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Mohammad Ghavamzadeh

Publications and source records attributed to Mohammad Ghavamzadeh.

At least 55 records · Page 3Linked to original sources

Private and Communication-Efficient Algorithms for Entropy Estimation

Modern statistical estimation is often performed in a distributed setting where each sample belongs to a single user who shares their data with a central server. Users are typically concerned with preserving the privacy of their samples, and also with minimizing the amount of data they must transmit to the server. We give improved private and communication-efficient algorithms for estimating several popular measures of the entropy of a distribution. All of our algorithms have constant communication cost and satisfy local differential privacy. For a joint distribution over many variables whose conditional independence is given by a tree, we describe algorithms for estimating Shannon entropy that require a number of samples that is linear in the number of variables, compared to the quadratic sample complexity of prior work. We also describe an algorithm for estimating Gini entropy whose sample complexity has no dependence on the support size of the distribution and can be implemented using a single round of concurrent communication between the users and the server. In contrast, the previously best-known algorithm has high communication cost and requires the server to facilitate interaction between the users. Finally, we describe an algorithm for estimating collision entropy that generalizes the best known algorithm to the private and communication-efficient setting.

cs.LG↗

A Review of Deep Learning for Video Captioning

Video captioning (VC) is a fast-moving, cross-disciplinary area of research that bridges work in the fields of computer vision, natural language processing (NLP), linguistics, and human-computer interaction. In essence, VC involves understanding a video and describing it with language. Captioning is used in a host of applications from creating more accessible interfaces (e.g., low-vision navigation) to video question answering (V-QA), video retrieval and content generation. This survey covers deep learning-based VC, including but, not limited to, attention-based architectures, graph networks, reinforcement learning, adversarial networks, dense video captioning (DVC), and more. We discuss the datasets and evaluation metrics used in the field, and limitations, applications, challenges, and future directions for VC.

cs.CV↗

Aligning Text-to-Image Models using Human Feedback

Deep generative models have shown impressive results in text-to-image synthesis. However, current text-to-image models often generate images that are inadequately aligned with text prompts. We propose a fine-tuning method for aligning such models using human feedback, comprising three stages. First, we collect human feedback assessing model output alignment from a set of diverse text prompts. We then use the human-labeled image-text dataset to train a reward function that predicts human feedback. Lastly, the text-to-image model is fine-tuned by maximizing reward-weighted likelihood to improve image-text alignment. Our method generates objects with specified colors, counts and backgrounds more accurately than the pre-trained model. We also analyze several design choices and find that careful investigations on such design choices are important in balancing the alignment-fidelity tradeoffs. Our results demonstrate the potential for learning from human feedback to significantly improve text-to-image models.

cs.LG↗

Multi-Task Off-Policy Learning from Bandit Feedback

Many practical applications, such as recommender systems and learning to rank, involve solving multiple similar tasks. One example is learning of recommendation policies for users with similar movie preferences, where the users may still rank the individual movies slightly differently. Such tasks can be organized in a hierarchy, where similar tasks are related through a shared structure. In this work, we formulate this problem as a contextual off-policy optimization in a hierarchical graphical model from logged bandit feedback. To solve the problem, we propose a hierarchical off-policy optimization algorithm (HierOPO), which estimates the parameters of the hierarchical model and then acts pessimistically with respect to them. We instantiate HierOPO in linear Gaussian models, for which we also provide an efficient implementation and analysis. We prove per-task bounds on the suboptimality of the learned policies, which show a clear improvement over not using the hierarchical model. We also evaluate the policies empirically. Our theoretical and empirical results show a clear advantage of using the hierarchy over solving each task independently.

cs.LG↗

Operator Splitting Value Iteration

We introduce new planning and reinforcement learning algorithms for discounted MDPs that utilize an approximate model of the environment to accelerate the convergence of the value function. Inspired by the splitting approach in numerical linear algebra, we introduce Operator Splitting Value Iteration (OS-VI) for both Policy Evaluation and Control problems. OS-VI achieves a much faster convergence rate when the model is accurate enough. We also introduce a sample-based version of the algorithm called OS-Dyna. Unlike the traditional Dyna architecture, OS-Dyna still converges to the correct value function in presence of model approximation error.

