Dynamics of many complex systems, from weather and climate to spread of infectious diseases, can be described by partial differential equations (PDEs). Such PDEs involve unknown function(s), partial derivatives, and typically multiple independent variables. The traditional numerical methods for solving PDEs assume that the data are observed on a regular grid. However, in many applications, for example, weather and air pollution monitoring delivered by the arbitrary located weather stations of the National Weather Services, data records are irregularly spaced. Furthermore, in problems involving prediction analytics such as forecasting wildfire smoke plumes, the primary focus may be on a set of irregular locations associated with urban development. In recent years, deep learning (DL) methods and, in particular, graph neural networks (GNNs) have emerged as a new promising tool that can complement traditional PDE solvers in scenarios of the irregular spaced data, contributing to the newest research trend of physics informed machine learning (PIML). However, most existing PIML methods tend to be limited in their ability to describe higher dimensional structural properties exhibited by real world phenomena, especially, ones that live on manifolds. To address this fundamental challenge, we bring the elements of the Hodge theory and, in particular, simplicial convolution defined on the Hodge Laplacian to the emerging nexus of DL and PDEs. In contrast to conventional Laplacian and the associated convolution operation, the simplicial convolution allows us to rigorously describe diffusion across higher order structures and to better approximate the complex underlying topology and geometry of the data. The new approach, Simplicial Neural Networks for Partial Differential Equations (SNN PDE) offers a computationally efficient yet effective solution for time dependent PDEs. Our studies of a broad range of synthetic data and wildfire processes demonstrate that SNN PDE improves upon state of the art baselines in handling unstructured grids and irregular time intervals of complex physical systems and offers competitive forecasting capabilities for weather and air quality forecasting.
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Variational Inference (VI) has gained popularity as a flexible approximate inference scheme for computing posterior distributions in Bayesian models. Original VI methods use Kullback-Leibler (KL) divergence to construct variational objectives. However, KL divergence has zero-forcing behavior and is completely agnostic to the metric of the underlying data distribution, resulting in bad approximations. To alleviate this issue, we propose a new variational objective by using Optimal Transport (OT) distance, which is a metric-aware divergence, to measure the difference between approximate posteriors and priors. The superior performance of OT distance enables us to learn more accurate approximations. We further enhance the objective by gradually including the OT term using a hyperparameter λ for over-parameterized models. We develop a Variational inference method with OT (VOT) which presents a gradient-based black-box framework for solving Bayesian models, even when the density function of approximate distribution is not available. We provide the consistency analysis of approximate posteriors and demonstrate the practical effectiveness on Bayesian neural networks and variational autoencoders.
A Generalized Shuffle Framework for Privacy Amplification: Strengthening Privacy Guarantees and Enhancing Utility
PDF ↗The shuffle model of local differential privacy is an advanced method of privacy amplification designed to enhance privacy protection with high utility. It achieves this by randomly shuffling sensitive data, making linking individual data points to specific individuals more challenging. However, most existing studies have focused on the shuffle model based on (ε0,0)-Locally Differentially Private (LDP) randomizers, with limited consideration for complex scenarios such as (ε0,δ0)-LDP or personalized LDP (PLDP). This hinders a comprehensive understanding of the shuffle model's potential and limits its application in various settings. To bridge this research gap, we propose a generalized shuffle framework that can be applied to PLDP setting. This generalization allows for a broader exploration of the privacy-utility trade-off and facilitates the design of privacy-preserving analyses in diverse contexts. We prove that the shuffled PLDP process approximately preserves μ-Gaussian Differential Privacy with μ = O(1/√n). This approach allows us to avoid the limitations and potential inaccuracies associated with inequality estimations. To strengthen the privacy guarantee, we improve the lower bound by utilizing hypothesis testing instead of relying on rough estimations like the Chernoff bound or Hoeffding's inequality. Furthermore, extensive comparative evaluations clearly show that our approach outperforms existing methods in achieving strong central privacy guarantees while preserving the utility of the global model. We have also carefully designed corresponding algorithms for average function, frequency estimation, and stochastic gradient descent.
