kth.sePublications KTH
Change search
Link to record
Permanent link

Direct link
Publications (10 of 22) Show all publications
Tzeng, R.-C., Ohsaka, N. & Ariu, K. (2024). Matroid Semi-Bandits in Sublinear Time. In: Proceedings of the 41 st International Conference on Machine Learning,: . Paper presented at The 41 st International Conference on Machine Learning, Vienna, Austria, Sun Jul 21st through Sat Jul 27 th.
Open this publication in new window or tab >>Matroid Semi-Bandits in Sublinear Time
2024 (English)In: Proceedings of the 41 st International Conference on Machine Learning,, 2024Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

We study the matroid semi-bandits problem, where at each round the learner plays a subset of K arms from a feasible set, and the goal is to maximize the expected cumulative linear rewards. Existing algorithms have per-round time complexity at least Ω(K), which becomes expensive when K is large. To address this computational issue, we propose FasterCUCB whose sampling rule takes time sublinear in K for common classes of matroids: O(D polylog(K) polylog(T)) for uniform matroids, partition matroids, and graphical matroids, and O(D√ Kpolylog(T)) for transversal matroids. Here, D is the maximum number of elements in any feasible subset of arms, and T is the horizon. Our technique is based on dynamic maintenance of an approximate maximum-weight basis over inner-product weights. Although the introduction of an approximate maximum-weight basis presents a challenge in regret analysis, we can still guarantee an upper bound on regret as tight as CUCB in the sense that it matches the gap-dependent lower bound by Kveton et al. (2014a) asymptotically.

National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-348901 (URN)2-s2.0-85203790933 (Scopus ID)
Conference
The 41 st International Conference on Machine Learning, Vienna, Austria, Sun Jul 21st through Sat Jul 27 th
Note

QC 20240628

Available from: 2024-06-27 Created: 2024-06-27 Last updated: 2024-11-07Bibliographically approved
Fujimoto, Y., Ariu, K. & Abe, K. (2024). Memory Asymmetry Creates Heteroclinic Orbits to Nash Equilibrium in Learning in Zero-Sum Games. In: : . Paper presented at 38th AAAI Conference on Artificial Intelligence, AAAI 2024, Vancouver, Canada, Feb 20 2024 - Feb 27 2024 (pp. 17398-17406). Association for the Advancement of Artificial Intelligence (AAAI)
Open this publication in new window or tab >>Memory Asymmetry Creates Heteroclinic Orbits to Nash Equilibrium in Learning in Zero-Sum Games
2024 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Learning in games considers how multiple agents maximize their own rewards through repeated games. Memory, an ability that an agent changes his/her action depending on the history of actions in previous games, is often introduced into learning to explore more clever strategies and discuss the decision-making of real agents like humans. However, such games with memory are hard to analyze because they exhibit complex phenomena like chaotic dynamics or divergence from Nash equilibrium. In particular, how asymmetry in memory capacities between agents affects learning in games is still unclear. In response, this study formulates a gradient ascent algorithm in games with asymmetry memory capacities. To obtain theoretical insights into learning dynamics, we first consider a simple case of zero-sum games. We observe complex behavior, where learning dynamics draw a heteroclinic connection from unstable fixed points to stable ones. Despite this complexity, we analyze learning dynamics and prove local convergence to these stable fixed points, i.e., the Nash equilibria. We identify the mechanism driving this convergence: an agent with a longer memory learns to exploit the other, which in turn endows the other’s utility function with strict concavity. We further numerically observe such convergence in various initial strategies, action numbers, and memory lengths. This study reveals a novel phenomenon due to memory asymmetry, providing fundamental strides in learning in games and new insights into computing equilibria.

