ICML 2023 Papers

International Conference on Machine Learning

Decision breakdown

1,865papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    1558.3%
  • Poster
    1,71091.7%

Browse all papers

Multi-Objective GFlowNets

Moksh Jain, Sharath Chandra Raparthy, Alex Hernández-García, Jarrid Rector-Brooks, Yoshua Bengio, Santiago Miret, Emmanuel Bengio

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We study the problem of generating *diverse* candidates in the context of Multi-Objective Optimization. In many applications of machine learning such as drug discovery and material design, the goal is to generate candidates which simultaneously optimize a set of potentially conflicting objectives. Moreover, these objectives are often imperfect evaluations of some underlying property of interest, making it important to generate diverse candidates to have multiple options for expensive downstream evaluations. We propose Multi-Objective GFlowNets (MOGFNs), a novel method for generating diverse Pareto optimal solutions, based on GFlowNets. We introduce two variants of MOGFNs: MOGFN-PC, which models a family of independent sub-problems defined by a scalarization function, with reward-conditional GFlowNets, and MOGFN-AL, which solves a sequence of sub-problems defined by an acquisition function in an active learning loop. Our experiments on wide variety of synthetic and benchmark tasks demonstrate advantages of the proposed methods in terms of the Pareto performance and importantly, improved candidate diversity, which is the main contribution of this work.

Poster
Atari-5: Distilling the Arcade Learning Environment down to Five Games

Matthew Aitchison, Penny Sweetser, Marcus Hutter

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The Arcade Learning Environment (ALE) has become an essential benchmark for assessing the performance of reinforcement learning algorithms. However, the computational cost of generating results on the entire 57-game dataset limits ALE's use and makes the reproducibility of many results infeasible. We propose a novel solution to this problem in the form of a principled methodology for selecting small but representative subsets of environments within a benchmark suite. We applied our method to identify a subset of five ALE games, we call *Atari-5*, which produces 57-game median score estimates within 10% of their true values. Extending the subset to 10-games recovers 80% of the variance for log-scores for *all* games within the 57-game set. We show this level of compression is possible due to a high degree of correlation between many of the games in ALE.

Poster
Multi-Fidelity Covariance Estimation in the Log-Euclidean Geometry

Aimee Maurais, Terrence Alsup, Benjamin Peherstorfer, Youssef Marzouk

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We introduce a multi-fidelity estimator of covariance matrices that employs the log-Euclidean geometry of the symmetric positive-definite manifold. The estimator fuses samples from a hierarchy of data sources of differing fidelities and costs for variance reduction while guaranteeing definiteness, in contrast with previous approaches. The new estimator makes covariance estimation tractable in applications where simulation or data collection is expensive; to that end, we develop an optimal sample allocation scheme that minimizes the mean-squared error of the estimator given a fixed budget. Guaranteed definiteness is crucial to metric learning, data assimilation, and other downstream tasks. Evaluations of our approach using data from physical applications (heat conduction, fluid dynamics) demonstrate more accurate metric learning and speedups of more than one order of magnitude compared to benchmarks.

Poster
Learning to Incentivize Information Acquisition: Proper Scoring Rules Meet Principal-Agent Model

Siyu Chen, Jibang Wu, Yifan Wu, Zhuoran Yang

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We study the incentivized information acquisition problem, where a principal hires an agent to gather information on her behalf. Such a problem is modeled as a Stackelberg game between the principal and the agent, where the principal announces a scoring rule that specifies the payment, and then the agent then chooses an effort level that maximizes her own profit and reports the information. We study the online setting of such a problem from the principal's perspective, i.e., designing the optimal scoring rule by repeatedly interacting with the strategic agent. We design a provably sample efficient algorithm that tailors the UCB algorithm (Auer et al., 2002) to our model, which achieves a $\mathcal{O} (K^2\cdot T^{2/3})$ regret after $T$ iterations, where $K$ is the number of effort levels of the agent. Our algorithm features a delicate estimation procedure for the optimal profit of the principal, and a conservative correction scheme that ensures the desired agent's actions are incentivized. Furthermore, a key feature of our regret bound is that it is independent of the number of states of the environment.

