Siddhartha Sen

LG
h-index17
8papers
227citations
Novelty48%
AI Score43

8 Papers

16.0AIJul 19, 2022
Mimetic Models: Ethical Implications of AI that Acts Like You

Reid McIlroy-Young, Jon Kleinberg, Siddhartha Sen et al.

An emerging theme in artificial intelligence research is the creation of models to simulate the decisions and behavior of specific people, in domains including game-playing, text generation, and artistic expression. These models go beyond earlier approaches in the way they are tailored to individuals, and the way they are designed for interaction rather than simply the reproduction of fixed, pre-computed behaviors. We refer to these as mimetic models, and in this paper we develop a framework for characterizing the ethical and social issues raised by their growing availability. Our framework includes a number of distinct scenarios for the use of such models, and considers the impacts on a range of different participants, including the target being modeled, the operator who deploys the model, and the entities that interact with it.

26.2LGJun 20, 2022Code
Measuring the Effect of Training Data on Deep Learning Predictions via Randomized Experiments

Jinkun Lin, Anqi Zhang, Mathias Lecuyer et al.

We develop a new, principled algorithm for estimating the contribution of training data points to the behavior of a deep learning model, such as a specific prediction it makes. Our algorithm estimates the AME, a quantity that measures the expected (average) marginal effect of adding a data point to a subset of the training data, sampled from a given distribution. When subsets are sampled from the uniform distribution, the AME reduces to the well-known Shapley value. Our approach is inspired by causal inference and randomized experiments: we sample different subsets of the training data to train multiple submodels, and evaluate each submodel's behavior. We then use a LASSO regression to jointly estimate the AME of each data point, based on the subset compositions. Under sparsity assumptions ($k \ll N$ datapoints have large AME), our estimator requires only $O(k\log N)$ randomized submodel trainings, improving upon the best prior Shapley value estimators.

2.7LGJan 29
When does predictive inverse dynamics outperform behavior cloning?

Lukas Schäfer, Pallavi Choudhury, Abdelhak Lemkhenter et al.

Behavior cloning (BC) is a practical offline imitation learning method, but it often fails when expert demonstrations are limited. Recent works have introduced a class of architectures named predictive inverse dynamics models (PIDM) that combine a future state predictor with an inverse dynamics model (IDM). While PIDM often outperforms BC, the reasons behind its benefits remain unclear. In this paper, we provide a theoretical explanation: PIDM introduces a bias-variance tradeoff. While predicting the future state introduces bias, conditioning the IDM on the prediction can significantly reduce variance. We establish conditions on the state predictor bias for PIDM to achieve lower prediction error and higher sample efficiency than BC, with the gap widening when additional data sources are available. We validate the theoretical insights empirically in 2D navigation tasks, where BC requires up to five times (three times on average) more demonstrations than PIDM to reach comparable performance; and in a complex 3D environment in a modern video game with high-dimensional visual inputs and stochastic transitions, where BC requires over 66\% more samples than PIDM.

14.0AIMay 8, 2024Code
Designing Skill-Compatible AI: Methodologies and Frameworks in Chess

Karim Hamade, Reid McIlroy-Young, Siddhartha Sen et al.

Powerful artificial intelligence systems are often used in settings where they must interact with agents that are computationally much weaker, for example when they work alongside humans or operate in complex environments where some tasks are handled by algorithms, heuristics, or other entities of varying computational power. For AI agents to successfully interact in these settings, however, achieving superhuman performance alone is not sufficient; they also need to account for suboptimal actions or idiosyncratic style from their less-skilled counterparts. We propose a formal evaluation framework for assessing the compatibility of near-optimal AI with interaction partners who may have much lower levels of skill; we use popular collaborative chess variants as model systems to study and develop AI agents that can successfully interact with lower-skill entities. Traditional chess engines designed to output near-optimal moves prove to be inadequate partners when paired with engines of various lower skill levels in this domain, as they are not designed to consider the presence of other agents. We contribute three methodologies to explicitly create skill-compatible AI agents in complex decision-making settings, and two chess game frameworks designed to foster collaboration between powerful AI agents and less-skilled partners. On these frameworks, our agents outperform state-of-the-art chess AI (based on AlphaZero) despite being weaker in conventional chess, demonstrating that skill-compatibility is a tangible trait that is qualitatively and measurably distinct from raw performance. Our evaluations further explore and clarify the mechanisms by which our agents achieve skill-compatibility.