cs.LG↗

Non-stationary Bandits and Meta-Learning with a Small Set of Optimal Arms

We study a sequential decision problem where the learner faces a sequence of $K$-armed bandit tasks. The task boundaries might be known (the bandit meta-learning setting), or unknown (the non-stationary bandit setting). For a given integer $M\le K$, the learner aims to compete with the best subset of arms of size $M$. We design an algorithm based on a reduction to bandit submodular maximization, and show that, for $T$ rounds comprised of $N$ tasks, in the regime of large number of tasks and small number of optimal arms $M$, its regret in both settings is smaller than the simple baseline of $\tilde{O}(\sqrt{KNT})$ that can be obtained by using standard algorithms designed for non-stationary bandit problems. For the bandit meta-learning problem with fixed task length $τ$, we show that the regret of the algorithm is bounded as $\tilde{O}(NM\sqrt{M τ}+N^{2/3}Mτ)$. Under additional assumptions on the identifiability of the optimal arms in each task, we show a bandit meta-learning algorithm with an improved $\tilde{O}(N\sqrt{M τ}+N^{1/2}\sqrt{M K τ})$ regret.

cs.LG↗

Robust Reinforcement Learning using Offline Data

The goal of robust reinforcement learning (RL) is to learn a policy that is robust against the uncertainty in model parameters. Parameter uncertainty commonly occurs in many real-world RL applications due to simulator modeling errors, changes in the real-world system dynamics over time, and adversarial disturbances. Robust RL is typically formulated as a max-min problem, where the objective is to learn the policy that maximizes the value against the worst possible models that lie in an uncertainty set. In this work, we propose a robust RL algorithm called Robust Fitted Q-Iteration (RFQI), which uses only an offline dataset to learn the optimal robust policy. Robust RL with offline data is significantly more challenging than its non-robust counterpart because of the minimization over all models present in the robust Bellman operator. This poses challenges in offline data collection, optimization over the models, and unbiased estimation. In this work, we propose a systematic approach to overcome these challenges, resulting in our RFQI algorithm. We prove that RFQI learns a near-optimal robust policy under standard assumptions and demonstrate its superior performance on standard benchmark problems.

cs.LG↗

Efficient Risk-Averse Reinforcement Learning

In risk-averse reinforcement learning (RL), the goal is to optimize some risk measure of the returns. A risk measure often focuses on the worst returns out of the agent's experience. As a result, standard methods for risk-averse RL often ignore high-return strategies. We prove that under certain conditions this inevitably leads to a local-optimum barrier, and propose a soft risk mechanism to bypass it. We also devise a novel Cross Entropy module for risk sampling, which (1) preserves risk aversion despite the soft risk; (2) independently improves sample efficiency. By separating the risk aversion of the sampler and the optimizer, we can sample episodes with poor conditions, yet optimize with respect to successful strategies. We combine these two concepts in CeSoR - Cross-entropy Soft-Risk optimization algorithm - which can be applied on top of any risk-averse policy gradient (PG) method. We demonstrate improved risk aversion in maze navigation, autonomous driving, and resource allocation benchmarks, including in scenarios where standard risk-averse PG completely fails.

cs.LG↗

RASR: Risk-Averse Soft-Robust MDPs with EVaR and Entropic Risk

Prior work on safe Reinforcement Learning (RL) has studied risk-aversion to randomness in dynamics (aleatory) and to model uncertainty (epistemic) in isolation. We propose and analyze a new framework to jointly model the risk associated with epistemic and aleatory uncertainties in finite-horizon and discounted infinite-horizon MDPs. We call this framework that combines Risk-Averse and Soft-Robust methods RASR. We show that when the risk-aversion is defined using either EVaR or the entropic risk, the optimal policy in RASR can be computed efficiently using a new dynamic program formulation with a time-dependent risk level. As a result, the optimal risk-averse policies are deterministic but time-dependent, even in the infinite-horizon discounted setting. We also show that particular RASR objectives reduce to risk-averse RL with mean posterior transition probabilities. Our empirical results show that our new algorithms consistently mitigate uncertainty as measured by EVaR and other standard risk measures.

