NeurIPS 2023 论文列表

Conference on Neural Information Processing Systems

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3,584篇论文

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  • Oral
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    40011.2%
  • Poster
    3,10786.7%

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Distributional Pareto-Optimal Multi-Objective Reinforcement Learning

Xin-Qiang Cai, Pushi Zhang, Li Zhao, Jiang Bian, Masashi Sugiyama, Ashley Juan Llorens

展开摘要

Multi-objective reinforcement learning (MORL) has been proposed to learn control policies over multiple competing objectives with each possible preference over returns. However, current MORL algorithms fail to account for distributional preferences over the multi-variate returns, which are particularly important in real-world scenarios such as autonomous driving. To address this issue, we extend the concept of Pareto-optimality in MORL into distributional Pareto-optimality, which captures the optimality of return distributions, rather than the expectations. Our proposed method, called Distributional Pareto-Optimal Multi-Objective Reinforcement Learning~(DPMORL), is capable of learning distributional Pareto-optimal policies that balance multiple objectives while considering the return uncertainty. We evaluated our method on several benchmark problems and demonstrated its effectiveness in discovering distributional Pareto-optimal policies and satisfying diverse distributional preferences compared to existing MORL methods.

Poster
The Best of Both Worlds in Network Population Games: Reaching Consensus and Convergence to Equilibrium

Shuyue Hu, Harold Soh, Georgios Piliouras

展开摘要

Reaching consensus and convergence to equilibrium are two major challenges of multi-agent systems. Although each has attracted significant attention, relatively few studies address both challenges at the same time. This paper examines the connection between the notions of consensus and equilibrium in a multi-agent system where multiple interacting sub-populations coexist. We argue that consensus can be seen as an intricate component of intra-population stability, whereas equilibrium can be seen as encoding inter-population stability. We show that smooth fictitious play, a well-known learning model in game theory, can achieve both consensus and convergence to equilibrium in diverse multi-agent settings. Moreover, we show that the consensus formation process plays a crucial role in the seminal thorny problem of equilibrium selection in multi-agent learning.

Poster
OpenIllumination: A Multi-Illumination Dataset for Inverse Rendering Evaluation on Real Objects

Isabella Liu, Linghao Chen, Ziyang Fu, Liwen Wu, Haian Jin, Zhong Li, Chin Ming Ryan Wong, Yi Xu, Ravi Ramamoorthi, Zexiang Xu, Hao Su

展开摘要

We introduce OpenIllumination, a real-world dataset containing over 108K images of 64 objects with diverse materials, captured under 72 camera views and a large number of different illuminations. For each image in the dataset, we provide accurate camera parameters, illumination ground truth, and foreground segmentation masks. Our dataset enables the quantitative evaluation of most inverse rendering and material decomposition methods for real objects. We examine several state-of-the-art inverse rendering methods on our dataset and compare their performances. The dataset and code can be found on the project page: https://oppo-us-research.github.io/OpenIllumination.

Poster
An active learning framework for multi-group mean estimation

Abdellah Aznag, Rachel Cummings, Adam N. Elmachtoub

展开摘要

We consider a fundamental problem where there are multiple groups whose data distributions are unknown, and an analyst would like to learn the mean of each group. We consider an active learning framework to sequentially collect $T$ samples with bandit, each period observing a sample from a chosen group. After observing a sample, the analyst may update their estimate of the mean and variance of that group and choose the next group accordingly. The objective is to dynamically collect samples to minimize the $p$-norm of the vector of variances of our mean estimators after $T$ rounds. We propose an algorithm, Variance-UCB, that selects groups according to a an upper bound on the variance estimate adjusted to the $p$-norm chosen. We show that the regret of Variance-UCB is $O(T^{-2})$ for finite $p$, and prove that no algorithm can do better. When $p$ is infinite, we recover the $O(T^{-1.5})$ obtained in \cite{activelearning, carpentier2011upper} and provide a new lower bound showing that no algorithm can do better.

