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Stephan Zheng

Publications and source records attributed to Stephan Zheng.

32 records · Page 2Linked to original sources

The AI Economist: Improving Equality and Productivity with AI-Driven Tax Policies

Tackling real-world socio-economic challenges requires designing and testing economic policies. However, this is hard in practice, due to a lack of appropriate (micro-level) economic data and limited opportunity to experiment. In this work, we train social planners that discover tax policies in dynamic economies that can effectively trade-off economic equality and productivity. We propose a two-level deep reinforcement learning approach to learn dynamic tax policies, based on economic simulations in which both agents and a government learn and adapt. Our data-driven approach does not make use of economic modeling assumptions, and learns from observational data alone. We make four main contributions. First, we present an economic simulation environment that features competitive pressures and market dynamics. We validate the simulation by showing that baseline tax systems perform in a way that is consistent with economic theory, including in regard to learned agent behaviors and specializations. Second, we show that AI-driven tax policies improve the trade-off between equality and productivity by 16% over baseline policies, including the prominent Saez tax framework. Third, we showcase several emergent features: AI-driven tax policies are qualitatively different from baselines, setting a higher top tax rate and higher net subsidies for low incomes. Moreover, AI-driven tax policies perform strongly in the face of emergent tax-gaming strategies learned by AI agents. Lastly, AI-driven tax policies are also effective when used in experiments with human participants. In experiments conducted on MTurk, an AI tax policy provides an equality-productivity trade-off that is similar to that provided by the Saez framework along with higher inverse-income weighted social welfare.

econ.GN↗

Keeping Your Distance: Solving Sparse Reward Tasks Using Self-Balancing Shaped Rewards

While using shaped rewards can be beneficial when solving sparse reward tasks, their successful application often requires careful engineering and is problem specific. For instance, in tasks where the agent must achieve some goal state, simple distance-to-goal reward shaping often fails, as it renders learning vulnerable to local optima. We introduce a simple and effective model-free method to learn from shaped distance-to-goal rewards on tasks where success depends on reaching a goal state. Our method introduces an auxiliary distance-based reward based on pairs of rollouts to encourage diverse exploration. This approach effectively prevents learning dynamics from stabilizing around local optima induced by the naive distance-to-goal reward shaping and enables policies to efficiently solve sparse reward tasks. Our augmented objective does not require any additional reward engineering or domain expertise to implement and converges to the original sparse objective as the agent learns to solve the task. We demonstrate that our method successfully solves a variety of hard-exploration tasks (including maze navigation and 3D construction in a Minecraft environment), where naive distance-based reward shaping otherwise fails, and intrinsic curiosity and reward relabeling strategies exhibit poor performance.

cs.AI↗

NAOMI: Non-Autoregressive Multiresolution Sequence Imputation

Missing value imputation is a fundamental problem in spatiotemporal modeling, from motion tracking to the dynamics of physical systems. Deep autoregressive models suffer from error propagation which becomes catastrophic for imputing long-range sequences. In this paper, we take a non-autoregressive approach and propose a novel deep generative model: Non-AutOregressive Multiresolution Imputation (NAOMI) to impute long-range sequences given arbitrary missing patterns. NAOMI exploits the multiresolution structure of spatiotemporal data and decodes recursively from coarse to fine-grained resolutions using a divide-and-conquer strategy. We further enhance our model with adversarial training. When evaluated extensively on benchmark datasets from systems of both deterministic and stochastic dynamics. NAOMI demonstrates significant improvement in imputation accuracy (reducing average prediction error by 60% compared to autoregressive counterparts) and generalization for long range sequences.

cs.LG↗

Sketch-Fill-A-R: A Persona-Grounded Chit-Chat Generation Framework

Human-like chit-chat conversation requires agents to generate responses that are fluent, engaging and consistent. We propose Sketch-Fill-A-R, a framework that uses a persona-memory to generate chit-chat responses in three phases. First, it generates dynamic sketch responses with open slots. Second, it generates candidate responses by filling slots with parts of its stored persona traits. Lastly, it ranks and selects the final response via a language model score. Sketch-Fill-A-R outperforms a state-of-the-art baseline both quantitatively (10-point lower perplexity) and qualitatively (preferred by 55% heads-up in single-turn and 20% higher in consistency in multi-turn user studies) on the Persona-Chat dataset. Finally, we extensively analyze Sketch-Fill-A-R's responses and human feedback, and show it is more consistent and engaging by using more relevant responses and questions.

