NeurIPS 2023 Papers

Conference on Neural Information Processing Systems

Decision breakdown

3,584papers

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

  • Oral
    772.1%
  • Spotlight
    40011.2%
  • Poster
    3,10786.7%

Browse all papers

A Unifying Perspective on Multi-Calibration: Game Dynamics for Multi-Objective Learning

Nika Haghtalab, Michael Jordan, Eric Zhao

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We provide a unifying framework for the design and analysis of multi-calibrated predictors. By placing the multi-calibration problem in the general setting of multi-objective learning---where learning guarantees must hold simultaneously over a set of distributions and loss functions---we exploit connections to game dynamics to achieve state-of-the-art guarantees for a diverse set of multi-calibration learning problems. In addition to shedding light on existing multi-calibration guarantees and greatly simplifying their analysis, our approach also yields improved guarantees, such as error tolerances that scale with the square-root of group size versus the constant tolerances guaranteed by prior works, and improving the complexity of $k$-class multi-calibration by an exponential factor of $k$ versus Gopalan et al.. Beyond multi-calibration, we use these game dynamics to address emerging considerations in the study of group fairness and multi-distribution learning.

Poster
Data Market Design through Deep Learning

Sai Srivatsa Ravindranath, Yanchen Jiang, David C. Parkes

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The _data market design_ problem is a problem in economic theory to find a set of signaling schemes (statistical experiments) to maximize expected revenue to the information seller, where each experiment reveals some of the information known to a seller and has a corresponding price. Each buyer has their own decision to make in a world environment, and their subjective expected value for the information associated with a particular experiment comes from the improvement in this decision and depends on their prior and value for different outcomes. In a setting with multiple buyers, a buyer's expected value for an experiment may also depend on the information sold to others. We introduce the application of deep learning for the design of revenue-optimal data markets, looking to expand the frontiers of what can be understood and achieved. Relative to earlier work on deep learning for auction design, we must learn signaling schemes rather than allocation rules and handle _obedience constraints_ — these arising from modeling the downstream actions of buyers — in addition to incentive constraints on bids. Our experiments demonstrate that this new deep learning framework can almost precisely replicate all known solutions from theory, expand to more complex settings, and be used to establish the optimality of new designs for data markets and make conjectures in regard to the structure of optimal designs.

Poster
FedGame: A Game-Theoretic Defense against Backdoor Attacks in Federated Learning

Jinyuan Jia, Zhuowen Yuan, Dinuka Sahabandu, Luyao Niu, Arezoo Rajabi, Bhaskar Ramasubramanian, Bo Li, Radha Poovendran

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Federated learning (FL) provides a distributed training paradigm where multiple clients can jointly train a global model without sharing their local data. However, recent studies have shown that FL offers an additional surface for backdoor attacks. For instance, an attacker can compromise a subset of clients and thus corrupt the global model to misclassify an input with a backdoor trigger as the adversarial target. Existing defenses for FL against backdoor attacks usually detect and exclude the corrupted information from the compromised clients based on a static attacker model. However, such defenses are inadequate against dynamic attackers who strategically adapt their attack strategies. To bridge this gap, we model the strategic interactions between the defender and dynamic attackers as a minimax game. Based on the analysis of the game, we design an interactive defense mechanism FedGame. We prove that under mild assumptions, the global model trained with FedGame under backdoor attacks is close to that trained without attacks. Empirically, we compare FedGame with multiple state-of-the-art baselines on several benchmark datasets under various attacks. We show that FedGame can effectively defend against strategic attackers and achieves significantly higher robustness than baselines. Our code is available at: https://github.com/AI-secure/FedGame.