8.8LGDec 4, 2023
Visual Encoders for Data-Efficient Imitation Learning in Modern Video Games

Lukas Schäfer, Logan Jones, Anssi Kanervisto et al. · microsoft-research

Video games have served as useful benchmarks for the decision-making community, but going beyond Atari games towards modern games has been prohibitively expensive for the vast majority of the research community. Prior work in modern video games typically relied on game-specific integration to obtain game features and enable online training, or on existing large datasets. An alternative approach is to train agents using imitation learning to play video games purely from images. However, this setting poses a fundamental question: which visual encoders obtain representations that retain information critical for decision making? To answer this question, we conduct a systematic study of imitation learning with publicly available pre-trained visual encoders compared to the typical task-specific end-to-end training approach in Minecraft, Counter-Strike: Global Offensive, and Minecraft Dungeons. Our results show that end-to-end training can be effective with comparably low-resolution images and only minutes of demonstrations, but significant improvements can be gained by utilising pre-trained encoders such as DINOv2 depending on the game. In addition to enabling effective decision making, we show that pre-trained encoders can make decision-making research in video games more accessible by significantly reducing the cost of training.

6.6NIAug 11, 2020
SENSEI: Aligning Video Streaming Quality with Dynamic User Sensitivity

Xu Zhang, Yiyang Ou, Siddhartha Sen et al.

This paper aims to improve video streaming by leveraging a simple observation: users are more sensitive to low quality in certain parts of a video than in others. For instance, rebuffering during key moments of a sports video (e.g., before a goal is scored) is more annoying than rebuffering during normal gameplay. Such dynamic quality sensitivity, however, is rarely captured by current approaches, which predict QoE (quality-of-experience) using one-size-fits-all heuristics that are too simplistic to understand the nuances of video content. Instead of proposing yet another heuristic, we take a different approach: we run a separate crowdsourcing experiment for each video to derive users' quality sensitivity at different parts of the video. Of course, the cost of doing this at scale can be prohibitive, but we show that careful experiment design combined with a suite of pruning techniques can make the cost negligible compared to how much content providers invest in content generation and distribution. Our ability to accurately profile time-varying user sensitivity inspires a new approach: dynamically aligning higher (lower) quality with higher (lower) sensitivity periods. We present a new video streaming system called SENSEI that incorporates dynamic quality sensitivity into existing quality adaptation algorithms. We apply SENSEI to two state-of-the-art adaptation algorithms. SENSEI can take seemingly unusual actions: e.g., lowering bitrate (or initiating a rebuffering event) even when bandwidth is sufficient so that it can maintain a higher bitrate without rebuffering when quality sensitivity becomes higher in the near future. Compared to state-of-the-art approaches, SENSEI improves QoE by 15.1% or achieves the same QoE with 26.8% less bandwidth on average.

12.8LGMar 29, 2019
MLSys: The New Frontier of Machine Learning Systems

Alexander Ratner, Dan Alistarh, Gustavo Alonso et al.

Machine learning (ML) techniques are enjoying rapidly increasing adoption. However, designing and implementing the systems that support ML models in real-world deployments remains a significant obstacle, in large part due to the radically different development and deployment profile of modern ML methods, and the range of practical concerns that come with broader adoption. We propose to foster a new systems machine learning research community at the intersection of the traditional systems and ML communities, focused on topics such as hardware systems for ML, software systems for ML, and ML optimized for metrics beyond predictive accuracy. To do this, we describe a new conference, MLSys, that explicitly targets research at the intersection of systems and machine learning with a program committee split evenly between experts in systems and ML, and an explicit focus on topics at the intersection of the two.

6.3CRMay 21, 2017
Pyramid: Enhancing Selectivity in Big Data Protection with Count Featurization

Mathias Lecuyer, Riley Spahn, Roxana Geambasu et al.

Protecting vast quantities of data poses a daunting challenge for the growing number of organizations that collect, stockpile, and monetize it. The ability to distinguish data that is actually needed from data collected "just in case" would help these organizations to limit the latter's exposure to attack. A natural approach might be to monitor data use and retain only the working-set of in-use data in accessible storage; unused data can be evicted to a highly protected store. However, many of today's big data applications rely on machine learning (ML) workloads that are periodically retrained by accessing, and thus exposing to attack, the entire data store. Training set minimization methods, such as count featurization, are often used to limit the data needed to train ML workloads to improve performance or scalability. We present Pyramid, a limited-exposure data management system that builds upon count featurization to enhance data protection. As such, Pyramid uniquely introduces both the idea and proof-of-concept for leveraging training set minimization methods to instill rigor and selectivity into big data management. We integrated Pyramid into Spark Velox, a framework for ML-based targeting and personalization. We evaluate it on three applications and show that Pyramid approaches state-of-the-art models while training on less than 1% of the raw data.