In the storied Colonel Blotto game, two colonels allocate $a$ and $b$ troops, respectively, to $k$ distinct battlefields. A colonel wins a battle if they assign more troops to that particular battle, and each colonel seeks to maximize their total number of victories. Despite the problem's formulation in 1921, the first polynomial-time algorithm to compute Nash equilibrium (NE) strategies for this game was discovered only quite recently. In 2016, \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} formulated a breakthrough algorithm to compute NE strategies for the Colonel Blotto game\footnote{To the best of our knowledge, the algorithm from \citep{ahmadinejad_dehghani_hajiaghayi_lucier_mahini_seddighin_2019} has computational complexity $O(k^{14}\max\{a,b\}^{13})$}, receiving substantial media coverage (e.g. \citep{Insider}, \citep{NSF}, \citep{ScienceDaily}). In this work, we present the first known $\epsilon$-approximation algorithm to compute NE strategies in the two-player Colonel Blotto game in runtime $\widetilde{O}(\epsilon^{-4} k^8 \max\{a,b\}^2)$ for arbitrary settings of these parameters. Moreover, this algorithm computes approximate coarse correlated equilibrium strategies in the multiplayer (continuous and discrete) Colonel Blotto game (when there are $\ell > 2$ colonels) with runtime $\widetilde{O}(\ell \epsilon^{-4} k^8 n^2 + \ell^2 \epsilon^{-2} k^3 n (n+k))$, where $n$ is the maximum troop count. Before this work, no polynomial-time algorithm was known to compute exact or approximate equilibrium (in any sense) strategies for multiplayer Colonel Blotto with arbitrary parameters. Our algorithm computes these approximate equilibria by a novel (to the author's knowledge) sampling technique with which we implicitly perform multiplicative weights update over the exponentially many strategies available to each player.
We consider inference for a collection of partially observed, stochastic, interacting, nonlinear dynamic processes. Each process is identified with a label called its unit, and our primary motivation arises in biological metapopulation systems where a unit corresponds to a spatially distinct sub-population. Metapopulation systems are characterized by strong dependence through time within a single unit and relatively weak interactions between units, and these properties make block particle filters an effective tool for simulation-based likelihood evaluation. Iterated filtering algorithms can facilitate likelihood maximization for simulation-based filters. We introduce a new iterated block particle filter algorithm applicable when parameters are unit-specific or shared between units. We demonstrate this algorithm by performing inference on a coupled epidemiological model describing spatiotemporal measles case report data for twenty towns.
We study the problem of high-dimensional sparse mean estimation in the presence of an $\epsilon$-fraction of adversarial outliers. Prior work obtained sample and computationally efficient algorithms for this task for identity-covariance subgaussian distributions. In this work, we develop the first efficient algorithms for robust sparse mean estimation without a priori knowledge of the covariance. For distributions on $\mathbb R^d$ with "certifiably bounded" $t$-th moments and sufficiently light tails, our algorithm achieves error of $O(\epsilon^{1-1/t})$ with sample complexity $m = (k\log(d))^{O(t)}/\epsilon^{2-2/t}$. For the special case of the Gaussian distribution, our algorithm achieves near-optimal error of $\tilde O(\epsilon)$ with sample complexity $m = O(k^4 \mathrm{polylog}(d))/\epsilon^2$. Our algorithms follow the Sum-of-Squares based, proofs to algorithms approach. We complement our upper bounds with Statistical Query and low-degree polynomial testing lower bounds, providing evidence that the sample-time-error tradeoffs achieved by our algorithms are qualitatively the best possible.
Here we propose a new nonparametric framework for two-sample testing, named as the OVL-$q$ ($q = 1, 2, \ldots$). This can be regarded as a natural extension of the Smirnov test, which is equivalent to the OVL-1. We specifically focus on the OVL-2, implement its fast algorithm, and show its superiority over other statistical tests in some experiments.