Probabilistic circuits (PCs) such as sum-product networks efficiently represent large multi-variate probability distributions. They are preferred in practice over other probabilistic representations, such as Bayesian and Markov networks, because PCs can solve marginal inference (MAR) tasks in time that scales linearly in the size of the network. Unfortunately, the most probable explanation (MPE) task and its generalization, the marginal maximum-a-posteriori (MMAP) inference task remain NP-hard in these models. Inspired by the recent work on using neural networks for generating near-optimal solutions to optimization problems such as integer linear programming, we propose an approach that uses neural networks to approximate MMAP inference in PCs. The key idea in our approach is to approximate the cost of an assignment to the query variables using a continuous multilinear function and then use the latter as a loss function. The two main benefits of our new method are that it is self-supervised, and after the neural network is learned, it requires only linear time to output a solution. We evaluate our new approach on several benchmark datasets and show that it outperforms three competing linear time approximations: max-product inference, max-marginal inference, and sequential estimation, which are used in practice to solve MMAP tasks in PCs.
The problem of sample complexity of online reinforcement learning is often studied in the literature without taking into account any partial knowledge about the system dynamics that could potentially accelerate the learning process. In this paper, we study the sample complexity of online Q-learning methods when some prior knowledge about the dynamics is available or can be learned efficiently. We focus on systems that evolve according to an additive disturbance model of the form S_{h+1} = ƒ(S_h, A_h) + W_h, where ƒ represents the underlying system dynamics, and W_h are unknown disturbances independent of states and actions. In the setting of finite episodic Markov decision processes with S states, A actions, and episode length H, we present an optimistic Q-learning algorithm that achieves Õ(Poly(H)√T) regret under perfect knowledge of ƒ, where T is the total number of interactions with the system. This is in contrast to the typical Õ(Poly(H)√SAT) regret for existing Q-learning methods. Further, if only a noisy estimate ƒ_hat of ƒ is available, our method can learn an approximately optimal policy in a number of samples that is independent of the cardinalities of state and action spaces. The sub-optimality gap depends on the approximation error ƒ_hat − ƒ, as well as the Lipschitz constant of the corresponding optimal value function. Our approach does not require modeling of the transition probabilities and enjoys the same memory complexity as model-free methods.
We consider algorithms for learning reward functions from human preferences over pairs of trajectory segments, as used in reinforcement learning from human feedback (RLHF). Most recent work assumes that human preferences are generated based only upon the reward accrued within those segments, or their partial return. Recent work casts doubt on the validity of this assumption, proposing an alternative preference model based upon regret. We investigate the consequences of assuming preferences are based upon partial return when they actually arise from regret. We argue that the learned function is an approximation of the optimal advantage function, not a reward function. We find that if a specific pitfall is addressed, this incorrect assumption is not particularly harmful, resulting in a highly shaped reward function. Nonetheless, this incorrect usage of the approximation of the optimal advantage function is less desirable than the appropriate and simpler approach of greedy maximization of it. From the perspective of the regret preference model, we also provide a clearer interpretation of fine tuning contemporary large language models with RLHF. This paper overall provides insight regarding why learning under the partial return preference model tends to work so well in practice, despite it conforming poorly to how humans give preferences.
We consider binary group decision-making under a rich model of liquid democracy: agents submit ranked delegation options, where each option may be a function of multiple agents' votes; e.g., "I vote yes if a majority of my friends vote yes." Such ballots are unravelled into a profile of direct votes by selecting one entry from each ballot so as not to introduce cyclic dependencies. We study delegation via monotonic Boolean functions, and two unravelling procedures: MinSum, which minimises the sum of the ranks of the chosen entries, and its egalitarian counterpart, MinMax. We provide complete computational dichotomies: MinSum is hard to compute (and approximate) as soon as any non-trivial functions are permitted, and polynomial otherwise; for MinMax the easiness results extend to arbitrary-arity logical ORs and ANDs taken in isolation, but not beyond. For the classic model of delegating to individual agents, we give asymptotically near-tight algorithms for carrying out the two procedures and efficient algorithms for finding optimal unravellings with the highest vote count for a given alternative. These algorithms inspire novel tie-breaking rules for the setup of voting to change a status quo. We then introduce a new axiom, which can be viewed as a variant of the participation axiom, and use algorithmic techniques developed earlier in the paper to show that it is satisfied by MinSum and a lexicographic refinement of MinMax (but not MinMax itself).
