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Revisiting Active Sets for Gaussian Process Decoders

Neural Information Processing Systems

Decoders built on Gaussian processes (GPs) are enticing due to the marginalisation over the non-linear function space. Such models (also known as GP-LVMs) are often expensive and notoriously difficult to train in practice, but can be scaled using variational inference and inducing points. In this paper, we revisit active set approximations. We develop a new stochastic estimate of the log-marginal likelihood based on recently discovered links to cross-validation, and we propose a computationally efficient approximation thereof. We demonstrate that the resulting stochastic active sets (SAS) approximation significantly improves the robustness of GP decoder training, while reducing computational cost. The SAS-GP obtains more structure in the latent space, scales to many datapoints, and learns better representations than variational autoencoders, which is rarely the case for GP decoders.


Appendix to: Conformal Frequency Estimation with Sketched Data

Neural Information Processing Systems

Output: deterministic upper-bound for the frequency of z in the data set: ห†fCMSup (z). The CMS-CU algorithm Algorithm A2 CMS-CU Input: Data set Z1,...,Zm. Output: deterministic upper-bound for the frequency of z in the data set: ห†fCMS CUup (z). Input: A (trainable) rule for computing nested intervals [ห†Lm,ฮฑ(; t), ห†Um,ฮฑ(; t)], t T. Input: Number of data points mtrain0




Equilibrium and non-Equilibrium regimes in the learning of Restricted Boltzmann Machines

Neural Information Processing Systems

Training Restricted Boltzmann Machines (RBMs) has been challenging for a long time due to the difficulty of computing precisely the log-likelihood gradient. Over the past decades, many works have proposed more or less successful training recipes but without studying the crucial quantity of the problem: the mixing time, i.e. the number of Monte Carlo iterations needed to sample new configurations from a model. In this work, we show that this mixing time plays a crucial role in the dynamics and stability of the trained model, and that RBMs operate in two well-defined regimes, namely equilibrium and out-of-equilibrium, depending on the interplay between this mixing time of the model and the number of steps, k, used to approximate the gradient. We further show empirically that this mixing time increases with the learning, which often implies a transition from one regime to another as soon as kbecomes smaller than this time. In particular, we show that using the popular k (persistent) contrastive divergence approaches, with k small, the dynamics of the learned model are extremely slow and often dominated by strong out-of-equilibrium effects. On the contrary, RBMs trained in equilibrium display faster dynamics, and a smooth convergence to dataset-like configurations during the sampling. Finally we discuss how to exploit in practice both regimes depending on the task one aims to fulfill: (i) short k can be used to generate convincing samples in short learning times, (ii) large k (or increasingly large) is needed to learn the correct equilibrium distribution of the RBM. Finally, the existence of these two operational regimes seems to be a general property of energy based models trained via likelihood maximization.



Compressing Neural Networks: Towards Determining the Optimal Layer-wise Decomposition

Neural Information Processing Systems

We present a novel global compression framework for deep neural networks that automatically analyzes each layer to identify the optimal per-layer compression ratio, while simultaneously achieving the desired overall compression.


First-Order Algorithms for Min-Max Optimization in Geodesic Metric Spaces

Neural Information Processing Systems

From optimal transport to robust dimensionality reduction, a plethora of machine learning applications can be cast into the min-max optimization problems over Riemannian manifolds. Though many min-max algorithms have been analyzed in the Euclidean setting, it has proved elusive to translate these results to the Riemannian case. Zhang et al. have recently shown that geodesic convex concave Riemannian problems always admit saddle-point solutions. Inspired by this result, we study whether a performance gap between Riemannian and optimal Euclidean space convex-concave algorithms is necessary. We answer this question in the negative--we prove that the Riemannian corrected extragradient (RCEG) method achieves last-iterate convergence at a linear rate in the geodesically stronglyconvex-concave case, matching the Euclidean result. Our results also extend to the stochastic or non-smooth case where RCEG and Riemanian gradient ascent descent (RGDA) achieve near-optimal convergence rates up to factors depending on curvature of the manifold.


No-regret learning in games with noisy feedback: Faster rates and adaptivity via learning rate separation

Neural Information Processing Systems

We examine the problem of regret minimization when the learner is involved in a continuous game with other optimizing agents: in this case, if all players follow a no-regret algorithm, it is possible to achieve significantly lower regret relative to fully adversarial environments. We study this problem in the context of variationally stable games (a class of continuous games which includes all convexconcave and monotone games), and when the players only have access to noisy estimates of their individual payoff gradients. If the noise is additive, the gametheoretic and purely adversarial settings enjoy similar regret guarantees; however, if the noise is multiplicative, we show that the learners can, in fact, achieve constant regret. We achieve this faster rate via an optimistic gradient scheme with learning rate separation - that is, the method's extrapolation and update steps are tuned to different schedules, depending on the noise profile. Subsequently, to eliminate the need for delicate hyperparameter tuning, we propose a fully adaptive method that attains nearly the same guarantees as its non-adapted counterpart, while operating without knowledge of either the game or of the noise profile.


No-regret learning in games with noisy feedback: Faster rates and adaptivity via learning rate separation

Neural Information Processing Systems

We examine the problem of regret minimization when the learner is involved in a continuous game with other optimizing agents: in this case, if all players follow a no-regret algorithm, it is possible to achieve significantly lower regret relative to fully adversarial environments. We study this problem in the context of variationally stable games (a class of continuous games which includes all convexconcave and monotone games), and when the players only have access to noisy estimates of their individual payoff gradients. If the noise is additive, the gametheoretic and purely adversarial settings enjoy similar regret guarantees; however, if the noise is multiplicative, we show that the learners can, in fact, achieve constant regret. We achieve this faster rate via an optimistic gradient scheme with learning rate separation - that is, the method's extrapolation and update steps are tuned to different schedules, depending on the noise profile. Subsequently, to eliminate the need for delicate hyperparameter tuning, we propose a fully adaptive method that attains nearly the same guarantees as its non-adapted counterpart, while operating without knowledge of either the game or of the noise profile.