NeurIPS 2022 Papers

Conference on Neural Information Processing Systems

Decision breakdown

2,901papers

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

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    2,901100.0%

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Faster Deep Reinforcement Learning with Slower Online Network

Kavosh Asadi, Rasool Fakoor, Omer Gottesman, Taesup Kim, Michael Littman, Alex Smola

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Deep reinforcement learning algorithms often use two networks for value function optimization: an online network, and a target network that tracks the online network with some delay. Using two separate networks enables the agent to hedge against issues that arise when performing bootstrapping. In this paper we endow two popular deep reinforcement learning algorithms, namely DQN and Rainbow, with updates that incentivize the online network to remain in the proximity of the target network. This improves the robustness of deep reinforcement learning in presence of noisy updates. The resultant agents, called DQN Pro and Rainbow Pro, exhibit significant performance improvements over their original counterparts on the Atari benchmark demonstrating the effectiveness of this simple idea in deep reinforcement learning. The code for our paper is available here: Github.com/amazon-research/fast-rl-with-slow-updates.

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SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning

Changan Chen, Carl Schissler, Sanchit Garg, Philip Kobernik, Alexander Clegg, Paul Calamia, Dhruv Batra, Philip W Robinson, Kristen Grauman

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We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2.0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, we demonstrate two downstream tasks---embodied navigation and far-field automatic speech recognition---and highlight sim2real performance for the latter. SoundSpaces 2.0 is publicly available to facilitate wider research for perceptual systems that can both see and hear.

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DABS 2.0: Improved Datasets and Algorithms for Universal Self-Supervision

Alex Tamkin, Gaurab Banerjee, Mohamed Owda, Vincent Liu, Shashank Rammoorthy, Noah Goodman

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Universal self-supervised (SSL) algorithms hold enormous promise for making machine learning accessible to high-impact domains such as protein biology, manufacturing, and genomics. We present DABS 2.0: a set of improved datasets and algorithms for advancing research on universal SSL. We extend the recently-introduced DABS benchmark with the addition of five real-world science and engineering domains: protein biology, bacterial genomics, multispectral satellite imagery, semiconductor wafers, and particle physics, bringing the total number of domains in the benchmark to twelve. We also propose a new universal SSL algorithm, Capri, and a generalized version of masked autoencoding, and apply both on all twelve domains---the most wide-ranging exploration of SSL yet. We find that multiple algorithms show gains across domains, outperforming previous baselines. In addition, we demonstrate the usefulness of DABS for scientific study of SSL by investigating the optimal corruption rate for each algorithm, showing that the best setting varies based on the domain. Code will be released at http://github.com/alextamkin/dabs}{http://github.com/alextamkin/dabs

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RSA: Reducing Semantic Shift from Aggressive Augmentations for Self-supervised Learning

Yingbin Bai, Erkun Yang, Zhaoqing Wang, Yuxuan Du, Bo Han, Cheng Deng, Dadong Wang, Tongliang Liu

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Most recent self-supervised learning methods learn visual representation by contrasting different augmented views of images. Compared with supervised learning, more aggressive augmentations have been introduced to further improve the diversity of training pairs. However, aggressive augmentations may distort images' structures leading to a severe semantic shift problem that augmented views of the same image may not share the same semantics, thus degrading the transfer performance. To address this problem, we propose a new SSL paradigm, which counteracts the impact of semantic shift by balancing the role of weak and aggressively augmented pairs. Specifically, semantically inconsistent pairs are of minority, and we treat them as noisy pairs. Note that deep neural networks (DNNs) have a crucial memorization effect that DNNs tend to first memorize clean (majority) examples before overfitting to noisy (minority) examples. Therefore, we set a relatively large weight for aggressively augmented data pairs at the early learning stage. With the training going on, the model begins to overfit noisy pairs. Accordingly, we gradually reduce the weights of aggressively augmented pairs. In doing so, our method can better embrace aggressive augmentations and neutralize the semantic shift problem. Experiments show that our model achieves 73.1% top-1 accuracy on ImageNet-1K with ResNet-50 for 200 epochs, which is a 2.5% improvement over BYOL. Moreover, experiments also demonstrate that the learned representations can transfer well for various downstream tasks. Code is released at: https://github.com/tmllab/RSA.

