Statistical Learning
Online Lazy Gradient Descent is Universal on Strongly Convex Domains
We study Online Lazy Gradient Descent for optimisation on a strongly convex domain. The algorithm is known to achieve O( N) regret against adversarial opponents; here we show it is universal in the sense that it also achieves O(log N) expected regret against i.i.d opponents. This improves upon the more complex metaalgorithm of Huang et al [20] that only gets O( Nlog N) and O(log N) bounds. In addition we show that, unlike for the simplex, order bounds for pseudo-regret and expected regret are equivalent for strongly convex domains.
Fast Pure Exploration via Frank-Wolfe
We study the problem of active pure exploration with fixed confidence in generic stochastic bandit environments. The goal of the learner is to answer a query about the environment with a given level of certainty while minimizing her sampling budget. For this problem, instance-specific lower bounds on the expected sample complexity reveal the optimal proportions of arm draws an Oracle algorithm would apply. These proportions solve an optimization problem whose tractability strongly depends on the structural properties of the environment, but may be instrumental in the design of efficient learning algorithms. We devise Frank-Wolfe-based Sampling (FWS), a simple algorithm whose sample complexity matches the lower bounds for a wide class of pure exploration problems. The algorithm is computationally efficient as, to learn and track the optimal proportion of arm draws, it relies on a single iteration of Frank-Wolfe algorithm applied to the lower-bound optimization problem. We apply FWS to various pure exploration tasks, including best arm identification in unstructured, thresholded, linear, and Lipschitz bandits. Despite its simplicity, FWSis competitive compared to state-of-art algorithms.
Fast Pure Exploration via Frank-Wolfe
We study the problem of active pure exploration with fixed confidence in generic stochastic bandit environments. The goal of the learner is to answer a query about the environment with a given level of certainty while minimizing her sampling budget. For this problem, instance-specific lower bounds on the expected sample complexity reveal the optimal proportions of arm draws an Oracle algorithm would apply. These proportions solve an optimization problem whose tractability strongly depends on the structural properties of the environment, but may be instrumental in the design of efficient learning algorithms. We devise Frank-Wolfe-based Sampling (FWS), a simple algorithm whose sample complexity matches the lower bounds for a wide class of pure exploration problems. The algorithm is computationally efficient as, to learn and track the optimal proportion of arm draws, it relies on a single iteration of Frank-Wolfe algorithm applied to the lower-bound optimization problem. We apply FWS to various pure exploration tasks, including best arm identification in unstructured, thresholded, linear, and Lipschitz bandits. Despite its simplicity, FWSis competitive compared to state-of-art algorithms.
Minimax Optimal Online Imitation Learning via Replay Estimation
Online imitation learning is the problem of how best to mimic expert demonstrations, given access to the environment or an accurate simulator. Prior work has shown that in the infinite sample regime, exact moment matching achieves value equivalence to the expert policy. However, in the finite sample regime, even if one has no optimization error, empirical variance can lead to a performance gap that scales with H2/Nexp for behavioral cloning and H/ p Nexp for online moment matching, where H is the horizon and Nexp is the size of the expert dataset. We introduce the technique of replay estimation to reduce this empirical variance: by repeatedly executing cached expert actions in a stochastic simulator, we compute a smoother expert visitation distribution estimate to match. In the presence of parametric function approximation, we prove a meta theorem reducing the performance gap of our approach to the parameter estimation error for offline classification (i.e.
Single Loop Gaussian Homotopy Method for Non-convex Optimization
The Gaussian homotopy (GH) method is a popular approach to finding better stationary points for non-convex optimization problems by gradually reducing a parameter value t, which changes the problem to be solved from an almost convex one to the original target one. Existing GH-based methods repeatedly call an iterative optimization solver to find a stationary point every time t is updated, which incurs high computational costs. We propose a novel single loop framework for GH methods (SLGH) that updates the parameter tand the optimization decision variables at the same. Computational complexity analysis is performed on the SLGH algorithm under various situations: either a gradient or gradient-free oracle of a GH function can be obtained for both deterministic and stochastic settings. The convergence rate of SLGH with a tuned hyperparameter becomes consistent with the convergence rate of gradient descent, even though the problem to be solved is gradually changed due to t. In numerical experiments, our SLGH algorithms show faster convergence than an existing double loop GH method while outperforming gradient descent-based methods in terms of finding a better solution.