We resolve the long-standing "impossible tuning" issue for the classic expert problem and show that, it is in fact possible to achieve regret $O\left(\sqrt{(\ln d)\sum_t \ell_{t,i}^2}\right)$ simultaneously for all expert $i$ in a $T$-round $d$-expert problem where $\ell_{t,i}$ is the loss for expert $i$ in round $t$. Our algorithm is based on the Mirror Descent framework with a correction term and a weighted entropy regularizer. While natural, the algorithm has not been studied before and requires a careful analysis. We also generalize the bound to $O\left(\sqrt{(\ln d)\sum_t (\ell_{t,i}-m_{t,i})^2}\right)$ for any prediction vector $m_t$ that the learner receives, and recover or improve many existing results by choosing different $m_t$. Furthermore, we use the same framework to create a master algorithm that combines a set of base algorithms and learns the best one with little overhead. The new guarantee of our master allows us to derive many new results for both the expert problem and more generally Online Linear Optimization.
The global minimum point of an optimization problem is of interest in engineering fields and it is difficult to be solved, especially for a nonconvex large-scale optimization problem. In this article, we consider a new memetic algorithm for this problem. That is to say, we use the determined points (the stationary points of the function) as the initial seeds of the evolutionary algorithm, other than the random initial seeds of the known evolutionary algorithms. We compare it with the multi-start method (the built-in subroutine GlobalSearch.m of the MATLAB R2020a environment), the branch-and-bound method (Couenne of the state-of-the-art open-source solver for mixed integer nonlinear programming problems), and two representative derivative-free algorithms (CMA-ES and MCS), respectively. Numerical results show that the proposed method performs well for the large-scale global optimization problems, especially the problems of which are difficult to be solved by the known global optimization methods.
We consider reinforcement learning (RL) in Markov Decision Processes in which an agent repeatedly interacts with an environment that is modeled by a controlled Markov process. At each time step $t$, it earns a reward, and also incurs a cost-vector consisting of $M$ costs. We design model-based RL algorithms that maximize the cumulative reward earned over a time horizon of $T$ time-steps, while simultaneously ensuring that the average values of the $M$ cost expenditures are bounded by agent-specified thresholds $c^{ub}_i,i=1,2,\ldots,M$. In order to measure the performance of a reinforcement learning algorithm that satisfies the average cost constraints, we define an $M+1$ dimensional regret vector that is composed of its reward regret, and $M$ cost regrets. The reward regret measures the sub-optimality in the cumulative reward, while the $i$-th component of the cost regret vector is the difference between its $i$-th cumulative cost expense and the expected cost expenditures $Tc^{ub}_i$. We prove that the expected value of the regret vector of UCRL-CMDP, is upper-bounded as $\tilde{O}\left(T^{2\slash 3}\right)$, where $T$ is the time horizon. We further show how to reduce the regret of a desired subset of the $M$ costs, at the expense of increasing the regrets of rewards and the remaining costs. To the best of our knowledge, ours is the only work that considers non-episodic RL under average cost constraints, and derive algorithms that can~\emph{tune the regret vector} according to the agent's requirements on its cost regrets.
In line with the growing trend of using machine learning to help solve combinatorial optimisation problems, one promising idea is to improve node selection within a mixed integer programming (MIP) branch-and-bound tree by using a learned policy. Previous work using imitation learning indicates the feasibility of acquiring a node selection policy, by learning an adaptive node searching order. In contrast, our imitation learning policy is focused solely on learning which of a node's children to select. We present an offline method to learn such a policy in two settings: one that comprises a heuristic by committing to pruning of nodes; one that is exact and backtracks from a leaf to guarantee finding the optimal integer solution. The former setting corresponds to a child selector during plunging, while the latter is akin to a diving heuristic. We apply the policy within the popular open-source solver SCIP, in both heuristic and exact settings. Empirical results on five MIP datasets indicate that our node selection policy leads to solutions significantly more quickly than the state-of-the-art precedent in the literature. While we do not beat the highly-optimised SCIP state-of-practice baseline node selector in terms of solving time on exact solutions, our heuristic policies have a consistently better optimality gap than all baselines, if the accuracy of the predictive model is sufficient. Further, the results also indicate that, when a time limit is applied, our heuristic method finds better solutions than all baselines in the majority of problems tested. We explain the results by showing that the learned policies have imitated the SCIP baseline, but without the latter's early plunge abort. Our recommendation is that, despite the clear improvements over the literature, this kind of MIP child selector is better seen in a broader approach using learning in MIP branch-and-bound tree decisions.
Centralized Training for Decentralized Execution, where training is done in a centralized offline fashion, has become a popular solution paradigm in Multi-Agent Reinforcement Learning. Many such methods take the form of actor-critic with state-based critics, since centralized training allows access to the true system state, which can be useful during training despite not being available at execution time. State-based critics have become a common empirical choice, albeit one which has had limited theoretical justification or analysis. In this paper, we show that state-based critics can introduce bias in the policy gradient estimates, potentially undermining the asymptotic guarantees of the algorithm. We also show that, even if the state-based critics do not introduce any bias, they can still result in a larger gradient variance, contrary to the common intuition. Finally, we show the effects of the theories in practice by comparing different forms of centralized critics on a wide range of common benchmarks, and detail how various environmental properties are related to the effectiveness of different types of critics.
