For decision making under uncertainty, min-max regret has been established as a popular methodology to find robust solutions. In this approach, we compare the performance of our solution against the best possible performance had we known the true scenario in advance. We introduce a generalization of this setting which allows us to compare against solutions that are also affected by uncertainty, which we call balanced regret. Using budgeted uncertainty sets, this allows for a wider range of possible alternatives the decision maker may choose from. We analyze this approach for general combinatorial problems, providing an iterative solution method and insights into solution properties. We then consider a type of selection problem in more detail and show that, while the classic regret setting with budgeted uncertainty sets can be solved in polynomial time, the balanced regret problem becomes NP-hard. In computational experiments using random and real-world data, we show that balanced regret solutions provide a useful trade-off for the performance in classic performance measures.
Yedidia, Freeman, Weiss have shown in their reference article, "Constructing Free Energy Approximations and Generalized Belief Propagation Algorithms", that there is a variational principle underlying the General Belief Propagation, by introducing a region-based free energy approximation of the MaxEnt free energy, that we will call the Generalized Bethe free energy. They sketched a proof that fixed points of the General Belief Propagation are critical points of this free energy, this proof was completed in the thesis of Peltre. In this paper we identify a class of optimization problems defined as patching local optimization problems and associated message passing algorithms for which such correspondence between critical points and fix points of the algorithms holds. This framework holds many applications one of which being a PCA for filtered data and a region-based approximation of MaxEnT with stochastic compatibility constraints on the region probabilities. Such approach is particularly adapted for inference with multimodal integration, inference on scenes with multiple views.
Reinforcement learning (RL) applications, where an agent can simply learn optimal behaviors by interacting with the environment, are quickly gaining tremendous success in a wide variety of applications from controlling simple pendulums to complex data centers. However, setting the right hyperparameters can have a huge impact on the deployed solution performance and reliability in the inference models, produced via RL, used for decision-making. Hyperparameter search itself is a laborious process that requires many iterations and computationally expensive to find the best settings that produce the best neural network architectures. In comparison to other neural network architectures, deep RL has not witnessed much hyperparameter tuning, due to its algorithm complexity and simulation platforms needed. In this paper, we propose a distributed variable-length genetic algorithm framework to systematically tune hyperparameters for various RL applications, improving training time and robustness of the architecture, via evolution. We demonstrate the scalability of our approach on many RL problems (from simple gyms to complex applications) and compared with Bayesian approach. Our results show that with more generations, optimal solutions that require fewer training episodes and are computationally cheap while being more robust for deployment. Our results are imperative to advance deep reinforcement learning controllers for real-world problems.
We consider the problem of finding nearly optimal solutions of optimization problems with random objective functions. Two concrete problems we consider are (a) optimizing the Hamiltonian of a spherical or Ising $p$-spin glass model, and (b) finding a large independent set in a sparse Erd\H{o}s-R\'{e}nyi graph. The following families of algorithms are considered: (a) low-degree polynomials of the input; (b) low-depth Boolean circuits; (c) the Langevin dynamics algorithm. We show that these families of algorithms fail to produce nearly optimal solutions with high probability. For the case of Boolean circuits, our results improve the state-of-the-art bounds known in circuit complexity theory (although we consider the search problem as opposed to the decision problem). Our proof uses the fact that these models are known to exhibit a variant of the overlap gap property (OGP) of near-optimal solutions. Specifically, for both models, every two solutions whose objectives are above a certain threshold are either close or far from each other. The crux of our proof is that the classes of algorithms we consider exhibit a form of stability. We show by an interpolation argument that stable algorithms cannot overcome the OGP barrier. The stability of Langevin dynamics is an immediate consequence of the well-posedness of stochastic differential equations. The stability of low-degree polynomials and Boolean circuits is established using tools from Gaussian and Boolean analysis -- namely hypercontractivity and total influence, as well as a novel lower bound for random walks avoiding certain subsets. In the case of Boolean circuits, the result also makes use of Linal-Mansour-Nisan's classical theorem. Our techniques apply more broadly to low influence functions and may apply more generally.
Quantum computing is evolving so quickly that forces us to revisit, rewrite, and update the basis of the theory. Basic Quantum Algorithms revisits the first quantum algorithms. It started in 1995 with Deutsch trying to evaluate a function at two domain points simultaneously. Then, Deutsch and Jozsa created in 1992 a quantum algorithm that determines whether a Boolean function is constant or balanced. In the next year, Bernstein and Vazirani realized that the same algorithm can be used to find a specific Boolean function in the set of linear Boolean functions. In 1994, Simon presented a new quantum algorithm that determines whether a function is one-to-one or two-to-one exponentially faster than any classical algorithm for the same problem. In the same year, Shor created two new quantum algorithms for factoring integers and calculating discrete logarithms, threatening the cryptography methods widely used nowadays. In 1995, Kitaev described an alternative version for Shor's algorithms that proved useful in many other applications. In the following year, Grover created a quantum search algorithm quadratically faster than its classical counterpart. In this work, all those remarkable algorithms are described in detail with a focus on the circuit model.
