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Ehsan Emamjomeh-Zadeh

dblp:125/2900 · DBLP profile ↗
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12ranked-venue papers
7as first author
3since 2021 · last 2023
0000-0003-1032-4503ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 7 · 3 first-authorArtificial intelligence and machine learning · 5 · 5 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
6 papers
Algorithmic game theory and mechanism design · 40% Algorithms and data structures · 29% Approximation and online algorithms · 17%
Artificial intelligence
2 papers
Planning, search and constraint satisfaction · 46% Learning theory · 27% Trustworthy machine learning · 27%

Topics — the 15 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational complexity
query complexity
0.412020
The Complexity of Interactively Learning a Stable Matching by Trial and Error · EC 2020
Algorithmic game theory and mechanism design › matching
stable matching
0.412020
The Complexity of Interactively Learning a Stable Matching by Trial and Error · EC 2020
Algorithms and data structures
clustering
0.422018
Adaptive Hierarchical Clustering Using Ordinal Queries · SODA 2018
A General Framework for Robust Interactive Learning · NIPS 2017
Algorithms and data structures › clustering
hierarchical clustering
0.312018
Adaptive Hierarchical Clustering Using Ordinal Queries · SODA 2018
Machine learning › Learning theory › query learning
equivalence query learning
0.312017
A General Framework for Robust Interactive Learning · NIPS 2017
Machine learning › Trustworthy machine learning › robustness › robust learning
noise-tolerant learning
0.312017
A General Framework for Robust Interactive Learning · NIPS 2017
Approximation and online algorithms
online algorithms
0.212016
Deterministic and probabilistic binary search in graphs · STOC 2016
Approximation and online algorithms
approximation algorithms
0.212015
Mixture Selection, Mechanism Design, and Signaling · FOCS 2015
Algorithmic game theory and mechanism design › mechanism design
information design
0.212015
Mixture Selection, Mechanism Design, and Signaling · FOCS 2015
Algorithmic game theory and mechanism design
mechanism design
0.212015
Mixture Selection, Mechanism Design, and Signaling · FOCS 2015
Algorithmic game theory and mechanism design › mechanism design › information design
optimal signaling
0.212015
Mixture Selection, Mechanism Design, and Signaling · FOCS 2015
Approximation and online algorithms › approximation schemes
polynomial-time approximation scheme
0.212015
Mixture Selection, Mechanism Design, and Signaling · FOCS 2015
Computational complexity › query complexity
deterministic query complexity
0.112020
The Complexity of Interactively Learning a Stable Matching by Trial and Error · EC 2020
Algorithms and data structures › clustering › clustering with queries
interactive clustering
0.112017
A General Framework for Robust Interactive Learning · NIPS 2017
Algorithms and data structures
ranking
0.112017
A General Framework for Robust Interactive Learning · NIPS 2017

Methods — techniques the papers use, named apart from their topics

regret analysis · 1.0online learning · 1.0multiplicative weights update · 0.6graph representation of models · 0.6randomized algorithm · 0.4query model · 0.4noise-robust algorithm · 0.3adaptive query complexity · 0.3probabilistic analysis · 0.2competitive analysis · 0.2
YearPublicationVenuePosition
2023 Training Set Cleansing of Backdoor Poisoning by Self-Supervised Representation Learning
abstract
A backdoor or Trojan attack is an important type of data poisoning attack against deep neural network (DNN) classifiers, wherein the training dataset is poisoned with a small number of samples that each possess the backdoor pattern (usually a pattern that is either imperceptible or innocuous) and which are mislabeled to the attacker’s target class. When trained on a backdoor-poisoned dataset, a DNN behaves normally on most benign test samples but makes incorrect predictions to the target class when the test sample has the backdoor pattern incorporated (i.e., contains a backdoor trigger). Here we focus on image classification tasks and show that supervised training may build stronger association between the backdoor pattern and the associated target class than that between normal features and the true class of origin. By contrast, self-supervised representation learning ignores the labels of samples and learns a feature embedding based on images’ semantic content. Using a feature embedding found by self-supervised representation learning, a data cleansing method, which combines sample filtering and relabeling, is developed. Experiments on CIFAR-10 benchmark datasets show that our method achieves state-of-the-art performance in mitigating backdoor attacks.
Sahar Karami, Ousmane Dia, Hippolyt Ritter, Ehsan Emamjomeh-Zadeh, Zhen Xiang, David J. Miller 0001, George Kesidis
ICASSP5
2021 Adversarial Online Learning with Changing Action Sets: Efficient Algorithms with Approximate Regret Bounds
abstract
We revisit the problem of online learning with sleeping experts/bandits: in each time step, only a subset of the actions are available for the algorithm to choose from (and learn about). The work of Kleinberg et al. (2010) showed that there exist no-regret algorithms which perform no worse than the best ranking of actions asymptotically. Unfortunately, achieving this regret bound appears computationally hard: Kanade and Steinke (2014) showed that achieving this no-regret performance is at least as hard as PAC-learning DNFs, a notoriously difficult problem. In the present work, we relax the original problem and study computationally efficient no-approximate-regret algorithms: such algorithms may exceed the optimal cost by a multiplicative constant in addition to the additive regret. We give an algorithm that provides a no-approximate-regret guarantee for the general sleeping expert/bandit problems. For several canonical special cases of the problem, we give algorithms with significantly better approximation ratios; these algorithms also illustrate different techniques for achieving no-approximate-regret guarantees.