Poster
Demystifying the Optimal Performance of Multi-Class Classification

Minoh Jeong, Martina Cardone, Alex Dytso

展开摘要

Classification is a fundamental task in science and engineering on which machine learning methods have shown outstanding performances. However, it is challenging to determine whether such methods have achieved the Bayes error rate, that is, the lowest error rate attained by any classifier. This is mainly due to the fact that the Bayes error rate is not known in general and hence, effectively estimating it is paramount. Inspired by the work by Ishida et al. (2023), we propose an estimator for the Bayes error rate of supervised multi-class classification problems. We analyze several theoretical aspects of such estimator, including its consistency, unbiasedness, convergence rate, variance, and robustness. We also propose a denoising method that reduces the noise that potentially corrupts the data labels, and we improve the robustness of the proposed estimator to outliers by incorporating the median-of-means estimator. Our analysis demonstrates the consistency, asymptotic unbiasedness, convergence rate, and robustness of the proposed estimators. Finally, we validate the effectiveness of our theoretical results via experiments both on synthetic data under various noise settings and on real data.

Poster
Linear Time Algorithms for k-means with Multi-Swap Local Search

Junyu Huang, Qilong Feng, Ziyun Huang, Jinhui Xu, Jianxin Wang

展开摘要

The local search methods have been widely used to solve the clustering problems. In practice, local search algorithms for clustering problems mainly adapt the single-swap strategy, which enables them to handle large-scale datasets and achieve linear running time in the data size. However, compared with multi-swap local search algorithms, there is a considerable gap on the approximation ratios of the single-swap local search algorithms. Although the current multi-swap local search algorithms provide small constant approximation, the proposed algorithms tend to have large polynomial running time, which cannot be used to handle large-scale datasets. In this paper, we propose a multi-swap local search algorithm for the $k$-means problem with linear running time in the data size. Given a swap size $t$, our proposed algorithm can achieve a $(50(1+\frac{1}{t})+\epsilon)$-approximation, which improves the current best result 509 (ICML 2019) with linear running time in the data size. Our proposed method, compared with previous multi-swap local search algorithms, is the first one to achieve linear running time in the data size. To obtain a more practical algorithm for the problem with better clustering quality and running time, we propose a sampling-based method which accelerates the process of clustering cost update during swaps. Besides, a recombination mechanism is proposed to find potentially better solutions. Empirical experiments show that our proposed algorithms achieve better performances compared with branch and bound solver (NeurIPS 2022) and other existing state-of-the-art local search algorithms on both small and large datasets.

Poster
Multi-Fidelity Multi-Armed Bandits Revisited

Xuchuang Wang, Qingyun Wu, Wei Chen, John C.S. Lui

展开摘要

We study the multi-fidelity multi-armed bandit ($\texttt{MF-MAB}$), an extension of the canonical multi-armed bandit (MAB) problem. $\texttt{MF-MAB}$ allows each arm to be pulled with different costs (fidelities) and observation accuracy. We study both the best arm identification with fixed confidence ($\texttt{BAI}$) and the regret minimization objectives. For $\texttt{BAI}$, we present (a) a cost complexity lower bound, (b) an algorithmic framework with two alternative fidelity selection procedures, and (c) both procedures' cost complexity upper bounds. From both cost complexity bounds of $\texttt{MF-MAB}$, one can recover the standard sample complexity bounds of the classic (single-fidelity) MAB. For regret minimization of $\texttt{MF-MAB}$, we propose a new regret definition, prove its problem-independent regret lower bound $\Omega(K^{1/3}\Lambda^{2/3})$ and problem-dependent lower bound $\Omega(K\log \Lambda)$, where $K$ is the number of arms and $\Lambda$ is the decision budget in terms of cost, and devise an elimination-based algorithm whose worst-cost regret upper bound matches its corresponding lower bound up to some logarithmic terms and, whose problem-dependent bound matches its corresponding lower bound in terms of $\Lambda$.