Sampling methods (e.g., node-wise, layer-wise, or subgraph) has become an indispensable strategy to speed up training large-scale Graph Neural Networks (GNNs). However, existing sampling methods are mostly based on the graph structural information and ignore the dynamicity of optimization, which leads to high variance in estimating the stochastic gradients. The high variance issue can be very pronounced in extremely large graphs, where it results in slow convergence and poor generalization. In this paper, we theoretically analyze the variance of sampling methods and show that, due to the composite structure of empirical risk, the variance of any sampling method can be decomposed into \textit{embedding approximation variance} in the forward stage and \textit{stochastic gradient variance} in the backward stage that necessities mitigating both types of variance to obtain faster convergence rate. We propose a decoupled variance reduction strategy that employs (approximate) gradient information to adaptively sample nodes with minimal variance, and explicitly reduces the variance introduced by embedding approximation. We show theoretically and empirically that the proposed method, even with smaller mini-batch sizes, enjoys a faster convergence rate and entails a better generalization compared to the existing methods.
Quantum hardware and quantum-inspired algorithms are becoming increasingly popular for combinatorial optimization. However, these algorithms may require careful hyperparameter tuning for each problem instance. We use a reinforcement learning agent in conjunction with a quantum-inspired algorithm to solve the Ising energy minimization problem, which is equivalent to the Maximum Cut problem. The agent controls the algorithm by tuning one of its parameters with the goal of improving recently seen solutions. We propose a new Rescaled Ranked Reward (R3) method that enables stable single-player version of self-play training that helps the agent to escape local optima. The training on any problem instance can be accelerated by applying transfer learning from an agent trained on randomly generated problems. Our approach allows sampling high-quality solutions to the Ising problem with high probability and outperforms both baseline heuristics and a black-box hyperparameter optimization approach.
Many meta-learning approaches for few-shot learning rely on simple base learners such as nearest-neighbor classifiers. However, even in the few-shot regime, discriminatively trained linear predictors can offer better generalization. We propose to use these predictors as base learners to learn representations for few-shot learning and show they offer better tradeoffs between feature size and performance across a range of few-shot recognition benchmarks. Our objective is to learn feature embeddings that generalize well under a linear classification rule for novel categories. To efficiently solve the objective, we exploit two properties of linear classifiers: implicit differentiation of the optimality conditions of the convex problem and the dual formulation of the optimization problem. This allows us to use high-dimensional embeddings with improved generalization at a modest increase in computational overhead. Our approach, named MetaOptNet, achieves state-of-the-art performance on miniImageNet, tieredImageNet, CIFAR-FS, and FC100 few-shot learning benchmarks. Our code is available at //github.com/kjunelee/MetaOptNet.
Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.
We consider the exploration-exploitation trade-off in reinforcement learning and we show that an agent imbued with a risk-seeking utility function is able to explore efficiently, as measured by regret. The parameter that controls how risk-seeking the agent is can be optimized exactly, or annealed according to a schedule. We call the resulting algorithm K-learning and show that the corresponding K-values are optimistic for the expected Q-values at each state-action pair. The K-values induce a natural Boltzmann exploration policy for which the `temperature' parameter is equal to the risk-seeking parameter. This policy achieves an expected regret bound of $\tilde O(L^{3/2} \sqrt{S A T})$, where $L$ is the time horizon, $S$ is the number of states, $A$ is the number of actions, and $T$ is the total number of elapsed time-steps. This bound is only a factor of $L$ larger than the established lower bound. K-learning can be interpreted as mirror descent in the policy space, and it is similar to other well-known methods in the literature, including Q-learning, soft-Q-learning, and maximum entropy policy gradient, and is closely related to optimism and count based exploration methods. K-learning is simple to implement, as it only requires adding a bonus to the reward at each state-action and then solving a Bellman equation. We conclude with a numerical example demonstrating that K-learning is competitive with other state-of-the-art algorithms in practice.
In this paper, we study the optimal convergence rate for distributed convex optimization problems in networks. We model the communication restrictions imposed by the network as a set of affine constraints and provide optimal complexity bounds for four different setups, namely: the function $F(\xb) \triangleq \sum_{i=1}^{m}f_i(\xb)$ is strongly convex and smooth, either strongly convex or smooth or just convex. Our results show that Nesterov's accelerated gradient descent on the dual problem can be executed in a distributed manner and obtains the same optimal rates as in the centralized version of the problem (up to constant or logarithmic factors) with an additional cost related to the spectral gap of the interaction matrix. Finally, we discuss some extensions to the proposed setup such as proximal friendly functions, time-varying graphs, improvement of the condition numbers.