Place, publisher, year, edition, pages
Association for the Advancement of Artificial Intelligence (AAAI), 2024
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-350579 (URN)10.1609/aaai.v38i16.29688 (DOI)001239323500013 ()2-s2.0-85186254407 (Scopus ID)
Conference
38th AAAI Conference on Artificial Intelligence, AAAI 2024, Vancouver, Canada, Feb 20 2024 - Feb 27 2024
Note

QC 20240718

Available from: 2024-07-18 Created: 2024-07-18 Last updated: 2024-09-05Bibliographically approved
Ariu, K., Ok, J., Proutiere, A. & Yun, S. (2024). Optimal clustering from noisy binary feedback. Machine Learning, 113(5), 2733-2764
Open this publication in new window or tab >>Optimal clustering from noisy binary feedback
2024 (English)In: Machine Learning, ISSN 0885-6125, E-ISSN 1573-0565, Vol. 113, no 5, p. 2733-2764Article in journal (Refereed) Published
Abstract [en]

We study the problem of clustering a set of items from binary user feedback. Such a problem arises in crowdsourcing platforms solving large-scale labeling tasks with minimal effort put on the users. For example, in some of the recent reCAPTCHA systems, users clicks (binary answers) can be used to efficiently label images. In our inference problem, items are grouped into initially unknown non-overlapping clusters. To recover these clusters, the learner sequentially presents to users a finite list of items together with a question with a binary answer selected from a fixed finite set. For each of these items, the user provides a noisy answer whose expectation is determined by the item cluster and the question and by an item-specific parameter characterizing the hardness of classifying the item. The objective is to devise an algorithm with a minimal cluster recovery error rate. We derive problem-specific information-theoretical lower bounds on the error rate satisfied by any algorithm, for both uniform and adaptive (list, question) selection strategies. For uniform selection, we present a simple algorithm built upon the K-means algorithm and whose performance almost matches the fundamental limits. For adaptive selection, we develop an adaptive algorithm that is inspired by the derivation of the information-theoretical error lower bounds, and in turn allocates the budget in an efficient way. The algorithm learns to select items hard to cluster and relevant questions more often. We compare the performance of our algorithms with or without the adaptive selection strategy numerically and illustrate the gain achieved by being adaptive.

Place, publisher, year, edition, pages
Springer Nature, 2024
Keywords
Online algorithm, Clustering, Community detection, Stochastic block model, Crowdsourcing
National Category
Control Engineering
Identifiers
urn:nbn:se:kth:diva-350751 (URN)10.1007/s10994-024-06532-z (DOI)001240239000023 ()2-s2.0-85188279327 (Scopus ID)
Note

QC 20240718

Available from: 2024-07-18 Created: 2024-07-18 Last updated: 2024-07-18Bibliographically approved
Komiyama, J., Ariu, K., Kato, M. & Qin, C. (2024). Rate-Optimal Bayesian Simple Regret in Best Arm Identification. Mathematics of Operations Research, 49(3), 1629-1646
Open this publication in new window or tab >>Rate-Optimal Bayesian Simple Regret in Best Arm Identification
2024 (English)In: Mathematics of Operations Research, ISSN 0364-765X, E-ISSN 1526-5471, Vol. 49, no 3, p. 1629-1646Article in journal (Refereed) Published
Abstract [en]

We consider best arm identification in the multiarmed bandit problem. Assuming certain continuity conditions of the prior, we characterize the rate of the Bayesian simple regret. Differing from Bayesian regret minimization, the leading term in the Bayesian simple regret derives from the region in which the gap between optimal and suboptimal arms is smaller than (log T)=T. We propose a simple and easy-to-compute algorithm with its leading term matching with the lower bound up to a constant factor; simulation results support our theoretical findings.

Place, publisher, year, edition, pages
Institute for Operations Research and the Management Sciences (INFORMS), 2024
Keywords
Bayesian analysis, best arm identification, large deviation, multiarmed bandit problem, ranking and selection, sequential decision making
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-366528 (URN)10.1287/moor.2022.0011 (DOI)001123008200001 ()2-s2.0-85201732622 (Scopus ID)
Note

QC 20250708

Available from: 2025-07-08 Created: 2025-07-08 Last updated: 2025-07-08Bibliographically approved
Shiino, H., Ariu, K., Abe, K. & Togashi, R. (2023). Exploration of Unranked Items in Safe Online Learning to Re-Rank. In: SIGIR '23: Proceedings of the 46th International ACM SIGIR Conference on Research and Development in Information Retrieval. Paper presented at SIGIR 2023, 46th International ACM SIGIR Conference on Research and Development in Information Retrieval, 23-27 July 2023, Taipei, Taiwan (pp. 1991-1995). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Exploration of Unranked Items in Safe Online Learning to Re-Rank
2023 (English)In: SIGIR '23: Proceedings of the 46th International ACM SIGIR Conference on Research and Development in Information Retrieval, Association for Computing Machinery (ACM), 2023, p. 1991-1995Conference paper, Published paper (Refereed)
Abstract [en]