Bilevel optimization has arisen as a powerful tool in modern machine learning. However, due to the nested structure of bilevel optimization, even gradient-based methods require second-order derivative approximations via Jacobian- or/and Hessian-vector computations, which can be costly and unscalable in practice. Recently, Hessian-free bilevel schemes have been proposed to resolve this issue, where the general idea is to use zeroth- or first-order methods to approximate the full hypergradient of the bilevel problem. However, we empirically observe that such approximation can lead to large variance and unstable training, but estimating only the response Jacobian matrix as a partial component of the hypergradient turns out to be extremely effective. To this end, we propose a new Hessian-free method, which adopts the zeroth-order-like method to approximate the response Jacobian matrix via taking difference between two optimization paths. Theoretically, we provide the convergence rate analysis for the proposed algorithms, where our key challenge is to characterize the approximation and smoothness properties of the trajectory-dependent estimator, which can be of independent interest. This is the first known convergence rate result for this type of Hessian-free bilevel algorithms. Experimentally, we demonstrate that the proposed algorithms outperform baseline bilevel optimizers on various bilevel problems. Particularly, in our experiment on few-shot meta-learning with ResNet-12 network over the miniImageNet dataset, we show that our algorithm outperforms baseline meta-learning algorithms, while other baseline bilevel optimizers do not solve such meta-learning problems within a comparable time frame.
This paper studies policy optimization algorithms for multi-agent reinforcement learning. We begin by proposing an algorithm framework for two-player zero-sum Markov Games in the full-information setting, where each iteration consists of a policy update step at each state using a certain matrix game algorithm, and a value update step with a certain learning rate. This framework unifies many existing and new policy optimization algorithms. We show that the state-wise average policy of this algorithm converges to an approximate Nash equilibrium (NE) of the game, as long as the matrix game algorithms achieve low weighted regret at each state, with respect to weights determined by the speed of the value updates. Next, we show that this framework instantiated with the Optimistic Follow-The-Regularized-Leader (OFTRL) algorithm at each state (and smooth value updates) can find an $\mathcal{\widetilde{O}}(T^{-5/6})$ approximate NE in $T$ iterations, which improves over the current best $\mathcal{\widetilde{O}}(T^{-1/2})$ rate of symmetric policy optimization type algorithms. We also extend this algorithm to multi-player general-sum Markov Games and show an $\mathcal{\widetilde{O}}(T^{-3/4})$ convergence rate to Coarse Correlated Equilibria (CCE). Finally, we provide a numerical example to verify our theory and investigate the importance of smooth value updates, and find that using "eager" value updates instead (equivalent to the independent natural policy gradient algorithm) may significantly slow down the convergence, even on a simple game with $H=2$ layers.
Topological Data Analysis is a growing area of data science, which aims at computing and characterizing the geometry and topology of data sets, in order to produce useful descriptors for subsequent statistical and machine learning tasks. Its main computational tool is persistent homology, which amounts to track the topological changes in growing families of subsets of the data set itself, called filtrations, and encode them in an algebraic object, called persistence module. Even though algorithms and theoretical properties of modules are now well-known in the single-parameter case, that is, when there is only one filtration to study, much less is known in the multi-parameter case, where several filtrations are given at once. Though more complicated, the resulting persistence modules are usually richer and encode more information, making them better descriptors for data science. In this article, we present the first approximation scheme, which is based on fibered barcodes and exact matchings, two constructions that stem from the theory of single-parameter persistence, for computing and decomposing general multi-parameter persistence modules. Our algorithm has controlled complexity and running time, and works in arbitrary dimension, i.e., with an arbitrary number of filtrations. Moreover, when restricting to specific classes of multi-parameter persistence modules, namely the ones that can be decomposed into intervals, we establish theoretical results about the approximation error between our estimate and the true module in terms of interleaving distance. Finally, we present empirical evidence validating output quality and speed-up on several data sets.
This paper studies an intriguing phenomenon related to the good generalization performance of estimators obtained by using large learning rates within gradient descent algorithms. First observed in the deep learning literature, we show that a phenomenon can be precisely characterized in the context of kernel methods, even though the resulting optimization problem is convex. Specifically, we consider the minimization of a quadratic objective in a separable Hilbert space, and show that with early stopping, the choice of learning rate influences the spectral decomposition of the obtained solution on the Hessian's eigenvectors. This extends an intuition described by Nakkiran (2020) on a two-dimensional toy problem to realistic learning scenarios such as kernel ridge regression. While large learning rates may be proven beneficial as soon as there is a mismatch between the train and test objectives, we further explain why it already occurs in classification tasks without assuming any particular mismatch between train and test data distributions.