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Receding Horizon Inverse Reinforcement Learning

Yiqing Xu, Wei Gao, David Hsu

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Inverse reinforcement learning (IRL) seeks to infer a cost function that explains the underlying goals and preferences of expert demonstrations. This paper presents Receding Horizon Inverse Reinforcement Learning (RHIRL), a new IRL algorithm for high-dimensional, noisy, continuous systems with black-box dynamic models. RHIRL addresses two key challenges of IRL: scalability and robustness. To handle high-dimensional continuous systems, RHIRL matches the induced optimal trajectories with expert demonstrations locally in a receding horizon manner and ``stitches'' together the local solutions to learn the cost; it thereby avoids the ``curse of dimensionality''. This contrasts sharply with earlier algorithms that match with expert demonstrations globally over the entire high-dimensional state space. To be robust against imperfect expert demonstrations and control noise, RHIRL learns a state-dependent cost function ``disentangled'' from system dynamics under mild conditions. Experiments on benchmark tasks show that RHIRL outperforms several leading IRL algorithms in most instances. We also prove that the cumulative error of RHIRL grows linearly with the task duration.

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Sequential Information Design: Learning to Persuade in the Dark

Martino Bernasconi, Matteo Castiglioni, Alberto Marchesi, Nicola Gatti, Francesco Trovò

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We study a repeated information design problem faced by an informed sender who tries to influence the behavior of a self-interested receiver. We consider settings where the receiver faces a sequential decision making (SDM) problem. At each round, the sender observes the realizations of random events in the SDM problem. This begets the challenge of how to incrementally disclose such information to the receiver to persuade them to follow (desirable) action recommendations. We study the case in which the sender does not know random events probabilities, and, thus, they have to gradually learn them while persuading the receiver. Our goal is to design online learning algorithms that are no-regret for the sender, while at the same time being persuasive for the receiver. We start by providing a non-trivial polytopal approximation of the set of sender's persuasive information structures. This is crucial to design efficient learning algorithms. Next, we prove a negative result: no learning algorithm can be persuasive. Thus, we relax persuasiveness requirements by focusing on algorithms that guarantee that the receiver's regret in following recommendations grows sub-linearly. In the full-feedback setting---where the sender observes all random events realizations---, we provide an algorithm with $\tilde{O}(\sqrt{T})$ regret for both the sender and the receiver. Instead, in the bandit-feedback setting---where the sender only observes the realizations of random events actually occurring in the SDM problem---, we design an algorithm that, given an $\alpha \in [1/2, 1]$ as input, ensures $\tilde{O}({T^\alpha})$ and $\tilde{O}( T^{\max \{ \alpha, 1-\frac{\alpha}{2} \} })$ regrets for the sender and the receiver, respectively. This result is complemented by a lower bound showing that such a regrets trade-off is essentially tight.

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Quantized Training of Gradient Boosting Decision Trees

Yu Shi, Guolin Ke, Zhuoming Chen, Shuxin Zheng, Tie-Yan Liu

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Recent years have witnessed significant success in Gradient Boosting Decision Trees (GBDT) for a wide range of machine learning applications. Generally, a consensus about GBDT's training algorithms is gradients and statistics are computed based on high-precision floating points. In this paper, we investigate an essentially important question which has been largely ignored by the previous literature - how many bits are needed for representing gradients in training GBDT? To solve this mystery, we propose to quantize all the high-precision gradients in a very simple yet effective way in the GBDT's training algorithm. Surprisingly, both our theoretical analysis and empirical studies show that the necessary precisions of gradients without hurting any performance can be quite low, e.g., 2 or 3 bits. With low-precision gradients, most arithmetic operations in GBDT training can be replaced by integer operations of 8, 16, or 32 bits. Promisingly, these findings may pave the way for much more efficient training of GBDT from several aspects: (1) speeding up the computation of gradient statistics in histograms; (2) compressing the communication cost of high-precision statistical information during distributed training; (3) the inspiration of utilization and development of hardware architectures which well support low-precision computation for GBDT training. Benchmarked on CPUs, GPUs, and distributed clusters, we observe up to 2$\times$ speedup of our simple quantization strategy compared with SOTA GBDT systems on extensive datasets, demonstrating the effectiveness and potential of the low-precision training of GBDT. The code will be released to the official repository of LightGBM.