Poster
Team-PSRO for Learning Approximate TMECor in Large Team Games via Cooperative Reinforcement Learning

Stephen Marcus McAleer, Gabriele Farina, Gaoyue Zhou, Mingzhi Wang, Yaodong Yang, Tuomas Sandholm

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Recent algorithms have achieved superhuman performance at a number of two-player zero-sum games such as poker and go. However, many real-world situations are multi-player games. Zero-sum two-team games, such as bridge and football, involve two teams where each member of the team shares the same reward with every other member of that team, and each team has the negative of the reward of the other team. A popular solution concept in this setting, called TMECor, assumes that teams can jointly correlate their strategies before play, but are not able to communicate during play. This setting is harder than two-player zero-sum games because each player on a team has different information and must use their public actions to signal to other members of the team. Prior works either have game-theoretic guarantees but only work in very small games, or are able to scale to large games but do not have game-theoretic guarantees. In this paper we introduce two algorithms: Team-PSRO, an extension of PSRO from two-player games to team games, and Team-PSRO Mix-and-Match which improves upon Team PSRO by better using population policies. In Team-PSRO, in every iteration both teams learn a joint best response to the opponent's meta-strategy via reinforcement learning. As the reinforcement learning joint best response approaches the optimal best response, Team-PSRO is guaranteed to converge to a TMECor. In experiments on Kuhn poker and Liar's Dice, we show that a tabular version of Team-PSRO converges to TMECor, and a version of Team PSRO using deep cooperative reinforcement learning beats self-play reinforcement learning in the large game of Google Research Football.

Poster
Computing Optimal Nash Equilibria in Multiplayer Games

Youzhi Zhang, Bo An, Venkatramanan Siva Subrahmanian

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Designing efficient algorithms to compute a Nash Equilibrium (NE) in multiplayer games is still an open challenge. In this paper, we focus on computing an NE that optimizes a given objective function. For example, when there is a team of players independently playing against an adversary in a game (e.g., several groups in a forest trying to interdict illegal loggers in green security games), these team members may need to find an NE minimizing the adversary’s utility. Finding an optimal NE in multiplayer games can be formulated as a mixed-integer bilinear program by introducing auxiliary variables to represent bilinear terms, leading to a huge number of bilinear terms, making it hard to solve. To overcome this challenge, we first propose a general framework for this formulation based on a set of correlation plans. We then develop a novel algorithm called CRM based on this framework, which uses correlation plans with their relations to strictly reduce the feasible solution space after the convex relaxation of bilinear terms while minimizing the number of correlation plans to significantly reduce the number of bilinear terms. We show that our techniques can significantly reduce the time complexity and CRM can be several orders of magnitude faster than the state-of-the-art baseline.

Poster
When are ensembles really effective?

Ryan Theisen, Hyunsuk Kim, Yaoqing Yang, Liam Hodgkinson, Michael W. Mahoney

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Ensembling has a long history in statistical data analysis, with many impactful applications. However, in many modern machine learning settings, the benefits of ensembling are less ubiquitous and less obvious. We study, both theoretically and empirically, the fundamental question of when ensembling yields significant performance improvements in classification tasks. Theoretically, we prove new results relating the \emph{ensemble improvement rate} (a measure of how much ensembling decreases the error rate versus a single model, on a relative scale) to the \emph{disagreement-error ratio}. We show that ensembling improves performance significantly whenever the disagreement rate is large relative to the average error rate; and that, conversely, one classifier is often enough whenever the disagreement rate is low relative to the average error rate. On the way to proving these results, we derive, under a mild condition called \emph{competence}, improved upper and lower bounds on the average test error rate of the majority vote classifier. To complement this theory, we study ensembling empirically in a variety of settings, verifying the predictions made by our theory, and identifying practical scenarios where ensembling does and does not result in large performance improvements. Perhaps most notably, we demonstrate a distinct difference in behavior between interpolating models (popular in current practice) and non-interpolating models (such as tree-based methods, where ensembling is popular), demonstrating that ensembling helps considerably more in the latter case than in the former.

Poster
Similarity-based cooperative equilibrium

Caspar Oesterheld, Johannes Treutlein, Roger Baker Grosse, Vincent Conitzer, Jakob Nicolaus Foerster

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As machine learning agents act more autonomously in the world, they will increasingly interact with each other. Unfortunately, in many social dilemmas like the one-shot Prisoner’s Dilemma, standard game theory predicts that ML agents will fail to cooperate with each other. Prior work has shown that one way to enable cooperative outcomes in the one-shot Prisoner’s Dilemma is to make the agents mutually transparent to each other, i.e., to allow them to access one another’s source code (Rubinstein, 1998; Tennenholtz, 2004) – or weights in the case of ML agents. However, full transparency is often unrealistic, whereas partial transparency is commonplace. Moreover, it is challenging for agents to learn their way to cooperation in the full transparency setting. In this paper, we introduce a more realistic setting in which agents only observe a single number indicating how similar they are to each other. We prove that this allows for the same set of cooperative outcomes as the full transparency setting. We also demonstrate experimentally that cooperation can be learned using simple ML methods.