Poster
Revisiting Pseudo-Label for Single-Positive Multi-Label Learning

Biao Liu, Ning Xu, Jiaqi Lv, Xin Geng

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To deal with the challenge of high cost of annotating all relevant labels for each example in multi-label learning, single-positive multi-label learning (SPMLL) has been studied in recent years, where each example is annotated with only one positive label. By adopting pseudo-label generation, i.e., assigning pseudo-label to each example by various strategies, existing methods have empirically validated that SPMLL would significantly reduce the amount of supervision with a tolerable damage in classification performance. However, there is no existing method that can provide a theoretical guarantee for learning from pseudo-label on SPMLL. In this paper, the conditions of the effectiveness of learning from pseudo-label for SPMLL are shown and the learnability of pseudo-label-based methods is proven. Furthermore, based on the theoretical guarantee of pseudo-label for SPMLL, we propose a novel SPMLL method named MIME, i.e., Mutual label enhancement for sIngle-positive Multi-label lEarning and prove that the generated pseudo-label by MIME approximately converges to the fully-supervised case. Experiments on four image datasets and five MLL datasets show the effectiveness of our methods over several existing SPMLL approaches.

Poster
Multi-agent Online Scheduling: MMS Allocations for Indivisible Items

Shengwei Zhou, Rufan Bai, Xiaowei Wu

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We consider the problem of fairly allocating a sequence of indivisible items that arrive online in an arbitrary order to a group of $n$ agents with additive normalized valuation functions, we consider the allocation of goods and chores separately and propose algorithms for approximating maximin share (MMS) allocations for both settings. When agents have identical valuation functions the problem coincides with the semi-online machine covering problem (when items are goods) and load balancing problem (when items are chores), for both of which optimal competitive ratios have been achieved. In this paper we consider the case when agents have general additive valuation functions. For the allocation of goods we show that no competitive algorithm exists even when there are only three agents and propose an optimal $0.5$-competitive algorithm for the case of two agents. For the allocation of chores we propose a $(2-1/n)$-competitive algorithm for $n\geq 3$ agents and a $\sqrt{2}\approx 1.414$-competitive algorithm for two agents. Additionally, we show that no algorithm can do better than $15/11\approx 1.364$-competitive for two agents.

Poster
Network Effects in Performative Prediction Games

Xiaolu Wang, Chung-Yiu Yau, Hoi To Wai

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This paper studies the multi-agent performative prediction (Multi-PP) games over multiplex networks. We consider a distributed learning setting where agents partially cooperate on an agent network, while during learning, the data samples drawn depend on the prediction models of the agent itself and neighboring agents on a population network. The dynamics of Multi-PP games is hence affected by the interplay between both networks. This paper concentrates on this Multi-PP game with the following contributions. Firstly, we analyze sufficient conditions for the existence of the performative stable equilibrium (PSE) and Nash equilibrium (NE) of the Multi-PP games. Secondly, we analyze the changes to the equilibrium induced by perturbed data distributions, and derive the closed-form solutions where the network topologies are explicit. Our results connect the existence of PSE/NE with strengths of agents' cooperation, and the changes of equilibrium solutions across agents with their node centrality, etc. Lastly, we show that a stochastic gradient descent (SGD) based distributed learning procedure finds the PSE under the said sufficient condition. Numerical illustrations on the network effects in Multi-PP games corroborate our findings.

Poster
Fast Rates in Time-Varying Strongly Monotone Games

Yu-Hu Yan, Peng Zhao, Zhi-Hua Zhou

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Multi-player online games depict the interaction of multiple players with each other over time. Strongly monotone games are of particular interest since they have benign properties and also relate to many classic games that have applications in real life. Existing works mainly focus on the time-invariant case with provable guarantees established. However, the research of the more general *time-varying* games in changing environments is underexplored and the best-known result cannot match the guarantees in the time-invariant case. In this work, we present a new decentralized online algorithm for time-varying strongly monotone games, which greatly improves existing results and obtains fast rates, matching the best time-invariant guarantee without knowing the environmental non-stationarity. Furthermore, to achieve faster rates, we generalize the RVU property with smoothness and establish a series of problem-dependent bounds that also match the best time-invariant one. To realize all those results, we make a comprehensive use of the techniques in non-stationary and universal online learning.

