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The symmetric generalized eigenvalue problem (SGEP) is a fundamental concept in numerical linear algebra. It captures the solution of many classical machine learning problems such as canonical correlation analysis, independent components analysis, partial least squares, linear discriminant analysis, principal components and others. Despite this, most general solvers are prohibitively expensive when dealing with streaming data sets (i.e., minibatches) and research has instead concentrated on finding efficient solutions to specific problem instances. In this work, we develop a game-theoretic formulation of the top-$k$ SGEP whose Nash equilibrium is the set of generalized eigenvectors. We also present a parallelizable algorithm with guaranteed asymptotic convergence to the Nash. Current state-of-the-art methods require $O(d^2k)$ runtime complexity per iteration which is prohibitively expensive when the number of dimensions ($d$) is large. We show how to modify this parallel approach to achieve $O(dk)$ runtime complexity. Empirically we demonstrate that this resulting algorithm is able to solve a variety of SGEP problem instances including a large-scale analysis of neural network activations.

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We approximate the d complex zeros of a univariate polynomial p(x) of a degree d or those zeros that lie in a fixed region of interest on the complex plane such as a disc or a square. Our divide and conquer algorithm of STOC 1995 supports solution of this problem in optimal Boolean time (up to a poly-logarithmic factor), that is, runs nearly as fast as one can access the coefficients of p with the precision necessary to support required accuracy of the output. That record complexity has not been matched by any other algorithm yet, but our root-finder of 1995 is quite involved and has never been implemented. We present alternative nearly optimal root-finders based on our novel variants of the classical subdivision iterations. Unlike our predecessor of 1995, we require randomization of Las Vegas type, allowing us to detect any output error at a dominated computational cost, but our new root-finders are much simpler to implement than their predecessor of 1995. According to the results of extensive test with standard test polynomials for their preliminary version, which incorporates only a part of our novel techniques, the new root-finders compete and for a large class of inputs significantly supersedes the package of root-finding subroutines MPSolve, which for decades has been user's choice package. Unlike our predecessor of 1995 and all known fast algorithms for the cited tasks of polynomial root-finding, our new algorithms can be also applied to a polynomial given by a black box oracle for its evaluation rather than by its coefficients. This makes our root-finders particularly efficient for polynomials p(x) that can be evaluated fast such as the Mandelbrot polynomials or those given by the sum of a small number of shifted monomials. Our algorithm can be readily extended to fast approximation of the eigenvalues of a matrix or a matrix polynomial.

Overparameterization constitutes one of the most significant hallmarks of deep neural networks. Though it can offer the advantage of outstanding generalization performance, it meanwhile imposes substantial storage burden, thus necessitating the study of network pruning. A natural and fundamental question is: How sparse can we prune a deep network (with almost no hurt on the performance)? To address this problem, in this work we take a first principles approach, specifically, by merely enforcing the sparsity constraint on the original loss function, we're able to characterize the sharp phase transition point of pruning ratio, which corresponds to the boundary between the feasible and the infeasible, from the perspective of high-dimensional geometry. It turns out that the phase transition point of pruning ratio equals the squared Gaussian width of some convex body resulting from the $l_1$-regularized loss function, normalized by the original dimension of parameters. As a byproduct, we provide a novel network pruning algorithm which is essentially a global one-shot pruning one. Furthermore, we provide efficient countermeasures to address the challenges in computing the involved Gaussian width, including the spectrum estimation of a large-scale Hessian matrix and dealing with the non-definite positiveness of a Hessian matrix. It is demonstrated that the predicted pruning ratio threshold coincides very well with the actual value obtained from the experiments and our proposed pruning algorithm can achieve competitive or even better performance than the existing pruning algorithms. All codes are available at: //github.com/QiaozheZhang/Global-One-shot-Pruning

We present for the first time a complete solution to the problem of proving the correctness of a concurrency control algorithm for collaborative text editors against the standard consistency model. The success of our approach stems from the use of comprehensive stringwise operational transformations, which appear to have escaped a formal treatment until now. Because these transformations sometimes lead to an increase in the number of operations as they are transformed, we cannot use inductive methods and adopt the novel idea of decreasing diagrams instead. We also base our algorithm on a client-server model rather than a peer-to-peer one, which leads to the correct application of operational transformations to both newly generated and pending operations. And lastly we solve the problem of latency, so that our algorithm works perfectly in practice. The result of these innovations is the first ever formally correct concurrency control algorithm for collaborative text editors together with a fast, fault tolerant and highly scalable implementation.