We here address the problem of fairly allocating indivisible goods or chores to n agents with weights that define their entitlement to the set of indivisible resources. Stemming from well-studied fairness concepts such as envy-freeness up to one good (EF1) and envy-freeness up to any good (EFX) for agents with equal entitlements, we present, in this study, the first set of impossibility results alongside algorithmic guarantees for fairness among agents with unequal entitlements. Within this paper, we expand the concept of envy-freeness up to any good or chore to the weighted context (WEFX and XWEF respectively), demonstrating that these allocations are not guaranteed to exist for two or three agents. Despite these negative results, we develop a WEFX procedure for two agents with integer weights, and furthermore, we devise an approximate WEFX procedure for two agents with normalized weights. We further present a polynomial-time algorithm that guarantees a weighted envy-free allocation up to one chore (1WEF) for any number of agents with additive cost functions. Our work underscores the heightened complexity of the weighted fair division problem when compared to its unweighted counterpart.
This study introduces an optimal mechanism in a dynamic stochastic knapsack environment. The model features a single seller who has a fixed quantity of a perfectly divisible item. Impatient buyers with a piece-wise linear utility function arrive randomly and they report the two-dimensional private information: marginal value and demanded quantity. We derive a revenue-maximizing dynamic mechanism in a finite discrete time framework that satisfies incentive compatibility, individual rationality, and feasibility conditions. This is achieved by characterizing buyers' utility and utilizing the Bellman equation. Moreover, we establish the essential penalty scheme for incentive compatibility, as well as the allocation and payment policies. Lastly, we propose algorithms to approximate the optimal policy, based on the Monte Carlo simulation-based regression method and reinforcement learning.
The maximum Nash social welfare (NSW)---which maximizes the geometric mean of agents' utilities---is a fundamental solution concept with remarkable fairness and efficiency guarantees. The computational aspects of NSW have been extensively studied for *one-sided* preferences where a set of agents have preferences over a set of resources. Our work deviates from this trend and studies NSW maximization for *two-sided* preferences, wherein a set of workers and firms, each having a cardinal valuation function, are matched with each other. We provide a systematic study of the computational complexity of maximizing NSW for many-to-one matchings under two-sided preferences. Our main negative result is that maximizing NSW is NP-hard even in a highly restricted setting where each firm has capacity 2, all valuations are in the range {0,1,2}, and each agent positively values at most three other agents. In search of positive results, we develop approximation algorithms as well as parameterized algorithms in terms of natural parameters such as the number of workers, the number of firms, and the firms' capacities. We also provide algorithms for restricted domains such as symmetric binary valuations and bounded degree instances.
In this paper, we delve into the problem of using monetary incentives to encourage players to shift from an initial Nash equilibrium to a more favorable one within a game. Our main focus revolves around computing the minimum reward required to facilitate this equilibrium transition. The game involves a single row player who possesses m strategies and k column players, each endowed with n strategies. Our findings reveal that determining whether the minimum reward is zero is NP-complete, and computing the minimum reward becomes APX-hard. Nonetheless, we bring some positive news, as this problem can be efficiently handled if either k or n is a fixed constant. Furthermore, we have devised an approximation algorithm with an additive error that runs in polynomial time. Lastly, we explore a specific case wherein the utility functions exhibit single-peaked characteristics, and we successfully demonstrate that the optimal reward can be computed in polynomial time.
We study a novel approach to information design in the standard traffic model of network congestion games. It captures the natural condition that the demand is unknown to the users of the network. A principal (e.g., a mobility service) commits to a signaling strategy, observes the realized demand and sends a (public) signal to agents (i.e., users of the network). Based on the induced belief about the demand, the users then form an equilibrium. We consider the algorithmic goal of the principal: Compute a signaling scheme that minimizes the expected total cost of the induced equilibrium. We concentrate on single-commodity networks and affine cost functions, for which we obtain the following results. First, we devise a fully polynomial-time approximation scheme (FPTAS) for the case that the demand can only take two values. It relies on several structural properties of the cost of the induced equilibrium as a function of the updated belief about the distribution of demands. We show that this function is piecewise linear for any number of demands, and monotonic for two demands. Second, we give a complete characterization of the graph structures for which it is optimal to fully reveal the information about the realized demand. This signaling scheme turns out to be optimal for all cost functions and probability distributions over demands if and only if the graph is series-parallel. Third, we propose an algorithm that computes the optimal signaling scheme for any number of demands whose time complexity is polynomial in the number of supports that occur in a Wardrop equilibrium for some demand. Finally, we conduct a computational study that tests this algorithm on real-world instances.
