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Yung Yi

Publications and source records attributed to Yung Yi.

At least 19 recordsLinked to original sources

Curiosity-Driven Multi-Agent Exploration with Mixed Objectives

Intrinsic rewards have been increasingly used to mitigate the sparse reward problem in single-agent reinforcement learning. These intrinsic rewards encourage the agent to look for novel experiences, guiding the agent to explore the environment sufficiently despite the lack of extrinsic rewards. Curiosity-driven exploration is a simple yet efficient approach that quantifies this novelty as the prediction error of the agent's curiosity module, an internal neural network that is trained to predict the agent's next state given its current state and action. We show here, however, that naively using this curiosity-driven approach to guide exploration in sparse reward cooperative multi-agent environments does not consistently lead to improved results. Straightforward multi-agent extensions of curiosity-driven exploration take into consideration either individual or collective novelty only and thus, they do not provide a distinct but collaborative intrinsic reward signal that is essential for learning in cooperative multi-agent tasks. In this work, we propose a curiosity-driven multi-agent exploration method that has the mixed objective of motivating the agents to explore the environment in ways that are individually and collectively novel. First, we develop a two-headed curiosity module that is trained to predict the corresponding agent's next observation in the first head and the next joint observation in the second head. Second, we design the intrinsic reward formula to be the sum of the individual and joint prediction errors of this curiosity module. We empirically show that the combination of our curiosity module architecture and intrinsic reward formulation guides multi-agent exploration more efficiently than baseline approaches, thereby providing the best performance boost to MARL algorithms in cooperative navigation environments with sparse rewards.

cs.AI

Power of Bonus in Pricing for Crowdsourcing

We consider a simple form of pricing for a crowdsourcing system, where pricing policy is published a priori, and workers then decide their task acceptance. Such a pricing form is widely adopted in practice for its simplicity, e.g., Amazon Mechanical Turk, although additional sophistication to pricing rule can enhance budget efficiency. With the goal of designing efficient and simple pricing rules, we study the impact of the following two design features in pricing policies: (i) personalization tailoring policy worker-by-worker and (ii) bonus payment to qualified task completion. In the Bayesian setting, where the only prior distribution of workers' profiles is available, we first study the Price of Agnosticism (PoA) that quantifies the utility gap between personalized and common pricing policies. We show that PoA is bounded within a constant factor under some mild conditions, and the impact of bonus is essential in common pricing. These analytic results imply that complex personalized pricing can be replaced by simple common pricing once it is equipped with a proper bonus payment. To provide insights on efficient common pricing, we then study the efficient mechanisms of bonus payment for several profile distribution regimes which may exist in practice. We provide primitive experiments on Amazon Mechanical Turk, which support our analytical findings.

cs.GT

Rumor Source Detection under Querying with Untruthful Answers

Social networks are the major routes for most individuals to exchange their opinions about new products, social trends and political issues via their interactions. It is often of significant importance to figure out who initially diffuses the information, ie, finding a rumor source or a trend setter. It is known that such a task is highly challenging and the source detection probability cannot be beyond 31 percent for regular trees, if we just estimate the source from a given diffusion snapshot. In practice, finding the source often entails the process of querying that asks "Are you the rumor source?" or "Who tells you the rumor?" that would increase the chance of detecting the source. In this paper, we consider two kinds of querying: (a) simple batch querying and (b) interactive querying with direction under the assumption that queries can be untruthful with some probability. We propose estimation algorithms for those queries, and quantify their detection performance and the amount of extra budget due to untruthfulness, analytically showing that querying significantly improves the detection performance. We perform extensive simulations to validate our theoretical findings over synthetic and real-world social network topologies.