Poster
Arbitrarily Scalable Environment Generators via Neural Cellular Automata

Yulun Zhang, Matthew Christopher Fontaine, Varun Bhatt, Stefanos Nikolaidis, Jiaoyang Li

展开摘要

We study the problem of generating arbitrarily large environments to improve the throughput of multi-robot systems. Prior work proposes Quality Diversity (QD) algorithms as an effective method for optimizing the environments of automated warehouses. However, these approaches optimize only relatively small environments, falling short when it comes to replicating real-world warehouse sizes. The challenge arises from the exponential increase in the search space as the environment size increases. Additionally, the previous methods have only been tested with up to 350 robots in simulations, while practical warehouses could host thousands of robots. In this paper, instead of optimizing environments, we propose to optimize Neural Cellular Automata (NCA) environment generators via QD algorithms. We train a collection of NCA generators with QD algorithms in small environments and then generate arbitrarily large environments from the generators at test time. We show that NCA environment generators maintain consistent, regularized patterns regardless of environment size, significantly enhancing the scalability of multi-robot systems in two different domains with up to 2,350 robots. Additionally, we demonstrate that our method scales a single-agent reinforcement learning policy to arbitrarily large environments with similar patterns. We include the source code at https://github.com/lunjohnzhang/warehouse_env_gen_nca_public.

Poster
Provably Fast Convergence of Independent Natural Policy Gradient for Markov Potential Games

Youbang Sun, Tao Liu, Ruida Zhou, Panganamala Kumar, Shahin Shahrampour

展开摘要

This work studies an independent natural policy gradient (NPG) algorithm for the multi-agent reinforcement learning problem in Markov potential games. It is shown that, under mild technical assumptions and the introduction of the \textit{suboptimality gap}, the independent NPG method with an oracle providing exact policy evaluation asymptotically reaches an $\epsilon$-Nash Equilibrium (NE) within $\mathcal{O}(1/\epsilon)$ iterations. This improves upon the previous best result of $\mathcal{O}(1/\epsilon^2)$ iterations and is of the same order, $\mathcal{O}(1/\epsilon)$, that is achievable for the single-agent case. Empirical results for a synthetic potential game and a congestion game are presented to verify the theoretical bounds.

Poster
Flexible Attention-Based Multi-Policy Fusion for Efficient Deep Reinforcement Learning

Zih-Yun Chiu, Yi-Lin Tuan, William Yang Wang, Michael C. Yip

展开摘要

Reinforcement learning (RL) agents have long sought to approach the efficiency of human learning. Humans are great observers who can learn by aggregating external knowledge from various sources, including observations from others' policies of attempting a task. Prior studies in RL have incorporated external knowledge policies to help agents improve sample efficiency. However, it remains non-trivial to perform arbitrary combinations and replacements of those policies, an essential feature for generalization and transferability. In this work, we present Knowledge-Grounded RL (KGRL), an RL paradigm fusing multiple knowledge policies and aiming for human-like efficiency and flexibility. We propose a new actor architecture for KGRL, Knowledge-Inclusive Attention Network (KIAN), which allows free knowledge rearrangement due to embedding-based attentive action prediction. KIAN also addresses entropy imbalance, a problem arising in maximum entropy KGRL that hinders an agent from efficiently exploring the environment, through a new design of policy distributions. The experimental results demonstrate that KIAN outperforms alternative methods incorporating external knowledge policies and achieves efficient and flexible learning. Our implementation is available at https://github.com/Pascalson/KGRL.git .