Poster
Guarantees for Self-Play in Multiplayer Games via Polymatrix Decomposability

Revan MacQueen, James R. Wright

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Self-play is a technique for machine learning in multi-agent systems where a learning algorithm learns by interacting with copies of itself. Self-play is useful for generating large quantities of data for learning, but has the drawback that the agents the learner will face post-training may have dramatically different behavior than the learner came to expect by interacting with itself. For the special case of two-player constant-sum games, self-play that reaches Nash equilibrium is guaranteed to produce strategies that perform well against any post-training opponent; however, no such guarantee exists for multiplayer games. We show that in games that approximately decompose into a set of two-player constant-sum games (called constant-sum polymatrix games) where global $\epsilon$-Nash equilibria are boundedly far from Nash equilibria in each subgame (called subgame stability), any no-external-regret algorithm that learns by self-play will produce a strategy with bounded vulnerability. For the first time, our results identify a structural property of multiplayer games that enable performance guarantees for the strategies produced by a broad class of self-play algorithms. We demonstrate our findings through experiments on Leduc poker.

Poster
Polynomial-Time Linear-Swap Regret Minimization in Imperfect-Information Sequential Games

Gabriele Farina, Charilaos Pipis

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No-regret learners seek to minimize the difference between the loss they cumulated through the actions they played, and the loss they would have cumulated in hindsight had they consistently modified their behavior according to some strategy transformation function. The size of the set of transformations considered by the learner determines a natural notion of rationality. As the set of transformations each learner considers grows, the strategies played by the learners recover more complex game-theoretic equilibria, including correlated equilibria in normal-form games and extensive-form correlated equilibria in extensive-form games. At the extreme, a no-swap-regret agent is one that minimizes regret against the set of all functions from the set of strategies to itself. While it is known that the no-swap-regret condition can be attained efficiently in nonsequential (normal-form) games, understanding what is the strongest notion of rationality that can be attained efficiently in the worst case in sequential (extensive-form) games is a longstanding open problem. In this paper we provide a positive result, by showing that it is possible, in any sequential game, to retain polynomial-time (in the game tree size) iterations while achieving sublinear regret with respect to all linear transformations of the mixed strategy space, a notion called no-linear-swap regret. This notion of hindsight rationality is as strong as no-swap-regret in nonsequential games, and stronger than no-trigger-regret in sequential games—thereby proving the existence of a subset of extensive-form correlated equilibria robust to linear deviations, which we call linear-deviation correlated equilibria, that can be approached efficiently.

Poster
Alternation makes the adversary weaker in two-player games

Volkan Cevher, Ashok Cutkosky, Ali Kavis, Georgios Piliouras, Stratis Skoulakis, Luca Viano

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Motivated by alternating game-play in two-player games, we study an altenating variant of the \textit{Online Linear Optimization} (OLO). In alternating OLO, a \textit{learner} at each round $t \in [n]$ selects a vector $x^t$ and then an \textit{adversary} selects a cost-vector $c^t \in [-1,1]^n$. The learner then experiences cost $(c^t + c^{t-1})^\top x^t$ instead of $(c^t)^\top x^t$ as in standard OLO. We establish that under this small twist, the $\Omega(\sqrt{T})$ lower bound on the regret is no longer valid. More precisely, we present two online learning algorithms for alternating OLO that respectively admit $\mathcal{O}((\log n)^{4/3} T^{1/3})$ regret for the $n$-dimensional simplex and $\mathcal{O}(\rho \log T)$ regret for the ball of radius $\rho>0$. Our results imply that in alternating game-play, an agent can always guarantee $\mathcal{\tilde{O}}((\log n)^{4/3} T^{1/3})$ regardless the strategies of the other agent while the regret bound improves to $\mathcal{O}(\log T)$ in case the agent admits only two actions.