Poster
Cut your Losses with Squentropy

Like Hui, Mikhail Belkin, Stephen Wright

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Nearly all practical neural models for classification are trained using the cross-entropy loss. Yet this ubiquitous choice is supported by little theoretical or empirical evidence. Recent work (Hui & Belkin, 2020) suggests that training using the (rescaled) square loss is often superior in terms of the classification accuracy. In this paper we propose the "squentropy" loss, which is the sum of two terms: the cross-entropy loss and the average square loss over the incorrect classes. We provide an extensive set of experiment on multi-class classification problems showing that the squentropy loss outperforms both the pure cross-entropy and rescaled square losses in terms of the classification accuracy. We also demonstrate that it provides significantly better model calibration than either of these alternative losses and, furthermore, has less variance with respect to the random initialization. Additionally, in contrast to the square loss, squentropy loss can frequently be trained using exactly the same optimization parameters, including the learning rate, as the standard cross-entropy loss, making it a true ''plug-and-play'' replacement. Finally, unlike the rescaled square loss, multiclass squentropy contains no parameters that need to be adjusted.

Poster
Tight Regret Bounds for Single-pass Streaming Multi-armed Bandits

Chen Wang

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Regret minimization in streaming multi-armed bandits (MABs) has been studied extensively, and recent work has shown that algorithms with $o(K)$ memory have to incur $\Omega(T^{2/3})$ regret, where $K$ and $T$ are the numbers of arms and trials. However, the previous best regret upper bound is still $O(K^{1/3} T^{2/3}\log^{1/3}(T))$, which is achieved by the simple uniform exploration algorithm. In this paper, we close this gap and complete the picture of regret minimization in single-pass streaming MABs. We first improve the regret lower bound to $\Omega(K^{1/3}T^{2/3})$ for algorithms with $o(K)$ memory. We then show that the $\log^{1/3}(T)$ factor is not necessary by designing algorithms with at most $O(\log^*(K))$-arm memory and achieve $O(K^{1/3}T^{2/3})$ expected regret based on streaming $\varepsilon$-best arm algorithms. We further tested the empirical performances of our algorithms on simulated MABs instances, where the proposed algorithms outperform the benchmark uniform exploration algorithm by a large margin and, on occasion, reduce the regret by up to 70%.

Poster
Label Distributionally Robust Losses for Multi-class Classification: Consistency, Robustness and Adaptivity

Dixian Zhu, Yiming Ying, Tianbao Yang

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We study a family of loss functions named label-distributionally robust (LDR) losses for multi-class classification that are formulated from distributionally robust optimization (DRO) perspective, where the uncertainty in the given label information are modeled and captured by taking the worse case of distributional weights. The benefits of this perspective are several fold: (i) it provides a unified framework to explain the classical cross-entropy (CE) loss and SVM loss and their variants, (ii) it includes a special family corresponding to the temperature-scaled CE loss, which is widely adopted but poorly understood; (iii) it allows us to achieve adaptivity to the uncertainty degree of label information at an instance level. Our contributions include: (1) we study both consistency and robustness by establishing top-$k$ ($\forall k\geq 1$) consistency of LDR losses for multi-class classification, and a negative result that a top-$1$ consistent and symmetric robust loss cannot achieve top-$k$ consistency simultaneously for all $k\geq 2$; (2) we propose a new adaptive LDR loss that automatically adapts the individualized temperature parameter to the noise degree of class label of each instance; (3) we demonstrate stable and competitive performance for the proposed adaptive LDR loss on 7 benchmark datasets under 6 noisy label and 1 clean settings against 13 loss functions, and on one real-world noisy dataset. The method is open-sourced at https://github.com/Optimization-AI/ICML2023_LDR.

Poster
Representation Learning with Multi-Step Inverse Kinematics: An Efficient and Optimal Approach to Rich-Observation RL

Zakaria Mhammedi, Dylan J Foster, Alexander Rakhlin

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We study the design of sample-efficient algorithms for reinforcement learning in the presence of rich, high-dimensional observations, formalized via the Block MDP problem. Existing algorithms suffer from either 1) computational intractability, 2) strong statistical assumptions that are not necessarily satisfied in practice, or 3) suboptimal sample complexity. We address these issues by providing the first computationally efficient algorithm that attains rate-optimal sample complexity with respect to the desired accuracy level, with minimal statistical assumptions. Our algorithm, MusIK, combines exploration with representation learning based on multi-step inverse kinematics, a learning objective in which the aim is to predict the current action from the current observation and observations in the (potentially distant) future. MusIK is simple and flexible, and can efficiently take advantage of general-purpose function approximation. Our analysis of MusIK leverages several new techniques tailored to non-optimistic algorithms for reward-free exploration, which we anticipate will find broader use.

