Abstract:Persistent homology, a fundamental technique within Topological Data Analysis (TDA), captures structural and shape characteristics of graphs, yet encounters computational difficulties when applied to dynamic directed graphs. This paper introduces the Dynamic Neural Dowker Network (DNDN), a novel framework specifically designed to approximate the results of dynamic Dowker filtration, aiming to capture the high-order topological features of dynamic directed graphs. Our approach creatively uses line graph transformations to produce both source and sink line graphs, highlighting the shared neighbor structures that Dowker complexes focus on. The DNDN incorporates a Source-Sink Line Graph Neural Network (SSLGNN) layer to effectively capture the neighborhood relationships among dynamic edges. Additionally, we introduce an innovative duality edge fusion mechanism, ensuring that the results for both the sink and source line graphs adhere to the duality principle intrinsic to Dowker complexes. Our approach is validated through comprehensive experiments on real-world datasets, demonstrating DNDN's capability not only to effectively approximate dynamic Dowker filtration results but also to perform exceptionally in dynamic graph classification tasks.
Abstract:We introduce PRANCE, a Vision Transformer compression framework that jointly optimizes the activated channels and reduces tokens, based on the characteristics of inputs. Specifically, PRANCE~ leverages adaptive token optimization strategies for a certain computational budget, aiming to accelerate ViTs' inference from a unified data and architectural perspective. However, the joint framework poses challenges to both architectural and decision-making aspects. Firstly, while ViTs inherently support variable-token inference, they do not facilitate dynamic computations for variable channels. To overcome this limitation, we propose a meta-network using weight-sharing techniques to support arbitrary channels of the Multi-head Self-Attention and Multi-layer Perceptron layers, serving as a foundational model for architectural decision-making. Second, simultaneously optimizing the structure of the meta-network and input data constitutes a combinatorial optimization problem with an extremely large decision space, reaching up to around $10^{14}$, making supervised learning infeasible. To this end, we design a lightweight selector employing Proximal Policy Optimization for efficient decision-making. Furthermore, we introduce a novel "Result-to-Go" training mechanism that models ViTs' inference process as a Markov decision process, significantly reducing action space and mitigating delayed-reward issues during training. Extensive experiments demonstrate the effectiveness of PRANCE~ in reducing FLOPs by approximately 50\%, retaining only about 10\% of tokens while achieving lossless Top-1 accuracy. Additionally, our framework is shown to be compatible with various token optimization techniques such as pruning, merging, and sequential pruning-merging strategies. The code is available at \href{https://github.com/ChildTang/PRANCE}{https://github.com/ChildTang/PRANCE}.
Abstract:Heterogeneous treatment effect (HTE) estimation from observational data poses significant challenges due to treatment selection bias. Existing methods address this bias by minimizing distribution discrepancies between treatment groups in latent space, focusing on global alignment. However, the fruitful aspect of local proximity, where similar units exhibit similar outcomes, is often overlooked. In this study, we propose Proximity-aware Counterfactual Regression (PCR) to exploit proximity for representation balancing within the HTE estimation context. Specifically, we introduce a local proximity preservation regularizer based on optimal transport to depict the local proximity in discrepancy calculation. Furthermore, to overcome the curse of dimensionality that renders the estimation of discrepancy ineffective, exacerbated by limited data availability for HTE estimation, we develop an informative subspace projector, which trades off minimal distance precision for improved sample complexity. Extensive experiments demonstrate that PCR accurately matches units across different treatment groups, effectively mitigates treatment selection bias, and significantly outperforms competitors. Code is available at https://anonymous.4open.science/status/ncr-B697.
Abstract:Estimating conditional average treatment effect from observational data is highly challenging due to the existence of treatment selection bias. Prevalent methods mitigate this issue by aligning distributions of different treatment groups in the latent space. However, there are two critical problems that these methods fail to address: (1) mini-batch sampling effects (MSE), which causes misalignment in non-ideal mini-batches with outcome imbalance and outliers; (2) unobserved confounder effects (UCE), which results in inaccurate discrepancy calculation due to the neglect of unobserved confounders. To tackle these problems, we propose a principled approach named Entire Space CounterFactual Regression (ESCFR), which is a new take on optimal transport in the context of causality. Specifically, based on the framework of stochastic optimal transport, we propose a relaxed mass-preserving regularizer to address the MSE issue and design a proximal factual outcome regularizer to handle the UCE issue. Extensive experiments demonstrate that our proposed ESCFR can successfully tackle the treatment selection bias and achieve significantly better performance than state-of-the-art methods.
Abstract:Sequential user modeling, a critical task in personalized recommender systems, focuses on predicting the next item a user would prefer, requiring a deep understanding of user behavior sequences. Despite the remarkable success of Transformer-based models across various domains, their full potential in comprehending user behavior remains untapped. In this paper, we re-examine Transformer-like architectures aiming to advance state-of-the-art performance. We start by revisiting the core building blocks of Transformer-based methods, analyzing the effectiveness of the item-to-item mechanism within the context of sequential user modeling. After conducting a thorough experimental analysis, we identify three essential criteria for devising efficient sequential user models, which we hope will serve as practical guidelines to inspire and shape future designs. Following this, we introduce ConvFormer, a simple but powerful modification to the Transformer architecture that meets these criteria, yielding state-of-the-art results. Additionally, we present an acceleration technique to minimize the complexity associated with processing extremely long sequences. Experiments on four public datasets showcase ConvFormer's superiority and confirm the validity of our proposed criteria.