Bandit algorithms for online learning to rank (OLTR) problems often aim to maximize long-term revenue by utilizing user feedback. From a practical point of view, however, such algorithms have a high risk of hurting user experience due to their aggressive exploration. Thus, there has been a rising demand for safe exploration in recent years. One approach to safe exploration is to gradually enhance the quality of an original ranking that is already guaranteed acceptable quality. In this paper, we propose a safe OLTR algorithm that efficiently exchanges one of the items in the current ranking with an item outside the ranking (i.e., an unranked item) to perform exploration. We select an unranked item optimistically to explore based on Kullback-Leibler upper confidence bounds (KL-UCB) and safely re-rank the items including the selected one. Through experiments, we demonstrate that the proposed algorithm improves long-term regret from baselines without any safety violation.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-333937 (URN)10.1145/3539618.3591985 (DOI)001118084002008 ()
Conference
SIGIR 2023, 46th International ACM SIGIR Conference on Research and Development in Information Retrieval, 23-27 July 2023, Taipei, Taiwan
Note

QC 20230815

Available from: 2023-08-14 Created: 2023-08-14 Last updated: 2025-12-05Bibliographically approved
Ariu, K. (2023). Inference and Online Learning in Structured Stochastic Systems. (Doctoral dissertation). Stockholm: KTH Royal Institute of Technology
Open this publication in new window or tab >>Inference and Online Learning in Structured Stochastic Systems
2023 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

This thesis contributes to the field of stochastic online learning problems, with a collection of six papers each addressing unique aspects of online learning and inference problems under specific structures. The first four papers focus on exploration and inference problems, uncovering fundamental information-theoretic limits and efficient algorithms under various structures. The last two papers focus on maximizing rewards by efficiently leveraging these structures.

The first paper addresses the complex problem of learning to cluster items based on binary user feedback for multiple questions. It establishes information-theoretical error lower bounds for both uniform and adaptive selection strategies under a fixed budget of rounds or users, and proposes an adaptive algorithm that efficiently allocates the budget.The second paper tackles the challenge of uncovering hidden communities in the Labeled Stochastic Block Model using single-shot observations of labels. It introduces a computationally efficient algorithm, Instance-Adaptive Clustering, which is the first to match instance-specific lower bounds on the expected number of misclassified items.The third paper delves into the best-arm identification or simple regret minimization problem within a Bayesian setting. It takes into consideration a prior distribution for the bandit problem and the expectation of simple regret with respect to that distribution, defining it as Bayesian simple regret.It characterizes the rate of Bayesian simple regret assuming certain continuity conditions on the prior, revealing that the leading term of Bayesian simple regret stems from parameters where the gap between optimal and suboptimal actions is less than . The fourth paper contributes to the fixed budget best-arm identification problem for two-arm bandits with Bernoulli rewards. It demonstrates the optimality of uniform sampling, which evenly samples the arms.It proves that no algorithm can outperform uniform sampling while being at least as good as uniform sampling for some bandit instances.The fifth paper revisits the regret minimization problem in sparse stochastic contextual linear bandits. It introduces a new algorithm, the Thresholded Lasso Bandit, which estimates the linear reward function and its sparse support, and then selects an arm based on these estimations. The algorithm achieves superior regret upper bounds compared to previous algorithms and numerically outperforms them.The sixth and final paper provides a theoretical analysis of recommendation systems in an online setting under unknown user-item preference probabilities and some structures. It derives regret lower bounds based on various structural assumptions and designs optimal algorithms that achieve these bounds. The analysis reveals the relative weights of the different components of regret, providing valuable insights into the efficient algorithms for online recommendation systems.

This thesis addresses the technical challenge of structured stochastic online learning problems, providing new insights into the power and limitations of adaptivity in these problems.