Oral
Hierarchies of Reward Machines

Daniel Furelos-Blanco, Mark Law, Anders Jonsson, Krysia Broda, Alessandra Russo

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Reward machines (RMs) are a recent formalism for representing the reward function of a reinforcement learning task through a finite-state machine whose edges encode subgoals of the task using high-level events. The structure of RMs enables the decomposition of a task into simpler and independently solvable subtasks that help tackle long-horizon and/or sparse reward tasks. We propose a formalism for further abstracting the subtask structure by endowing an RM with the ability to call other RMs, thus composing a hierarchy of RMs (HRM). We exploit HRMs by treating each call to an RM as an independently solvable subtask using the options framework, and describe a curriculum-based method to learn HRMs from traces observed by the agent. Our experiments reveal that exploiting a handcrafted HRM leads to faster convergence than with a flat HRM, and that learning an HRM is feasible in cases where its equivalent flat representation is not.

Oral
Complementary Attention for Multi-Agent Reinforcement Learning

Jianzhun Shao, Hongchang Zhang, Yun Qu, Chang Liu, Shuncheng He, Yuhang Jiang, Xiangyang Ji

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In cooperative multi-agent reinforcement learning, centralized training with decentralized execution (CTDE) shows great promise for a trade-off between independent Q-learning and joint action learning. However, vanilla CTDE methods assumed a fixed number of agents could hardly adapt to real-world scenarios where dynamic team compositions typically suffer from dramatically variant partial observability. Specifically, agents with extensive sight ranges are prone to be affected by trivial environmental substrates, dubbed the "distracted attention" issue; ones with limited observation can hardly sense their teammates, degrading the cooperation quality. In this paper, we propose Complementary Attention for Multi-Agent reinforcement learning (CAMA), which applies a divide-and-conquer strategy on input entities accompanied with the complementary attention of enhancement and replenishment. Concretely, to tackle the distracted attention issue, highly contributed entities' attention is enhanced by the execution-related representation extracted via action prediction with an inverse model. For better out-of-sight-range cooperation, the lowly contributed ones are compressed to brief messages with a conditional mutual information estimator. Our CAMA facilitates stable and sustainable teamwork, which is justified by the impressive results reported on the challenging StarCraftII, MPE, and Traffic Junction benchmarks.

Poster
PCA-based Multi-Task Learning: a Random Matrix Approach

Malik Tiomoko, Romain Couillet, Frederic Pascal

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The article proposes and theoretically analyses a *computationally efficient* multi-task learning (MTL) extension of popular principal component analysis (PCA)-based supervised learning schemes. The analysis reveals that (i) by default, learning may dramatically fail by suffering from *negative transfer*, but that (ii) simple counter-measures on data labels avert negative transfer and necessarily result in improved performances. Supporting experiments on synthetic and real data benchmarks show that the proposed method achieves comparable performance with state-of-the-art MTL methods but at a *significantly reduced computational cost*.

Poster
Context-Aware Bayesian Network Actor-Critic Methods for Cooperative Multi-Agent Reinforcement Learning

Dingyang Chen, Qi Zhang

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Executing actions in a correlated manner is a common strategy for human coordination that often leads to better cooperation, which is also potentially beneficial for cooperative multi-agent reinforcement learning (MARL). However, the recent success of MARL relies heavily on the convenient paradigm of purely decentralized execution, where there is no action correlation among agents for scalability considerations. In this work, we introduce a Bayesian network to inaugurate correlations between agents' action selections in their joint policy. Theoretically, we establish a theoretical justification for why action dependencies are beneficial by deriving the multi-agent policy gradient formula under such a Bayesian network joint policy and proving its global convergence to Nash equilibria under tabular softmax policy parameterization in cooperative Markov games. Further, by equipping existing MARL algorithms with a recent method of differentiable directed acyclic graphs (DAGs), we develop practical algorithms to learn the context-aware Bayesian network policies in scenarios with partial observability and various difficulty. We also dynamically decrease the sparsity of the learned DAG throughout the training process, which leads to weakly or even purely independent policies for decentralized execution. Empirical results on a range of MARL benchmarks show the benefits of our approach.