cs.CL↗

Long-term Forecasting using Higher Order Tensor RNNs

We present Higher-Order Tensor RNN (HOT-RNN), a novel family of neural sequence architectures for multivariate forecasting in environments with nonlinear dynamics. Long-term forecasting in such systems is highly challenging, since there exist long-term temporal dependencies, higher-order correlations and sensitivity to error propagation. Our proposed recurrent architecture addresses these issues by learning the nonlinear dynamics directly using higher-order moments and higher-order state transition functions. Furthermore, we decompose the higher-order structure using the tensor-train decomposition to reduce the number of parameters while preserving the model performance. We theoretically establish the approximation guarantees and the variance bound for HOT-RNN for general sequence inputs. We also demonstrate 5% ~ 12% improvements for long-term prediction over general RNN and LSTM architectures on a range of simulated environments with nonlinear dynamics, as well on real-world time series data.

cs.LG↗

Learning World Graphs to Accelerate Hierarchical Reinforcement Learning

In many real-world scenarios, an autonomous agent often encounters various tasks within a single complex environment. We propose to build a graph abstraction over the environment structure to accelerate the learning of these tasks. Here, nodes are important points of interest (pivotal states) and edges represent feasible traversals between them. Our approach has two stages. First, we jointly train a latent pivotal state model and a curiosity-driven goal-conditioned policy in a task-agnostic manner. Second, provided with the information from the world graph, a high-level Manager quickly finds solution to new tasks and expresses subgoals in reference to pivotal states to a low-level Worker. The Worker can then also leverage the graph to easily traverse to the pivotal states of interest, even across long distance, and explore non-locally. We perform a thorough ablation study to evaluate our approach on a suite of challenging maze tasks, demonstrating significant advantages from the proposed framework over baselines that lack world graph knowledge in terms of performance and efficiency.

cs.LG↗

Detecting Adversarial Examples via Neural Fingerprinting

Deep neural networks are vulnerable to adversarial examples, which dramatically alter model output using small input changes. We propose Neural Fingerprinting, a simple, yet effective method to detect adversarial examples by verifying whether model behavior is consistent with a set of secret fingerprints, inspired by the use of biometric and cryptographic signatures. The benefits of our method are that 1) it is fast, 2) it is prohibitively expensive for an attacker to reverse-engineer which fingerprints were used, and 3) it does not assume knowledge of the adversary. In this work, we pose a formal framework to analyze fingerprints under various threat models, and characterize Neural Fingerprinting for linear models. For complex neural networks, we empirically demonstrate that Neural Fingerprinting significantly improves on state-of-the-art detection mechanisms by detecting the strongest known adversarial attacks with 98-100% AUC-ROC scores on the MNIST, CIFAR-10 and MiniImagenet (20 classes) datasets. In particular, the detection accuracy of Neural Fingerprinting generalizes well to unseen test-data under various black- and whitebox threat models, and is robust over a wide range of hyperparameters and choices of fingerprints.

cs.LG↗

On the Generalization Gap in Reparameterizable Reinforcement Learning

Understanding generalization in reinforcement learning (RL) is a significant challenge, as many common assumptions of traditional supervised learning theory do not apply. We focus on the special class of reparameterizable RL problems, where the trajectory distribution can be decomposed using the reparametrization trick. For this problem class, estimating the expected return is efficient and the trajectory can be computed deterministically given peripheral random variables, which enables us to study reparametrizable RL using supervised learning and transfer learning theory. Through these relationships, we derive guarantees on the gap between the expected and empirical return for both intrinsic and external errors, based on Rademacher complexity as well as the PAC-Bayes bound. Our bound suggests the generalization capability of reparameterizable RL is related to multiple factors including "smoothness" of the environment transition, reward and agent policy function class. We also empirically verify the relationship between the generalization gap and these factors through simulations.

cs.LG↗

Generating Multi-Agent Trajectories using Programmatic Weak Supervision

We study the problem of training sequential generative models for capturing coordinated multi-agent trajectory behavior, such as offensive basketball gameplay. When modeling such settings, it is often beneficial to design hierarchical models that can capture long-term coordination using intermediate variables. Furthermore, these intermediate variables should capture interesting high-level behavioral semantics in an interpretable and manipulatable way. We present a hierarchical framework that can effectively learn such sequential generative models. Our approach is inspired by recent work on leveraging programmatically produced weak labels, which we extend to the spatiotemporal regime. In addition to synthetic settings, we show how to instantiate our framework to effectively model complex interactions between basketball players and generate realistic multi-agent trajectories of basketball gameplay over long time periods. We validate our approach using both quantitative and qualitative evaluations, including a user study comparison conducted with professional sports analysts.