Causal discovery from interventional data is an important problem, where the task is to design an interventional strategy that learns the hidden ground truth causal graph $G(V,E)$ on $|V| = n$ nodes while minimizing the number of performed interventions. Most prior interventional strategies broadly fall into two categories: non-adaptive and adaptive. Non-adaptive strategies decide on a single fixed set of interventions to be performed while adaptive strategies can decide on which nodes to intervene on sequentially based on past interventions. While adaptive algorithms may use exponentially fewer interventions than their non-adaptive counterparts, there are practical concerns that constrain the amount of adaptivity allowed. Motivated by this trade-off, we study the problem of $r$-adaptivity, where the algorithm designer recovers the causal graph under a total of $r$ sequential rounds whilst trying to minimize the total number of interventions. For this problem, we provide a $r$-adaptive algorithm that achieves $O(\min\{r,\log n\} \cdot n^{1/\min\{r,\log n\}})$ approximation with respect to the verification number, a well-known lower bound for adaptive algorithms. Furthermore, for every $r$, we show that our approximation is tight. Our definition of $r$-adaptivity interpolates nicely between the non-adaptive ($r=1$) and fully adaptive ($r=n$) settings where our approximation simplifies to $O(n)$ and $O(\log n)$ respectively, matching the best-known approximation guarantees for both extremes. Our results also extend naturally to the bounded size interventions.

The usability of Reinforcement Learning is restricted by the large computation times it requires. Curriculum Reinforcement Learning speeds up learning by defining a helpful order in which an agent encounters tasks, i.e. from simple to hard. Curricula based on Absolute Learning Progress (ALP) have proven successful in different environments, but waste computation on repeating already learned behaviour in new tasks. We solve this problem by introducing a new regularization method based on Self-Paced (Deep) Learning, called Self-Paced Absolute Learning Progress (SPALP). We evaluate our method in three different environments. Our method achieves performance comparable to original ALP in all cases, and reaches it quicker than ALP in two of them. We illustrate possibilities to further improve the efficiency and performance of SPALP.

The $1-N$ generalized Stackelberg game (single-leader multi-follower game) is intricately intertwined with the interaction between a leader and followers (hierarchical interaction) and the interaction among followers (simultaneous interaction). However, obtaining the optimal strategy of the leader is generally challenging due to the complex interactions among the leader and followers. Here, we propose a general methodology to find a generalized Stackelberg equilibrium of a $1-N$ generalized Stackelberg game. Specifically, we first provide the conditions where a generalized Stackelberg equilibrium always exists using the variational equilibrium concept. Next, to find an equilibrium in polynomial time, we transformed the $1-N$ generalized Stackelberg game into a $1-1$ Stackelberg game whose Stackelberg equilibrium is identical to that of the original. Finally, we propose an effective computation procedure based on the projected implicit gradient descent algorithm to find a Stackelberg equilibrium of the transformed $1-1$ Stackelberg game. We validate the proposed approaches using the two problems of deriving operating strategies for EV charging stations: (1) the first problem is optimizing the one-time charging price for EV users, in which a platform operator determines the price of electricity and EV users determine the optimal amount of charging for their satisfaction; and (2) the second problem is to determine the spatially varying charging price to optimally balance the demand and supply over every charging station.