Poster
Multi-task learning with summary statistics

Parker Knight, Rui Duan

展开摘要

Multi-task learning has emerged as a powerful machine learning paradigm for integrating data from multiple sources, leveraging similarities between tasks to improve overall model performance. However, the application of multi-task learning to real-world settings is hindered by data-sharing constraints, especially in healthcare settings. To address this challenge, we propose a flexible multi-task learning framework utilizing summary statistics from various sources. Additionally, we present an adaptive parameter selection approach based on a variant of Lepski's method, allowing for data-driven tuning parameter selection when only summary statistics are accessible. Our systematic non-asymptotic analysis characterizes the performance of the proposed methods under various regimes of the source datasets' sample complexity and overlap. We demonstrate our theoretical findings and the performance of the method through extensive simulations. This work offers a more flexible tool for training related models across various domains, with practical implications in genetic risk prediction and many other fields.

Poster
Mind2Web: Towards a Generalist Agent for the Web

Xiang Deng, Yu Gu, Boyuan Zheng, Shijie Chen, Samuel Stevens, Boshi Wang, Huan Sun, Yu Su

展开摘要

We introduce Mind2Web, the first dataset for developing and evaluating generalist agents for the web that can follow language instructions to complete complex tasks on any website. Existing datasets for web agents either use simulated websites or only cover a limited set of websites and tasks, thus not suitable for generalist web agents. With over 2,000 open-ended tasks collected from 137 websites spanning 31 domains and crowdsourced action sequences for the tasks, Mind2Web provides three necessary ingredients for building generalist web agents: 1) diverse domains, websites, and tasks, 2) use of real-world websites instead of simulated and simplified ones, and 3) a broad spectrum of user interaction patterns. Based on Mind2Web, we conduct an initial exploration of using large language models (LLMs) for building generalist web agents. While the raw HTML of real-world websites are often too large to be fed to LLMs, we show that first filtering it with a small LM significantly improves the effectiveness and efficiency of LLMs. Our solution demonstrates a decent level of performance, even on websites or entire domains the model has never seen before, but there is still a substantial room to improve towards truly generalizable agents. We open-source our dataset, model implementation, and trained models (https://osu-nlp-group.github.io/Mind2Web) to facilitate further research on building a generalist agent for the web.

Spotlight
Generalized test utilities for long-tail performance in extreme multi-label classification

Erik Schultheis, Marek Wydmuch, Wojciech Kotlowski, Rohit Babbar, Krzysztof Dembczynski

展开摘要

Extreme multi-label classification (XMLC) is the task of selecting a small subset of relevant labels from a very large set of possible labels. As such, it is characterized by long-tail labels, i.e., most labels have very few positive instances. With standard performance measures such as precision@k, a classifier can ignore tail labels and still report good performance. However, it is often argued that correct predictions in the tail are more "interesting" or "rewarding," but the community has not yet settled on a metric capturing this intuitive concept. The existing propensity-scored metrics fall short on this goal by confounding the problems of long-tail and missing labels. In this paper, we analyze generalized metrics budgeted "at k" as an alternative solution. To tackle the challenging problem of optimizing these metrics, we formulate it in the expected test utility (ETU) framework, which aims to optimize the expected performance on a given test set. We derive optimal prediction rules and construct their computationally efficient approximations with provable regret guarantees and being robust against model misspecification. Our algorithm, based on block coordinate descent, scales effortlessly to XMLC problems and obtains promising results in terms of long-tail performance.

Poster
A Toolkit for Reliable Benchmarking and Research in Multi-Objective Reinforcement Learning

Florian Felten, Lucas Nunes Alegre, Ann Nowe, Ana L. C. Bazzan, El Ghazali Talbi, Grégoire Danoy, Bruno Castro da Silva

展开摘要

Multi-objective reinforcement learning algorithms (MORL) extend standard reinforcement learning (RL) to scenarios where agents must optimize multiple---potentially conflicting---objectives, each represented by a distinct reward function. To facilitate and accelerate research and benchmarking in multi-objective RL problems, we introduce a comprehensive collection of software libraries that includes: (i) MO-Gymnasium, an easy-to-use and flexible API enabling the rapid construction of novel MORL environments. It also includes more than 20 environments under this API. This allows researchers to effortlessly evaluate any algorithms on any existing domains; (ii) MORL-Baselines, a collection of reliable and efficient implementations of state-of-the-art MORL algorithms, designed to provide a solid foundation for advancing research. Notably, all algorithms are inherently compatible with MO-Gymnasium; and (iii) a thorough and robust set of benchmark results and comparisons of MORL-Baselines algorithms, tested across various challenging MO-Gymnasium environments. These benchmarks were constructed to serve as guidelines for the research community, underscoring the properties, advantages, and limitations of each particular state-of-the-art method.