Abstract [sv]

Denna avhandling bidrar till området för stokastiska online inlärningsproblem, med en samling av sex papper som var och en behandlar unika aspekter av online inlärning och inferensproblem under specifika strukturer. De första fyra pappren fokuserar på utforskning och inferensproblem, avslöjar grundläggande informationsteoretiska gränser och effektiva algoritmer under olika strukturer. De två sista pappren fokuserar på att maximera belöningar genom att effektivt utnyttja dessa strukturer.

Det första pappret behandlar det komplexa problemet att lära sig att klustra objekt baserat på binär användarfeedback för flera frågor. Det fastställer informationsteoretiska fel nedre gränser för både uniform och adaptiv urvalsstrategier under en fast budget av rundor eller användare, och föreslår en adaptiv algoritm som effektivt allokerar budgeten.Det andra pappret tar sig an utmaningen att avslöja dolda samhällen i den märkta stokastiska blockmodellen med enstaka observationer av etiketter. Det introducerar en beräkningsmässigt effektiv algoritm, Instance-Adaptive Clustering, som är den första att matcha instansspecifika nedre gränser för det förväntade antalet felklassificerade objekt.Det tredje pappret gräver djupt i problemet med bästa armidentifiering eller enkel ångerminimering inom en Bayesiansk miljö. Det tar hänsyn till en fördelning för banditproblemet och förväntan om enkel ånger med avseende på den fördelningen, vilket definierar det som Bayesiansk enkel ånger. Det karakteriserar hastigheten för Bayesiansk enkel ånger under antagande av vissa kontinuitetsvillkor på det tidigare, vilket avslöjar att den ledande termen för Bayesiansk enkel ånger kommer från parametrar där gapet mellan optimala och suboptimala handlingar är mindre än . Det fjärde pappret bidrar till det fasta budget bästa arm identifieringsproblemet för två-arm banditer med Bernoulli belöningar. Det demonstrerar optimaliteten av uniform provtagning, som jämnt provtar armarna. Det bevisar att ingen algoritm kan överträffa uniform provtagning samtidigt som den är minst lika bra som uniform provtagning för vissa banditinstanser.Det femte pappret återbesöker ångerminimeringsproblemet i glesa stokastiska kontextuella linjära banditer. Det introducerar en ny algoritm, Thresholded Lasso Bandit, som uppskattar den linjära belöningsfunktionen och dess glesa stöd, och sedan väljer en arm baserat på dessa uppskattningar. Algoritmen uppnår överlägsna ånger övre gränser jämfört med tidigare algoritmer och överträffar dem numeriskt.Det sjätte och sista pappret ger en teoretisk analys av rekommendationssystem i en online miljö under okända användarobjekt preferens sannolikheter och vissa strukturer. Det härleder ånger nedre gränser baserat på olika strukturella antaganden och utformar optimala algoritmer som uppnår dessa gränser. Analysen avslöjar de relativa vikterna av de olika komponenterna i ånger, vilket ger värdefulla insikter i effektiva algoritmer för online rekommendationssystem.

Denna avhandling behandlar den tekniska utmaningen med strukturerade stokastiska onlineinlärningsproblem, och ger nya insikter i kraften och begränsningarna av anpassningsförmåga i dessa problem.

Place, publisher, year, edition, pages
Stockholm: KTH Royal Institute of Technology, 2023. p. viii, 37
Series
TRITA-EECS-AVL ; 2023:71
National Category
Electrical Engineering, Electronic Engineering, Information Engineering
Research subject
Electrical Engineering
Identifiers
urn:nbn:se:kth:diva-338762 (URN)978-91-8040-730-4 (ISBN)
Public defence
2023-11-16, F3, Lindstedtsvägen 26, Stockholm, 14:30 (English)
Opponent
Supervisors
Note

QC 20231025

Available from: 2023-10-25 Created: 2023-10-25 Last updated: 2025-12-03Bibliographically approved
Abe, K., Ariu, K., Sakamoto, M., Toyoshima, K. & Iwasaki, A. (2023). Last-Iterate Convergence with Full and Noisy Feedback in Two-Player Zero-Sum Games. In: Proceedings of The 26th International Conference on Artificial Intelligence and Statistics: . Paper presented at AISTATS 2023, International Conference on Artificial Intelligence and Statistics, 25-27 April 2023, Palau de Congressos, Valencia, Spain (pp. 7999-8028). MLResearchPress, 206
Open this publication in new window or tab >>Last-Iterate Convergence with Full and Noisy Feedback in Two-Player Zero-Sum Games
Show others...
2023 (English)In: Proceedings of The 26th International Conference on Artificial Intelligence and Statistics, MLResearchPress , 2023, Vol. 206, p. 7999-8028Conference paper, Published paper (Refereed)
Abstract [en]