Ehsan Emamjomeh-Zadeh, Chen-Yu Wei, David Kempe 0001
ALT1
2021 Jointly Learning Prices and Product Features
abstract
Product Design is an important problem in marketing research where a firm tries to learn what features of a product are more valuable to consumers. We study this problem from the viewpoint of online learning: a firm repeatedly interacts with a buyer by choosing a product configuration as well as a price and observing the buyer's purchasing decision. The goal of the firm is to maximize revenue throughout the course of $T$ rounds by learning the buyer's preferences. We study both the case of a set of discrete products and the case of a continuous set of allowable product features. In both cases we provide nearly tight upper and lower regret bounds.
Ehsan Emamjomeh-Zadeh, Renato Paes Leme, Jon Schneider, Balasubramanian Sivan
IJCAI1
2020 Interactive Learning of a Dynamic Structure
abstract
We propose a general framework for interactively learning combinatorial structures, such as (binary or non-binary) classifiers, orderings/rankings of items, or clusterings, when the underlying structure changes over time. Inspired by Angluin’s equivalence query model, the algorithm proposes a structure in each round, and it either learns that its proposal is the true structure in this round, or it observes a specific mistake in the proposal. The feedback is correct only with probability $1 - p$, and adversarially incorrect with probability $p$. The algorithm’s goal is to minimize its number of mistakes over the course of $R$ rounds. Our general framework is based on a graph representation of the structures and feedback in a static environment, proposed by Emamjomeh-Zadeh and Kempe (2017). To be able to learn efficiently, it is sufficient that there be a graph $G$ whose nodes are the candidate structures and whose (weighted) edges capture the possible feedback, satisfying a certain natural shortest paths property. To model the evolution of the underlying structure, we consider two natural models, which we term the Shifting Target model and Drifting Target model. In the former, the true structure always belongs to a small pool of candidate structures. In the latter, the structure can change only by transitioning along the edges of a known evolution graph. In order to achieve non-trivial results, we bound the total number of times the underlying structure can change, denoted by $B$. We provide upper and lower bounds on the number of mistakes, which depend on the total number of changes $B$, the total number of structures $n$, and natural measures of complexity of the dynamic models: the size of the pool of candidate structures in the Shifting Target model, and the maximum degree of the evolution graph in the Drifting Target model.
Ehsan Emamjomeh-Zadeh, David Kempe 0001, Mohammad Mahdian, Robert E. Schapire
ALT1
2020 The Complexity of Interactively Learning a Stable Matching by Trial and Error
abstract
In a stable matching setting, we consider a query model that allows for an interactive learning algorithm to make precisely one type of query: proposing a matching, the response to which is either that the proposed matching is stable, or a blocking pair (chosen adversarially) indicating that this matching is unstable. For one-to-one matching markets, our main result is an essentially tight upper bound of O(n2 log n) on the deterministic query complexity of interactively learning a stable matching in this coarse query model, along with an efficient randomized algorithm that achieves this query complexity with high probability. For many-to-many matching markets in which participants have responsive preferences, we first give an interactive learning algorithm whose query complexity and running time are polynomial in the size of the market if the maximum quota of each agent is bounded; our main result for many-to-many markets is that the deterministic query complexity can be made polynomial (more specifically, O(n3 log n)) in the size of the market even for arbitrary (e.g., linear in the market size) quotas.
Ehsan Emamjomeh-Zadeh, Yannai A. Gonczarowski, David Kempe 0001
EC1
2018 Adaptive Hierarchical Clustering Using Ordinal Queries
abstract
In many applications of clustering (for example, ontologies or clusterings of animal or plant species), hierarchical clusterings are more descriptive than a flat clustering. A hierarchical clustering over n elements is represented by a rooted binary tree with n leaves, each corresponding to one element. The subtrees rooted at interior nodes capture the clusters. In this paper, we study active learning of a hierarchical clustering using only ordinal queries. An ordinal query consists of a set of three elements, and the response to a query reveals the two elements (among the three elements in the query) which are “closer” to each other than to the third one. We say that elements x and x′ are closer to each other than x″ if there exists a cluster containing x and x′, but not x″. When all the query responses are correct, there is a deterministic algorithm that learns the underlying hierarchical clustering using at most n log2 n adaptive ordinal queries. We generalize this algorithm to be robust in a model in which each query response is correct independently with probability p > ½, and adversarially incorrect with probability 1 – p. We show that in the presence of noise, our algorithm outputs the correct hierarchical clustering with probability at least 1 – δ, using O(n log n + n log(1/δ)) adaptive ordinal queries. For our results, adaptivity is crucial: we prove that even in the absence of noise, every non-adaptive algorithm requires Ω(n3) ordinal queries in the worst case.
