cooperation and competition with the other agents over time in order to win the game (e.g., to become the player with highest total utility). Achieving this balance is typically very challenging or even impossible when explicit communication is not feasible (e.g., negotiation or bargaining are not allowed). In this paper we investigate how an agent can achieve this balance to win in iterated coopetitive polymatrix games, without explicit communication. In particular, we consider a 3-player repeated game setting in which our agent is allowed to (slightly) manipulate the underlying game matrices of the other agents for which she pays a manipulation cost, while the other agents satisfy weak behavioural assumptions. We first propose a payoff matrix manipulation scheme and sequence of strategies for our agent that provably guarantees that the utility of any opponent would converge to a value we desire. We then use this scheme to design winning policies for our agent. We also prove that these winning policies can be found in polynomial running time. We then turn to demonstrate the efficiency of our framework in several concrete coopetitive polymatrix games, and prove that the manipulation costs needed to win are bounded above by small budgets. For instance, in the social distancing game, a polymatrix version of the lemonade stand coopetitive game, we showcase a policy with an infinitesimally small manipulation cost per round, along with a provable guarantee that, using this policy leads our agent to win in the long-run. Note that our findings can be trivially extended to $n$-player game settings as well (with $n > 3$).

cs.GT↗

Socialbots on Fire: Modeling Adversarial Behaviors of Socialbots via Multi-Agent Hierarchical Reinforcement Learning

Socialbots are software-driven user accounts on social platforms, acting autonomously (mimicking human behavior), with the aims to influence the opinions of other users or spread targeted misinformation for particular goals. As socialbots undermine the ecosystem of social platforms, they are often considered harmful. As such, there have been several computational efforts to auto-detect the socialbots. However, to our best knowledge, the adversarial nature of these socialbots has not yet been studied. This begs a question "can adversaries, controlling socialbots, exploit AI techniques to their advantage?" To this question, we successfully demonstrate that indeed it is possible for adversaries to exploit computational learning mechanism such as reinforcement learning (RL) to maximize the influence of socialbots while avoiding being detected. We first formulate the adversarial socialbot learning as a cooperative game between two functional hierarchical RL agents. While one agent curates a sequence of activities that can avoid the detection, the other agent aims to maximize network influence by selectively connecting with right users. Our proposed policy networks train with a vast amount of synthetic graphs and generalize better than baselines on unseen real-life graphs both in terms of maximizing network influence (up to +18%) and sustainable stealthiness (up to +40% undetectability) under a strong bot detector (with 90% detection accuracy). During inference, the complexity of our approach scales linearly, independent of a network's structure and the virality of news. This makes our approach a practical adversarial attack when deployed in a real-life setting.

cs.SI↗

Incremental Training and Group Convolution Pruning for Runtime DNN Performance Scaling on Heterogeneous Embedded Platforms

Inference for Deep Neural Networks is increasingly being executed locally on mobile and embedded platforms due to its advantages in latency, privacy and connectivity. Since modern System on Chips typically execute a combination of different and dynamic workloads concurrently, it is challenging to consistently meet inference time/energy budget at runtime because of the local computing resources available to the DNNs vary considerably. To address this challenge, a variety of dynamic DNNs were proposed. However, these works have significant memory overhead, limited runtime recoverable compression rate and narrow dynamic ranges of performance scaling. In this paper, we present a dynamic DNN using incremental training and group convolution pruning. The channels of the DNN convolution layer are divided into groups, which are then trained incrementally. At runtime, following groups can be pruned for inference time/energy reduction or added back for accuracy recovery without model retraining. In addition, we combine task mapping and Dynamic Voltage Frequency Scaling (DVFS) with our dynamic DNN to deliver finer trade-off between accuracy and time/power/energy over a wider dynamic range. We illustrate the approach by modifying AlexNet for the CIFAR10 image dataset and evaluate our work on two heterogeneous hardware platforms: Odroid XU3 (ARM big.LITTLE CPUs) and Nvidia Jetson Nano (CPU and GPU). Compared to the existing works, our approach can provide up to 2.36x (energy) and 2.73x (time) wider dynamic range with a 2.4x smaller memory footprint at the same compression rate. It achieved 10.6x (energy) and 41.6x (time) wider dynamic range by combining with task mapping and DVFS.

cs.CV↗

Optimising Resource Management for Embedded Machine Learning

Machine learning inference is increasingly being executed locally on mobile and embedded platforms, due to the clear advantages in latency, privacy and connectivity. In this paper, we present approaches for online resource management in heterogeneous multi-core systems and show how they can be applied to optimise the performance of machine learning workloads. Performance can be defined using platform-dependent (e.g. speed, energy) and platform-independent (accuracy, confidence) metrics. In particular, we show how a Deep Neural Network (DNN) can be dynamically scalable to trade-off these various performance metrics. Achieving consistent performance when executing on different platforms is necessary yet challenging, due to the different resources provided and their capability, and their time-varying availability when executing alongside other workloads. Managing the interface between available hardware resources (often numerous and heterogeneous in nature), software requirements, and user experience is increasingly complex.

cs.CV↗