This paper proposes Mutation-Driven Multiplicative Weights Update (M2WU) for learning an equilibrium in two-player zero-sum normal-form games and proves that it exhibits the last-iterate convergence property in both full and noisy feedback settings. In the former, players observe their exact gradient vectors of the utility functions. In the latter, they only observe the noisy gradient vectors. Even the celebrated Multiplicative Weights Update (MWU) and Optimistic MWU (OMWU) algorithms may not converge to a Nash equilibrium with noisy feedback. On the contrary, M2WU exhibits the last-iterate convergence to a stationary point near a Nash equilibrium in both feedback settings. We then prove that it converges to an exact Nash equilibrium by iteratively adapting the mutation term. We empirically confirm that M2WU outperforms MWU and OMWU in exploitability and convergence rates.

Place, publisher, year, edition, pages
MLResearchPress, 2023
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-333927 (URN)2-s2.0-85162832254 (Scopus ID)
Conference
AISTATS 2023, International Conference on Artificial Intelligence and Statistics, 25-27 April 2023, Palau de Congressos, Valencia, Spain
Note

QC 20230815

Available from: 2023-08-14 Created: 2023-08-14 Last updated: 2023-08-22Bibliographically approved
Fujimoto, Y., Ariu, K. & Abe, K. (2023). Learning in Multi-Memory Games Triggers Complex Dynamics Diverging from Nash Equilibrium. In: Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence: . Paper presented at Thirty-Second International Joint Conference on Artificial Intelligence, IJCAI23, Macao, SAR, 19-25 August 2023 (pp. 118-125).
Open this publication in new window or tab >>Learning in Multi-Memory Games Triggers Complex Dynamics Diverging from Nash Equilibrium
2023 (English)In: Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, 2023, p. 118-125Conference paper, Published paper (Refereed)
Abstract [en]

Repeated games consider a situation where multiple agents are motivated by their independent rewards throughout learning. In general, the dynamics of their learning become complex. Especially when their rewards compete with each other like zero-sum games, the dynamics often do not converge to their optimum, i.e., the Nash equilibrium. To tackle such complexity, many studies have understood various learning algorithms as dynamical systems and discovered qualitative insights among the algorithms. However, such studies have yet to handle multi-memory games (where agents can memorize actions they played in the past and choose their actions based on their memories), even though memorization plays a pivotal role in artificial intelligence and interpersonal relationship. This study extends two major learning algorithms in games, i.e., replicator dynamics and gradient ascent, into multi-memory games. Then, we prove their dynamics are identical. Furthermore, theoretically and experimentally, we clarify that the learning dynamics diverge from the Nash equilibrium in multi-memory zero-sum games and reach heteroclinic cycles (sojourn longer around the boundary of the strategy space), providing a fundamental advance in learning in games.

Keywords
Agent-based and Multi-agent Systems, MAS: Multi-agent learning, Agent-based and Multi-agent Systems, MAS, Agent theories and models
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-333933 (URN)10.24963/ijcai.2023/14 (DOI)2-s2.0-85162144171 (Scopus ID)
Conference
Thirty-Second International Joint Conference on Artificial Intelligence, IJCAI23, Macao, SAR, 19-25 August 2023
Note