Poster
Scalable 3D Captioning with Pretrained Models

Tiange Luo, Chris Rockwell, Honglak Lee, Justin Johnson

展开摘要

We introduce Cap3D, an automatic approach for generating descriptive text for 3D objects. This approach utilizes pretrained models from image captioning, image-text alignment, and LLM to consolidate captions from multiple views of a 3D asset, completely side-stepping the time-consuming and costly process of manual annotation. We apply Cap3D to the recently introduced large-scale 3D dataset, Objaverse, resulting in 660k 3D-text pairs. Our evaluation, conducted using 41k human annotations from the same dataset, demonstrates that Cap3D surpasses human-authored descriptions in terms of quality, cost, and speed. Through effective prompt engineering, Cap3D rivals human performance in generating geometric descriptions on 17k collected annotations from the ABO dataset. Finally, we finetune Text-to-3D models on Cap3D and human captions, and show Cap3D outperforms; and benchmark the SOTA including Point·E, Shape·E, and DreamFusion.

Poster
Is Learning in Games Good for the Learners?

William Brown, Jon Schneider, Kiran Vodrahalli

展开摘要

We consider a number of questions related to tradeoffs between reward and regret in repeated gameplay between two agents. To facilitate this, we introduce a notion of generalized equilibrium which allows for asymmetric regret constraints, and yields polytopes of feasible values for each agent and pair of regret constraints, where we show that any such equilibrium is reachable by a pair of algorithms which maintain their regret guarantees against arbitrary opponents. As a central example, we highlight the case one agent is no-swap and the other's regret is unconstrained. We show that this captures an extension of Stackelberg equilibria with a matching optimal value, and that there exists a wide class of games where a player can significantly increase their utility by deviating from a no-swap-regret algorithm against a no-swap learner (in fact, almost any game without pure Nash equilibria is of this form). Additionally, we make use of generalized equilibria to consider tradeoffs in terms of the opponent's algorithm choice. We give a tight characterization for the maximal reward obtainable against some no-regret learner, yet we also show a class of games in which this is bounded away from the value obtainable against the class of common "mean-based" no-regret algorithms. Finally, we consider the question of learning reward-optimal strategies via repeated play with a no-regret agent when the game is initially unknown. Again we show tradeoffs depending on the opponent's learning algorithm: the Stackelberg strategy is learnable in exponential time with any no-regret agent (and in polynomial time with any no-adaptive-regret agent) for any game where it is learnable via queries, and there are games where it is learnable in polynomial time against any no-swap-regret agent but requires exponential time against a mean-based no-regret agent.

Spotlight
History Filtering in Imperfect Information Games: Algorithms and Complexity

Christopher Solinas, Doug Rebstock, Nathan R. Sturtevant, Michael Buro

展开摘要

Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees require *subgame decomposition* - a process in which a subgame is computed from public information and player beliefs. However, subgame decomposition can itself require non-trivial computations, and its tractability depends on the existence of efficient algorithms for either full enumeration or generation of the histories that form the root of the subgame. Despite this, no formal analysis of the tractability of such computations has been established in prior work, and application domains have often consisted of games, such as poker, for which enumeration is trivial on modern hardware. Applying these ideas to more complex domains requires understanding their cost. In this work, we introduce and analyze the computational aspects and tractability of filtering histories for subgame decomposition. We show that constructing a single history from the root of the subgame is generally intractable, and then provide a necessary and sufficient condition for efficient enumeration. We also introduce a novel Markov Chain Monte Carlo-based generation algorithm for trick-taking card games - a domain where enumeration is often prohibitively expensive. Our experiments demonstrate its improved scalability in the trick-taking card game *Oh Hell*. These contributions clarify when and how depth-limited search via subgame decomposition can be an effective tool for sequential decision-making in imperfect information settings.