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Uncoupled Learning Dynamics with $O(\log T)$ Swap Regret in Multiplayer Games

Ioannis Anagnostides, Gabriele Farina, Christian Kroer, Chung-Wei Lee, Haipeng Luo, Tuomas Sandholm

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In this paper we establish efficient and \emph{uncoupled} learning dynamics so that, when employed by all players in a general-sum multiplayer game, the \emph{swap regret} of each player after $T$ repetitions of the game is bounded by $O(\log T)$, improving over the prior best bounds of $O(\log^4 (T))$. At the same time, we guarantee optimal $O(\sqrt{T})$ swap regret in the adversarial regime as well. To obtain these results, our primary contribution is to show that when all players follow our dynamics with a \emph{time-invariant} learning rate, the \emph{second-order path lengths} of the dynamics up to time $T$ are bounded by $O(\log T)$, a fundamental property which could have further implications beyond near-optimally bounding the (swap) regret. Our proposed learning dynamics combine in a novel way \emph{optimistic} regularized learning with the use of \emph{self-concordant barriers}. Further, our analysis is remarkably simple, bypassing the cumbersome framework of higher-order smoothness recently developed by Daskalakis, Fishelson, and Golowich (NeurIPS'21).

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HAPI: A Large-scale Longitudinal Dataset of Commercial ML API Predictions

Lingjiao Chen, Zhihua Jin, Sabri Eyuboglu, Christopher Re, Matei Zaharia, James Y. Zou

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Commercial ML APIs offered by providers such as Google, Amazon and Microsoft have dramatically simplified ML adoptions in many applications. Numerous companies and academics pay to use ML APIs for tasks such as object detection, OCR and sentiment analysis. Different ML APIs tackling the same task can have very heterogeneous performances. Moreover, the ML models underlying the APIs also evolve over time. As ML APIs rapidly become a valuable marketplace and an integral part of analytics, it is critical to systematically study and compare different APIs with each other and to characterize how individual APIs change over time. However, this practically important topic is currently underexplored due to the lack of data. In this paper, we present HAPI (History of APIs), a longitudinal dataset of 1,761,417 instances of commercial ML API applications (involving APIs from Amazon, Google, IBM, Microsoft and other providers) across diverse tasks including image tagging, speech recognition, and text mining from 2020 to 2022. Each instance consists of a query input for an API (e.g., an image or text) along with the API’s output prediction/annotation and confidence scores. HAPI is the first large-scale dataset of ML API usages and is a unique resource for studying ML as-a-service (MLaaS). As examples of the types of analyses that HAPI enables, we show that ML APIs’ performance changes substantially over time—several APIs’ accuracies dropped on specific benchmark datasets. Even when the API’s aggregate performance stays steady, its error modes can shift across different subtypes of data between 2020 and 2022. Such changes can substantially impact the entire analytics pipelines that use some ML API as a component. We further use HAPI to study commercial APIs’ performance disparities across demographic subgroups over time. HAPI can stimulate more research in the growing field of MLaaS.

Accept
Patching open-vocabulary models by interpolating weights

Gabriel Ilharco, Mitchell Wortsman, Samir Yitzhak Gadre, Shuran Song, Hannaneh Hajishirzi, Simon Kornblith, Ali Farhadi, Ludwig Schmidt

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Open-vocabulary models like CLIP achieve high accuracy across many image classification tasks. However, there are still settings where their zero-shot performance is far from optimal. We study model patching, where the goal is to improve accuracy on specific tasks without degrading accuracy on tasks where performance is already adequate. Towards this goal, we introduce PAINT, a patching method that uses interpolations between the weights of a model before fine-tuning and the weights after fine-tuning on a task to be patched. On nine tasks where zero-shot CLIP performs poorly, PAINT increases accuracy by 15 to 60 percentage points while preserving accuracy on ImageNet within one percentage point of the zero-shot model. PAINT also allows a single model to be patched on multiple tasks and improves with model scale. Furthermore, we identify cases of broad transfer, where patching on one task increases accuracy on other tasks even when the tasks have disjoint classes. Finally, we investigate applications beyond common benchmarks such as counting or reducing the impact of typographic attacks on CLIP. Our findings demonstrate that it is possible to expand the set of tasks on which open-vocabulary models achieve high accuracy without re-training them from scratch.

