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 Optimization


A Stochastic Extra-Step Quasi-Newton Method for Nonsmooth Nonconvex Optimization

arXiv.org Machine Learning

In this paper, a novel stochastic extra-step quasi-Newton method is developed to solve a class of nonsmooth nonconvex composite optimization problems. We assume that the gradient of the smooth part of the objective function can only be approximated by stochastic oracles. The proposed method combines general stochastic higher order steps derived from an underlying proximal type fixed-point equation with additional stochastic proximal gradient steps to guarantee convergence. Based on suitable bounds on the step sizes, we establish global convergence to stationary points in expectation and an extension of the approach using variance reduction techniques is discussed. Motivated by large-scale and big data applications, we investigate a stochastic coordinate-type quasi-Newton scheme that allows to generate cheap and tractable stochastic higher order directions. Finally, the proposed algorithm is tested on large-scale logistic regression and deep learning problems and it is shown that it compares favorably with other state-of-the-art methods.


Bayesian Optimization Allowing for Common Random Numbers

arXiv.org Machine Learning

Bayesian optimization is a powerful tool for expensive stochastic black-box optimization problems such as simulation-based optimization or machine learning hyperparameter tuning. Many stochastic objective functions implicitly require a random number seed as input. By explicitly reusing a seed a user can exploit common random numbers, comparing two or more inputs under the same randomly generated scenario, such as a common customer stream in a job shop problem, or the same random partition of training data into training and validation set for a machine learning algorithm. With the aim of finding an input with the best average performance over infinitely many seeds, we propose a novel Gaussian process model that jointly models both the output for each seed and the average. We then introduce the Knowledge gradient for Common Random Numbers that iteratively determines a combination of input and random seed to evaluate the objective and automatically trades off reusing old seeds and querying new seeds, thus overcoming the need to evaluate inputs in batches or measuring differences of pairs as suggested in previous methods. We investigate the Knowledge Gradient for Common Random Numbers both theoretically and empirically, finding it achieves significant performance improvements with only moderate added computational cost.


ALGAMES: A Fast Solver for Constrained Dynamic Games

arXiv.org Artificial Intelligence

Dynamic games are an effective paradigm for dealing with the control of multiple interacting actors. Current algorithms for solving these problems either rely on Hamilton-Jacobi-Isaacs (HJI) methods, dynamic programming (DP), differential dynamic programming (DDP), or an iterative best response approach (IBR). The first two approaches have strong theoretical guarantees; however they becomes intractable in high-dimensional real-world applications. The third approach is grounded in the success of iLQR. It is scalable, but it cannot handle constraints. Finally, the iterative best response algorithm is a heuristic approach with unknown convergence properties, and it can suffer from stability and tractability issues. This paper introduces ALGAMES (Augmented Lagrangian GAME-theoretic Solver), a solver that handles trajectory optimization problems with multiple actors and general nonlinear state and input constraints. We evaluate our solver in the context of autonomous driving on scenarios involving numerous vehicles such as ramp merging, overtaking, and lane changing. We present simulation and timing results demonstrating the speed and the ability of the solver to produce efficient, safe, and natural autonomous behaviors.


Regularization Matters in Policy Optimization

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (Deep RL) has been receiving increasingly more attention thanks to its encouraging performance on a variety of control tasks. Yet, conventional regularization techniques in training neural networks (e.g., $L_2$ regularization, dropout) have been largely ignored in RL methods, possibly because agents are typically trained and evaluated in the same environment. In this work, we present the first comprehensive study of regularization techniques with multiple policy optimization algorithms on continuous control tasks. Interestingly, we find conventional regularization techniques on the policy networks can often bring large improvement on the task performance, and the improvement is typically more significant when the task is more difficult. We also compare with the widely used entropy regularization and find $L_2$ regularization is generally better. Our findings are further confirmed to be robust against the choice of training hyperparameters. We also study the effects of regularizing different components and find that only regularizing the policy network is typically enough. We hope our study provides guidance for future practices in regularizing policy optimization algorithms.


Fast Exact Matrix Completion: A Unifying Optimization Framework

arXiv.org Machine Learning

We consider the problem of matrix completion of rank $k$ on an $n\times m$ matrix. We show that both the general case and the case with side information can be formulated as a combinatorical problem of selecting $k$ vectors from $p$ column features. We demonstrate that it is equivalent to a separable optimization problem that is amenable to stochastic gradient descent. We design fastImpute, based on projected stochastic gradient descent, to enable efficient scaling of the algorithm of sizes of $10^5 \times 10^5$. We report experiments on both synthetic and real-world datasets that show fastImpute is competitive in both the accuracy of the matrix recovered and the time needed across all cases. Furthermore, when a high number of entries are missing, fastImpute is over $75\%$ lower in MAPE and $10$x faster than current state-of-the-art matrix completion methods in both the case with side information and without.


