BBTv2: Towards a Gradient-Free Future with Large Language ModelsTianxiang Sun, Zhengfu He, Hong Qian et al.
Most downstream adaptation methods tune all or part of the parameters of pre-trained models (PTMs) through gradient descent, where the tuning cost increases linearly with the growth of the model size. By contrast, gradient-free methods only require the forward computation of the PTM to tune the prompt, retaining the benefits of efficient tuning and deployment. Though, past work on gradient-free tuning often introduces gradient descent to seek a good initialization of prompt and lacks versatility across tasks and PTMs. In this paper, we present BBTv2, an improved version of Black-Box Tuning, to drive PTMs for few-shot learning. We prepend continuous prompts to every layer of the PTM and propose a divide-and-conquer gradient-free algorithm to optimize the prompts at different layers alternately. Extensive experiments across various tasks and PTMs show that BBTv2 can achieve comparable performance to full model tuning and state-of-the-art parameter-efficient methods (e.g., Adapter, LoRA, BitFit, etc.) under few-shot settings while maintaining much fewer tunable parameters.
3.3LGAug 19, 2022
Unified Policy Optimization for Continuous-action Reinforcement Learning in Non-stationary Tasks and GamesRong-Jun Qin, Fan-Ming Luo, Hong Qian et al.
This paper addresses policy learning in non-stationary environments and games with continuous actions. Rather than the classical reward maximization mechanism, inspired by the ideas of follow-the-regularized-leader (FTRL) and mirror descent (MD) update, we propose a no-regret style reinforcement learning algorithm PORL for continuous action tasks. We prove that PORL has a last-iterate convergence guarantee, which is important for adversarial and cooperative games. Empirical studies show that, in stationary environments such as MuJoCo locomotion controlling tasks, PORL performs equally well as, if not better than, the soft actor-critic (SAC) algorithm; in non-stationary environments including dynamical environments, adversarial training, and competitive games, PORL is superior to SAC in both a better final policy performance and a more stable training process.
Leveraging Pedagogical Theories to Understand Student Learning Process with Graph-based Reasonable Knowledge TracingJiajun Cui, Hong Qian, Bo Jiang et al.
Knowledge tracing (KT) is a crucial task in intelligent education, focusing on predicting students' performance on given questions to trace their evolving knowledge. The advancement of deep learning in this field has led to deep-learning knowledge tracing (DLKT) models that prioritize high predictive accuracy. However, many existing DLKT methods overlook the fundamental goal of tracking students' dynamical knowledge mastery. These models do not explicitly model knowledge mastery tracing processes or yield unreasonable results that educators find difficulty to comprehend and apply in real teaching scenarios. In response, our research conducts a preliminary analysis of mainstream KT approaches to highlight and explain such unreasonableness. We introduce GRKT, a graph-based reasonable knowledge tracing method to address these issues. By leveraging graph neural networks, our approach delves into the mutual influences of knowledge concepts, offering a more accurate representation of how the knowledge mastery evolves throughout the learning process. Additionally, we propose a fine-grained and psychological three-stage modeling process as knowledge retrieval, memory strengthening, and knowledge learning/forgetting, to conduct a more reasonable knowledge tracing process. Comprehensive experiments demonstrate that GRKT outperforms eleven baselines across three datasets, not only enhancing predictive accuracy but also generating more reasonable knowledge tracing results. This makes our model a promising advancement for practical implementation in educational settings. The source code is available at https://github.com/JJCui96/GRKT.
Scaling Multi-Objective Security Games Provably via Space Discretization Based Evolutionary SearchYu-Peng Wu, Hong Qian, Rong-Jun Qin et al.
In the field of security, multi-objective security games (MOSGs) allow defenders to simultaneously protect targets from multiple heterogeneous attackers. MOSGs aim to simultaneously maximize all the heterogeneous payoffs, e.g., life, money, and crime rate, without merging heterogeneous attackers. In real-world scenarios, the number of heterogeneous attackers and targets to be protected may exceed the capability of most existing state-of-the-art methods, i.e., MOSGs are limited by the issue of scalability. To this end, this paper proposes a general framework called SDES based on many-objective evolutionary search to scale up MOSGs to large-scale targets and heterogeneous attackers. SDES consists of four consecutive key components, i.e., discretization, optimization, evaluation, and refinement. Specifically, SDES first discretizes the originally high-dimensional continuous solution space to the low-dimensional discrete one by the maximal indifference property in game theory. This property helps evolutionary algorithms (EAs) bypass the high-dimensional step function and ensure a well-convergent Pareto front. Then, a many-objective EA is used for optimization in the low-dimensional discrete solution space to obtain a well-spaced Pareto front. To evaluate solutions, SDES restores solutions back to the original space via greedily optimizing a novel divergence measurement. Finally, the refinement in SDES boosts the optimization performance with acceptable cost. Theoretically, we prove the optimization consistency and convergence of SDES. Experiment results show that SDES is the first linear-time MOSG algorithm for both large-scale attackers and targets. SDES is able to solve up to 20 attackers and 100 targets MOSG problems, while the state-of-the-art (SOTA) methods can only solve up to 8 attackers and 25 targets ones. Ablation study verifies the necessity of all components in SDES.