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P2P: Tuning Pre-trained Image Models for Point Cloud Analysis with Point-to-Pixel Prompting

Ziyi Wang, Xumin Yu, Yongming Rao, Jie Zhou, Jiwen Lu

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Nowadays, pre-training big models on large-scale datasets has become a crucial topic in deep learning. The pre-trained models with high representation ability and transferability achieve a great success and dominate many downstream tasks in natural language processing and 2D vision. However, it is non-trivial to promote such a pretraining-tuning paradigm to the 3D vision, given the limited training data that are relatively inconvenient to collect. In this paper, we provide a new perspective of leveraging pre-trained 2D knowledge in 3D domain to tackle this problem, tuning pre-trained image models with the novel Point-to-Pixel prompting for point cloud analysis at a minor parameter cost. Following the principle of prompting engineering, we transform point clouds into colorful images with geometry-preserved projection and geometry-aware coloring to adapt to pre-trained image models, whose weights are kept frozen during the end-to-end optimization of point cloud analysis tasks. We conduct extensive experiments to demonstrate that cooperating with our proposed Point-to-Pixel Prompting, better pre-trained image model will lead to consistently better performance in 3D vision. Enjoying prosperous development from image pre-training field, our method attains 89.3% accuracy on the hardest setting of ScanObjectNN, surpassing conventional point cloud models with much fewer trainable parameters. Our framework also exhibits very competitive performance on ModelNet classification and ShapeNet Part Segmentation. Code is available at https://github.com/wangzy22/P2P.

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This is the way: designing and compiling LEPISZCZE, a comprehensive NLP benchmark for Polish

Lukasz Augustyniak, Kamil Tagowski, Albert Sawczyn, Denis Janiak, Roman Bartusiak, Adrian Dominik Szymczak, Arkadiusz Janz, Piotr Szymański, Marcin Wątroba, Mikołaj Morzy, Tomasz Jan Kajdanowicz, Maciej Piasecki

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The availability of compute and data to train larger and larger language models increases the demand for robust methods of benchmarking the true progress of LM training. Recent years witnessed significant progress in standardized benchmarking for English. Benchmarks such as GLUE, SuperGLUE, or KILT have become a de facto standard tools to compare large language models. Following the trend to replicate GLUE for other languages, the KLEJ benchmark\ (klej is the word for glue in Polish) has been released for Polish. In this paper, we evaluate the progress in benchmarking for low-resourced languages. We note that only a handful of languages have such comprehensive benchmarks. We also note the gap in the number of tasks being evaluated by benchmarks for resource-rich English/Chinese and the rest of the world. In this paper, we introduce LEPISZCZE (lepiszcze is the Polish word for glew, the Middle English predecessor of glue), a new, comprehensive benchmark for Polish NLP with a large variety of tasks and high-quality operationalization of the benchmark. We design LEPISZCZE with flexibility in mind. Including new models, datasets, and tasks is as simple as possible while still offering data versioning and model tracking. In the first run of the benchmark, we test 13 experiments (task and dataset pairs) based on the five most recent LMs for Polish. We use five datasets from the Polish benchmark and add eight novel datasets. As the paper's main contribution, apart from LEPISZCZE, we provide insights and experiences learned while creating the benchmark for Polish as the blueprint to design similar benchmarks for other low-resourced languages.

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Unsupervised Object Detection Pretraining with Joint Object Priors Generation and Detector Learning

Yizhou Wang, Meilin Chen, Shixiang Tang, Feng Zhu, Haiyang Yang, Lei Bai, Rui Zhao, Yunfeng Yan, Donglian Qi, Wanli Ouyang

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Unsupervised pretraining methods for object detection aim to learn object discrimination and localization ability from large amounts of images. Typically, recent works design pretext tasks that supervise the detector to predict the defined object priors. They normally leverage heuristic methods to produce object priors, \emph{e.g.,} selective search, which separates the prior generation and detector learning and leads to sub-optimal solutions. In this work, we propose a novel object detection pretraining framework that could generate object priors and learn detectors jointly by generating accurate object priors from the model itself. Specifically, region priors are extracted by attention maps from the encoder, which highlights foregrounds. Instance priors are the selected high-quality output bounding boxes of the detection decoder. By assuming objects as instances in the foreground, we can generate object priors with both region and instance priors. Moreover, our object priors are jointly refined along with the detector optimization. With better object priors as supervision, the model could achieve better detection capability, which in turn promotes the object priors generation. Our method improves the competitive approaches by \textbf{+1.3 AP}, \textbf{+1.7 AP} in 1\% and 10\% COCO low-data regimes object detection.