Abstract:The exploration problem is one of the main challenges in deep reinforcement learning (RL). Recent promising works tried to handle the problem with population-based methods, which collect samples with diverse behaviors derived from a population of different exploratory policies. Adaptive policy selection has been adopted for behavior control. However, the behavior selection space is largely limited by the predefined policy population, which further limits behavior diversity. In this paper, we propose a general framework called Learnable Behavioral Control (LBC) to address the limitation, which a) enables a significantly enlarged behavior selection space via formulating a hybrid behavior mapping from all policies; b) constructs a unified learnable process for behavior selection. We introduce LBC into distributed off-policy actor-critic methods and achieve behavior control via optimizing the selection of the behavior mappings with bandit-based meta-controllers. Our agents have achieved 10077.52% mean human normalized score and surpassed 24 human world records within 1B training frames in the Arcade Learning Environment, which demonstrates our significant state-of-the-art (SOTA) performance without degrading the sample efficiency.
Abstract:To obtain higher sample efficiency and superior final performance simultaneously has been one of the major challenges for deep reinforcement learning (DRL). Previous work could handle one of these challenges but typically failed to address them concurrently. In this paper, we try to tackle these two challenges simultaneously. To achieve this, we firstly decouple these challenges into two classic RL problems: data richness and exploration-exploitation trade-off. Then, we cast these two problems into the training data distribution optimization problem, namely to obtain desired training data within limited interactions, and address them concurrently via i) explicit modeling and control of the capacity and diversity of behavior policy and ii) more fine-grained and adaptive control of selective/sampling distribution of the behavior policy using a monotonic data distribution optimization. Finally, we integrate this process into Generalized Policy Iteration (GPI) and obtain a more general framework called Generalized Data Distribution Iteration (GDI). We use the GDI framework to introduce operator-based versions of well-known RL methods from DQN to Agent57. Theoretical guarantee of the superiority of GDI compared with GPI is concluded. We also demonstrate our state-of-the-art (SOTA) performance on Arcade Learning Environment (ALE), wherein our algorithm has achieved 9620.33% mean human normalized score (HNS), 1146.39% median HNS and surpassed 22 human world records using only 200M training frames. Our performance is comparable to Agent57's while we consume 500 times less data. We argue that there is still a long way to go before obtaining real superhuman agents in ALE.
Abstract:The Arcade Learning Environment (ALE) is proposed as an evaluation platform for empirically assessing the generality of agents across dozens of Atari 2600 games. ALE offers various challenging problems and has drawn significant attention from the deep reinforcement learning (RL) community. From Deep Q-Networks (DQN) to Agent57, RL agents seem to achieve superhuman performance in ALE. However, is this the case? In this paper, to explore this problem, we first review the current evaluation metrics in the Atari benchmarks and then reveal that the current evaluation criteria of achieving superhuman performance are inappropriate, which underestimated the human performance relative to what is possible. To handle those problems and promote the development of RL research, we propose a novel Atari benchmark based on human world records (HWR), which puts forward higher requirements for RL agents on both final performance and learning efficiency. Furthermore, we summarize the state-of-the-art (SOTA) methods in Atari benchmarks and provide benchmark results over new evaluation metrics based on human world records. We concluded that at least four open challenges hinder RL agents from achieving superhuman performance from those new benchmark results. Finally, we also discuss some promising ways to handle those problems.
Abstract:Deep Q Network (DQN) firstly kicked the door of deep reinforcement learning (DRL) via combining deep learning (DL) with reinforcement learning (RL), which has noticed that the distribution of the acquired data would change during the training process. DQN found this property might cause instability for training, so it proposed effective methods to handle the downside of the property. Instead of focusing on the unfavourable aspects, we find it critical for RL to ease the gap between the estimated data distribution and the ground truth data distribution while supervised learning (SL) fails to do so. From this new perspective, we extend the basic paradigm of RL called the Generalized Policy Iteration (GPI) into a more generalized version, which is called the Generalized Data Distribution Iteration (GDI). We see massive RL algorithms and techniques can be unified into the GDI paradigm, which can be considered as one of the special cases of GDI. We provide theoretical proof of why GDI is better than GPI and how it works. Several practical algorithms based on GDI have been proposed to verify the effectiveness and extensiveness of it. Empirical experiments prove our state-of-the-art (SOTA) performance on Arcade Learning Environment (ALE), wherein our algorithm has achieved 9620.98% mean human normalized score (HNS), 1146.39% median HNS and 22 human world record breakthroughs (HWRB) using only 200 training frames. Our work aims to lead the RL research to step into the journey of conquering the human world records and seek real superhuman agents on both performance and efficiency.
Abstract:Policy-based reinforcement learning methods suffer from the policy collapse problem. We find valued-based reinforcement learning methods with {\epsilon}-greedy mechanism are capable of enjoying three characteristics, Closed-form Diversity, Objective-invariant Exploration and Adaptive Trade-off, which help value-based methods avoid the policy collapse problem. However, there does not exist a parallel mechanism for policy-based methods that achieves all three characteristics. In this paper, we propose an entropy regularization free mechanism that is designed for policy-based methods, which achieves Closed-form Diversity, Objective-invariant Exploration and Adaptive Trade-off. Our experiments show that our mechanism is super sample-efficient for policy-based methods and boosts a policy-based baseline to a new State-Of-The-Art on Arcade Learning Environment.