Education
A General Framework for Robust Interactive Learning
We propose a general framework for interactively learning models, such as (binary or non-binary) classifiers, orderings/rankings of items, or clusterings of data points. Our framework is based on a generalization of Angluin's equivalence query model and Littlestone's online learning model: in each iteration, the algorithm proposes a model, and the user either accepts it or reveals a specific mistake in the proposal. The feedback is correct only with probability p > 1/2 (and adversarially incorrect with probability 1 - p), i.e., the algorithm must be able to learn in the presence of arbitrary noise. The algorithm's goal is to learn the ground truth model using few iterations. Our general framework is based on a graph representation of the models and user feedback. To be able to learn efficiently, it is sufficient that there be a graph G whose nodes are the models, and (weighted) edges capture the user feedback, with the property that if s, s* are the proposed and target models, respectively, then any (correct) user feedback s' must lie on a shortest s-s* path in G. Under this one assumption, there is a natural algorithm, reminiscent of the Multiplicative Weights Update algorithm, which will efficiently learn s* even in the presence of noise in the user's feedback. From this general result, we rederive with barely any extra effort classic results on learning of classifiers and a recent result on interactive clustering; in addition, we easily obtain new interactive learning algorithms for ordering/ranking.
Dual Space Gradient Descent for Online Learning
One crucial goal in kernel online learning is to bound the model size. Common approaches employ budget maintenance procedures to restrict the model sizes using removal, projection, or merging strategies. Although projection and merging, in the literature, are known to be the most effective strategies, they demand extensive computation whilst removal strategy fails to retain information of the removed vectors. An alternative way to address the model size problem is to apply random features to approximate the kernel function. This allows the model to be maintained directly in the random feature space, hence effectively resolve the curse of kernelization. However, this approach still suffers from a serious shortcoming as it needs to use a high dimensional random feature space to achieve a sufficiently accurate kernel approximation.
Minimizing Regret on Reflexive Banach Spaces and Nash Equilibria in Continuous Zero-Sum Games
We study a general adversarial online learning problem, in which we are given a decision set X' in a reflexive Banach space X and a sequence of reward vectors in the dual space of X. At each iteration, we choose an action from X', based on the observed sequence of previous rewards. Our goal is to minimize regret, defined as the gap between the realized reward and the reward of the best fixed action in hindsight. Using results from infinite dimensional convex analysis, we generalize the method of Dual Averaging (or Follow the Regularized Leader) to our setting and obtain upper bounds on the worst-case regret that generalize many previous results. Under the assumption of uniformly continuous rewards, we obtain explicit regret bounds in a setting where the decision set is the set of probability distributions on a compact metric space S. Importantly, we make no convexity assumptions on either the set S or the reward functions. We also prove a general lower bound on the worst-case regret for any online algorithm. We then apply these results to the problem of learning in repeated two-player zero-sum games on compact metric spaces. In doing so, we first prove that if both players play a Hannan-consistent strategy, then with probability 1 the empirical distributions of play weakly converge to the set of Nash equilibria of the game. We then show that, under mild assumptions, Dual Averaging on the (infinite-dimensional) space of probability distributions indeed achieves Hannan-consistency.
Coin Betting and Parameter-Free Online Learning
In the recent years, a number of parameter-free algorithms have been developed for online linear optimization over Hilbert spaces and for learning with expert advice. These algorithms achieve optimal regret bounds that depend on the unknown competitors, without having to tune the learning rates with oracle choices. We present a new intuitive framework to design parameter-free algorithms for both online linear optimization over Hilbert spaces and for learning with expert advice, based on reductions to betting on outcomes of adversarial coins. We instantiate it using a betting algorithm based on the Krichevsky-Trofimov estimator. The resulting algorithms are simple, with no parameters to be tuned, and they improve or match previous results in terms of regret guarantee and per-round complexity.
Stochastic Multiple Choice Learning for Training Diverse Deep Ensembles
Many practical perception systems exist within larger processes which often include interactions with users or additional components that are capable of evaluating the quality of predicted solutions. In these contexts, it is beneficial to provide these oracle mechanisms with multiple highly likely hypotheses rather than a single prediction. In this work, we pose the task of producing multiple outputs as a learning problem over an ensemble of deep networks -- introducing a novel stochastic gradient descent based approach to minimize the loss with respect to an oracle. Our method is simple to implement, agnostic to both architecture and loss function, and parameter-free. Our approach achieves lower oracle error compared to existing methods on a wide range of tasks and deep architectures. We also show qualitatively that solutions produced from our approach often provide interpretable representations of task ambiguity.
Efficient Second Order Online Learning by Sketching
We propose Sketched Online Newton (SON), an online second order learning algorithm that enjoys substantially improved regret guarantees for ill-conditioned data. SON is an enhanced version of the Online Newton Step, which, via sketching techniques enjoys a running time linear in the dimension and sketch size. We further develop sparse forms of the sketching methods (such as Oja's rule), making the computation linear in the sparsity of features. Together, the algorithm eliminates all computational obstacles in previous second order online learning approaches.
MetaGrad: Multiple Learning Rates in Online Learning
In online convex optimization it is well known that certain subclasses of objective functions are much easier than arbitrary convex functions. We are interested in designing adaptive methods that can automatically get fast rates in as many such subclasses as possible, without any manual tuning. Previous adaptive methods are able to interpolate between strongly convex and general convex functions. We present a new method, MetaGrad, that adapts to a much broader class of functions, including exp-concave and strongly convex functions, but also various types of stochastic and non-stochastic functions without any curvature. For instance, MetaGrad can achieve logarithmic regret on the unregularized hinge loss, even though it has no curvature, if the data come from a favourable probability distribution. MetaGrad's main feature is that it simultaneously considers multiple learning rates. Unlike all previous methods with provable regret guarantees, however, its learning rates are not monotonically decreasing over time and are not tuned based on a theoretically derived bound on the regret. Instead, they are weighted directly proportional to their empirical performance on the data using a tilted exponential weights master algorithm.
Dialog-based Language Learning
A long-term goal of machine learning research is to build an intelligent dialog agent. Most research in natural language understanding has focused on learning from fixed training sets of labeled data, with supervision either at the word level (tagging, parsing tasks) or sentence level (question answering, machine translation). This kind of supervision is not realistic of how humans learn, where language is both learned by, and used for, communication. In this work, we study dialog-based language learning, where supervision is given naturally and implicitly in the response of the dialog partner during the conversation. We study this setup in two domains: the bAbI dataset of (Weston et al., 2015) and large-scale question answering from (Dodge et al., 2015). We evaluate a set of baseline learning strategies on these tasks, and show that a novel model incorporating predictive lookahead is a promising approach for learning from a teacher's response. In particular, a surprising result is that it can learn to answer questions correctly without any reward-based supervision at all.