cs.LG↗

Novel deep learning methods for track reconstruction

For the past year, the HEP.TrkX project has been investigating machine learning solutions to LHC particle track reconstruction problems. A variety of models were studied that drew inspiration from computer vision applications and operated on an image-like representation of tracking detector data. While these approaches have shown some promise, image-based methods face challenges in scaling up to realistic HL-LHC data due to high dimensionality and sparsity. In contrast, models that can operate on the spacepoint representation of track measurements ("hits") can exploit the structure of the data to solve tasks efficiently. In this paper we will show two sets of new deep learning models for reconstructing tracks using space-point data arranged as sequences or connected graphs. In the first set of models, Recurrent Neural Networks (RNNs) are used to extrapolate, build, and evaluate track candidates akin to Kalman Filter algorithms. Such models can express their own uncertainty when trained with an appropriate likelihood loss function. The second set of models use Graph Neural Networks (GNNs) for the tasks of hit classification and segment classification. These models read a graph of connected hits and compute features on the nodes and edges. They adaptively learn which hit connections are important and which are spurious. The models are scaleable with simple architecture and relatively few parameters. Results for all models will be presented on ACTS generic detector simulated data.

hep-ex↗

Multi-resolution Tensor Learning for Large-Scale Spatial Data

High-dimensional tensor models are notoriously computationally expensive to train. We present a meta-learning algorithm, MMT, that can significantly speed up the process for spatial tensor models. MMT leverages the property that spatial data can be viewed at multiple resolutions, which are related by coarsening and finegraining from one resolution to another. Using this property, MMT learns a tensor model by starting from a coarse resolution and iteratively increasing the model complexity. In order to not "over-train" on coarse resolution models, we investigate an information-theoretic fine-graining criterion to decide when to transition into higher-resolution models. We provide both theoretical and empirical evidence for the advantages of this approach. When applied to two real-world large-scale spatial datasets for basketball player and animal behavior modeling, our approach demonstrate 3 key benefits: 1) it efficiently captures higher-order interactions (i.e., tensor latent factors), 2) it is orders of magnitude faster than fixed resolution learning and scales to very fine-grained spatial resolutions, and 3) it reliably yields accurate and interpretable models.

cs.LG↗

Fine-Grained Retrieval of Sports Plays using Tree-Based Alignment of Trajectories

We propose a novel method for effective retrieval of multi-agent spatiotemporal tracking data. Retrieval of spatiotemporal tracking data offers several unique challenges compared to conventional text-based retrieval settings. Most notably, the data is fine-grained meaning that the specific location of agents is important in describing behavior. Additionally, the data often contains tracks of multiple agents (e.g., multiple players in a sports game), which generally leads to a permutational alignment problem when performing relevance estimation. Due to the frequent position swap of agents, it is difficult to maintain the correspondence of agents, and such issues make the pairwise comparison problematic for multi-agent spatiotemporal data. To address this issue, we propose a tree-based method to estimate the relevance between multi-agent spatiotemporal tracks. It uses a hierarchical structure to perform multi-agent data alignment and partitioning in a coarse-to-fine fashion. We validate our approach via user studies with domain experts. Our results show that our method boosts performance in retrieving similar sports plays -- especially in interactive situations where the user selects a subset of trajectories compared to current state-of-the-art methods.

cs.IR↗

Generating Long-term Trajectories Using Deep Hierarchical Networks

We study the problem of modeling spatiotemporal trajectories over long time horizons using expert demonstrations. For instance, in sports, agents often choose action sequences with long-term goals in mind, such as achieving a certain strategic position. Conventional policy learning approaches, such as those based on Markov decision processes, generally fail at learning cohesive long-term behavior in such high-dimensional state spaces, and are only effective when myopic modeling lead to the desired behavior. The key difficulty is that conventional approaches are "shallow" models that only learn a single state-action policy. We instead propose a hierarchical policy class that automatically reasons about both long-term and short-term goals, which we instantiate as a hierarchical neural network. We showcase our approach in a case study on learning to imitate demonstrated basketball trajectories, and show that it generates significantly more realistic trajectories compared to non-hierarchical baselines as judged by professional sports analysts.

cs.LG↗

Improving the Robustness of Deep Neural Networks via Stability Training

In this paper we address the issue of output instability of deep neural networks: small perturbations in the visual input can significantly distort the feature embeddings and output of a neural network. Such instability affects many deep architectures with state-of-the-art performance on a wide range of computer vision tasks. We present a general stability training method to stabilize deep networks against small input distortions that result from various types of common image processing, such as compression, rescaling, and cropping. We validate our method by stabilizing the state-of-the-art Inception architecture against these types of distortions. In addition, we demonstrate that our stabilized model gives robust state-of-the-art performance on large-scale near-duplicate detection, similar-image ranking, and classification on noisy datasets.

cs.CV↗