Ehsan Emamjomeh-Zadeh, David Kempe 0001
SODA1
2017 A General Framework for Robust Interactive Learning
abstract
We propose a general framework for interactively learning models, such as (binary or non-binary) classifiers, orderings/rankings of items, or clusterings of data points. Our framework is based on a generalization of Angluin's equivalence query model and Littlestone's online learning model: in each iteration, the algorithm proposes a model, and the user either accepts it or reveals a specific mistake in the proposal. The feedback is correct only with probability p > 1/2 (and adversarially incorrect with probability 1 - p), i.e., the algorithm must be able to learn in the presence of arbitrary noise. The algorithm's goal is to learn the ground truth model using few iterations. Our general framework is based on a graph representation of the models and user feedback. To be able to learn efficiently, it is sufficient that there be a graph G whose nodes are the models, and (weighted) edges capture the user feedback, with the property that if s, s* are the proposed and target models, respectively, then any (correct) user feedback s' must lie on a shortest s-s* path in G. Under this one assumption, there is a natural algorithm, reminiscent of the Multiplicative Weights Update algorithm, which will efficiently learn s* even in the presence of noise in the user's feedback. From this general result, we rederive with barely any extra effort classic results on learning of classifiers and a recent result on interactive clustering; in addition, we easily obtain new interactive learning algorithms for ordering/ranking.
Ehsan Emamjomeh-Zadeh, David Kempe 0001
NIPS1
2017 On the rectangle escape problem
AmirMahdi Ahmadinejad, Sepehr Assadi, Ehsan Emamjomeh-Zadeh, Sadra Yazdanbod, Hamid Zarrabi-Zadeh
Theor. Comput. Sci.3
2016 Deterministic and probabilistic binary search in graphs
abstract
We consider the following natural generalization of Binary Search: in a given undirected, positively weighted graph, one vertex is a target. The algorithm’s task is to identify the target by adaptively querying vertices. In response to querying a node q, the algorithm learns either that q is the target, or is given an edge out of q that lies on a shortest path from q to the target. We study this problem in a general noisy model in which each query independently receives a correct answer with probability p > 1/2 (a known constant), and an (adversarial) incorrect one with probability 1 − p.
Ehsan Emamjomeh-Zadeh, David Kempe 0001, Vikrant Singhal
STOC1
2015 Mixture Selection, Mechanism Design, and Signaling
abstract
We pose and study a fundamental algorithmic problem which we term mixture selection, arising as a building block in a number of game-theoretic applications: Given a function g from the n-dimensional hypercube to the bounded interval [-1, 1], and an n × rn matrix A with bounded entries, maximize g(Ax) over x in the m-dimensional simplex. This problem arises naturally when one seeks to design a lottery over items for sale in an auction, or craft the posterior beliefs for agents in a Bayesian game through the provision of information (a.k.a. signaling). We present an approximation algorithm for this problem when g simultaneously satisfies two “smoothness” properties: Lipschitz continuity with respect to the L∞norm, and noise stability. The latter notion, which we define and cater to our setting, controls the degree to which low-probability - and possibly correlated - errors in the inputs of g can impact its output. The approximation guarantee of our algorithm degrades gracefully as a function of the Lipschitz continuity and noise stability of g. In particular, when g is both 0(1)-Lipschitz continuous and 0(1)-stable, we obtain an (additive) polynomial-time approximation scheme (PTAS) for mixture selection. We also show that neither assumption suffices by itself for an additive PTAS, and both assumptions together do not suffice for an additive fully polynomial-time approximation scheme (FPTAS). We apply our algorithm for mixture selection to a number of different game-theoretic applications, focusing on problems from mechanism design and optimal signaling. In particular, we make progress on a number of open problems suggested in prior work by easily reducing them to mixture selection: we resolve an important special case of the small-menu lottery design problem posed by Dughmi, Han, and Nisan [10]; we resolve the problem of revenue-maximizing signaling in Bayesian secondprice auctions posed by Emek et al. [12] and Miltersen and Sheffet [5]; we design a quasipolynomial-time approximation scheme for the optimal signaling problem in normal form games suggested by Dughmi [9]; and we design an approximation algorithm for the optimal signaling problem in the voting model of Alonso and Camara [3].
Yu Cheng 0002, Ho Yee Cheung, Shaddin Dughmi, Ehsan Emamjomeh-Zadeh, Shang-Hua Teng
FOCS4
2014 The Minimum Vulnerability Problem
Sepehr Assadi, Ehsan Emamjomeh-Zadeh, Ashkan Norouzi-Fard, Sadra Yazdanbod, Hamid Zarrabi-Zadeh
Algorithmica2
2012 The Minimum Vulnerability Problem
Sepehr Assadi, Ehsan Emamjomeh-Zadeh, Ashkan Norouzi-Fard, Sadra Yazdanbod, Hamid Zarrabi-Zadeh
ISAAC2