QC 20230815

Available from: 2023-08-14 Created: 2023-08-14 Last updated: 2023-11-06Bibliographically approved
Ariu, K., Abe, K. & Proutiere, A. (2022). Thresholded Lasso Bandit. In: Chaudhuri, K Jegelka, S Song, L Szepesvari, C Niu, G Sabato, S (Ed.), International Conference On Machine Learning, Vol 162: . Paper presented at 38th International Conference on Machine Learning (ICML), JUL 17-23, 2022, Baltimore, MD (pp. 878-928). ML Research Press
Open this publication in new window or tab >>Thresholded Lasso Bandit
2022 (English)In: International Conference On Machine Learning, Vol 162 / [ed] Chaudhuri, K Jegelka, S Song, L Szepesvari, C Niu, G Sabato, S, ML Research Press , 2022, p. 878-928Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we revisit the regret minimization problem in sparse stochastic contextual linear bandits, where feature vectors may be of large dimension d, but where the reward function depends on a few, say s(0) << d, of these features only. We present Thresholded Lasso bandit, an algorithm that (i) estimates the vector defining the reward function as well as its sparse support, i.e., significant feature elements, using the Lasso framework with thresholding, and (ii) selects an arm greedily according to this estimate projected on its support. The algorithm does not require prior knowledge of the sparsity index s0 and can be parameter-free under some symmetric assumptions. For this simple algorithm, we establish non-asymptotic regret upper bounds scaling as O(log d+root T) in general, and as O(log d + log T) under the so-called margin condition (a probabilistic condition on the separation of the arm rewards). The regret of previous algorithms scales as O(log d+ root T log(dT)) and O(log T log d) in the two settings, respectively. Through numerical experiments, we confirm that our algorithm outperforms existing methods.

Place, publisher, year, edition, pages
ML Research Press, 2022
Series
Proceedings of Machine Learning Research, ISSN 2640-3498
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-324879 (URN)000899944900039 ()2-s2.0-85139903196 (Scopus ID)
Conference
38th International Conference on Machine Learning (ICML), JUL 17-23, 2022, Baltimore, MD
Note

QC 20250922

Available from: 2023-03-20 Created: 2023-03-20 Last updated: 2025-09-22Bibliographically approved
Wang, P.-A., Proutiere, A., Ariu, K., Jedra, Y. & Russo, A. (2020). Optimal Algorithms for Multiplayer Multi-Armed Bandits. In: Chiappa, S Calandra, R (Ed.), Proceedings of the Twenty Third International Conference on Artificial Intelligence and Statistics, PMLR: . Paper presented at 23rd International Conference on Artificial Intelligence and Statistics (AISTATS), AUG 26-28, 2020, ELECTR NETWORK. ML Research Press
Open this publication in new window or tab >>Optimal Algorithms for Multiplayer Multi-Armed Bandits
Show others...
2020 (English)In: Proceedings of the Twenty Third International Conference on Artificial Intelligence and Statistics, PMLR / [ed] Chiappa, S Calandra, R, ML Research Press , 2020Conference paper, Published paper (Refereed)
Abstract [en]

The paper addresses various Multiplayer Multi-Armed Bandit (MMAB) problems, where M decision-makers, or players, collaborate to maximize their cumulative reward. We first investigate the MMAB problem where players selecting the same arms experience a collision (and are aware of it) and do not collect any reward. For this problem, we present DPE1 (Decentralized Parsimonious Exploration), a decentralized algorithm that achieves the same asymptotic regret as that obtained by an optimal centralized algorithm. DPE1 is simpler than the state-of-the-art algorithm SIC-MMAB Boursier and Pen-het (2019), and yet offers better performance guarantees. We then study the MMAB problem without collision, where players may select the same arm. Players sit on vertices of a graph, and in each round, they are able to send a message to their neighbours in the graph. We present DPE2, a simple and asymptotically optimal algorithm that outperforms the state-of-the-art algorithm DD-UCB Martinez-Rubio et al. (2019). Besides, under DPE2, the expected number of bits transmitted by the players in the graph is finite.

Place, publisher, year, edition, pages
ML Research Press, 2020
Series
Proceedings of Machine Learning Research, ISSN 2640-3498 ; 108
National Category
Control Engineering
Identifiers
urn:nbn:se:kth:diva-285690 (URN)000559931303071 ()2-s2.0-85161889600 (Scopus ID)
Conference
23rd International Conference on Artificial Intelligence and Statistics (AISTATS), AUG 26-28, 2020, ELECTR NETWORK
Note

QC 20210310

Available from: 2021-03-10 Created: 2021-03-10 Last updated: 2024-09-18Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-6286-9906

Search in DiVA

Show all publications