We study fair distribution of a collection of m indivisible goods among a group of n agents, using the widely recognized fairness principles of Maximin Share (MMS) and Any Price Share (APS). These principles have undergone thorough investigation within the context of additive valuations. We explore these notions for valuations that extend beyond additivity. First, we study approximate MMS under the separable (piecewise-linear) concave (SPLC) valuations, an important class generalizing additive, where the best known factor was 1/3-MMS. We show that 1/2-MMS allocation exists and can be computed in polynomial time, significantly improving the state-of-the-art. We note that SPLC valuations introduce an elevated level of intricacy in contrast to additive. For instance, the MMS value of an agent can be as high as her value for the entire set of items. We use a relax-and-round paradigm that goes through competitive equilibrium and LP relaxation. Our result extends to give (symmetric) 1/2-APS, a stronger guarantee than MMS. APS is a stronger notion that generalizes MMS by allowing agents with arbitrary entitlements. We study the approximation of APS under submodular valuation functions. We design and analyze a simple greedy algorithm using concave extensions of submodular functions. We prove that the algorithm gives a 1/3-APS allocation which matches the best-known factor. Concave extensions are hard to compute in polynomial time and are, therefore, generally not used in approximation algorithms. Our approach shows a way to utilize it within analysis (while bypassing its computation), and hence might be of independent interest.
Principal-agent problems arise when one party acts on behalf of another, leading to conflicts of interest. The economic literature has extensively studied principal-agent problems, and recent work has extended this to more complex scenarios such as Markov Decision Processes (MDPs). In this paper, we further explore this line of research by investigating how reward shaping under budget constraints can improve the principal's utility. We study a two-player Stackelberg game where the principal and the agent have different reward functions, and the agent chooses an MDP policy for both players. The principal offers an additional reward to the agent, and the agent picks their policy selfishly to maximize their reward, which is the sum of the original and the offered reward. Our results establish the NP-hardness of the problem and offer polynomial approximation algorithms for two classes of instances: Stochastic trees and deterministic decision processes with a finite horizon.
One approach to probabilistic inference involves counting the number of models of a given Boolean formula. Here, we are interested in inferences involving higher-order objects, i.e., functions. We study the following task: Given a Boolean specification between a set of inputs and outputs, count the number of functions of inputs such that the specification is met. Such functions are called Skolem functions. We are motivated by the recent development of scalable approaches to Boolean function synthesis. This stands in relation to our problem analogously to the relationship between Boolean satisfiability and the model counting problem. Yet, counting Skolem functions poses considerable new challenges. From the complexity-theoretic standpoint, counting Skolem functions is not only #P-hard; it is quite unlikely to have an FPRAS (Fully Polynomial Randomized Approximation Scheme) as the problem of synthesizing a Skolem function remains challenging, even given access to an NP oracle. The primary contribution of this work is the first algorithm, SkolemFC, that computes the number of Skolem functions. SkolemFC relies on technical connections between counting functions and propositional model counting: our algorithm makes a linear number of calls to an approximate model counter and computes an estimate of the number of Skolem functions with theoretical guarantees. Our prototype displays impressive scalability, handling benchmarks comparably to state-of-the-art Skolem function synthesis engines, even though counting all such functions ostensibly poses a greater challenge than synthesizing a single function.
Learning-based point cloud completion tasks have shown potential in various critical tasks, such as object detection, assignment, and registration. However, accurately and efficiently quantifying the shape error between the predicted point clouds generated by networks and the ground truth remains challenging. While EMD-based loss functions excel in shape detail and perceived density distribution, their approach can only yield results with significant discrepancies from the actual EMD within a tolerable training time. To address these challenges, we first propose the initial price based on the auction algorithm, reducing the number of iterations required for the algorithm while ensuring the correctness of the assignment results. We then introduce an algorithm to compute the initial price through a successive shortest path and the Euclidean information between its nodes. Finally, we adopt a series of optimization strategies to speed up the algorithm and offer an EMD approximation scheme for point cloud problems that balances time loss and computational accuracy based on point cloud data characteristics. Our experimental results confirm that our algorithm achieves the smallest gap with the real EMD within an acceptable time range and yields the best results in end-to-end training.