Poster
Iteratively Learn Diverse Strategies with State Distance Information

Wei Fu, Weihua Du, Jingwei Li, Sunli Chen, Jingzhao Zhang, Yi Wu

展开摘要

In complex reinforcement learning (RL) problems, policies with similar rewards may have substantially different behaviors. It remains a fundamental challenge to optimize rewards while also discovering as many *diverse* strategies as possible, which can be crucial in many practical applications. Our study examines two design choices for tackling this challenge, i.e., *diversity measure* and *computation framework*. First, we find that with existing diversity measures, visually indistinguishable policies can still yield high diversity scores. To accurately capture the behavioral difference, we propose to incorporate the state-space distance information into the diversity measure. In addition, we examine two common computation frameworks for this problem, i.e., population-based training (PBT) and iterative learning (ITR). We show that although PBT is the precise problem formulation, ITR can achieve comparable diversity scores with higher computation efficiency, leading to improved solution quality in practice. Based on our analysis, we further combine ITR with two tractable realizations of the state-distance-based diversity measures and develop a novel diversity-driven RL algorithm, *State-based Intrinsic-reward Policy Optimization* (SIPO), with provable convergence properties. We empirically examine SIPO across three domains from robot locomotion to multi-agent games. In all of our testing environments, SIPO consistently produces strategically diverse and human-interpretable policies that cannot be discovered by existing baselines.

Poster
Creating Multi-Level Skill Hierarchies in Reinforcement Learning

Joshua Benjamin Evans, Özgür Şimşek

展开摘要

What is a useful skill hierarchy for an autonomous agent? We propose an answer based on a graphical representation of how the interaction between an agent and its environment may unfold. Our approach uses modularity maximisation as a central organising principle to expose the structure of the interaction graph at multiple levels of abstraction. The result is a collection of skills that operate at varying time scales, organised into a hierarchy, where skills that operate over longer time scales are composed of skills that operate over shorter time scales. The entire skill hierarchy is generated automatically, with no human input, including the skills themselves (their behaviour, when they can be called, and when they terminate) as well as the dependency structure between them. In a wide range of environments, this approach generates skill hierarchies that are intuitively appealing and that considerably improve the learning performance of the agent.

Poster
Diversify \& Conquer: Outcome-directed Curriculum RL via Out-of-Distribution Disagreement

Daesol Cho, Seungjae Lee, H. Jin Kim

展开摘要

Reinforcement learning (RL) often faces the challenges of uninformed search problems where the agent should explore without access to the domain knowledge such as characteristics of the environment or external rewards. To tackle these challenges, this work proposes a new approach for curriculum RL called $\textbf{D}$iversify for $\textbf{D}$isagreement \& $\textbf{C}$onquer ($\textbf{D2C}$). Unlike previous curriculum learning methods, D2C requires only a few examples of desired outcomes and works in any environment, regardless of its geometry or the distribution of the desired outcome examples. The proposed method performs diversification of the goal-conditional classifiers to identify similarities between visited and desired outcome states and ensures that the classifiers disagree on states from out-of-distribution, which enables quantifying the unexplored region and designing an arbitrary goal-conditioned intrinsic reward signal in a simple and intuitive way. The proposed method then employs bipartite matching to define a curriculum learning objective that produces a sequence of well-adjusted intermediate goals, which enable the agent to automatically explore and conquer the unexplored region. We present experimental results demonstrating that D2C outperforms prior curriculum RL methods in both quantitative and qualitative aspects, even with the arbitrarily distributed desired outcome examples.

Poster