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Matching on Balanced Nonlinear Representations for Treatment Effects Estimation

Neural Information Processing Systems

Estimating treatment effects from observational data is challenging due to the missing counterfactuals. Matching is an effective strategy to tackle this problem. The widely used matching estimators such as nearest neighbor matching (NNM) pair the treated units with the most similar control units in terms of covariates, and then estimate treatment effects accordingly. However, the existing matching estimators have poor performance when the distributions of control and treatment groups are unbalanced. Moreover, theoretical analysis suggests that the bias of causal effect estimation would increase with the dimension of covariates. In this paper, we aim to address these problems by learning low-dimensional balanced and nonlinear representations (BNR) for observational data. In particular, we convert counterfactual prediction as a classification problem, develop a kernel learning model with domain adaptation constraint, and design a novel matching estimator. The dimension of covariates will be significantly reduced after projecting data to a low-dimensional subspace. Experiments on several synthetic and real-world datasets demonstrate the effectiveness of our approach.


Fast Rates for Bandit Optimization with Upper-Confidence Frank-Wolfe

Neural Information Processing Systems

We consider the problem of bandit optimization, inspired by stochastic optimization and online learning problems with bandit feedback. In this problem, the objective is to minimize a global loss function of all the actions, not necessarily a cumulative loss. This framework allows us to study a very general class of problems, with applications in statistics, machine learning, and other fields. To solve this problem, we analyze the Upper-Confidence Frank-Wolfe algorithm, inspired by techniques for bandits and convex optimization. We give theoretical guarantees for the performance of this algorithm over various classes of functions, and discuss the optimality of these results.


On Frank-Wolfe and Equilibrium Computation

Neural Information Processing Systems

We consider the Frank-Wolfe (FW) method for constrained convex optimization, and we show that this classical technique can be interpreted from a different perspective: FW emerges as the computation of an equilibrium (saddle point) of a special convex-concave zero sum game. This saddle-point trick relies on the existence of no-regret online learning to both generate a sequence of iterates but also to provide a proof of convergence through vanishing regret. We show that our stated equivalence has several nice properties, as it exhibits a modularity that gives rise to various old and new algorithms. We explore a few such resulting methods, and provide experimental results to demonstrate correctness and efficiency.


Towards Generalization and Simplicity in Continuous Control

Neural Information Processing Systems

The remarkable successes of deep learning in speech recognition and computer vision have motivated efforts to adapt similar techniques to other problem domains, including reinforcement learning (RL). Consequently, RL methods have produced rich motor behaviors on simulated robot tasks, with their success largely attributed to the use of multi-layer neural networks. This work is among the first to carefully study what might be responsible for these recent advancements. Our main result calls this emerging narrative into question by showing that much simpler architectures -- based on linear and RBF parameterizations -- achieve comparable performance to state of the art results. We not only study different policy representations with regard to performance measures at hand, but also towards robustness to external perturbations. We again find that the learned neural network policies --- under the standard training scenarios --- are no more robust than linear (or RBF) policies; in fact, all three are remarkably brittle. Finally, we then directly modify the training scenarios in order to favor more robust policies, and we again do not find a compelling case to favor multi-layer architectures. Overall, this study suggests that multi-layer architectures should not be the default choice, unless a side-by-side comparison to simpler architectures shows otherwise. More generally, we hope that these results lead to more interest in carefully studying the architectural choices, and associated trade-offs, for training generalizable and robust policies.


Gradient Episodic Memory for Continual Learning

Neural Information Processing Systems

One major obstacle towards AI is the poor ability of models to solve new problems quicker, and without forgetting previously acquired knowledge. To better understand this issue, we study the problem of continual learning, where the model observes, once and one by one, examples concerning a sequence of tasks. First, we propose a set of metrics to evaluate models learning over a continuum of data. These metrics characterize models not only by their test accuracy, but also in terms of their ability to transfer knowledge across tasks. Second, we propose a model for continual learning, called Gradient Episodic Memory (GEM) that alleviates forgetting, while allowing beneficial transfer of knowledge to previous tasks. Our experiments on variants of the MNIST and CIFAR-100 datasets demonstrate the strong performance of GEM when compared to the state-of-the-art.


Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments

Neural Information Processing Systems

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.


Countering Feedback Delays in Multi-Agent Learning

Neural Information Processing Systems

We consider a model of game-theoretic learning based on online mirror descent (OMD) with asynchronous and delayed feedback information. Instead of focusing on specific games, we consider a broad class of continuous games defined by the general equilibrium stability notion, which we call ฮป-variational stability. Our first contribution is that, in this class of games, the actual sequence of play induced by OMD-based learning converges to Nash equilibria provided that the feedback delays faced by the players are synchronous and bounded. Subsequently, to tackle fully decentralized, asynchronous environments with (possibly) unbounded delays between actions and feedback, we propose a variant of OMD which we call delayed mirror descent (DMD), and which relies on the repeated leveraging of past information. With this modification, the algorithm converges to Nash equilibria with no feedback synchronicity assumptions and even when the delays grow superlinearly relative to the horizon of play.


Efficient Second-Order Online Kernel Learning with Adaptive Embedding

Neural Information Processing Systems

Online kernel learning (OKL) is a flexible framework to approach prediction problems, since the large approximation space provided by reproducing kernel Hilbert spaces can contain an accurate function for the problem. Nonetheless, optimizing over this space is computationally expensive. Not only first order methods accumulate $\O(\sqrt{T})$ more loss than the optimal function, but the curse of kernelization results in a $\O(t)$ per step complexity. Second-order methods get closer to the optimum much faster, suffering only $\O(\log(T))$ regret, but second-order updates are even more expensive, with a $\O(t^2)$ per-step cost. Existing approximate OKL methods try to reduce this complexity either by limiting the Support Vectors (SV) introduced in the predictor, or by avoiding the kernelization process altogether using embedding. Nonetheless, as long as the size of the approximation space or the number of SV does not grow over time, an adversary can always exploit the approximation process. In this paper, we propose PROS-N-KONS, a method that combines Nystrom sketching to project the input point in a small, accurate embedded space, and performs efficient second-order updates in this space. The embedded space is continuously updated to guarantee that the embedding remains accurate, and we show that the per-step cost only grows with the effective dimension of the problem and not with $T$. Moreover, the second-order updated allows us to achieve the logarithmic regret. We empirically compare our algorithm on recent large-scales benchmarks and show it performs favorably.


Identification of Gaussian Process State Space Models

Neural Information Processing Systems

The Gaussian process state space model (GPSSM) is a non-linear dynamical system, where unknown transition and/or measurement mappings are described by GPs. Most research in GPSSMs has focussed on the state estimation problem, i.e., computing a posterior of the latent state given the model. However, the key challenge in GPSSMs has not been satisfactorily addressed yet: system identification, i.e., learning the model. To address this challenge, we impose a structured Gaussian variational posterior distribution over the latent states, which is parameterised by a recognition model in the form of a bi-directional recurrent neural network. Inference with this structure allows us to recover a posterior smoothed over sequences of data. We provide a practical algorithm for efficiently computing a lower bound on the marginal likelihood using the reparameterisation trick. This further allows for the use of arbitrary kernels within the GPSSM. We demonstrate that the learnt GPSSM can efficiently generate plausible future trajectories of the identified system after only observing a small number of episodes from the true system.


Online Learning with Transductive Regret

Neural Information Processing Systems

We study online learning with the general notion of transductive regret, that is regret with modification rules applying to expert sequences (as opposed to single experts) that are representable by weighted finite-state transducers. We show how transductive regret generalizes existing notions of regret, including: (1) external regret; (2) internal regret; (3) swap regret; and (4) conditional swap regret. We present a general and efficient online learning algorithm for minimizing transductive regret. We further extend that to design efficient algorithms for the time-selection and sleeping expert settings. A by-product of our study is an algorithm for swap regret, which, under mild assumptions, is more efficient than existing ones, and a substantially more efficient algorithm for time selection swap regret.