cs.LG↗

Reinforcement Learning of Multi-Domain Dialog Policies Via Action Embeddings

Learning task-oriented dialog policies via reinforcement learning typically requires large amounts of interaction with users, which in practice renders such methods unusable for real-world applications. In order to reduce the data requirements, we propose to leverage data from across different dialog domains, thereby reducing the amount of data required from each given domain. In particular, we propose to learn domain-agnostic action embeddings, which capture general-purpose structure that informs the system how to act given the current dialog context, and are then specialized to a specific domain. We show how this approach is capable of learning with significantly less interaction with users, with a reduction of 35% in the number of dialogs required to learn, and to a higher level of proficiency than training separate policies for each domain on a set of simulated domains.

cs.CL↗

Feature and Parameter Selection in Stochastic Linear Bandits

We study two model selection settings in stochastic linear bandits (LB). In the first setting, which we refer to as feature selection, the expected reward of the LB problem is in the linear span of at least one of $M$ feature maps (models). In the second setting, the reward parameter of the LB problem is arbitrarily selected from $M$ models represented as (possibly) overlapping balls in $\mathbb R^d$. However, the agent only has access to misspecified models, i.e.,~estimates of the centers and radii of the balls. We refer to this setting as parameter selection. For each setting, we develop and analyze a computationally efficient algorithm that is based on a reduction from bandits to full-information problems. This allows us to obtain regret bounds that are not worse (up to a $\sqrt{\log M}$ factor) than the case where the true model is known. This is the best-reported dependence on the number of models $M$ in these settings. Finally, we empirically show the effectiveness of our algorithms using synthetic and real-world experiments.

cs.LG↗

A Mixture-of-Expert Approach to RL-based Dialogue Management

Despite recent advancements in language models (LMs), their application to dialogue management (DM) problems and ability to carry on rich conversations remain a challenge. We use reinforcement learning (RL) to develop a dialogue agent that avoids being short-sighted (outputting generic utterances) and maximizes overall user satisfaction. Most existing RL approaches to DM train the agent at the word-level, and thus, have to deal with a combinatorially complex action space even for a medium-size vocabulary. As a result, they struggle to produce a successful and engaging dialogue even if they are warm-started with a pre-trained LM. To address this issue, we develop a RL-based DM using a novel mixture of expert language model (MoE-LM) that consists of (i) a LM capable of learning diverse semantics for conversation histories, (ii) a number of {\em specialized} LMs (or experts) capable of generating utterances corresponding to a particular attribute or personality, and (iii) a RL-based DM that performs dialogue planning with the utterances generated by the experts. Our MoE approach provides greater flexibility to generate sensible utterances with different intents and allows RL to focus on conversational-level DM. We compare it with SOTA baselines on open-domain dialogues and demonstrate its effectiveness both in terms of the diversity and sensibility of the generated utterances and the overall DM performance.

cs.CL↗

Multi-Environment Meta-Learning in Stochastic Linear Bandits

In this work we investigate meta-learning (or learning-to-learn) approaches in multi-task linear stochastic bandit problems that can originate from multiple environments. Inspired by the work of [1] on meta-learning in a sequence of linear bandit problems whose parameters are sampled from a single distribution (i.e., a single environment), here we consider the feasibility of meta-learning when task parameters are drawn from a mixture distribution instead. For this problem, we propose a regularized version of the OFUL algorithm that, when trained on tasks with labeled environments, achieves low regret on a new task without requiring knowledge of the environment from which the new task originates. Specifically, our regret bound for the new algorithm captures the effect of environment misclassification and highlights the benefits over learning each task separately or meta-learning without recognition of the distinct mixture components.

