No Arabic abstract
In this paper, we study the problem of balancing effectiveness and efficiency in automated feature selection. Feature selection is a fundamental intelligence for machine learning and predictive analysis. After exploring many feature selection methods, we observe a computational dilemma: 1) traditional feature selection methods (e.g., mRMR) are mostly efficient, but difficult to identify the best subset; 2) the emerging reinforced feature selection methods automatically navigate feature space to explore the best subset, but are usually inefficient. Are automation and efficiency always apart from each other? Can we bridge the gap between effectiveness and efficiency under automation? Motivated by such a computational dilemma, this study is to develop a novel feature space navigation method. To that end, we propose an Interactive Reinforced Feature Selection (IRFS) framework that guides agents by not just self-exploration experience, but also diverse external skilled trainers to accelerate learning for feature exploration. Specifically, we formulate the feature selection problem into an interactive reinforcement learning framework. In this framework, we first model two trainers skilled at different searching strategies: (1) KBest based trainer; (2) Decision Tree based trainer. We then develop two strategies: (1) to identify assertive and hesitant agents to diversify agent training, and (2) to enable the two trainers to take the teaching role in different stages to fuse the experiences of the trainers and diversify teaching process. Such a hybrid teaching strategy can help agents to learn broader knowledge, and, thereafter, be more effective. Finally, we present extensive experiments on real-world datasets to demonstrate the improved performances of our method: more efficient than existing reinforced selection and more effective than classic selection.
Several AutoML approaches have been proposed to automate the machine learning (ML) process, such as searching for the ML model architectures and hyper-parameters. However, these AutoML pipelines only focus on improving the learning accuracy of benign samples while ignoring the ML model robustness under adversarial attacks. As ML systems are increasingly being used in a variety of mission-critical applications, improving the robustness of ML systems has become of utmost importance. In this paper, we propose the first robust AutoML framework, Robusta--based on reinforcement learning (RL)--to perform feature selection, aiming to select features that lead to both accurate and robust ML systems. We show that a variation of the 0-1 robust loss can be directly optimized via an RL-based combinatorial search in the feature selection scenario. In addition, we employ heuristics to accelerate the search procedure based on feature scoring metrics, which are mutual information scores, tree-based classifiers feature importance scores, F scores, and Integrated Gradient (IG) scores, as well as their combinations. We conduct extensive experiments and show that the proposed framework is able to improve the model robustness by up to 22% while maintaining competitive accuracy on benign samples compared with other feature selection methods.
We study the problem of balancing effectiveness and efficiency in automated feature selection. After exploring many feature selection methods, we observe a computational dilemma: 1) traditional feature selection is mostly efficient, but difficult to identify the best subset; 2) the emerging reinforced feature selection automatically navigates to the best subset, but is usually inefficient. Can we bridge the gap between effectiveness and efficiency under automation? Motivated by this dilemma, we aim to develop a novel feature space navigation method. In our preliminary work, we leveraged interactive reinforcement learning to accelerate feature selection by external trainer-agent interaction. In this journal version, we propose a novel interactive and closed-loop architecture to simultaneously model interactive reinforcement learning (IRL) and decision tree feedback (DTF). Specifically, IRL is to create an interactive feature selection loop and DTF is to feed structured feature knowledge back to the loop. First, the tree-structured feature hierarchy from decision tree is leveraged to improve state representation. In particular, we represent the selected feature subset as an undirected graph of feature-feature correlations and a directed tree of decision features. We propose a new embedding method capable of empowering graph convolutional network to jointly learn state representation from both the graph and the tree. Second, the tree-structured feature hierarchy is exploited to develop a new reward scheme. In particular, we personalize reward assignment of agents based on decision tree feature importance. In addition, observing agents actions can be feedback, we devise another reward scheme, to weigh and assign reward based on the feature selected frequency ratio in historical action records. Finally, we present extensive experiments on real-world datasets to show the improved performance.
Feature selection is a prevalent data preprocessing paradigm for various learning tasks. Due to the expensive cost of acquiring supervision information, unsupervised feature selection sparks great interests recently. However, existing unsupervised feature selection algorithms do not have fairness considerations and suffer from a high risk of amplifying discrimination by selecting features that are over associated with protected attributes such as gender, race, and ethnicity. In this paper, we make an initial investigation of the fairness-aware unsupervised feature selection problem and develop a principled framework, which leverages kernel alignment to find a subset of high-quality features that can best preserve the information in the original feature space while being minimally correlated with protected attributes. Specifically, different from the mainstream in-processing debiasing methods, our proposed framework can be regarded as a model-agnostic debiasing strategy that eliminates biases and discrimination before downstream learning algorithms are involved. Experimental results on multiple real-world datasets demonstrate that our framework achieves a good trade-off between utility maximization and fairness promotion.
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this hypothesis evaluated on the Arcade Learning Element (ALE). In this study, we develop an attentive dynamics model (ADM) that discovers controllable elements of the observations, which are often associated with the location of the character in Atari games. The ADM is trained in a self-supervised fashion to predict the actions taken by the agent. The learned contingency information is used as a part of the state representation for exploration purposes. We demonstrate that combining actor-critic algorithm with count-based exploration using our representation achieves impressive results on a set of notoriously challenging Atari games due to sparse rewards. For example, we report a state-of-the-art score of >11,000 points on Montezumas Revenge without using expert demonstrations, explicit high-level information (e.g., RAM states), or supervisory data. Our experiments confirm that contingency-awareness is indeed an extremely powerful concept for tackling exploration problems in reinforcement learning and opens up interesting research questions for further investigations.
Offline reinforcement learning (RL purely from logged data) is an important avenue for deploying RL techniques in real-world scenarios. However, existing hyperparameter selection methods for offline RL break the offline assumption by evaluating policies corresponding to each hyperparameter setting in the environment. This online execution is often infeasible and hence undermines the main aim of offline RL. Therefore, in this work, we focus on textit{offline hyperparameter selection}, i.e. methods for choosing the best policy from a set of many policies trained using different hyperparameters, given only logged data. Through large-scale empirical evaluation we show that: 1) offline RL algorithms are not robust to hyperparameter choices, 2) factors such as the offline RL algorithm and method for estimating Q values can have a big impact on hyperparameter selection, and 3) when we control those factors carefully, we can reliably rank policies across hyperparameter choices, and therefore choose policies which are close to the best policy in the set. Overall, our results present an optimistic view that offline hyperparameter selection is within reach, even in challenging tasks with pixel observations, high dimensional action spaces, and long horizon.