In this paper, we study max-weight stochastic matchings on online bipartite graphs under both vertex and edge arrivals. We focus on designing polynomial time approximation algorithms with respect to the online benchmark, which was first considered by Papadimitriou, Pollner, Saberi, and Wajc [EC'21]. In the vertex arrival version of the problem, the goal is to find an approximate max-weight matching of a given bipartite graph when the vertices in one part of the graph arrive online in a fixed order with independent chances of failure. Whenever a vertex arrives we should decide, irrevocably, whether to match it with one of its unmatched neighbors or leave it unmatched forever. There has been a long line of work designing approximation algorithms for different variants of this problem with respect to the offline benchmark (prophet). Papadimitriou et al., however, propose the alternative online benchmark and show that considering this new benchmark allows them to improve the 0.5 approximation ratio, which is the best ratio achievable with respect to the offline benchmark. They provide a 0.51-approximation algorithm which was later improved to 0.526 by Saberi and Wajc [ICALP'21]. The main contribution of this paper is designing a simple algorithm with a significantly improved approximation ratio of (1-1/e) for this problem. We also consider the edge arrival version in which, instead of vertices, edges of the graph arrive in an online fashion with independent chances of failure. Designing approximation algorithms for this problem has also been studied extensively with the best approximation ratio being 0.337 with respect to the offline benchmark. This paper, however, is the first to consider the online benchmark for the edge arrival version of the problem. For this problem, we provide a simple algorithm with an approximation ratio of 0.5 with respect to the online benchmark.
We give the first polynomial-time algorithm to estimate the mean of a $d$-variate probability distribution with bounded covariance from $\tilde{O}(d)$ independent samples subject to pure differential privacy. Prior algorithms for this problem either incur exponential running time, require $\Omega(d^{1.5})$ samples, or satisfy only the weaker concentrated or approximate differential privacy conditions. In particular, all prior polynomial-time algorithms require $d^{1+\Omega(1)}$ samples to guarantee small privacy loss with "cryptographically" high probability, $1-2^{-d^{\Omega(1)}}$, while our algorithm retains $\tilde{O}(d)$ sample complexity even in this stringent setting. Our main technique is a new approach to use the powerful Sum of Squares method (SoS) to design differentially private algorithms. SoS proofs to algorithms is a key theme in numerous recent works in high-dimensional algorithmic statistics -- estimators which apparently require exponential running time but whose analysis can be captured by low-degree Sum of Squares proofs can be automatically turned into polynomial-time algorithms with the same provable guarantees. We demonstrate a similar proofs to private algorithms phenomenon: instances of the workhorse exponential mechanism which apparently require exponential time but which can be analyzed with low-degree SoS proofs can be automatically turned into polynomial-time differentially private algorithms. We prove a meta-theorem capturing this phenomenon, which we expect to be of broad use in private algorithm design. Our techniques also draw new connections between differentially private and robust statistics in high dimensions. In particular, viewed through our proofs-to-private-algorithms lens, several well-studied SoS proofs from recent works in algorithmic robust statistics directly yield key components of our differentially private mean estimation algorithm.
Graph convolutional network (GCN) has been successfully applied to many graph-based applications; however, training a large-scale GCN remains challenging. Current SGD-based algorithms suffer from either a high computational cost that exponentially grows with number of GCN layers, or a large space requirement for keeping the entire graph and the embedding of each node in memory. In this paper, we propose Cluster-GCN, a novel GCN algorithm that is suitable for SGD-based training by exploiting the graph clustering structure. Cluster-GCN works as the following: at each step, it samples a block of nodes that associate with a dense subgraph identified by a graph clustering algorithm, and restricts the neighborhood search within this subgraph. This simple but effective strategy leads to significantly improved memory and computational efficiency while being able to achieve comparable test accuracy with previous algorithms. To test the scalability of our algorithm, we create a new Amazon2M data with 2 million nodes and 61 million edges which is more than 5 times larger than the previous largest publicly available dataset (Reddit). For training a 3-layer GCN on this data, Cluster-GCN is faster than the previous state-of-the-art VR-GCN (1523 seconds vs 1961 seconds) and using much less memory (2.2GB vs 11.2GB). Furthermore, for training 4 layer GCN on this data, our algorithm can finish in around 36 minutes while all the existing GCN training algorithms fail to train due to the out-of-memory issue. Furthermore, Cluster-GCN allows us to train much deeper GCN without much time and memory overhead, which leads to improved prediction accuracy---using a 5-layer Cluster-GCN, we achieve state-of-the-art test F1 score 99.36 on the PPI dataset, while the previous best result was 98.71 by [16]. Our codes are publicly available at //github.com/google-research/google-research/tree/master/cluster_gcn.