Accept
Sampling without Replacement Leads to Faster Rates in Finite-Sum Minimax Optimization

Aniket Das, Bernhard Schölkopf, Michael Muehlebach

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We analyze the convergence rates of stochastic gradient algorithms for smooth finite-sum minimax optimization and show that, for many such algorithms, sampling the data points \emph{without replacement} leads to faster convergence compared to sampling with replacement. For the smooth and strongly convex-strongly concave setting, we consider gradient descent ascent and the proximal point method, and present a unified analysis of two popular without-replacement sampling strategies, namely \emph{Random Reshuffling} (RR), which shuffles the data every epoch, and \emph{Single Shuffling} or \emph{Shuffle Once} (SO), which shuffles only at the beginning. We obtain tight convergence rates for RR and SO and demonstrate that these strategies lead to faster convergence than uniform sampling. Moving beyond convexity, we obtain similar results for smooth nonconvex-nonconcave objectives satisfying a two-sided Polyak-\L{}ojasiewicz inequality. Finally, we demonstrate that our techniques are general enough to analyze the effect of \emph{data-ordering attacks}, where an adversary manipulates the order in which data points are supplied to the optimizer. Our analysis also recovers tight rates for the \emph{incremental gradient} method, where the data points are not shuffled at all.

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MCL-GAN: Generative Adversarial Networks with Multiple Specialized Discriminators

Jinyoung Choi, Bohyung Han

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We propose a framework of generative adversarial networks with multiple discriminators, which collaborate to represent a real dataset more effectively. Our approach facilitates learning a generator consistent with the underlying data distribution based on real images and thus mitigates the chronic mode collapse problem. From the inspiration of multiple choice learning, we guide each discriminator to have expertise in a subset of the entire data and allow the generator to find reasonable correspondences between the latent and real data spaces automatically without extra supervision for training examples. Despite the use of multiple discriminators, the backbone networks are shared across the discriminators and the increase in training cost is marginal. We demonstrate the effectiveness of our algorithm using multiple evaluation metrics in the standard datasets for diverse tasks.

Accept
Maximum Common Subgraph Guided Graph Retrieval: Late and Early Interaction Networks

Indradyumna Roy, Soumen Chakrabarti, Abir De

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The graph retrieval problem is to search in a large corpus of graphs for ones that are most similar to a query graph. A common consideration for scoring similarity is the maximum common subgraph (MCS) between the query and corpus graphs, usually counting the number of common edges (i.e., MCES). In some applications, it is also desirable that the common subgraph be connected, i.e., the maximum common connected subgraph (MCCS). Finding exact MCES and MCCS is intractable, but may be unnecessary if ranking corpus graphs by relevance is the goal. We design fast and trainable neural functions that approximate MCES and MCCS well. Late interaction methods compute dense representations for the query and corpus graph separately, and compare these representations using simple similarity functions at the last stage, leading to highly scalable systems. Early interaction methods combine information from both graphs right from the input stages, are usually considerably more accurate, but slower. We propose both late and early interaction neural MCES and MCCS formulations. They are both based on a continuous relaxation of a node alignment matrix between query and corpus nodes. For MCCS, we propose a novel differentiable network for estimating the size of the largest connected common subgraph. Extensive experiments with seven data sets show that our proposals are superior among late interaction models in terms of both accuracy and speed. Our early interaction models provide accuracy competitive with the state of the art, at substantially greater speeds.