We introduce a new approach for computing optimal equilibria via learning in games. It applies to extensive-form settings with any number of players, including mechanism design, information design, and solution concepts such as correlated, communication, and certification equilibria. We observe that optimal equilibria are minimax equilibrium strategies of a player in an extensive-form zero-sum game. This reformulation allows to apply techniques for learning in zero-sum games, yielding the first learning dynamics that converge to optimal equilibria, not only in empirical averages, but also in iterates. We demonstrate the practical scalability and flexibility of our approach by attaining state-of-the-art performance in benchmark tabular games, and by computing an optimal mechanism for a sequential auction design problem using deep reinforcement learning.

We consider mixtures of $k\geq 2$ Gaussian components with unknown means and unknown covariance (identical for all components) that are well-separated, i.e., distinct components have statistical overlap at most $k^{-C}$ for a large enough constant $C\ge 1$. Previous statistical-query [DKS17] and lattice-based [BRST21, GVV22] lower bounds give formal evidence that even distinguishing such mixtures from (pure) Gaussians may be exponentially hard (in $k$). We show that this kind of hardness can only appear if mixing weights are allowed to be exponentially small, and that for polynomially lower bounded mixing weights non-trivial algorithmic guarantees are possible in quasi-polynomial time. Concretely, we develop an algorithm based on the sum-of-squares method with running time quasi-polynomial in the minimum mixing weight. The algorithm can reliably distinguish between a mixture of $k\ge 2$ well-separated Gaussian components and a (pure) Gaussian distribution. As a certificate, the algorithm computes a bipartition of the input sample that separates a pair of mixture components, i.e., both sides of the bipartition contain most of the sample points of at least one component. For the special case of colinear means, our algorithm outputs a $k$-clustering of the input sample that is approximately consistent with the components of the mixture. We obtain similar clustering guarantees also for the case that the overlap between any two mixture components is lower bounded quasi-polynomially in $k$ (in addition to being upper bounded polynomially in $k$). A key technical ingredient is a characterization of separating directions for well-separated Gaussian components in terms of ratios of polynomials that correspond to moments of two carefully chosen orders logarithmic in the minimum mixing weight.

Control variates are variance reduction tools for Monte Carlo estimators. They can provide significant variance reduction, but usually require a large number of samples, which can be prohibitive when sampling or evaluating the integrand is computationally expensive. Furthermore, there are many scenarios where we need to compute multiple related integrals simultaneously or sequentially, which can further exacerbate computational costs. In this paper, we propose vector-valued control variates, an extension of control variates which can be used to reduce the variance of multiple Monte Carlo estimators jointly. This allows for the transfer of information across integration tasks, and hence reduces the need for a large number of samples. We focus on control variates based on kernel interpolants and our novel construction is obtained through a generalised Stein identity and the development of novel matrix-valued Stein reproducing kernels. We demonstrate our methodology on a range of problems including multifidelity modelling, Bayesian inference for dynamical systems, and model evidence computation through thermodynamic integration.

A core capability of intelligent systems is the ability to quickly learn new tasks by drawing on prior experience. Gradient (or optimization) based meta-learning has recently emerged as an effective approach for few-shot learning. In this formulation, meta-parameters are learned in the outer loop, while task-specific models are learned in the inner-loop, by using only a small amount of data from the current task. A key challenge in scaling these approaches is the need to differentiate through the inner loop learning process, which can impose considerable computational and memory burdens. By drawing upon implicit differentiation, we develop the implicit MAML algorithm, which depends only on the solution to the inner level optimization and not the path taken by the inner loop optimizer. This effectively decouples the meta-gradient computation from the choice of inner loop optimizer. As a result, our approach is agnostic to the choice of inner loop optimizer and can gracefully handle many gradient steps without vanishing gradients or memory constraints. Theoretically, we prove that implicit MAML can compute accurate meta-gradients with a memory footprint that is, up to small constant factors, no more than that which is required to compute a single inner loop gradient and at no overall increase in the total computational cost. Experimentally, we show that these benefits of implicit MAML translate into empirical gains on few-shot image recognition benchmarks.

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