cs.SI

Information Source Finding in Networks: Querying with Budgets

In this paper, we study a problem of detecting the source of diffused information by querying individuals, given a sample snapshot of the information diffusion graph, where two queries are asked: {\em (i)} whether the respondent is the source or not, and {\em (ii)} if not, which neighbor spreads the information to the respondent. We consider the case when respondents may not always be truthful and some cost is taken for each query. Our goal is to quantify the necessary and sufficient budgets to achieve the detection probability $1-δ$ for any given $0<δ<1.$ To this end, we study two types of algorithms: adaptive and non-adaptive ones, each of which corresponds to whether we adaptively select the next respondents based on the answers of the previous respondents or not. We first provide the information theoretic lower bounds for the necessary budgets in both algorithm types. In terms of the sufficient budgets, we propose two practical estimation algorithms, each of non-adaptive and adaptive types, and for each algorithm, we quantitatively analyze the budget which ensures $1-δ$ detection accuracy. This theoretical analysis not only quantifies the budgets needed by practical estimation algorithms achieving a given target detection accuracy in finding the diffusion source, but also enables us to quantitatively characterize the amount of extra budget required in non-adaptive type of estimation, refereed to as {\em adaptivity gap}. We validate our theoretical findings over synthetic and real-world social network topologies.

cs.SI

Necessary and Sufficient Budgets in Information Source Finding with Querying: Adaptivity Gap

In this paper, we study a problem of detecting the source of diffused information by querying individuals, given a sample snapshot of the information diffusion graph, where two queries are asked: {\em (i)} whether the respondent is the source or not, and {\em (ii)} if not, which neighbor spreads the information to the respondent. We consider the case when respondents may not always be truthful and some cost is taken for each query. Our goal is to quantify the necessary and sufficient budgets to achieve the detection probability $1-δ$ for any given $0<δ<1.$ To this end, we study two types of algorithms: adaptive and non-adaptive ones, each of which corresponds to whether we adaptively select the next respondents based on the answers of the previous respondents or not. We first provide the information theoretic lower bounds for the necessary budgets in both algorithm types. In terms of the sufficient budgets, we propose two practical estimation algorithms, each of non-adaptive and adaptive types, and for each algorithm, we quantitatively analyze the budget which ensures $1-δ$ detection accuracy. This theoretical analysis not only quantifies the budgets needed by practical estimation algorithms achieving a given target detection accuracy in finding the diffusion source, but also enables us to quantitatively characterize the amount of extra budget required in non-adaptive type of estimation, refereed to as {\em adaptivity gap}. We validate our theoretical findings over synthetic and real-world social network topologies.

cs.SI

QTRAN++: Improved Value Transformation for Cooperative Multi-Agent Reinforcement Learning

QTRAN is a multi-agent reinforcement learning (MARL) algorithm capable of learning the largest class of joint-action value functions up to date. However, despite its strong theoretical guarantee, it has shown poor empirical performance in complex environments, such as Starcraft Multi-Agent Challenge (SMAC). In this paper, we identify the performance bottleneck of QTRAN and propose a substantially improved version, coined QTRAN++. Our gains come from (i) stabilizing the training objective of QTRAN, (ii) removing the strict role separation between the action-value estimators of QTRAN, and (iii) introducing a multi-head mixing network for value transformation. Through extensive evaluation, we confirm that our diagnosis is correct, and QTRAN++ successfully bridges the gap between empirical performance and theoretical guarantee. In particular, QTRAN++ newly achieves state-of-the-art performance in the SMAC environment. The code will be released.

cs.LG

How Much and When Do We Need Higher-order Information in Hypergraphs? A Case Study on Hyperedge Prediction

Hypergraphs provide a natural way of representing group relations, whose complexity motivates an extensive array of prior work to adopt some form of abstraction and simplification of higher-order interactions. However, the following question has yet to be addressed: How much abstraction of group interactions is sufficient in solving a hypergraph task, and how different such results become across datasets? This question, if properly answered, provides a useful engineering guideline on how to trade off between complexity and accuracy of solving a downstream task. To this end, we propose a method of incrementally representing group interactions using a notion of n-projected graph whose accumulation contains information on up to n-way interactions, and quantify the accuracy of solving a task as n grows for various datasets. As a downstream task, we consider hyperedge prediction, an extension of link prediction, which is a canonical task for evaluating graph models. Through experiments on 15 real-world datasets, we draw the following messages: (a) Diminishing returns: small n is enough to achieve accuracy comparable with near-perfect approximations, (b) Troubleshooter: as the task becomes more challenging, larger n brings more benefit, and (c) Irreducibility: datasets whose pairwise interactions do not tell much about higher-order interactions lose much accuracy when reduced to pairwise abstractions.