Accept
ConfLab: A Data Collection Concept, Dataset, and Benchmark for Machine Analysis of Free-Standing Social Interactions in the Wild

Chirag Raman, Jose Vargas Quiros, Stephanie Tan, Ashraful Islam, Ekin Gedik, Hayley Hung

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Recording the dynamics of unscripted human interactions in the wild is challenging due to the delicate trade-offs between several factors: participant privacy, ecological validity, data fidelity, and logistical overheads. To address these, following a 'datasets for the community by the community' ethos, we propose the Conference Living Lab (ConfLab): a new concept for multimodal multisensor data collection of in-the-wild free-standing social conversations. For the first instantiation of ConfLab described here, we organized a real-life professional networking event at a major international conference. Involving 48 conference attendees, the dataset captures a diverse mix of status, acquaintance, and networking motivations. Our capture setup improves upon the data fidelity of prior in-the-wild datasets while retaining privacy sensitivity: 8 videos (1920x1080, 60 fps) from a non-invasive overhead view, and custom wearable sensors with onboard recording of body motion (full 9-axis IMU), privacy-preserving low-frequency audio (1250 Hz), and Bluetooth-based proximity. Additionally, we developed custom solutions for distributed hardware synchronization at acquisition, and time-efficient continuous annotation of body keypoints and actions at high sampling rates. Our benchmarks showcase some of the open research tasks related to in-the-wild privacy-preserving social data analysis: keypoints detection from overhead camera views, skeleton-based no-audio speaker detection, and F-formation detection.

Accept
Structure-Aware Image Segmentation with Homotopy Warping

Xiaoling Hu

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Besides per-pixel accuracy, topological correctness is also crucial for the segmentation of images with fine-scale structures, e.g., satellite images and biomedical images. In this paper, by leveraging the theory of digital topology, we identify pixels in an image that are critical for topology. By focusing on these critical pixels, we propose a new \textbf{homotopy warping loss} to train deep image segmentation networks for better topological accuracy. To efficiently identify these topologically critical pixels, we propose a new algorithm exploiting the distance transform. The proposed algorithm, as well as the loss function, naturally generalize to different topological structures in both 2D and 3D settings. The proposed loss function helps deep nets achieve better performance in terms of topology-aware metrics, outperforming state-of-the-art structure/topology-aware segmentation methods.

Accept
Neural Payoff Machines: Predicting Fair and Stable Payoff Allocations Among Team Members

Daphne Cornelisse, Thomas Rood, Yoram Bachrach, Mateusz Malinowski, Tal Kachman

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In many multi-agent settings, participants can form teams to achieve collective outcomes that may far surpass their individual capabilities. Measuring the relative contributions of agents and allocating them shares of the reward that promote long-lasting cooperation are difficult tasks. Cooperative game theory offers solution concepts identifying distribution schemes, such as the Shapley value, that fairly reflect the contribution of individuals to the performance of the team or the Core, which reduces the incentive of agents to abandon their team. Applications of such methods include identifying influential features and sharing the costs of joint ventures or team formation. Unfortunately, using these solutions requires tackling a computational barrier as they are hard to compute, even in restricted settings. In this work, we show how cooperative game-theoretic solutions can be distilled into a learned model by training neural networks to propose fair and stable payoff allocations. We show that our approach creates models that can generalize to games far from the training distribution and can predict solutions for more players than observed during training. An important application of our framework is Explainable AI: our approach can be used to speed-up Shapley value computations on many instances.

Accept
A Policy-Guided Imitation Approach for Offline Reinforcement Learning

Haoran Xu, Li Jiang, Jianxiong Li, Xianyuan Zhan

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Offline reinforcement learning (RL) methods can generally be categorized into two types: RL-based and Imitation-based. RL-based methods could in principle enjoy out-of-distribution generalization but suffer from erroneous off-policy evaluation. Imitation-based methods avoid off-policy evaluation but are too conservative to surpass the dataset. In this study, we propose an alternative approach, inheriting the training stability of imitation-style methods while still allowing logical out-of-distribution generalization. We decompose the conventional reward-maximizing policy in offline RL into a guide-policy and an execute-policy. During training, the guide-poicy and execute-policy are learned using only data from the dataset, in a supervised and decoupled manner. During evaluation, the guide-policy guides the execute-policy by telling where it should go so that the reward can be maximized, serving as the \textit{Prophet}. By doing so, our algorithm allows \textit{state-compositionality} from the dataset, rather than \textit{action-compositionality} conducted in prior imitation-style methods. We dumb this new approach Policy-guided Offline RL (\texttt{POR}). \texttt{POR} demonstrates the state-of-the-art performance on D4RL, a standard benchmark for offline RL. We also highlight the benefits of \texttt{POR} in terms of improving with supplementary suboptimal data and easily adapting to new tasks by only changing the guide-poicy.

Accept