Spotlight
Randomized and Deterministic Maximin-share Approximations for Fractionally Subadditive Valuations

Hannaneh Akrami, Kurt Mehlhorn, Masoud Seddighin, Golnoosh Shahkarami

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We consider the problem of guaranteeing maximin-share ($\MMS$) when allocating a set of indivisible items to a set of agents with fractionally subadditive ($\XOS$) valuations. For $\XOS$ valuations, it has been previously shown that for some instances no allocation can guarantee a fraction better than $1/2$ of maximin-share to all the agents. Also, a deterministic allocation exists that guarantees $0.219225$ of the maximin-share of each agent. Our results involve both deterministic and randomized allocations. On the deterministic side, we improve the best approximation guarantee for fractionally subadditive valuations to $3/13 = 0.230769$. We develop new ideas on allocating large items in our allocation algorithm which might be of independent interest. Furthermore, we investigate randomized algorithms and the Best-of-both-worlds fairness guarantees. We propose a randomized allocation that is $1/4$-$\MMS$ ex-ante and $1/8$-$\MMS$ ex-post for $\XOS$ valuations. Moreover, we prove an upper bound of $3/4$ on the ex-ante guarantee for this class of valuations.

Poster
$\varepsilon$-fractional core stability in Hedonic Games.

Simone Fioravanti, Michele Flammini, Bojana Kodric, Giovanna Varricchio

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Hedonic Games (HGs) are a classical framework modeling coalition formation of strategic agents guided by their individual preferences. According to these preferences, it is desirable that a coalition structure (i.e. a partition of agents into coalitions) satisfies some form of stability. The most well-known and natural of such notions is arguably core-stability. Informally, a partition is core-stable if no subset of agents would like to deviate by regrouping in a so-called core-blocking coalition. Unfortunately, core-stable partitions seldom exist and even when they do, it is often computationally intractable to find one. To circumvent these problems, we propose the notion of $\varepsilon$-fractional core-stability, where at most an $\varepsilon$-fraction of all possible coalitions is allowed to core-block. It turns out that such a relaxation may guarantee both existence and polynomial-time computation. Specifically, we design efficient algorithms returning an $\varepsilon$-fractional core-stable partition, with $\varepsilon$ exponentially decreasing in the number of agents, for two fundamental classes of HGs: Simple Fractional and Anonymous. From a probabilistic point of view, being the definition of $\varepsilon$-fractional core equivalent to requiring that uniformly sampled coalitions core-block with probability lower than $\varepsilon$, we further extend the definition to handle more complex sampling distributions. Along this line, when valuations have to be learned from samples in a PAC-learning fashion, we give positive and negative results on which distributions allow the efficient computation of outcomes that are $\varepsilon$-fractional core-stable with arbitrarily high confidence.

Poster
A normative theory of social conflict

Sergey A. Shuvaev, Evgeny M Amelchenko, Dmitry Smagin, Natalia Kudryavtseva, Grigori Enikolopov, Alexei A. Koulakov

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Social conflict is a survival mechanism yielding both normal and pathological behaviors. To understand its underlying principles, we collected behavioral and whole-brain neural data from mice advancing through stages of social conflict. We modeled the animals’ interactions as a normal-form game using Bayesian inference to account for the partial observability of animals’ strengths. We find that our behavioral and neural data are consistent with the first-level Theory of Mind (1-ToM) model where mice form “primary” beliefs about the strengths of all mice involved and “secondary” beliefs that estimate the beliefs of their opponents. Our model identifies the brain regions that carry the information about these beliefs and offers a framework for studies of social behaviors in partially observable settings.

Poster
Strategic Data Sharing between Competitors

Nikita Tsoy, Nikola Konstantinov

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Collaborative learning techniques have significantly advanced in recent years, enabling private model training across multiple organizations. Despite this opportunity, firms face a dilemma when considering data sharing with competitors—while collaboration can improve a company’s machine learning model, it may also benefit competitors and hence reduce profits. In this work, we introduce a general framework for analyzing this data-sharing trade-off. The framework consists of three components, representing the firms’ production decisions, the effect of additional data on model quality, and the data-sharing negotiation process, respectively. We then study an instantiation of the framework, based on a conventional market model from economic theory, to identify key factors that affect collaboration incentives. Our findings indicate a profound impact of market conditions on the data-sharing incentives. In particular, we find that reduced competition, in terms of the similarities between the firms’ products, and harder learning tasks foster collaboration.

Poster