Swapping text in scene images while preserving original fonts, colors, sizes and background textures is a challenging task due to the complex interplay between different factors. In this work, we present SwapText, a three-stage framework to transfer texts across scene images. First, a novel text swapping network is proposed to replace text labels only in the foreground image. Second, a background completion network is learned to reconstruct background images. Finally, the generated foreground image and background image are used to generate the word image by the fusion network. Using the proposing framework, we can manipulate the texts of the input images even with severe geometric distortion. Qualitative and quantitative results are presented on several scene text datasets, including regular and irregular text datasets. We conducted extensive experiments to prove the usefulness of our method such as image based text translation, text image synthesis, etc.
Clustering is one of the most fundamental and wide-spread techniques in exploratory data analysis. Yet, the basic approach to clustering has not really changed: a practitioner hand-picks a task-specific clustering loss to optimize and fit the given data to reveal the underlying cluster structure. Some types of losses---such as k-means, or its non-linear version: kernelized k-means (centroid based), and DBSCAN (density based)---are popular choices due to their good empirical performance on a range of applications. Although every so often the clustering output using these standard losses fails to reveal the underlying structure, and the practitioner has to custom-design their own variation. In this work we take an intrinsically different approach to clustering: rather than fitting a dataset to a specific clustering loss, we train a recurrent model that learns how to cluster. The model uses as training pairs examples of datasets (as input) and its corresponding cluster identities (as output). By providing multiple types of training datasets as inputs, our model has the ability to generalize well on unseen datasets (new clustering tasks). Our experiments reveal that by training on simple synthetically generated datasets or on existing real datasets, we can achieve better clustering performance on unseen real-world datasets when compared with standard benchmark clustering techniques. Our meta clustering model works well even for small datasets where the usual deep learning models tend to perform worse.
We show that for the problem of testing if a matrix $A \in F^{n \times n}$ has rank at most $d$, or requires changing an $\epsilon$-fraction of entries to have rank at most $d$, there is a non-adaptive query algorithm making $\widetilde{O}(d^2/\epsilon)$ queries. Our algorithm works for any field $F$. This improves upon the previous $O(d^2/\epsilon^2)$ bound (SODA'03), and bypasses an $\Omega(d^2/\epsilon^2)$ lower bound of (KDD'14) which holds if the algorithm is required to read a submatrix. Our algorithm is the first such algorithm which does not read a submatrix, and instead reads a carefully selected non-adaptive pattern of entries in rows and columns of $A$. We complement our algorithm with a matching query complexity lower bound for non-adaptive testers over any field. We also give tight bounds of $\widetilde{\Theta}(d^2)$ queries in the sensing model for which query access comes in the form of $\langle X_i, A\rangle:=tr(X_i^\top A)$; perhaps surprisingly these bounds do not depend on $\epsilon$. We next develop a novel property testing framework for testing numerical properties of a real-valued matrix $A$ more generally, which includes the stable rank, Schatten-$p$ norms, and SVD entropy. Specifically, we propose a bounded entry model, where $A$ is required to have entries bounded by $1$ in absolute value. We give upper and lower bounds for a wide range of problems in this model, and discuss connections to the sensing model above.
Many reinforcement-learning researchers treat the reward function as a part of the environment, meaning that the agent can only know the reward of a state if it encounters that state in a trial run. However, we argue that this is an unnecessary limitation and instead, the reward function should be provided to the learning algorithm. The advantage is that the algorithm can then use the reward function to check the reward for states that the agent hasn't even encountered yet. In addition, the algorithm can simultaneously learn policies for multiple reward functions. For each state, the algorithm would calculate the reward using each of the reward functions and add the rewards to its experience replay dataset. The Hindsight Experience Replay algorithm developed by Andrychowicz et al. (2017) does just this, and learns to generalize across a distribution of sparse, goal-based rewards. We extend this algorithm to linearly-weighted, multi-objective rewards and learn a single policy that can generalize across all linear combinations of the multi-objective reward. Whereas other multi-objective algorithms teach the Q-function to generalize across the reward weights, our algorithm enables the policy to generalize, and can thus be used with continuous actions.
We consider the task of learning the parameters of a {\em single} component of a mixture model, for the case when we are given {\em side information} about that component, we call this the "search problem" in mixture models. We would like to solve this with computational and sample complexity lower than solving the overall original problem, where one learns parameters of all components. Our main contributions are the development of a simple but general model for the notion of side information, and a corresponding simple matrix-based algorithm for solving the search problem in this general setting. We then specialize this model and algorithm to four common scenarios: Gaussian mixture models, LDA topic models, subspace clustering, and mixed linear regression. For each one of these we show that if (and only if) the side information is informative, we obtain parameter estimates with greater accuracy, and also improved computation complexity than existing moment based mixture model algorithms (e.g. tensor methods). We also illustrate several natural ways one can obtain such side information, for specific problem instances. Our experiments on real data sets (NY Times, Yelp, BSDS500) further demonstrate the practicality of our algorithms showing significant improvement in runtime and accuracy.
Deep reinforcement learning (RL) methods generally engage in exploratory behavior through noise injection in the action space. An alternative is to add noise directly to the agent's parameters, which can lead to more consistent exploration and a richer set of behaviors. Methods such as evolutionary strategies use parameter perturbations, but discard all temporal structure in the process and require significantly more samples. Combining parameter noise with traditional RL methods allows to combine the best of both worlds. We demonstrate that both off- and on-policy methods benefit from this approach through experimental comparison of DQN, DDPG, and TRPO on high-dimensional discrete action environments as well as continuous control tasks. Our results show that RL with parameter noise learns more efficiently than traditional RL with action space noise and evolutionary strategies individually.