cs.SI

Enlarging Discriminative Power by Adding an Extra Class in Unsupervised Domain Adaptation

In this paper, we study the problem of unsupervised domain adaptation that aims at obtaining a prediction model for the target domain using labeled data from the source domain and unlabeled data from the target domain. There exists an array of recent research based on the idea of extracting features that are not only invariant for both domains but also provide high discriminative power for the target domain. In this paper, we propose an idea of empowering the discriminativeness: Adding a new, artificial class and training the model on the data together with the GAN-generated samples of the new class. The trained model based on the new class samples is capable of extracting the features that are more discriminative by repositioning data of current classes in the target domain and therefore drawing the decision boundaries more effectively. Our idea is highly generic so that it is compatible with many existing methods such as DANN, VADA, and DIRT-T. We conduct various experiments for the standard data commonly used for the evaluation of unsupervised domain adaptations and demonstrate that our algorithm achieves the SOTA performance for many scenarios.

cs.LG

Solving Continual Combinatorial Selection via Deep Reinforcement Learning

We consider the Markov Decision Process (MDP) of selecting a subset of items at each step, termed the Select-MDP (S-MDP). The large state and action spaces of S-MDPs make them intractable to solve with typical reinforcement learning (RL) algorithms especially when the number of items is huge. In this paper, we present a deep RL algorithm to solve this issue by adopting the following key ideas. First, we convert the original S-MDP into an Iterative Select-MDP (IS-MDP), which is equivalent to the S-MDP in terms of optimal actions. IS-MDP decomposes a joint action of selecting K items simultaneously into K iterative selections resulting in the decrease of actions at the expense of an exponential increase of states. Second, we overcome this state space explo-sion by exploiting a special symmetry in IS-MDPs with novel weight shared Q-networks, which prov-ably maintain sufficient expressive power. Various experiments demonstrate that our approach works well even when the item space is large and that it scales to environments with item spaces different from those used in training.

cs.LG

An Eye for an Eye: Economics of Retaliation in Mining Pools

Currently, miners typically join mining pools to solve cryptographic puzzles together, and mining pools are in high competition. This has led to the development of several attack strategies such as block withholding (BWH) and fork after withholding (FAW) attacks that can weaken the health of PoW systems and but maximize mining pools' profits. In this paper, we present strategies called Adaptive Retaliation Strategies (ARS) to mitigate not only BWH attacks but also FAW attacks. In ARS, each pool cooperates with other pools in the normal situation, and adaptively executes either FAW or BWH attacks for the purpose of retaliation only when attacked. In addition, in order for rational pools to adopt ARS, ARS should strike to an adaptive balance between retaliation and selfishness because the pools consider their payoff even when they retaliate. We theoretically and numerically show that ARS would not only lead to the induction of a no-attack state among mining pools, but also achieve the adaptive balance between retaliation and selfishness.

cs.CR

QTRAN: Learning to Factorize with Transformation for Cooperative Multi-Agent Reinforcement Learning

We explore value-based solutions for multi-agent reinforcement learning (MARL) tasks in the centralized training with decentralized execution (CTDE) regime popularized recently. However, VDN and QMIX are representative examples that use the idea of factorization of the joint action-value function into individual ones for decentralized execution. VDN and QMIX address only a fraction of factorizable MARL tasks due to their structural constraint in factorization such as additivity and monotonicity. In this paper, we propose a new factorization method for MARL, QTRAN, which is free from such structural constraints and takes on a new approach to transforming the original joint action-value function into an easily factorizable one, with the same optimal actions. QTRAN guarantees more general factorization than VDN or QMIX, thus covering a much wider class of MARL tasks than does previous methods. Our experiments for the tasks of multi-domain Gaussian-squeeze and modified predator-prey demonstrate QTRAN's superior performance with especially larger margins in games whose payoffs penalize non-cooperative behavior more aggressively.