Diverse Behavior Is What Game AI Needs: Generating Varied Human-Like Playing Styles Using Evolutionary Multi-Objective Deep Reinforcement Learning

arXiv.org Machine Learning

Designing artificial intelligence for games (Game AI) has been long recognized as a notoriously challenging task in game industry, as it mainly relies on manual design, requiring plenty of domain knowledge. More frustratingly, even spending a lot of efforts, a satisfying Game AI is still hard to achieve by manual design due to the almost infinite search space. The recent success of deep reinforcement learning (DRL) sheds light on advancing automated game designing, significantly relaxing human competitive intelligent supp ort. However, existing DRL algorithms mostly focus on training a Game AI to win the game rather that the way it wins (style). To bridge the gap, we introduce EMO-DRL, an end-to-end game design framework, leveraging evolutionary algorithm, DRL and multi-objective optimization (MOO) to perform intelligent and automatic game design. Firstly, EMO-DRL proposes the style-oriented learning to bypass manual reward shaping in DRL and directly learns a Game AI with an expected style in an end-to-end fashion. On this basis, the prioritized multi-objective optimization is introduced to achieve more diverse, nature and humanlike Game AI. Large-scale evaluations on a Atari game and a commercial massively mul-tiplayer online game are conducted. The results demonstrat es that EMO-DRL, compared to existing algorithms, achieve better game designs in an intelligent and automatic way.


PC-Fairness: A Unified Framework for Measuring Causality-based Fairness

arXiv.org Artificial Intelligence

A recent trend of fair machine learning is to define fairness as causality-based notions which concern the causal connection between protected attributes and decisions. However, one common challenge of all causality-based fairness notions is identifiability, i.e., whether they can be uniquely measured from observational data, which is a critical barrier to applying these notions to real-world situations. In this paper, we develop a framework for measuring different causality-based fairness. We propose a unified definition that covers most of previous causality-based fairness notions, namely the path-specific counterfactual fairness (PC fairness). Based on that, we propose a general method in the form of a constrained optimization problem for bounding the path-specific counterfactual fairness under all unidentifiable situations. Experiments on synthetic and real-world datasets show the correctness and effectiveness of our method.


All-Action Policy Gradient Methods: A Numerical Integration Approach

arXiv.org Artificial Intelligence

While often stated as an instance of the likelihood ratio trick [Rubinstein, 1989], the original policy gradient theorem [Sutton, 1999] involves an integral over the action space. When this integral can be computed, the resulting "all-action" estimator [Sutton, 2001] provides a conditioning effect [Bratley, 1987] reducing the variance significantly compared to the REINFORCE estimator [Williams, 1992]. In this paper, we adopt a numerical integration perspective to broaden the applicability of the all-action estimator to general spaces and to any function class for the policy or critic components, beyond the Gaussian case considered by [Ciosek, 2018]. In addition, we provide a new theoretical result on the effect of using a biased critic which offers more guidance than the previous "compatible features" condition of [Sutton, 1999]. We demonstrate the benefit of our approach in continuous control tasks with nonlinear function approximation. Our results show improved performance and sample efficiency.


A Memetic Algorithm Based on Breakout Local Search for the Generalized Travelling Salesman Problem

arXiv.org Artificial Intelligence

The Travelling Salesman Problem (TSP) is one of the most popularCombinatorial Optimization Problem. It is well solicited for the large variety ofapplications that it can solve, but also for its difficulty to find optimal solutions. Oneof the variants of the TSP is the Generalized TSP (GTSP), where the TSP isconsidered as a special case which makes the GTSP harder to solve. We propose inthis paper a new memetic algorithm based on the well-known Breakout Local Search(BLS) metaheuristic to provide good solutions for GTSP instances. Our approach iscompetitive compared to other recent memetic algorithms proposed for the GTSPand gives at the same time some improvements to BLS to reduce its runtime.Keywords: Generalized Travelling Salesman Problem, Breakout Local Search,Memetic Algorithms, Iterated Local Search


Machine Learning for AC Optimal Power Flow

arXiv.org Machine Learning

W e explore machine learning methods for AC Optimal Powerflow (ACOPF) - the task of optimizing power generation in a transmission network according while respecting physical and engineering constraints. W e present two formulations of ACOPF as a machine learning problem: 1) an end-to-end prediction task where we directly predict the optimal generator settings, and 2) a constraint prediction task where we predict the set of active constraints in the optimal solution.