Poster
N$\text{A}^\text{2}$Q: Neural Attention Additive Model for Interpretable Multi-Agent Q-Learning

Zichuan Liu, Yuanyang Zhu, Chunlin Chen

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Value decomposition is widely used in cooperative multi-agent reinforcement learning, however, its implicit credit assignment mechanism is not yet fully understood due to black-box networks. In this work, we study an interpretable value decomposition framework via the family of generalized additive models. We present a novel method, named Neural Attention Additive Q-learning (N$\text{A}^\text{2}$Q), providing inherent intelligibility of collaboration behavior. N$\text{A}^\text{2}$Q can explicitly factorize the optimal joint policy induced by enriching shape functions to model all possible coalition of agents into individual policies. Moreover, we construct the identity semantics to promote estimating credits together with the global state and individual value functions, where local semantic masks help us diagnose whether each agent captures the relevant-task information. Extensive experiments show that N$\text{A}^\text{2}$Q consistently achieves superior performance compared to different state-of-the-art methods on all challenging tasks, while yielding human-like interpretability.

Poster
Provable Multi-instance Deep AUC Maximization with Stochastic Pooling

Dixian Zhu, Bokun Wang, Zhi Chen, Yaxing Wang, Milan Sonka, Xiaodong Wu, Tianbao Yang

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This paper considers a novel application of deep AUC maximization (DAM) for multi-instance learning (MIL), in which a single class label is assigned to a bag of instances (e.g., multiple 2D slices of a CT scan for a patient). We address a neglected yet non-negligible computational challenge of MIL in the context of DAM, i.e., bag size is too large to be loaded into GPU memory for backpropagation, which is required by the standard pooling methods of MIL. To tackle this challenge, we propose variance-reduced stochastic pooling methods in the spirit of stochastic optimization by formulating the loss function over the pooled prediction as a multi-level compositional function. By synthesizing techniques from stochastic compositional optimization and non-convex min-max optimization, we propose a unified and provable muli-instance DAM (MIDAM) algorithm with stochastic smoothed-max pooling or stochastic attention-based pooling, which only samples a few instances for each bag to compute a stochastic gradient estimator and to update the model parameter. We establish a similar convergence rate of the proposed MIDAM algorithm as the state-of-the-art DAM algorithms. Our extensive experiments on conventional MIL datasets and medical datasets demonstrate the superiority of our MIDAM algorithm. The method is open-sourced at https://libauc.org/.

Poster
The Ideal Continual Learner: An Agent That Never Forgets

Liangzu Peng, Paris Giampouras, Rene Vidal

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The goal of continual learning is to find a model that solves multiple learning tasks which are presented sequentially to the learner. A key challenge in this setting is that the learner may "forget" how to solve a previous task when learning a new task, a phenomenon known as catastrophic forgetting. To address this challenge, many practical methods have been proposed, including memory-based, regularization-based and expansion-based methods. However, a rigorous theoretical understanding of these methods remains elusive. This paper aims to bridge this gap between theory and practice by proposing a new continual learning framework called "Ideal Continual Learner" (ICL), which is guaranteed to avoid catastrophic forgetting by construction. We show that ICL unifies multiple well-established continual learning methods and gives new theoretical insights into the strengths and weaknesses of these methods. We also derive generalization bounds for ICL which allow us to theoretically quantify "how rehearsal affects generalization". Finally, we connect ICL to several classic subjects and research topics of modern interest, which allows us to make historical remarks and inspire future directions.

Poster
DSGD-CECA: Decentralized SGD with Communication-Optimal Exact Consensus Algorithm

Lisang Ding, Kexin Jin, Bicheng Ying, Kun Yuan, Wotao Yin

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Decentralized Stochastic Gradient Descent (SGD) is an emerging neural network training approach that enables multiple agents to train a model collaboratively and simultaneously. Rather than using a central parameter server to collect gradients from all the agents, each agent keeps a copy of the model parameters and communicates with a small number of other agents to exchange model updates. Their communication, governed by the communication topology and gossip weight matrices, facilitates the exchange of model updates. The state-of-the-art approach uses the dynamic one-peer exponential-2 topology, achieving faster training times and improved scalability than the ring, grid, torus, and hypercube topologies. However, this approach requires a power-of-2 number of agents, which is impractical at scale. In this paper, we remove this restriction and propose Decentralized SGD with Communication-optimal Exact Consensus Algorithm (DSGD-CECA), which works for any number of agents while still achieving state-of-the-art properties. In particular, DSGD-CECA incurs a unit per-iteration communication overhead and an $\tilde{O}(n^3)$ transient iteration complexity. Our proof is based on newly discovered properties of gossip weight matrices and a novel approach to combine them with DSGD's convergence analysis. Numerical experiments show the efficiency of DSGD-CECA.

Poster