cs.LG

Learning to Schedule Communication in Multi-agent Reinforcement Learning

Many real-world reinforcement learning tasks require multiple agents to make sequential decisions under the agents' interaction, where well-coordinated actions among the agents are crucial to achieve the target goal better at these tasks. One way to accelerate the coordination effect is to enable multiple agents to communicate with each other in a distributed manner and behave as a group. In this paper, we study a practical scenario when (i) the communication bandwidth is limited and (ii) the agents share the communication medium so that only a restricted number of agents are able to simultaneously use the medium, as in the state-of-the-art wireless networking standards. This calls for a certain form of communication scheduling. In that regard, we propose a multi-agent deep reinforcement learning framework, called SchedNet, in which agents learn how to schedule themselves, how to encode the messages, and how to select actions based on received messages. SchedNet is capable of deciding which agents should be entitled to broadcasting their (encoded) messages, by learning the importance of each agent's partially observed information. We evaluate SchedNet against multiple baselines under two different applications, namely, cooperative communication and navigation, and predator-prey. Our experiments show a non-negligible performance gap between SchedNet and other mechanisms such as the ones without communication and with vanilla scheduling methods, e.g., round robin, ranging from 32% to 43%.

cs.AI

Iterative Bayesian Learning for Crowdsourced Regression

Crowdsourcing platforms emerged as popular venues for purchasing human intelligence at low cost for large volume of tasks. As many low-paid workers are prone to give noisy answers, a common practice is to add redundancy by assigning multiple workers to each task and then simply average out these answers. However, to fully harness the wisdom of the crowd, one needs to learn the heterogeneous quality of each worker. We resolve this fundamental challenge in crowdsourced regression tasks, i.e., the answer takes continuous labels, where identifying good or bad workers becomes much more non-trivial compared to a classification setting of discrete labels. In particular, we introduce a Bayesian iterative scheme and show that it provably achieves the optimal mean squared error. Our evaluations on synthetic and real-world datasets support our theoretical results and show the superiority of the proposed scheme.

cs.LG

Simulation-based Distributed Coordination Maximization over Networks

In various online/offline multi-agent networked environments, it is very popular that the system can benefit from coordinating actions of two interacting agents at some cost of coordination. In this paper, we first formulate an optimization problem that captures the amount of coordination gain at the cost of node activation over networks. This problem is challenging to solve in a distributed manner, since the target gain is a function of the long-term time portion of the inter-coupled activations of two adjacent nodes, and thus a standard Lagrange duality theory is hard to apply to obtain a distributed decomposition as in the standard Network Utility Maximization. In this paper, we propose three simulation-based distributed algorithms, each having different update rules, all of which require only one-hop message passing and locally-observed information. The key idea for being distributedness is due to a stochastic approximation method that runs a Markov chain simulation incompletely over time, but provably guarantees its convergence to the optimal solution. Next, we provide a game-theoretic framework to interpret our proposed algorithms from a different perspective. We artificially select the payoff function, where the game's Nash equilibrium is asymptotically equal to the socially optimal point, i.e., no Price-of-Anarchy. We show that two stochastically-approximated variants of standard game-learning dynamics overlap with two algorithms developed from the optimization perspective. Finally, we demonstrate our theoretical findings on convergence, optimality, and further features such as a trade-off between efficiency and convergence speed through extensive simulations.