cs.LG↗

Collaborative Multi-agent Stochastic Linear Bandits

We study a collaborative multi-agent stochastic linear bandit setting, where $N$ agents that form a network communicate locally to minimize their overall regret. In this setting, each agent has its own linear bandit problem (its own reward parameter) and the goal is to select the best global action w.r.t. the average of their reward parameters. At each round, each agent proposes an action, and one action is randomly selected and played as the network action. All the agents observe the corresponding rewards of the played actions and use an accelerated consensus procedure to compute an estimate of the average of the rewards obtained by all the agents. We propose a distributed upper confidence bound (UCB) algorithm and prove a high probability bound on its $T$-round regret in which we include a linear growth of regret associated with each communication round. Our regret bound is of order $\mathcal{O}\Big(\sqrt{\frac{T}{N \log(1/|λ_2|)}}\cdot (\log T)^2\Big)$, where $λ_2$ is the second largest (in absolute value) eigenvalue of the communication matrix.

cs.LG↗

Fast Parallel Hypertree Decompositions in Logarithmic Recursion Depth

Modern trends in data collection are bringing current mainstream techniques for database query processing to their limits. Consequently, various novel approaches for efficient query processing are being actively studied. One such approach is based on hypertree decompositions (HDs), which have been shown to carry great potential to process complex queries more efficiently and with stronger theoretical guarantees. However, using HDs for query execution relies on the difficult task of computing decompositions of the query structure, which guides the efficient execution of the query. From theoretical results we know that the performance of purely sequential methods is inherently limited, yet the problem is susceptible to parallelisation. In this paper we propose the first algorithm for computing hypertree decompositions that is well-suited for parallelisation. The proposed algorithm log-k-decomp requires only a logarithmic number of recursion levels and additionally allows for highly parallelised pruning of the search space by restriction to balanced separators. We provide detailed experimental evaluation over the HyperBench benchmark and demonstrate that our approach is highly effective especially for complex queries.

cs.DB↗

Thompson Sampling with a Mixture Prior

We study Thompson sampling (TS) in online decision making, where the uncertain environment is sampled from a mixture distribution. This is relevant in multi-task learning, where a learning agent faces different classes of problems. We incorporate this structure in a natural way by initializing TS with a mixture prior, and call the resulting algorithm MixTS. To analyze MixTS, we develop a novel and general proof technique for analyzing the concentration of mixture distributions. We use it to prove Bayes regret bounds for MixTS in both linear bandits and finite-horizon reinforcement learning. Our bounds capture the structure of the prior, depend on the number of mixture components and their widths. We also demonstrate the empirical effectiveness of MixTS in synthetic and real-world experiments.

cs.LG↗

Hierarchical Bayesian Bandits

Meta-, multi-task, and federated learning can be all viewed as solving similar tasks, drawn from a distribution that reflects task similarities. We provide a unified view of all these problems, as learning to act in a hierarchical Bayesian bandit. We propose and analyze a natural hierarchical Thompson sampling algorithm (HierTS) for this class of problems. Our regret bounds hold for many variants of the problems, including when the tasks are solved sequentially or in parallel; and show that the regret decreases with a more informative prior. Our proofs rely on a novel total variance decomposition that can be applied beyond our models. Our theory is complemented by experiments, which show that the hierarchy helps with knowledge sharing among the tasks. This confirms that hierarchical Bayesian bandits are a universal and statistically-efficient tool for learning to act with similar bandit tasks.

cs.LG↗

Deep Hierarchy in Bandits

Mean rewards of actions are often correlated. The form of these correlations may be complex and unknown a priori, such as the preferences of a user for recommended products and their categories. To maximize statistical efficiency, it is important to leverage these correlations when learning. We formulate a bandit variant of this problem where the correlations of mean action rewards are represented by a hierarchical Bayesian model with latent variables. Since the hierarchy can have multiple layers, we call it deep. We propose a hierarchical Thompson sampling algorithm (HierTS) for this problem, and show how to implement it efficiently for Gaussian hierarchies. The efficient implementation is possible due to a novel exact hierarchical representation of the posterior, which itself is of independent interest. We use this exact posterior to analyze the Bayes regret of HierTS in Gaussian bandits. Our analysis reflects the structure of the problem, that the regret decreases with the prior width, and also shows that hierarchies reduce the regret by non-constant factors in the number of actions. We confirm these theoretical findings empirically, in both synthetic and real-world experiments.

cs.LG↗