The dot product self-attention (DPSA) is a fundamental component of transformers. However, scaling them to long sequences, like documents or high-resolution images, becomes prohibitively expensive due to the quadratic time and memory complexities arising from the softmax operation. Kernel methods are employed to simplify computations by approximating softmax but often lead to performance drops compared to softmax attention. We propose SeTformer, a novel transformer where DPSA is purely replaced by Self-optimal Transport (SeT) for achieving better performance and computational efficiency. SeT is based on two essential softmax properties: maintaining a non-negative attention matrix and using a nonlinear reweighting mechanism to emphasize important tokens in input sequences. By introducing a kernel cost function for optimal transport, SeTformer effectively satisfies these properties. In particular, with small and base-sized models, SeTformer achieves impressive top-1 accuracies of 84.7% and 86.2% on ImageNet-1K. In object detection, SeTformer-base outperforms the FocalNet counterpart by +2.2 mAP, using 38% fewer parameters and 29% fewer FLOPs. In semantic segmentation, our base-size model surpasses NAT by +3.5 mIoU with 33% fewer parameters. SeTformer also achieves state-of-the-art results in language modeling on the GLUE benchmark. These findings highlight SeTformer applicability for vision and language tasks.
In this paper we present an end-to-end 3D-building-wireframe reconstruction method to regress edges directly from aerial light-detection-and-ranging (LiDAR) point clouds. Our method named parametric-building-wireframe reconstruction (PBWR) takes aerial LiDAR point clouds and initial edge entities as input and fully uses the self-attention mechanism of transformers to regress edge parameters without any intermediate steps such as corner prediction. We propose an edge non-maximum suppression (E-NMS) module based on edge similarity to remove redundant edges. Additionally a dedicated edge loss function is utilized to guide the PBWR in regressing edges parameters when the simple use of the edge distance loss is not suitable. In our experiments our proposed method demonstrated state-of-the-art results on the Building3D dataset achieving an improvement of approximately 36% in Entry-level dataset edge accuracy and around a 42% improvement in the Tallinn dataset.
In a recent strongly emergent literature on few-shot CLIP adaptation Linear Probe (LP) has been often reported as a weak baseline. This has motivated intensive research building convoluted prompt learning or feature adaptation strategies. In this work we propose and examine from convex-optimization perspectives a generalization of the standard LP baseline in which the linear classifier weights are learnable functions of the text embedding with class-wise multipliers blending image and text knowledge. As our objective function depends on two types of variables i.e. the class visual prototypes and the learnable blending parameters we propose a computationally efficient block coordinate Majorize-Minimize (MM) descent algorithm. In our full-batch MM optimizer which we coin LP++ step sizes are implicit unlike standard gradient descent practices where learning rates are intensively searched over validation sets. By examining the mathematical properties of our loss (e.g. Lipschitz gradient continuity) we build majorizing functions yielding data-driven learning rates and derive approximations of the loss's minima which provide data-informed initialization of the variables. Our image-language objective function along with these non-trivial optimization insights and ingredients yields surprisingly highly competitive few-shot CLIP performances. Furthermore LP++ operates in black-box relaxes intensive validation searches for the optimization hyper-parameters and runs orders-of-magnitudes faster than state-of-the-art few-shot CLIP adaptation methods. Our code is available at: https://github.com/FereshteShakeri/FewShot-CLIP-Strong-Baseline.git.
Quantized neural networks employ reduced precision representations for both weights and activations. This quantization process significantly reduces the memory requirements and computational complexity of the network. Binary Neural Networks (BNNs) are the extreme quantization case representing values with just one bit. Since the sign function is typically used to map real values to binary values smooth approximations are introduced to mimic the gradients during error backpropagation. Thus the mismatch between the forward and backward models corrupts the direction of the gradient causing training inconsistency problems and performance degradation. In contrast to current BNN approaches we propose to employ a binary periodic (BiPer) function during binarization. Specifically we use a square wave for the forward pass to obtain the binary values and employ the trigonometric sine function with the same period of the square wave as a differentiable surrogate during the backward pass. We demonstrate that this approach can control the quantization error by using the frequency of the periodic function and improves network performance. Extensive experiments validate the effectiveness of BiPer in benchmark datasets and network architectures with improvements of up to 1% and 0.69% with respect to state-of-the-art methods in the classification task over CIFAR-10 and ImageNet respectively. Our code is publicly available at https://github.com/edmav4/BiPer.