eess.SY

Learning Data Dependency with Communication Cost

In this paper, we consider the problem of recovering a graph that represents the statistical data dependency among nodes for a set of data samples generated by nodes, which provides the basic structure to perform an inference task, such as MAP (maximum a posteriori). This problem is referred to as structure learning. When nodes are spatially separated in different locations, running an inference algorithm requires a non-negligible amount of message passing, incurring some communication cost. We inevitably have the trade-off between the accuracy of structure learning and the cost we need to pay to perform a given message-passing based inference task because the learnt edge structures of data dependency and physical connectivity graph are often highly different. In this paper, we formalize this trade-off in an optimization problem which outputs the data dependency graph that jointly considers learning accuracy and message-passing costs. We focus on a distributed MAP as the target inference task, and consider two different implementations, ASYNC-MAP and SYNC-MAP that have different message-passing mechanisms and thus different cost structures. In ASYNC- MAP, we propose a polynomial time learning algorithm that is optimal, motivated by the problem of finding a maximum weight spanning tree. In SYNC-MAP, we first prove that it is NP-hard and propose a greedy heuristic. For both implementations, we then quantify how the probability that the resulting data graphs from those learning algorithms differ from the ideal data graph decays as the number of data samples grows, using the large deviation principle, where the decaying rate is characterized by some topological structures of both original data dependency and physical connectivity graphs as well as the degree of the trade-off. We validate our theoretical findings through extensive simulations, which confirms that it has a good match.

stat.ML

Adiabatic Persistent Contrastive Divergence Learning

This paper studies the problem of parameter learning in probabilistic graphical models having latent variables, where the standard approach is the expectation maximization algorithm alternating expectation (E) and maximization (M) steps. However, both E and M steps are computationally intractable for high dimensional data, while the substitution of one step to a faster surrogate for combating against intractability can often cause failure in convergence. We propose a new learning algorithm which is computationally efficient and provably ensures convergence to a correct optimum. Its key idea is to run only a few cycles of Markov Chains (MC) in both E and M steps. Such an idea of running incomplete MC has been well studied only for M step in the literature, called Contrastive Divergence (CD) learning. While such known CD-based schemes find approximated gradients of the log-likelihood via the mean-field approach in E step, our proposed algorithm does exact ones via MC algorithms in both steps due to the multi-time-scale stochastic approximation theory. Despite its theoretical guarantee in convergence, the proposed scheme might suffer from the slow mixing of MC in E step. To tackle it, we also propose a hybrid approach applying both mean-field and MC approximation in E step, where the hybrid approach outperforms the bare mean-field CD scheme in our experiments on real-world datasets.

cs.LG

Optimal Inference in Crowdsourced Classification via Belief Propagation

Crowdsourcing systems are popular for solving large-scale labelling tasks with low-paid workers. We study the problem of recovering the true labels from the possibly erroneous crowdsourced labels under the popular Dawid-Skene model. To address this inference problem, several algorithms have recently been proposed, but the best known guarantee is still significantly larger than the fundamental limit. We close this gap by introducing a tighter lower bound on the fundamental limit and proving that Belief Propagation (BP) exactly matches this lower bound. The guaranteed optimality of BP is the strongest in the sense that it is information-theoretically impossible for any other algorithm to correctly label a larger fraction of the tasks. Experimental results suggest that BP is close to optimal for all regimes considered and improves upon competing state-of-the-art algorithms.

cs.LG

CSMA using the Bethe Approximation: Scheduling and Utility Maximization

CSMA (Carrier Sense Multiple Access), which resolves contentions over wireless networks in a fully distributed fashion, has recently gained a lot of attentions since it has been proved that appropriate control of CSMA parameters guarantees optimality in terms of stability (i.e., scheduling) and system- wide utility (i.e., scheduling and congestion control). Most CSMA-based algorithms rely on the popular MCMC (Markov Chain Monte Carlo) technique, which enables one to find optimal CSMA parameters through iterative loops of `simulation-and-update'. However, such a simulation-based approach often becomes a major cause of exponentially slow convergence, being poorly adaptive to flow/topology changes. In this paper, we develop distributed iterative algorithms which produce approximate solutions with convergence in polynomial time for both stability and utility maximization problems. In particular, for the stability problem, the proposed distributed algorithm requires, somewhat surprisingly, only one iteration among links. Our approach is motivated by the Bethe approximation (introduced by Yedidia, Freeman and Weiss in 2005) allowing us to express approximate solutions via a certain non-linear system with polynomial size. Our polynomial convergence guarantee comes from directly solving the non-linear system in a distributed manner, rather than multiple simulation-and-update loops in existing algorithms. We provide numerical results to show that the algorithm produces highly accurate solutions and converges much faster than the prior ones.

cs.NI